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REVIEWED AND APPROVED!
PRIMA
G A M E S
2012 EA DIGITAL ILLUSIONS CE AB. BATTLEFIELD 3 AND THE DICE LOGO ARE TRADEMARKS OF EA DIGITAL ILLUSIONS CE AB. EA AND THE EA LOGO ARE TRADEMARKS OF ELECTRONIC ARTS INC. ALL OTHER TRADEMARKS ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS.
CLOSE-QUARTERS PRIMER
WHATS NEW?
Battleeld 3: Close Quarters is a themed expansion pack bringing the team play of Battleeld 3 to tight indoor environments. The frantic closequarters infantry combat is amplied by unprecedented high-denition destruction, new ways to play, more weapons, and added persistence. Heres a quick summary of the new features:
Four new maps: The tight level design and many opportunities for vertical gameplay mean your team will need to bring their A game if they want to stay alive in this highly competitive theater of war. New game modes: The new Conquest Domination and Gun Master game modes are tailored specically for the new maps in Close Quarters, guaranteeing you a host of new and memorable Battleeld moments. HD destruction: The new high-denition destruction in Close Quarters allows you to riddle the environment with bullets, reducing entire locales to ruin. Everything from furniture to plaster can be shot to pieces, and players can see the result of the mayhem as rubble and broken pieces pile up on the oor. New weapons: By completing ten new assignments, you can unlock new weapons such as assault ries, carbines, light machine guns, and sniper ries. The rapid-ring M5K PDW and the devastating SPAS-12 shotgun are also available, perfect for those point-blank encounters. Expanded persistence: In addition to the new assignments, Close Quarters adds ve new achievements and trophies and a variety of unique dog tags you can equip to display your accomplishments.
GAME MODES
There are four game modes available on each of the new Close Quarter maps, oering plenty of variety for all. Most of the game modes are familiar classics, but the addition of Gun Master and the new Conquest Domination variant ramps up the intensity for those who prefer nonstop action. Due to the compact size of the new environments, Rush and Squad Rush are not available on the Close Quarters maps.
CONQUEST DOMINATION
Conquest Domination is a variant of the classic Battleeld game mode and is ne-tuned for the smaller-scale maps featured in Close Quarters. The core fundamentals work the same as classic Conquest as your team tries to dominate the area of operations by capturing control points and holding them. Simply stand next to a agpole at a control point to raise your teams agthe more teammates there are in the ags capture radius, the faster the ag is raised. The time it takes to convert a ag in Conquest Domination has been reduced, meaning you wont have to wait long to raise your teams ag. However, the capture radius of each ag is very small, requiring you (and your teammates) to stand very close to the agpole during the capture phase, leaving you vulnerable to ambushes and booby traps. Once captured, ags cannot be used as spawn points. When spawning into the game, a random spawn point is chosen near a friend. Its far more preferable to join a squad and spawn on one of your squadmates.
Flags are converted at a faster rate in Conquest Domination. But it still helps to have a teammate within the capture radius to speed up the process. Just watch out for claymores and C4.
Max players: 16
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[CLOSE-QUARTERS PRIMER] // Game Modes Gun Master is completely new to Battleeld 3, requiring you, your teammates, and opponents to progress through 17 levels of weapons. At each level youre assigned a single rearm and a knife. You must score two kills with the assigned rearm before progressing to the next level, where youre assigned a new weapon. Knife kills do not count toward the two-kill total, but they result in demoting your victim. So if an opponent is progressing too quickly, kill them with a knife to knock them back one kill. Every player begins at Level 1, equipped with an MP443 pistol and a knife. But as the match progresses and some players score more kills than others, the dynamic of each engagement diers, often giving players with one particular weapon a signicant advantage over their opponents. For example, the rst player to reach Level 4 gains a PP-19 fully automatic PDW. This gives them a leg up on the competition still running around with pistols. But higher-level weapons arent always better. The PNG-90 sniper rie, equipped at Level 15, is one of the most difcult weapons to master given the cramped spaces of each map. At Level 17 youre equipped with only a knife and must score a single kill to win the match.
As with all Conquest matches, expect heavy trafc around each of the maps three ags. Once a ag is captured, dont forget to defend it.
As in classic Conquest matches, both teams have a limited number of reinforcements known as tickets. The ticket count for both teams appears just above the minimapthe team who runs out of tickets rst loses the match. You can drain the enemy ticket count by holding more than half of the control points on the map. Since there are just three control points on each map, you need only hold two ags to initiate a ticket drain. So capture two ags early on and stay put, forcing the enemy to attack your defended positions. Leaving a ag undefended guarantees a prompt capture by the opposing team. Assigning each squad on your team a ag is a good way to ensure all control points are covered. Throughout the duration of the match, each squad focuses on attacking and defending their assigned ag. Without a solid gameplan or any defensive eorts, these matches become a whack-a-mole-like footrace as each player runs from one enemy-held ag to the next.
GUN MASTER
Playing Gun Master is a great way to become familiar with the new weapons you havent unlocked yet, like the ACW-R carbine.
During Gun Master matches, players are divided into two teams. While you can utilize teamwork to hunt down opponents, all spawning is random, often placing you in a remote area of the map. You cannot spawn on teammates. So take some time moving in the direction of your teammates, appearing as green ID tags on the HUD. While its possible to succeed on your own, if you come across a group of players working together, youll have a tough time surviving the engagement. Youre better o moving around the map with one or two buddies. Before rushing into a Gun Master match, review the weapons equipped at each level. Adjust your tactics at each acquired level to take advantage of the assigned weapons strengths.
Not all weapons are equal. Stick to locations best suited for your equipped weapon. Shotguns and PDWs are most eective in small rooms.
Max players: 16
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LEVEL 1: MP443
Ammo: 9 x 19 mm Parabellum Magazine Capacity: 18 Fire Mode: Single shot Rate of Fire: Semi-auto Range: Short Optic Attachment: None Primary Attachment: None Secondary Attachment: None Chambered in 9 mm, the MP443 lacks stopping power. So be prepared to rapidly re multiple rounds at your opponents to produce lethal results. Fortunately, the pistol sports a generous 18-round magazine, allowing you to re continuously with minimal reloads. The MP443 is also surprisingly accurate when ring from the hip at close range. But for any targets beyond 15 meters, always aim through the weapons iron sights. Get your two kills with this weapon as quickly as possible, because youll be outclassed once your opponents progress to the 93R and PDWs.
LEVEL 2: 93R
Ammo: 9 x 19 mm Parabellum Magazine Capacity: 20 Fire Mode: Three-round burst Rate of Fire: 900 rpm Range: Short Optic Attachment: None Primary Attachment: None Secondary Attachment: None This is a variant of the M9 pistol modied to re a three-round burst. The high rate of re gives the 93R a signicant advantage over the MP443, particularly when engaging opponents at close range. However, at intermediate to long range, the pistol is difcult to keep on target due to muzzle climb. Consider aiming low, allowing the recoil to rake bullets across your target vertically as you re. But the 93R is best deployed at close range, where its rate of re greatly outperforms the MP443 and .44 Magnum. Just be sure to reload often. The 93Rs 20-round magazine empties fast.
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LEVEL 4: PP-19
Ammo: 9 x 18 mm Makarov Magazine Capacity: 55 Fire Mode: Automatic Rate of Fire: 900 rpm Range: Short Optic Attachment: None Primary Attachment: None Secondary Attachment: Suppressor Sporting a massive 55-round magazine and a blistering rate of re, the PP-19 gives any shooter a serious advantage over opponents stuck with the rst three pistols. This PP-19 is also equipped with a suppressor, signicantly reducing muzzle climb. But the suppressor also reduces the weapons range and accuracy when ring from the hip. So always use the weapons iron sights when engaging opponents beyond 15 to 20 meters. At close range, feel free to re from the hip while holding down the trigger. The PP-19s suppressor also eliminates muzzle ash, making it easy to stay hidden from opponents, particularly if camping near a choke point.
LEVEL 5: P90
Ammo: 5.7 x 28 mm Magazine Capacity: 50 Fire Mode: Automatic Rate of Fire: 900 rpm Range: Short Optic Attachment: Reex (RDS) Primary Attachment: None Secondary Attachment: None The P90 functions similar to the PP-19, equipped with a large 50-round magazine. But this PDR is equipped with a Reex (RDS) sight, making it easier to engage enemies at close and intermediate ranges. Even while ring prolonged automatic bursts, the P90 exhibits minimal recoil. So dont be afraid to lay down a generous burst of automatic re to bring down each opponent. Chances are your opponent will drop long before you run out of ammo. Despite the addition of the Reex (RDS) sight, this is still a close-quarter weapon, so avoid wide-open spaces where opponents with long-range ries can gain the upper hand. Instead, try to ambush opponents in small rooms and cramped corridors.
LEVEL 6: SPAS-12
Ammo: 12 gauge Magazine Capacity: 5 Fire Mode: Single-shot Rate of Fire: Pump-action Range: Short Optic Attachment: None Primary Attachment: None Secondary Attachment: None The SPAS-12 has a lot in common with the 870MCS. Both are extremely lethal pump-action shotguns capable of dropping opponents with a single hit. However, the damage of the SPAS-12 drops o signicantly over range, making it most eective during point-blank engagements. The SPAS-12 must be reloaded one shell at a time. To avoid lengthy reload times, make a habit of reloading the weapon after each shot. Also, stick to areas of the map where you can ensure close-range encounters. Stairways, corridors, and doorways are great places to ambush your opponents, practically guaranteeing you a one-shot kill.
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LEVEL 7: MK3A1
Ammo: 12 gauge Magazine Capacity: 6 Fire Mode: Automatic Rate of Fire: 255 rpm Range: Short Optic Attachment: None Primary Attachment: None Secondary Attachment: 12G Frag Also known aectionately as the Jackhammer, this fully automatic shotguns bark is often worse than its bite. Loaded with 12G frag rounds, the MK3A1 is great for suppression but lacks the stopping power to put down opponents quickly. Dont be surprised if you have to unload an entire magazine of frag rounds into an opponent before they fall. The weapon is extremely loud, too, leaving little mystery to the shooters whereabouts. Like any shotgun, this bad boy is best deployed at close range while holding down the trigger. But the shotguns box magazine holds only eight rounds, so make each shot count. You dont want to get caught reloading during a close-quarter duel.
LEVEL 8: ACW-R
Ammo: 5.56 x 45 mm NATO Magazine Capacity: 30 Fire Mode: Automatic Rate of Fire: 850 rpm Range: Long Optic Attachment: Reex (RDS) Primary Attachment: None Secondary Attachment: Laser sight Graduating to the ACW-R carbine nally gives you some long-range capability. Consider stalking opponents in wide-open spaces or channeling re down long corridors. The Reex (RDS) optical sight allows for quick and easy target acquisition at any range. But in close quarters, youre sometimes better o ring from the hip, taking advantage of the improved accuracy oered by the laser sight attachment. However, when engaging enemies at intermediate to long range, consider switching the laser sight o. It merely gives away your position and provides no accuracy bonus while aiming through the Reex (RDS) optical sight.
LEVEL 9: MTAR-21
Ammo: 5.56 x 45 mm NATO Magazine Capacity: 30 Fire Mode: Automatic Rate of Fire: 900 rpm Range: Long Optic Attachment: Holographic (HOLO) Primary Attachment: Foregrip Secondary Attachment: Laser sight The bullpup conguration of the MTAR-21 carbine makes it ideal for close-quarter engagements. Combining the maneuverability of a PDW with the stopping power of an assault rie, the MTAR-21 is one of the most balanced weapons in this game mode. The Holographic (HOLO) optical sight is great for engaging targets at any range. The combination of the foregrip and laser sight attachments also makes this a particularly accurate weapon when red from the hip.
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SQUAD DEATHMATCH
TEAM DEATHMATCH
If you see this screen, it means youre dead. Prepare to spawn on one of your living squadmates. Otherwise youll spawn at a random location, potentially placing you far from your squad.
Max Players: 16 In this mode, there are four four-player squads, each representing a dierent team: A, B, C, and D. The team that scores 50 kills rst winsthe score is listed on the left side of the screen above the minimap. Unlike the Squad Deathmatch modes found in Battleeld 3 or Back to Karkand, there are no IFV vehicles available on these maps. But given the small layout of each map, there is never a dull moment. This is a very fast-paced game mode best played with good squadmates you can rely on to watch your back. Use squad spawning to stay together and stay alive!
In Team Deathmatch, scoring a kill earns your team a point. But dont get reckless. The opposing team gains a point every time they kill you or a teammate.
Max Players: 16 Team Deathmatch is a no-holds-barred infantry-only battle in a conned area. The two teams struggle to score the most kills to win the match. Each kill is counted, so take down your enemies to increase your teams score, represented by the numbers and status bars above the minimap. Its your choice whether to stick with your team or to go on a solo hunt. But be warned, the tempo is high and enemies can pop up from behind almost any corner. Monitor the scoring status bars to see how the ght is going, and make tactical adjustments as necessary. For example, if both teams are close to scoring the points necessary for a win, play it safe to avoid giving the enemy team the kills they need.
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INTERFACE
The heads-up display, or HUD, is the way that vital information is displayed on your screen. None of the items on your HUD are there for aesthetics. They are there to help you accomplish your objectives and keep you alive. Heres a brief explanation of every item on the HUD.
Game Mode Information: The icons and meters above the minimap relate to the current game mode. The diamond-shaped icons represent control points in Conquest mode and M-COM stations in Rush mode. The two meters below these icons track how many tickets each team has. Objectives: The square and diamond-shaped icons on the HUD represent objectives. Blue square icons are held by your team while red diamond icons are held by the opposing team. Beneath each of these icons is a number showing the distance to each objective in meters. Reticle: The reticle is the aiming point for your selected weapon and is always located in the center of the screen. To hit a target, place the reticle over it and re. The reticle makes changes based on the weapon youre using. When ring at an enemy, watch for diagonal lines ashing around the perimeter of the reticle. This bloom animation means you are hitting the target. This is especially useful when making long-range shots. Kill Notications: The text in the screens top right corner reports recent deaths, showing who killed who and with what weapon or vehicle. Score Notication: Every time you earn points, text appears in the middle of the screen describing what action youre being rewarded for and how many points you gain.
Minimap: Located in the screens bottom left corner, the minimap provides a top-down, 360-degree view of the environment through which you are moving. The minimap rotates as you change direction so that the top of the minimap is always the direction you are currently facing. In addition to showing the terrain, the minimap also shows the location of all detected enemies as red triangles or red vehicle icons. Teammates show up as blue icons while squad members are green. Empty vehicles are represented by white icons. It is a good idea to constantly refer to the minimap to keep track of all detected enemies. Even if you cant see them visually, the minimap lets you know where they are located, whether behind a hill or inside a building. Finally, red and blue diamond icons show you the location of objectivesthese same objective icons also appear on the HUD. The color of the ground on the minimap also has meaning. The red shaded terrain is out of bounds. If you move into this area, you have 10 seconds to get back on the map or else you will die.
Squad List: Shown in green text on the right side of the minimap, the squad list shows every member of your squad as well as the kit and specialization they currently have equipped. The squad leader appears at the top of the list with a star icon next to their name. Compass: The compass is located just beneath the minimap and shows the direction youre currently facing.
Ammo: The ammo count box in located in the screens bottom right corner. Your ammo is represented by three numbers. The large number to the left indicates how many rounds you currently have loaded in the weapons magazine. The small number to the right is the amount of ammo available in unloaded magazines. As you reload your weapon, the number on the right decreases as the number on the left increases up to the maximum amount the weapons magazine can hold. The third number, below the ammo reserves, represents how many grenades you have. Health: By default, your health is at 100 percent. But if you take damage, your health will drop. If it reaches 0, you die. You can slowly regenerate health by staying behind cover and avoiding injury. But the fastest way to heal is with a medic kit dropped by an assault player. Stand (or lay) close to a medic kit to rapidly restore your health.
Fire Mode: This icon represents the selected re mode of your weapon. Some weapons allow you to switch re modes, choosing from single shot, automatic, and burst modes.
Weapon Unlock Status: This status bar represents how close you are to the next unlock for the selected weapon. The more enemies you kill with a specic weapon, the more accessories you unlock.
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LOADOUT CUSTOMIZATION
While veteran Battleeld players are accustomed to being rewarded with new weapons and gear as they progress through their multiplayer career, there has never been so many customization options available. Each class, weapon, and vehicle has its own unlock progression, allowing you to unlock a variety of upgrades, accessories, gadgets, and specializations. When choosing your soldiers loadout, you can choose a primary weapon, a sidearm, up to two gadgets, and a specialization. Taking customization deeper, each primary weapon can be outtted with a scope and with primary and secondary attachments. You can even choose loadouts for vehicles, selecting from a mix of unlocked upgrades, gadgets, and weapons. The more you play, the more unlocks you acquire. So dont forget to visit the Loadout screen to make adjustments that best t your play style and the current needs of your team.
Take a moment to customize your soldier and vehicle loadouts before joining a game.
SPAWN SCREEN
When you rst join a game, the Spawn screen is where it all begins. Before immediately jumping into the game, take a few seconds to choose your class and gear. Its possible to switch primary weapons from the Spawn screen, but if you want to make more adjustments to your kit, choose the Customize option. This opens a new screen, allowing you to select dierent sidearms, gadgets, and specializations. You can also customize your primary weapon with accessories youve unlocked. Once youre nished adjusting your loadout, return to the Spawn screen and gure out where you want to join the ght. If youre in a squad, you can spawn on any living squad member. Or if a recon squad member has deployed a radio beacon, you can spawn at its location. Depending on the game mode, there are also bases, deployment areas, and control points at which you can spawn. New to Battleeld 3 are jets and helicopters. If one of these is available, you can spawn directly into the pilots seat of these idle aircraft. U.S. troops can also spawn directly into the AAV-7A1 AMTRAC, an armored vehicle that serves as a mobile spawn point. As you can see, the spawning options are numerous. In most instances you should spawn on or close to your squad so you can provide support. But if your squad is in a tense reght, sometimes its safest to spawn at a less dangerous location; otherwise you may get killed as soon as you spawn into the game.
Before spawning on a squad member, make sure theyre in a relatively safe location.
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MOVEMENT FUNDAMENTALS
PARACHUTES
Sprinting is essential at the beginning of a match as players race to capture and defend key locations.
Moving your soldier around the battleeld is simple, especially if youve played the earlier installments or other rst-person shooters. When standing, your soldier jogs at a moderate pace, ideal for getting around areas where threats are minimal. While crouched, you move slower, and while prone your movement is literally reduced to a crawl. However, since you are lower, you make a smaller target for the enemy to hit, and you can more easily duck behind cover. When advancing against an enemy position, it is best to move while crouched or prone, as it is harder for the enemy to detect you. These lower stances also cause the reticle to tighten up, indicating an increase in weapon accuracy. So make a habit of dropping to a knee or down on your belly before ring a shot. At times, it is better to move fast by sprinting. You cant use weapons or equipment while sprinting, but you are much more difcult for the enemy to hit. Sprint when you have to move from one position of cover to another in an open area. But never sprint in tight conned spaces where youre likely to face enemy troops. If you encounter an enemy at close range while sprinting, chances are you wont have time to stop and aim your weapon, giving the enemy a huge advantage.
If you bail out of a plane or helicopter, make sure you do so within the maps boundary.
Whether jumping out of a damaged aircraft of hopping o a tall building, you can avoid cratering into the ground by deploying your parachute. While in free fall, press the Jump button/key once to open your parachute. You can slightly steer the parachute with standard movement inputs. But dont expect to travel great distances in your parachute, as the descent is rapid. Its possible to re your weapons during the descent, but your accuracy is greatly diminished. If youre descending directly over an enemy position, consider dropping grenadesjust make sure they explode before you reach the ground. But the longer youre in the air, the more attention youre likely to attract. For this reason, free-fall as long as possible and open the parachute just before you reach the ground. This is a great way to sneak into enemy-held territory.
[ CAUTION ]
Some maps feature deep bodies of water, allowing you to swim. Avoid swimming at all costs. While in the water, you cant access your weapons, making you a sitting duck.
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COMBAT
While moving about the battleeld is a major part of gameplay, the sole purpose of movement is to get into a position where you can use your weapons to engage and eliminate the enemy. You have access to dierent types of weapons. However, the controls for using these weapons are fairly common. The knife is a standard-issue weapon available to all players, regardless of their class or rank. When approaching an enemy from behind, you can kill them instantly by attacking with the knife. But if you attack an enemy head-on, it now takes at least two swipes with the knife to score a kill from the fronta new gameplay mechanic introduced in Battleeld 3. So if an enemy is looking in your direction, think twice before attempting a knife kill. Chances are theyll shoot you in the face before you can get within striking range. Instead, always look for opportunities to ank, sneaking up behind unsuspecting opponents and kning them from behind. As in Battleeld 2142 and every installment since, scoring knife kills earns you the victims dog tags, providing you with a permanent trophy. In addition to scoring stealthy kills, the knife is also great for slicing through chain-link fences and other obstacles.
SPOTTING TARGETS
FIREARMS
Always spot a target before opening re to alert your teammates of an enemys presence.
Before you attack your rst enemy, you must rst learn how to spot them. When you have an enemy player or vehicle in your sight, press the Spot button/key to highlight it for your team. This places a red icon on the HUD and minimap, showing your entire team where the enemy unit is located. Enemy infantry show up as red triangle icons while vehicles are represented by red vehicle icons. Targets remain spotted for only about ve seconds, but thats usually more than enough time for your team to notice the threat. Also, once the icon disappears, you can spot the target again as long as youve maintained a line of sight. If a teammate kills the target you tagged, you earn a Spot Bonus worth 10 points. So consider playing as recon with a high-powered scope and simply spot enemy units for your team. Even if you dont re a shot, you can still rack up a decent score.
A subtle bloom animation appears at the center of the reticle, scope, or iron sight when your bullets strike your target.
As mentioned earlier, the reticle in the screens center is your aiming point for using weapons. Most of the weapons you use are direct re, meaning that the projectile you re travels in a basically straight line from your weapon to the target. Using these weapons is simple. Place the reticle directly over the target and then press the Fire button. For semiautomatic or single-shot weapons such as pistols, shotguns, and sniper ries, each time you press the Fire button/key, you re a single round. However, for automatic weapons such as submachine guns, assault ries, and light machine guns, they will continue to shoot as you hold down the Fire button/key until they run out of ammo. Most weapons in Battleeld 3 have selectable re modes, allowing you to choose from single-shot, burst, and automatic modes. So experiment with each weapons re modes in an eort to increase accuracy and reduce recoil. When ring automatic weapons, the longer the burst, the less accurate your re. Therefore, to maintain greater accuracy and still put a lot of lead on-target, re in short bursts. You are more likely to kill your target, especially at medium to long range, with a few accurate rounds rather than spraying an entire magazine over a wide area. If recoil is still a problem, consider switching to burst or single-shot mode.
KNIFE
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Grenades require a bit more skill to use eectively since they are either thrown or launched. Unlike a bullet or rocket, which travels in a straight line, grenades travel in a parabolic arc due to their lower speed and gravity. In the case of a grenade launcher, the farther away you are from the target, the higher you need to aim. That is why the reticle for a grenade launcher has several horizontal lines for aiming points. For a short-range shot, use the top line. The farther away your target, use the lower lines. By using a lower aiming point, you are essentially aiming the weapon higher to lob the grenade toward the target. Hand grenades work a bit dierently. They are thrown rather than launched, and you dont get a separate reticle for aiming. Instead, use your weapons reticle to best judge where you want to throw a grenade. One press of the Grenade button/key throws the grenade, shown as an orange ashing icon on the HUD. But hand grenades have limited range, so you may need to aim high to get them near your intended targetthe farther your target, the higher you should aim your throw.
The reticle disappears when aiming through iron sights or a scope, but the bloom animation still appears when hitting a target.
When you re a weapon using the reticle to aim, you are essentially ring from the hip, with the butt of your weapon in the crook of your arm. This is not very accurate and should only be used at close range. To increase your accuracy, press the Zoom button/key. This will bring up the iron sight view, where you are actually looking through the weapons sight to aim. You bring the butt of the weapon up to your shoulder, giving you greater accuracy. If your weapon is equipped with a scope, the Zoom button/key will provide a view through the scope rather than the iron sight. Get in the habit of pressing the Zoom button to bring up your iron sight before ring. This is more accurate, and it provides a zoomed-in view of the target. To further increase accuracy, crouch or drop prone and remain stationary while ring. When peering through high-powered scopes, there is noticeable sway, making it difcult to aim. You can temporarily reduce this sway by holding your breath (hold down the Sprint button/ key). But this lasts for only a few seconds. You can completely eliminate scope sway by using a Bipod. Gravity aects all rearms, causing bullets to drop over distance. When engaging targets at long range, compensate for gravity by aiming high.
When using grenades, it is important to understand how they work. Rie grenades red from a launcher explode on impact. Hand grenades, in contrast, have a ve-second fuse. As a result, you can bounce hand grenades around corners or roll them down inclines. Like your own grenades, enemy grenades show up as ashing orange icons on the HUD. So if you see one of these ashing icons nearby, sprint in the opposite direction before it explodes.
SUPPRESSION
GRENADES
If you suspect an opponent is hiding in a building or other conned space, toss a grenade inside before entering.
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VEHICLES
VEHICLE DAMAGE
When driving a vehicle, consider slowing or stopping while your passengers are targeting enemiesyou get points if they score a kill.
The maps in Battleeld 3 are massive. It can take a while to walk them on foot. Therefore, use vehicles to get around. There are several types of vehicles in the game, but they all are driven with similar controls. All vehicles have more than one seat. When you get into an empty vehicle, you are placed in the drivers seat by default. However, you can move to another position inside the vehicle with the press of a button/key, cycling through all seats. The driver has control of a vehicles movement and, in the tanks and IFVs, the vehicles turret-mounted main weapon. Most vehicles even have gunner and passenger positions, allowing teammates to man other vehicle-mounted weapons. So make sure all crew positions are lled before leaving a base or deployment area.
A single rocket hit will no longer destroy light vehicles like this Vodnik, but it may kill some of the occupants.
In Battleeld 3, vehicle damage has been completely overhauled. Now if vehicles take light damage, they slowly regenerate health on their own, assuming the vehicle stays out of danger and avoids taking damage for several seconds. However, if a vehicle takes heavy damage, it catches re and becomes disabled. At this point, vehicle speed and mobility are greatly reduced, but the weapons still functionand the loss of speed and control is extremely dangerous when piloting a jet or chopper. While a vehicle is disabled, its health slowly declines until eventually it explodes. Only engineers can repair a disabled ground vehicle. Jets and helicopters in ight have the benet of deploying the re extinguisher upgrade to put out the ames and restore control. As a result of these changes, destroying vehicles outright is much more difcult, requiring you to disable a vehicle before it can be destroyed. Meanwhile, the crew of a disabled vehicle has a critical choice to make: Do they stay with the burning vehicle and try to score more kills, or do they bail out and attempt to nd cover before their ride explodes?
JETS
KILL CAM
Feel the need for speed? Spawn directly into the pilots seat of a waiting jet.
Jets arent new to the Battleeld series. But theyre back, adding a new layer of intensity to the conict. Initially jets are equipped with only a cannon, useful for performing strang runs and shooting down enemy aircraft. Jets are also equipped with IR ares, critical for evading incoming missiles. Like all the vehicles, jets have their own reward progression, allowing you to unlock more powerful airto-air and air-to-ground weapons, including heat seekers, rocket pods, and guided missiles. So choose your weapons carefully based on the needs of your team. If they need help knocking out tanks, choose rocket pods or guided missiles. Or if your team is constantly harassed by enemy helicopters or jets, choose heat seekers to shoot down these threats. And veterans will be happy to know that all aircraft (jets and helicopters) have their own spawn points. So instead of lingering on a runway waiting for a jet to spawn, simply hold in the Spawn screen and spawn directly into the pilots seat when a jet or helicopter is available.
Every time you die, you get a brief glimpse of your killer through the kill cam. This screen appears immediately after your death, providing a brief shot of the player who killed you as well as their name, rank, health, kit, weapon, and specializations. It may seem like a frivolous feature, but the kill cam has larger implications for how the game is played. Snipers can no longer camp one spot and kill from an undisclosed location throughout the entire match. Through the kill cam, victims can see approximately where an enemy player is camping and enact revenge once they respawn. So make a habit of moving frequently, or else youre likely to face one of your angry victims sneaking up behind you with a knife.
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SQUAD PLAY
If youve played past installments of Battleeld, you know the benets of joining a squad. A squad is a four-player unit that can communicate with each other over headsets. Being able to talk to the other players in your squad allows you to discuss each situation and respond as a single unied ghting force. Beyond the obvious tactical advantages, being in a squad allows you to earn the squad bonus points, boosting your score and fast-tracking promotions. But if youre new to Battleeld and the squad system, lets take a look at how they work. One of the huge benets of playing in a squad is the ability to spawn on any squadmate. The Spawn screen shows many spawning options, including your teams base and control points. If you dont want to spawn at one of those static locations, select the name of one of your squad members. As you select their name, a blue circle icon appears on the map and the camera view switches, showing exactly where they are. Before spawning on a squad member, make sure theyre in a safe location. The last thing you want to do is spawn in the middle of an enemy kill zone. You can also spawn on any squad member who is in a vehicle with unoccupied seats. New to Battleeld 3 are radio beacons, deployed by recon troops. You can place these almost anywhere on the map, where they serve as forward spawn points for your squad. This is a great way for attackers to maintain a presence close to an objective, especially in Rush matches. But dont let enemies see where your radio beacon is placed; otherwise they may camp nearby and pick o your squadmates as they enter the game. When possible, place Spawn Beacons inside buildings to give squad members a safe and instant entry into the match. If Spawn Beacons are placed outdoors, squad members will spawn in parachutes above the battleeld, making them vulnerable to incoming re as they drift toward the ground.
JOINING A SQUAD
TEAMWORK
Issuing and following squad orders is a simple way to boost your score.
Once in the game, you can identify your squadmates by the green name tags above their heads accompanied by their kit icon. They also show up as green triangles on the minimap. Other teammates have blue name tags above their heads while enemies appear as red. Stay close to your squad so you can support one another. But dont cluster around each other too tightly or else all four of you can be eliminated by an explosive attack. Instead, try to stay within each others line of sight. By simply communicating and working together, you can gain a huge advantage over your opponents, especially those who wander o by themselves. In addition to talking to each other over your headsets, use the targetspotting system to tag enemies and issue attack/defend orders. Only the squad leader can issue orders, so watch for blinking boxes around objectives, such as M-COM stations and control points. If no order has been issued, ask your squad leader to place an order on an objective. Squad leaders can now see how many other squad leaders have placed an order on an objective, indicated by the star icon followed by a number. Kills performed within close proximity of an objective marked with an attack/defend order results in Squad Attack Order (20 points) or Squad Defend Order (20 points) bonuses. So if youre the squad leader, dont forget to issue orders to help your squads scores.
SQUAD SPAWN
[ TIP ]
If you spawn on a squadmate who is prone, youll enter the game prone as well.
Squad member icons are always visible on the HUD, regardless of their location. If a squad member is behind you, their name/icon appears at the bottom of the HUD. Teammate names/icons are only visible when theyre within your line of sight.
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[ NOTE ]
You can gauge your squads performance on the scoreboard during or at the end of a round. Each of your squadmates is highlighted by a green baryour name is highlighted with an orange bar.
MULTIPLAYER TACTICS
Tactics is the combining of maneuvers and repower to achieve an objective. Weve already covered movement and weapons, so this section focuses on using the two together.
PLAN AHEAD
COVER
Before a round begins, take a few seconds to discuss tactics with your teammates. Any game plan is better than none.
There is an old saying that those who fail to plan, plan to fail. You need to come up with a plan before the bullets start ying. The best place to start is to look at your game modes objectives, since those determine victory or defeat. While killing the enemy is always a goal, it is often a means to an end. Instead, focus on the objectives. Do you have to destroy a target, defend a position, or just get to a certain point on the map? Once you know what you must do, look at the map and examine the terrain. Where are you located? Where is the objective? How will you get there? Are there any vehicles you can use? These are all questions you need to ask yourself. Once you have determined how to reach the target, you must then consider how to accomplish your orders. Will you need to get in close to plant an explosive charge on the target? If so, how will you secure the perimeter? Finally, you need to take into account your opposition. What does the enemy have, and where are they located? Usually you will not know that type of information until you get in close to the target and can see the enemy with your own eyes. Therefore, planning continues on the y as you learn new information about enemy positions and actions.
If you cant nd suitable cover nearby, drop prone in an attempt to avoid detection, and crawl to a piece of cover.
Combat is very dangerous. Bullets and other deadly projectiles y through the air and can kill you outright if they make contact. The concept of cover is to place something solid between you and the enemy that will stop those projectiles and keep you safe. The multiplayer maps are lled with objects that you can use as cover buildings, walls, trees, rocks, earthen mounds, and so on. Some types of cover will stop small-arms re such as rie bullets but not stop the heavier machine-gun re. Walls of buildings will stop machine-gun re but not rockets or tank rounds. Therefore, pick cover that will protect you from the current threatobjects constructed from wood or imsy sheet metal wont stop a bullet. Cover should become ingrained in your combat thinking. In addition to looking for enemies, you also need to be looking for cover. During a reght, always stay behind cover. Leave cover only to move to another position with cover. If the cover is low, you may need to crouch down or drop prone to get behind it, standing only to re over it. When moving from cover to cover, sprint to get there quicker. While you want to stay behind cover, you also want to try to deny the benet of cover to your enemies. Destroying their cover is a way to do that. Another way is to reduce the eect of their cover by moving to hit them from a direction for which they have no cover. This is called anking. For example, if an enemy is taking cover behind a wall, move around to the side of the wall so that the wall is no longer between you and your target. Or, if you have an explosive weapon, you can simply blow a hole in the wall, taking your target out in the process.
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DESTRUCTIBLE ENVIRONMENTS
LONG-RANGE COMBAT
Tanks are great for dishing out destruction. Use their cannons to blow holes in walls and other pieces of cover.
One of the awesome features in Battleeld 3 is that many of the structures and objects can be damaged or outright destroyed. This presents a large range of possibilities and opportunities that will aect the tactics you use. For example, if the enemy is holed up in a house and taking shots at you from the windows, you could try to throw a grenade through the window or rush into the house via the doorway and clear the threat out with close-range combat. However, with destruction as an option, you can launch a rocket at a wall of the structure and blow a hole in it; you just might kill an enemy who was on the other side. If the enemy survived, you can then use direct re to kill him, since you destroyed the wall providing cover. Often structures can funnel you into a kill zone the enemy has set up. But you can blast your way through walls or other objects and come at the enemies from dierent directions they might not expect. While this may seem to favor the attacker, the defender can also use this as an advantage. Destroy potential cover the attacker may use to approach your position. Call in mortar strikes on groves of trees or shoot out wooden fences to deny the enemy a place to hide. As a result, you can create your own kill zones of open land that the enemy must traverseall the while under the re of your weapons. Some structures that take heavy damage can completely collapse, killing everyone inside. Target a buildings exterior walls until you hear a series of creaking and moaning sounds, indicating an imminent collapse. This can be a fun (yet inefcient) way to take out a pesky sniper hiding in an attic or upper oor. Obviously, if you nd yourself in a creaking and moaning building, get out fast!
When sniping, try to focus your re down narrow choke points like streets, alleys, and bridges.
If possible, it is best to try to attack the enemy at long range before theyre even aware of your presence. While sniper ries work great for this type of combat, you can even use assault ries, light machine guns, or rocket launchers to hit targets at long range. The key to winning at long range is to take your time. Drop prone, stay still, and use iron sights or scopes to increase your magnication and accuracy. As always, make sure you have some good cover in case the enemy decides to shoot backif you can see them, they can see you. Also remember to re in short bursts to ensure that more of your bullets hit the target.
[ CAUTION ]
Whenever aiming through a high-magnication scope, a distinct glint is produced by the scopes lens, potentially giving away your position. Avoid scanning the battleeld through your scope to maintain concealment.
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CLOSE-QUARTER COMBAT
ENGAGING VEHICLES
Quick reexes trump accuracy in close-quarter gun battles like this. This is why shotguns are so eective.
This type of combat is the exact opposite of long-range combat. In close quarters, such as in a town or even within a building, you dont have a lot of time to aim before shooting. However, at such short ranges, accuracy is not really a factor. Instead, you need a weapon that puts out a lot of repower with some spread so you are more likely to get a hit while moving. Shotguns and submachine guns are great for close-quarter combat. Your minimap is also an important tool, especially if teammates have spotted targets. Since you can see where enemies are located, use this info to set up shots while strang around corners. Your weapon will already be aimed at the target as it appears on the minimap, which saves you just enough time to have the advantage and make the kill rather than be killed. Dont forget to use grenades, which can be thrown around corners or over walls to hit enemies who think they are safe behind cover. Have you just run out of ammo in the middle of a close-quarter duel? Its much faster to draw your pistol than to reload your main weapon. Or if your opponent is reloading, too, rush in for a melee kill.
If you dont have the repower to kill a tank, dont draw its attention. Instead, seek cover and spot the tank for teammates capable of taking it out.
Attacking vehicles is dangerousespecially when you are an infantryman. However, modern soldiers have a lot of repower they can use to disable and destroy vehicles. This role usually falls to the engineer, who carries antitank rocket launchers and mines. It takes only a single rocket to disable most light vehicles. However, tanks and IFVs require at least two rocket hits to disable, and even more to destroy. Always try to attack tanks from the rear, where their armor is the weakest. Rocket launchers are most eective, but grenade launchers can work in a pinch, too, assuming the vehicle is already heavily damaged. Of course, the best way to kill a tank is with another tank. Even if you dont have those powerful weapons or gadgets, you can still damage light vehicles with small-arms re. The gunners on the Growler ITV and VDV Buggy are completely exposedshoot them and the vehicles lose their repower. For those who are really daring, engineers can place mines in the path of moving vehicles. C4 (now carried by the support kit) is also very eective against vehicles, but you have to get very close to slap on a charge.
[ TIP ]
In addition to having weak side and rear armor, the top armor of tanks are also weak. When possible, try to target a tanks top armor to maximize damage. Javelins are ideal for scoring top-hits on tanks.
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PERSISTENCE SYSTEM
Almost every action performed in a multiplayer match can earn you points. Points not only determine which players are listed at the top of the scoreboard after a round, but they also help you unlock new weapons, gadgets, and specializations and even help you achieve new ranks. So at the end of a round, check out your overall performance in the End of Round screens. These screens show your current rank and your progress toward achieving the next rank. It also has statistical breakdowns of your score, showing how many points were earned with each kit, your vehicles, and your awards. Speaking of awards, any dog tags, medals, or ribbons earned during the round are shown in the Unlocks and Awards sections. The Kits screen shows how much progress youve made toward unlocking new equipment for each kit. For complete information on the games scoring system, reference the Battleeld Compendium. There youll nd scoring details for each possible action. Knowing exactly which actions earn you points may change the way you approach each battle.
A message appears at the screens top each time you earn a new promotion.
BATTLELOG
The new Battlelog website allows you to keep tabs on everything happening in Battleeld 3, even when youre away from the game. Log in to the Battlelog using the e-mail address and password associated with your EA.com or Origin.com account. The Battlelog keeps track of every stat imaginable and oers social networking features, allowing you to see what your friends have been up to. By creating or joining a platoon, you can guarantee you always have a reliable group of friends to play with. PC players can even access a server browser and join games directly from the Battlelog.
Review your multiplayer stats, awards, and unlocks from the Battlelog website.
URL: battlelog.battleeld.com
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WEAPONS
Like the Back to Karkand expansion pack, Close Quarters adds ten new weapons. But these weapons arent available immediately. To unlock each new weapon, you must complete an assignment that requires you to fulll a set of specic tasks. Upon the completion of an assignment, a new weapon is unlocked along with its associated dog tag. Like the weapons included with Battleeld 3, every primary weapon has its own unlock progression, allowing you to equip new accessories such as scopes and rail attachments. No two weapons are exactly the same, so get to know them and select ones that best reect your style of play.
CLOSE-QUARTERS ASSIGNMENTS
There are ten new assignments in all, corresponding with the ten new weapons. The assignments are broken up into two tiers. Before you can access a lower-tier assignment, you must rst complete the assignment directly above it. Heres a quick rundown of the assignments, including the unlocks and criteria for each.
SHEPHERD
UNLOCKS
AUG A3 assault rie Set Us Up the Bomb assignment
CRITERIA
10 squad revives 30 assault rie kills
CRITERIA
Complete Shepherd assignment 20 kills with underslung grenade launchers 15 kills with hand grenades
NO SHORTAGE
UNLOCKS
L86A2 light machine gun Point-Blank assignment
CRITERIA
20 squad resupplies 20 kills with light machine guns
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POINT BLANK
UNLOCKS
LSAT light machine gun
CRITERIA
Complete No Shortage assignment 10 kills with C4 10 knife takedowns
DONE FIXING
UNLOCKS
ACW-R carbine My Own Terminator assignment
CRITERIA
20 AT rocket kills 30 kills with carbines
MY OWN TERMINATOR
UNLOCKS
MTAR-21 carbine
CRITERIA
Complete Done Fixing assignment Get a kill with EOD Bot 100 kills with carbines
TEAM PLAYER
UNLOCKS
M417 sniper rie Bullet Point assignment
CRITERIA
Get 10 T-UGS assists Capture 20 ags
BULLET POINT
UNLOCKS
JNG-90 sniper rie
CRITERIA
Complete Team Player assignment 50 kills with sniper ries Win 3 Rounds of Conquest Domination
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CRITERIA
20 kills with pistols 20 kills with shotguns
CRITERIA
Complete These Hurt Too assignment Finish top 5 in Gun Master 100 kills with PDWs
ASSAULT RIFLES
Assault ries are the most versatile primary weapons available, useful in a variety of situations. All assault ries can be equipped with a grenade launcher, oering even more repower capable of knocking down walls and damaging light-skinned vehicles. An underslung shotgun attachment is also available. These ries can only be accessed by the assault kit.
AUG A3
Ammo: 5.56 x 45 mm NATO Rate of Fire: 700 rpm Magazine Capacity: 30 Range: Long Fire Modes: Single-shot Automatic Unlock: Shepherd assignment 10 Squad Revives 30 Assault Rie Kills This 5.56 bullpup design was developed in the 1970s and features high modularity while being fully ambidextrous. Since its adoption as the standard rie of the Austrian Army in 1977, it has seen great success as an export, with a high number of global users praising its ruggedness and excellent handling.
Unlock Progression
IMAGE ACCESSORY ACOG (4x) Heavy Barrel Foregrip Tactical Light Reex (RDS) Bipod Suppressor Holographic (HOLO) Laser Sight SLOT Optics Secondary Underslung Rail Secondary Optics Underslung Rail Secondary Optics Secondary KILLS 10 20 30 40 50 60 70 80 90 IMAGE ACCESSORY IRNV (IR 1x) Rie Scope (6x) M145 (3.4x) Flash Suppressor PSO-1 (4x) KOBRA (RDS) PKA-S (HOLO) PKS-07 (7x) PK-A (3.4x) SLOT Optics Optics Optics Secondary Optics Optics Optics Optics Optics KILLS 100 125 150 175 200 235 270 300 350 primagames.com
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SCAR-L
Ammo: 5.56 x 45 mm NATO Rate of Fire: 620 rpm Magazine Capacity: 30 Range: Long Fire Modes: Single-Shot Automatic Unlock: Set Us Up the Bomb assignment Complete Shepherd assignment 20 Kills with underslung grenade launchers 15 kills with hand grenades
The SCAR rie systems modularity allows for many dierent congurations. The Mk. 16 SCAR-L features a 14-inch barrel and a full 30-round magazine. Compared to its 20-round carbine counterpart, the heavier Mk. 17, the SCAR-L provides greater target acquisition at longer ranges due to the extended barrel length and more controlled re due to manageable recoil.
Unlock Progression
IMAGE ACCESSORY ACOG (4x) Heavy Barrel Foregrip Tactical Light Reex (RDS) Bipod Suppressor Holographic (HOLO) Laser Sight SLOT Optics Secondary Underslung Rail Secondary Optics Underslung Rail Secondary Optics Secondary KILLS 10 20 30 40 50 60 70 80 90 IMAGE ACCESSORY IRNV (IR 1x) Rie Scope (6x) M145 (3.4x) Flash Suppressor PSO-1 (4x) KOBRA (RDS) PKA-S (HOLO) PKS-07 (7x) PK-A (3.4x) SLOT Optics Optics Optics Secondary Optics Optics Optics Optics Optics KILLS 100 125 150 175 200 235 270 300 350
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[WEAPONS] // Carbines
CARBINES
Carbines bridge the gap between assault ries and submachine guns, ideal for a variety of combat situations. Their compact design makes them easy to maneuver in tight quarters. The shorter barrel length means less muzzle velocity, accuracy, and range than their assault rie counterparts, but they still have the stopping power to take down opponents quickly. The carbines are only available to the engineer class.
ACW-R
Ammo: 5.56 x 45 mm NATO Rate of Fire: 850 rpm Magazine Capacity: 30 Range: Long Fire Modes: Single-shot Automatic Unlock: Done Fixing assignment 20 AT rocket kills 30 kills with carbines This adaptive combat rie features several recent rie designs and acts as a lightweight, feature-heavy rie platform. Using the modern, recoilreducing Grendel round, as well as being built to endure rough weather conditions and capable of utilizing standard STANAG magazines, this rie is equipped to ll many of the roles required by both military and law enforcement.
Unlock Progression
IMAGE ACCESSORY Reex (RDS) Laser Sight Foregrip Tactical Light Holographic (HOLO) Suppressor ACOG (4x) Heavy Barrel Bipod SLOT Optics Secondary Primary Secondary Optics Secondary Optics Secondary Primary KILLS 10 20 30 40 50 60 70 80 90 IMAGE ACCESSORY IRNV (IR 1x) Rie Scope (6x) M145 (3.4x) Flash Suppressor KOBRA (RDS) PKA-S (HOLO) PSO-1 (4x) PKS-07 (7x) PK-A (3.4x) SLOT Optics Optics Optics Secondary Optics Optics Optics Optics Optics KILLS 100 125 150 175 200 235 270 300 350
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[WEAPONS] // Carbines
MTAR-21
Ammo: 5.56 x 45 mm NATO Rate of Fire: 900 rpm Magazine Capacity: 30 Range: Long Fire Modes: Single-Shot Automatic This bullpup carbine is the ultracompact version of the Israeli army standard TAR-21 rie. It features supreme ergonomics and handling due to its 590 mm (23.2 in) length and is intended for use in tighter environments where standard length ries become cumbersome. As of 2009, it is destined to become the standard rie of the IDF and is seeing success internationally as part of security and police forces. Unlock: My Own Terminator assignment Complete Done Fixing assignment Get a kill with EOD Bot 100 kills with carbines
Unlock Progression
IMAGE ACCESSORY Reex (RDS) Laser Sight Foregrip Tactical Light Holographic (HOLO) Suppressor ACOG (4x) Heavy Barrel Bipod SLOT Optics Secondary Primary Secondary Optics Secondary Optics Secondary Primary KILLS 10 20 30 40 50 60 70 80 90 IMAGE ACCESSORY IRNV (IR 1x) Rie Scope (6x) M145 (3.4x) Flash Suppressor KOBRA (RDS) PKA-S (HOLO) PSO-1 (4x) PKS-07 (7x) PK-A (3.4x) SLOT Optics Optics Optics Secondary Optics Optics Optics Optics Optics KILLS 100 125 150 175 200 235 270 300 350
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L86A2
Ammo: 5.56 x 45 mm NATO Rate of Fire: 750 rpm Magazine Capacity: 45 Range: Medium Fire Modes: Automatic Unlock: No Shortage assignment 20 squad resupplies 20 kills with light machine guns Designed to provide re support to smaller groups of infantry, this British SA80 family rie comes equipped with an extended barrel giving great eective range. While originally intended to act as a light machine gun, it has seen a shift toward marksman duties due to its great performance at longer distances. While it has limited sustained re capabilities due to not being belt fed, the reliable accuracy makes it a great force multiplier for any squad.
Unlock Progression
IMAGE ACCESSORY Holographic (HOLO) Laser Sight Foregrip Tactical Light M145 (3.4x) Flash Suppressor Reex (RDS) Suppressor SLOT Optics Secondary Primary Secondary Optics Secondary Optics Secondary KILLS 10 20 30 40 50 60 70 80 IMAGE ACCESSORY ACOG (4x) IRNV (IR 1x) Rie Scope (6x) PKA-S (HOLO) PK-A (3.4x) KOBRA (RDS) PSO-1 (4x) PKS-07 (7x) SLOT Optics Optics Optics Optics Optics Optics Optics Optics KILLS 90 100 125 150 175 200 235 270
LSAT
Ammo: 5.56 x 45 mm NATO Rate of Fire: 650 rpm Magazine Capacity: 100 Range: Medium Fire Modes: Automatic This U.S. JSSAP prototype is intended to signicantly reduce the weight associated with small arms and their ammunition. Using a high-ignition temperature propellant, this prototype light machine gun features belt-fed caseless ammunition. Should the program be successful, this weapon system could become a great improvement over the heavier and more cumbersome squad automatic weapons currently in use. Unlock: Point Blank assignment Complete No Shortage assignment 10 kills with C4 10 knife takedowns
Unlock Progression
IMAGE ACCESSORY M145 (3.4x) Flash Suppressor Extended Mag Tactical Light Holographic (HOLO) Foregrip Laser Sight Reex (RDS) SLOT Optics Secondary Primary Secondary Optics Primary Secondary Optics KILLS 10 20 30 40 50 60 70 80 IMAGE ACCESSORY Suppressor IRNV (IR 1x) ACOG (4x) PK-A (3.4x) PKA-S (HOLO) KOBRA (RDS) PSO-1 (4x) SLOT Secondary Optics Optics Optics Optics Optics Optics KILLS 90 100 125 150 175 200 235
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SNIPER RIFLES
If you prefer engaging enemies at extreme distances, the sniper ries are the choice for you. These are the most powerful and accurate weapons available, but they also require the most skill and patience to master. Sniper ries are only available to the recon kit.
M417
Ammo: 7.62 x 51 mm NATO Rate of Fire: Semi-Auto Magazine Capacity: 20 Range: Very Long Fire Modes: Single-Shot Unlock: Team Player assignment Get 10 T-UGS assists Capture 20 ags This bigger brother of M416 features a heavier 16-inch barrel as well as an enlarged receiver capable of handling the heavy 7.62 round. The high precision and stopping power of this rie make it ideal as a DMR, and it sees service in many armed forces worldwide.
Unlock Progression
IMAGE ACCESSORY ACOG (4x) Laser Sight Foregrip Tactical Light Holographic (HOLO) Bipod Suppressor Ballistic (12x) SLOT Optics Secondary Primary Secondary Optics Primary Secondary Optics KILLS 10 20 30 40 50 60 70 80 IMAGE ACCESSORY Reex (RDS) IRNV (IR 1x) PKS-07 (7x) M145 (3.4x) PSO-1 (4x) PKA-S (HOLO) KOBRA (RDS) PK-A (3.4x) SLOT Optics Optics Optics Optics Optics Optics Optics Optics KILLS 90 100 125 150 175 200 235 270
JNG-90
Ammo: 7.62 x 51 mm NATO Rate of Fire: Bolt-Action Magazine Capacity: 10 Range: Very Long Fire Modes: Single-Shot Unlock: Bullet Point assignment Complete Team Player assignment 50 kills with sniper ries Win 3 Rounds of Conquest Domination
Easily identied by its massive muzzle break, the JNG-90 serves as the standard sniper rie of the Turkish army. This modern rie has integral rail systems and many other accessory options, making it adaptable to shifting situations. It provides the shooter great stopping power, as well as sub MOA accuracy.
Unlock Progression
IMAGE ACCESSORY Ballistic (12x) Laser Sight Bipod Tactical Light ACOG (4x) Straight Pull Bolt Suppressor Holographic (HOLO) SLOT Optics Secondary Primary Secondary Optics Primary Secondary Optics KILLS 10 20 30 40 50 60 70 80 IMAGE ACCESSORY Reex (RDS) IRNV (IR 1x) PKS-07 (7x) M145 (3.4x) PSO-1 (4x) PKA-S (HOLO) KOBRA (RDS) PK-A (3.4x) SLOT Optics Optics Optics Optics Optics Optics Optics Optics KILLS 90 100 125 150 175 200 235 270
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M5K
Ammo: 9 x 19 mm Rate of Fire: 900 rpm Magazine Capacity: 25 Range: Short Fire Modes: Automatic Unlock: Hold the Trigger assignment Complete These Hurt Too assignment Finish Top 5 in Gun Master 100 kills with PDWs
A tactical machine pistol based on one of the worlds most successful submachine gun designs. With the shoulder stock completely removed and the shortened receiver, this ultracompact personal defense weapon is capable of very high rates of re, as well as great stopping power at close range.
Unlock Progression
IMAGE ACCESSORY Reex (RDS) Laser Sight Suppressor Holographic (HOLO) Tactical Light Extended Mag SLOT Optics Primary Secondary Optics Primary Secondary KILLS 10 20 30 40 50 60 IMAGE ACCESSORY M145 (3.4x) ACOG (4x) KOBRA (RDS) IRNV (IR 1x) PKA-S (HOLO) PK-A (3.4x) SLOT Optics Optics Optics Optics Optics Optics KILLS 70 80 90 100 125 150
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[WEAPONS] // Shotguns
SHOTGUNS
Nobody misses with a shotgun. Although these weapons lack the accuracy and nesse of the other weapons, their brutal power is a worthwhile trade-o. At close range, these weapons are unmatched, capable of killing with one shot. Like PDWs, shotguns are available to all classes.
SPAS-12
Ammo: 12 gauge Rate of Fire: Pump-action Magazine Capacity: 5 Range: Short Fire Modes: Single-shot Unlock: These Hurt Too assignment 20 kills with pistols 20 kills with shotguns This Italian-made iconic shotgun has seen great success since its introduction on the market during the 1980s. Its become popular worldwide thanks to its capacity to handle a great variety of shell types. Its unique magazine design further simplies the use of varied ammunition, allowing the SPAS-12 to remain in high regard with police and military units worldwide.
Unlock Progression
IMAGE ACCESSORY Reex (RDS) 12G Flechette Extended Mag Holographic (HOLO) Tactical Light 12G Frag ACOG (4x) Laser Sight 12G Slug SLOT Optics Secondary Primary Optics Primary Secondary Optics Primary Secondary KILLS 10 20 30 40 50 60 70 80 90 IMAGE ACCESSORY IRNV (IR 1x) Rie Scope (6x) M145 (3.4x) Flash Suppressor KOBRA (RDS) PKA-S (HOLO) PSO-1 (4x) PKS-07 (7x) PK-A (3.4x) SLOT Optics Optics Optics Primary Optics Optics Optics Optics Optics KILLS 100 125 150 175 200 235 270 300 350
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DONYA FORTRESS
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POINTS OF INTEREST
LEVEL 0
UNDERGROUND PASSAGE
LEVEL 2
NORTH WING
17 04 B 05 08
1 16 19
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CENTRAL COURTYARD
ATRIUM
09
TURKISH BATH
SOUTH WING
LEVEL 1
NORTH COURTYARD
LEVEL 3
KITCHEN ATRIUM
EAST BALCONY
10
CENTRAL COURTYARD
A 01 01 0 03 02
06 C 07 15 14
SOUTH COURTYARD
11 13 12
SOUTH WING
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LEVEL 3 [ 01 ]
Always expect claymores or C4 placed on or near the east balcony, particularly during Conquest Domination matches. If youre lucky, you may catch an opponent in the process of setting booby traps. Even if you dont see anything, always toss a grenade onto the balcony to detonate any unseen surprises.
LEVEL 3 [ 03 ]
Looking for a knife kill? You can usually nd opponents near the east balcony, taking advantage of its elevated view.
LEVEL 3 [ 02]
The two stairways leading up to the east balcony are dark and narrow. Attaching a tactical light or laser sight to your weapon may give you a slight edge during close-quarter engagements on these stairways.
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LEVEL 0 [ 04 ]
If you have a laser sight attached to your weapon, dont bother aiming while engaging enemies down here. The laser sight improves hip accuracy, greatly increasing the chances of hitting your target.
LEVEL 0 [ 05 ]
During Conquest Domination matches, always assume the area around the ag is booby trapped with either C4 or claymores. Always toss a grenade toward the ag before approaching. Its important to detonate any traps before attempting to convert the ag.
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ATRIUM (FLAG C)
The atrium is still undergoing construction, so a mix of equipment and building materials are scattered across the oor. These objects oer some concealment and cover for those attempting to convert the ag during Conquest Domination matches. However, there are very few places to hide when opponents are positioned on the upper-level promenade ringing the perimeter of this large room. Attackers should always try clearing this walkway before heading downstairs to convert the ag. The atrium is located just west of the central courtyard and is a high-trafc area with walkways and stairways leading to adjoining locations, such as the Turkish bath to the south and the kitchen to the north. If you choose to stay put here, keep your back to the western wall where youre less likely to be stabbed from behind. Midrange weapons like carbines and assault ries work well in the atrium, capable of dropping targets at various distances. Those armed with PDWs and shotguns may be outmatched here, especially when ring between the atriums upper and lower levels.
LEVEL 1 [ 06 ]
When defending the atrium from the ground oor, take up a position in one of the western corners. Placing your back to the western wall ensures nobody can sneak up behind you. Building materials also oer decent concealment.
LEVEL 2 [ 08 ]
The elevated walkway oers a great view of the atriums oor. This is a great overwatch position during Conquest Domination matches, allowing you to engage any opponents gathered near the ag.
LEVEL 1 [ 07 ]
Avoid the hall connecting the atrium to the central courtyard. This is a high-trafc choke point. Plus, this area can be viewed by sharpshooters positioned near the east balcony. Its safer to move through the interior hallways.
LEVEL 2 [ 09 ]
Dont get complacent while occupying the elevated walkway in the atrium. Opponents may arrive through the adjoining hallways connected to the north and south wings. So always stay on the move and keep watching for new arrivals on the top and bottom oors.
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NORTH COURTYARD
In most game modes, this courtyard is a spawn location, oering direct access to the kitchen and northern living quarters on the second oor. While this courtyard is somewhat isolated on the maps northern edge, it is still a potential kill zone. The courtyard oers remarkably long sightlines, particularly from east to west. The upperlevel balcony on the south side also oers a great view of the courtyard. But dont make a habit of camping on this hightrafc footpath unless you want to catch a knife in the back. During Squad or Team Deathmatch games, consider occupying the structure on the courtyards north side and using it as a rebase, engaging foot trafc to the south. If you hope to last a while here, bring along an assault rie.
LEVEL 1 [ 10 ]
This wide corridor to the kitchens west is the most direct path between the north courtyard and the central courtyard. Youre likely to encounter both friends and enemies while moving through this passage, so stay on your toes.
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CENTRAL COURTYARD
The central courtyard is by far the most congested area of the map in every game mode. So if youre looking for kills and dont mind exposing yourself to incoming re, this is the place to go. But even if you have the courage to enter this kill zone, avoid the center. Movement through the shallow water surrounding the central gazebo is slow. Plus, the gazebo doesnt oer much solid cover from opponents posted around the upper-level perimeter walkway. The four trees in the courtyard do oer some welcome concealment. . . at least while theyre still standing. But for the most part, stick to the perimeter walkways of the courtyard to avoid getting caught in a cross re. The tiled columns anking the courtyards lower level are destructible, kicking up large clouds of dust when shot with any weapon. If you nd yourself taking re from an unknown source, shoot the columns in an attempt to create a makeshift smoke screen. The clouds of dust may just be enough to conceal your movements until you can reach the safety of one of the adjoining corridors.
LEVEL 1 [ 11 ]
From this spot, just below the east balcony, you can engage opponents within the atrium on the maps far west side. However, dont make a habit of pausing here long. Given the heavy activity in the central courtyard, youre likely to be anked (or stabbed) if you loiter here.
LEVEL 2 [ 13 ]
Use the hole on the courtyards south side as a one-way, downward route to reach the underground passage. Avoid emerging from this hole, as your visibility is limited, giving opponents in the central courtyard the advantage.
LEVEL 1 [ 12 ]
This doorway on the courtyards south side is a high-trafc area. Players spawning in the south courtyard often pass through this doorway while moving into the central courtyard or down through the nearby hole leading into the underground passage. Keep your weapon raised and ready to re while near this doorway.
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SOUTH COURTYARD
Like the north courtyard, the south courtyard is a popular randomized spawn point in each game mode. Since it is tucked away on the maps south side, foot trafc here is usually light, making it a good way to sneak into the adjoining atrium or Turkish bath. The staircase on the courtyards southwest side leads directly to a secondoor corridor, only meters from the atrium. You can also step into the adjoining hallway on the courtyards north side to access another stairway leading down to the Turkish bath. From there, you can advance to the underground passage and travel beneath the central courtyard to the maps north side, safely avoiding the carnage above. Due to the courtyards large size and sparse cover, avoid direct engagements here unless equipped with a carbine or assault rie. Otherwise youre better o running for cover and taking the ght indoors, within the rooms and corridors of the adjoining south wing. Always watch out for campers hiding in the covered nook on the east side of the south courtyard.
KITCHEN
The kitchen is a high-trafc area for players transitioning between the north courtyard and central courtyard. Located directly north of the central courtyard, its also a popular refuge spot for those attempting to avoid incoming re. But even before any match begins, the kitchen has already seen its fair share of collateral damage. Theres a gaping hole in the kitchens ceiling allowing for a quick transition from the second to the rst oor. While moving through the kitchen, be mindful of this hole in the ceiling and watch for opponents trying to shoot you. If youre not careful, they may wait until you pass, then drop down behind you for a sneaky knife kill. But dont make a habit of camping above the kitchen and waiting for victims. In a map this compact, staying in one spot for too long is extremely dangerous.
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TURKISH BATH
The Turkish bath is located on the maps south side, connected to the underground passage. This area is somewhat dark and remote but can become a high-trafc area, particularly during Conquest Domination. While the underground passage oers direct access to the Turkish bath, so, too, do two staircases: one on the south side of the atrium and another in the southern corridor adjacent to the south courtyard. Like the nearby atrium, the Turkish bath is undergoing renovations and is only dimly lit by portable work lights. When operating down here, consider activating your tactical lights and laser sights in an attempt to blind your opponents. But if camping is your thing, consider hiding in a corner and mowing down opponents while ring a weapon with an attached suppressor to mask your muzzle ash.
SOUTH WING
The south wing is a popular thoroughfare for players spawning in the south courtyard and moving toward the central courtyard, atrium, or east balcony. The bottom oor of the south wing consists of a narrow corridor with two staircases: one leads down to the Turkish bath and the other leads up to the second oor. Moving through the Turkish bath is a great way to sneak up on the atrium. But if you want to reach the east balcony, head upstairs. There are a couple of ofces up here that overlook the central courtyard. Moving through these ofces is far preferable to exposing yourself to the chaos in the central courtyard. By exiting through the ofces eastern door, you can easily access the southern staircase leading up to the east balcony. Most of the south wing is entirely indoors, so plan accordingly. Shotguns and PDWs equipped with laser sights are very eective in these enclosed spaces.
LEVEL 1 [ 14 ]
The staircase leading down to the Turkish bath is very narrow and often traversed by sprinting opponents. Simply keeping your weapon lowered and ready to re will allow you to get the jump on opponents moving through this tight space. Theres no need to aim through a scope or iron sights at this range.
LEVEL 2 [ 15 ]
This doorway is another choke point often watched by opponents in the central courtyard. Be careful when exiting here and always be ready to open re.
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NORTH WING
The bottom oor of the north wing consists almost entirely of the kitchen. There is a small lounge on the kitchens west side that connects the north courtyard to the atrium. This is a quick way to reach the atrium without exposing yourself to re in the arena-like central courtyard. There are a couple of studies on the second oor, anking a heavily damaged room with a gaping hole in the oor. Drop through the oor to reach the kitchen. If you want to avoid the damaged room, stick to the narrow corridor on the north side. This corridor connects the two upper-oor studies and is a quick way to make the transition between the east and west sides of the map. It is great for racing from the atrium to the east balcony. From the eastern study, its possible to reach the east balcony by climbing the nearby staircase, all without stepping foot in the chaotic central courtyard. Like the south wing, this wing consists of corridors and small rooms. Heavy-hitting shotguns and rapid-ring PDWs are often your best bet at surviving enemy encounters here.
LEVEL 2 [ 16 ]
The north wings upstairs hallway is a popular thoroughfare, allowing for quick eastwest transitions. Despite the hallways length, this is no place for slow-ring sniper ries. Avoid sprinting and keep a PDW or shotgun ready to re while moving through this corridor.
LEVEL 2 [ 18 ]
The close-quarter setting of the second-oor studies makes this a great spot to score your rst few pistol kills during Gun Master matches. Stay clear of the central courtyard until you have a carbine or assault rie.
LEVEL 2 [ 17 ]
During Gun Master matches, the damaged room on the top oor is a good spot to target opponents with the M320 LVG grenade launcher. From here, you can drop grenades through the hole in the oor to target opponents in the kitchen below.
LEVEL 2 [ 19 ]
This room and adjoining veranda oer a great view of the central courtyard and south wing. From here you can engage the crosstrafc on the central courtyards upper-level walkway or snipe opponents in the south wings ofces.
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OPERATION 925
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POINTS OF INTEREST
LEVEL 0 LEVEL 2 04 03 B 16 05
PARKING GARAGE LOBBY/FLAG C RECEPTION LOUNGE WEST PROMENADE
LEVEL 1
CONFERENCE ROOMS CONSTRUCTION SITE RECEPTION LOUNGE
08 10 09 12
06 0 07 11 14 13 A 0 01
OFFICES CAFE
15
C 05
02 2
LOBBY
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CAF (FLAG A)
The caf is located in the southwest corner of the buildings rst oor. During Conquest Domination matches, this is the home of Flag A, sitting just south of the cafs counter. There is virtually no cover or concealment within the ags capture radius, so consider deploying smoke before attempting to convert this ag, especially if you suspect opponents are camping nearby. The area behind the cafs counter is accessible and is a popular hiding spot. Also watch the outdoor veranda to the south and the upstairs promenade, just above the caf. Defenders posted on the promenade and connecting walkways have a clear view of the caf, often allowing them to get the jump on attackers scurrying about the oor below. This area has one of the more wide-open spaces on the map; prepare for engagements at intermediate range. As a result, carbines and assault ries are well suited for reghts in this area. Watch the area behind the cafs counter.
LEVEL 1 [ 01 ]
This is a popular hiding spot, especially during Conquest Domination matches. Flag A can be converted and contested from behind the counter.
LEVEL 1 [ 02 ]
The outdoor veranda is one of the few places near the caf where you can put your back up against a wall and engage the cross-trafc. This is a good defensive position while watching Flag A during Conquest Domination matches.
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LEVEL 0 [ 03 ]
Visibility around Flag B is very limited due to the smoke and re pouring out of the nearby vehicles. This makes it a good place to score kills with claymores and knives.
LEVEL 0 [ 04 ]
The stairwells leading down to the garage are natural choke points. During Squad or Team Deathmatch games, consider locking down the whole garage by ambushing trafc moving through these narrow passages.
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LOBBY (FLAG C)
The lobby is a midlevel oor between the buildings parking garage and rst oor on the maps east side. This is also home to Flag C during Conquest Domination maps, with the agpole posted in the dead center of the lobby. There isnt much cover or concealment near the ag, so either deploy smoke or keep moving while attempting to convert this position. The lobbys rectangular layout allows for some exceptionally long sight lines, particularly from north to south. Expect to nd recon troops posted on the north or south ends of the lobby, looking for sniping victims. On the lobbys southern side is a small staircase leading up to a small upstairs lounge. This is also a popular defensive position, so dont forget to look up. Given the openness and long sight lines aorded by this location, consider avoiding the lobby unless youre equipped with an assault rie or carbine. Sniper ries can also be eective here, but because of the fast-paced action, opt for the semiautomatic variety over bolt-action ries.
LEVEL 0 [ 05 ]
During Conquest Domination matches, watch Flag C from the north or south sides of the lobby. Either side oers a great view of the ag, allowing you to drop opponents from long range.
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CONSTRUCTION SITE
The north side of the buildings rst oor is still unnished, lled with ladders, construction equipment, and building materials. The lighting here is also darker, illuminated by only a few overhead uorescent lights. The lack of light and close-quarter layout can lead to some intense point-blank reghts here as players attempt to transition from the western and eastern sides of the oor. Carbines, shotguns, and PDWs all perform well here. Laser sights can also come in handy, allowing you to accurately shoot from the hip while blinding opponents. Dont overlook the benets for suppressors and ash suppressors, too, which help you remain undetected within the shadows. This is a popular eastwest thoroughfare often traveled by players rushing between the lobby and caf. But theres also a stairwell on the north edge of this location that leads down to the parking garage. This is a good way to sneak up on Flag C during Conquest Domination matches.
LEVEL 1 [ 06 ]
Dont be in a hurry while moving through the stairwells. A laser sight can help during these close encounters, increasing your weapons accuracy while ring from the hip. Theres no need to aim at this range.
LEVEL 1 [ 07 ]
There are plenty of hiding places here, so watch out for knife-wielding opponents lurking in the shadows. If youre trying to win a Gun Master match, this is a good place to stalk your prey.
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CONFERENCE ROOMS
A series of conference rooms are located directly north of the caf on the buildings rst oor. In most instances, these rooms have only one entry point. But you can always make more by shattering the glass windows. These rooms are sometimes popular hiding spots for campers looking to engage the cross-trafc in the adjoining halls. If youre not careful, you can get trapped in these rooms as opponents lob grenades and launch rockets in your direction. Maneuvering in these tight spaces is made more difcult by collisions with furniture such as desks and chairs, so think twice before cornering yourself in one of these cramped rooms. And dont think the walls will provide you much protection. Most of the walls here can be penetrated by small-arms re. The nearby corridors dont oer much refuge either. Players positioned at the east or west ends of these long hallways can take advantage of these long sight lines, dropping opponents with precision sniper ries and assault ries.
LEVEL 1 [ 08 ]
Shotguns rule in the stairwells. When possible, advance through the stairwells with at least one teammate, but dont bunch up. If youre too close to each other, a few shotgun blasts could send you both back to the spawn screen.
LEVEL 1 [ 10 ]
The dark halls around the conference rooms, ofces, and construction site make tactical lights and laser sights very eective when it comes to blinding your opponents.
LEVEL 1 [ 09 ]
Many of the conference room walls are destructible. So dont rush inside these rooms to escape incoming re. Small-arms re and explosives can open large holes in these walls.
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OFFICES
The ofces make up the majority of the buildings rst oor, occupying the space between the lobby and caf. As a result, this is usually a high-trafc area in all game modes and the site of some intense reghts occurring at varied ranges. Expect plenty of shattering glass and holes punched through wall as the bullets start ying. There are two separate cubicle banks situated on the north and south sides of this area. When moving through the cubicle areas, stay low to avoid being spotted. While the cubicles provide excellent concealment, they make for lousy cover, breaking apart at the slightest impact. If you start taking re, drop prone to avoid getting hit through the imsy cubicle walls. The ofces between the two cubicle banks dont oer much more protection, surrounded by glass and thin walls. Only duck inside these ofces momentarily to avoid getting hit by incoming re. Like the nearby conference rooms, theres usually only one entry point to each ofce. If youre not careful, you can get cornered here. Overall this is a dangerous high-trafc area. The construction area to the north oers a bit more cover and concealment, making it the safer route to transition between the east and west sides of the map.
LEVEL 1 [ 11 ]
Watch your speed when rounding corners around the ofces and construction site. If youre sprinting and come face-to-face with an opponent, you probably wont have a chance to raise your weapon before youre shot at point-blank range. Its better to move slowly with your weapon raised.
LEVEL 1 [ 13 ]
PDWs with large-capacity magazines, like the PP-19 or P90, work well when ghting at close range in the ofces. Equip a laser sight to improve hip accuracy, then simply hold down the trigger while spraying your opponents with automatic re.
LEVEL 1 [ 12 ]
Avoid long hallways like this one unless you have a rie with a scope. Assault ries and sniper ries work well here.
LEVEL 1 [ 14 ]
The dark halls around the conference rooms, ofces, construction site make Tactical Lights and Laser Sights very eective when it comes to blinding your opponents.
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RECEPTION LOUNGE
The reception lounge is located just west of the lobby. A large reception desk dominates the oor plan here. It is surrounded by plush seating, potted plants, and modern art. While the ground oor here is mostly a transitional area, there is an elevated seating area just above the reception desk that can serve as a great defensive overmatch position. You can access this elevated lounge via two staircases to the south and north, oering great views of the oor below. This is a popular sniper perch during Conquest Domination matches as recon troops pick o attackers rushing toward Flag C. But this elevated position is popular in other game modes, too, because it oers a brief reprieve from the chaos on the oor below. But if you wish to hold this position, make sure you have a teammate or two to watch your back. Alternatively, you can deter opponents from sneaking up on you by planting claymores on the two staircases leading up to this platform.
LEVEL 1 [ 15 ]
This long hall west of the reception lounge is great for spotting opponents rushing through the ofces. But youll want a weapon with some range to deal damage at this distance.
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WEST PROMENADE
This second-oor promenade spans the area above the caf and conference rooms on the maps west side. The promenade features a conference room and a couple of large executive ofces. But the key feature here is the elevated position oered by the walkway above the caf. This becomes a crucial overwatch point during Conquest Domination matches. It can also prove vital during dierent game modes, allowing you to re down on opponents scurrying about the oor below. You can access the promenade via two stairwells located on the north and south ends. During Team or Squad Deathmatch games, consider holding this area with the help of your teammates. By locking down the two stairwells, its possible to maintain this elevated position and get the jump on your opponents. But unless you have both stairwells covered or booby-trapped, dont get too comfortable up here. Itll only be a matter of time before one of your opponents approaches to steal your perch.
LEVEL 2 [ 16 ]
The walkways in front of both executive ofces provide a good view of the oor below. Use these elevated positions to get the jump on your opponents. But be ready to retreat into an ofce if you take return re. The walkways glass railing oers zero protection.
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[MAPS] // Scrapmetal
SCRAPMETAL
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[MAPS] // Scrapmetal
POINTS OF INTEREST
LEVEL 1
NORTH FACTORY: GROUND FLOOR
LEVEL 3 01 A 18 06 20 04 05 13
EAST SKY BRIDGE NORTH FACTORY: ROOFTOP
02 03
19 12 12 C 11 11
CENTRAL SKY BRIDGE
27 28 26 6 10 0 08
SOUTH FACTORY: TOP FLOOR SOUTH CATWALK
15 16
09 07 07 B
LEVEL 2
LEVEL 4
EAST SKY BRIDGE
17 21
SOUTH FACTORY: GROUND FLOOR
22
14
24 4
25
23
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[MAPS] // Scrapmetal
LEVEL 3 [ 01 ]
To avoid getting picked o by snipers positioned to the south, many players hide behind these structures on the roofs north side. As a result, prepare for close-quarter engagements here, particularly during Conquest Domination matches.
LEVEL 3 [ 04 ]
Even at this range, laser sights can give away the positions of opponents on the south factorys rooftop or the south catwalk. When countersniping from this rooftop, always seek out cover. The large pipes on the roofs southwest side oer decent cover and concealment while crouched.
LEVEL 3 [ 02 ]
The stairway on the rooftops east side is a popular access point and a natural choke point. Claymores are very eective here. When ring at opponents ascending the stairway, try to nish them o before they can reach the rooftop. The narrow stairway limits lateral movement, making them an easier target.
LEVEL 3 [ 05 ]
These large pipes oer decent cover, but they can also hinder your movement, requiring you to jump over them. Just be careful when leaping over these pipes because opponents may be waiting to ambush you on the other side.
LEVEL 3 [ 03 ]
The green pipe on the roofs southern edge emits thick clouds of steam when perforated by small-arms re. Use these steam clouds to obscure the vision of sharpshooters posted on the south factorys rooftop.
LEVEL 3 [ 06 ]
Dont sprint while moving through the narrow stairwell on the roofs west side. Always keep your weapon raised and ready to re. Otherwise, all it takes is one point-blank shotgun blast to ruin your day.
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[MAPS] // Scrapmetal
LEVEL 3 [ 07 ]
The two concrete blocks near Flag B oer excellent cover and concealment. Even while engaging opponents, standing behind these blocks makes you harder to see and hit.
LEVEL 3 [ 09 ]
The stairway on the oors west side is a key choke point. From this opening in the oor, you can engage opponents on the stairs and those scurrying around on the bottom oor.
LEVEL 3 [ 08 ]
By peering between the nearby steps and through the doorway to the north, you can engage opponents on the north factorys rooftop to score some longrange kills. But remember, if you can see them, they can see you. Always turn o any tactical lights or laser sights to avoid giving away your position.
LEVEL 3 [ 10 ]
Be careful when approaching Flag B from this narrow passage on the oors east side during Conquest Domination matches. Opponents positioned near the ag may have you in their sights long before you can retaliate. Its safer to approach the ag from the west side.
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[MAPS] // Scrapmetal
LEVEL 1 [ 11 ]
When possible, always convert Flag C with a teammate during Conquest Domination matches. Youll need to watch both ends of the sky bridge to fend o any sudden counterattacks.
LEVEL 1 [ 12 ]
Consider hiding claymores near the wooden pallets in this sky bridge. This is a high-trafc area in all game modes, practically guaranteeing you claymore kills.
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[MAPS] // Scrapmetal
LEVEL 3 [ 13 ]
Players on the north side of this sky bridge are at a disadvantage during reghts here due to the steep slope. Watch out for incoming re as well as grenades rolling down the oor of the sky bridge. Chunks of the wall surrounding the northern doorjamb can be shot out, so dont feel too safe hiding here.
LEVEL 4 [ 14 ]
Be careful rounding this corner where the sky bridge connects to the south factorys rooftop. This is a high-trafc area, so be ready to engage opponents at point-blank range. Alternatively, there may be opponents on the rooftop covering this junction.
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[MAPS] // Scrapmetal
LEVEL 1 [ 15 ]
Take advantage of the holes in the sky bridges roof to drop down on opponents unexpectedly. Blast them head-on at point-blank range, or wait until theyve passed. This allows you to sneak up behind them and score a knife kill. This makes it a good ambush position when trying to score the last kill during Gun Master matches.
LEVEL 2 [ 17 ]
This sky bridge allows for pitched intermediate-range reghts between the ground oors of the two factories. Always use the doorjamb on either end of the sky bridge for partial cover while engaging opponents at the opposite end. At this range, aiming through scopes and iron sights signicantly increases accuracy and stability.
LEVEL 1 [ 16 ]
From this sky bridge, its possible to engage opponents in the central sky bridge to the west. This makes it easy to defend Flag C during Conquest Domination matches. But dont make a habit of camping here very long unless you want to donate your dog tags to an opponent.
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[MAPS] // Scrapmetal
LEVEL 1 [ 18 ]
Even after spawning, be ready for combat. Opponents patrolling the oors north end may catch you by surprise.
LEVEL 2 [ 20 ]
The yellow stairway on the oors east side is a popular route for moving between the north factorys bottom oor and rooftop. Its easy to target opponents traveling along this narrow stairway, as they have limited lateral movement. The stairway permits movement in only two directions, making it easy to predict your targets path.
LEVEL 1 [ 19 ]
Expect heavy movement near the three sky bridges connecting to this oor on the south end. Most opponents come sprinting through these narrow passages, giving you the opportunity to mow them down before they can raise their weapon. The sky bridge entry points are also good spots for booby traps like claymores or C4.
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[MAPS] // Scrapmetal
LEVEL 2 [ 21 ]
When accessing this oor from any of the sky bridges, always enter with your weapon lowered and ready to re. If you sprint onto the oor, you may not have the chance to retaliate before an opponent lls you with bullets.
LEVEL 2 [ 22 ]
Most of the activity on this oor occurs between the central and east sky bridge entry points. You can usually ank opponents rushing out of one of the sky bridges.
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[MAPS] // Scrapmetal
LEVEL 4 [ 23 ]
This elevated position oers an amazing view of the north factorys rooftop. But while scanning for distant targets while peering through your scope, you run the risk of being anked from the east or west. So back up into the southeast corner to avoid being anked from two possible directions. This forces all potential anking attacks to approach from the west, potentially saving you the embarrassment of having your dog tags stolen.
LEVEL 4 [ 25 ]
If youre taking re from the east or west, you can always jump o the roofs side and land on top of a sky bridge below. But youll need to deploy your parachute quickly to prevent taking fall damage.
LEVEL 4 [ 24 ]
The upper west sky bridge connects directly to this rooftop. In addition to watching the western stairs, keep an eye on this sky bridge for potential anking attacks.
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[MAPS] // Scrapmetal
SOUTH CATWALK
This green, narrow, rickety catwalk runs along the northern exterior wall of the south factory. This catwalk is connected to the south factorys top oor, with entrances on the east and west sides. If youre looking for a sniper perch, the south factorys rooftop oers a better view and much more cover. But the lack of cover doesnt stop some recon troops from trying to score long-range kills from this position. The catwalk has a great view of the nearby sky bridges, making it easy to pick o opponents scurrying across their rooftops. But instead of camping here and looking for kills, use this catwalk to access the large steel pipes running parallel to the central sky bridge. These pipes serve as a makeshift bridge, making it possible to reach the north factorys rooftop. This is a sneaky way to reach Flag A during Conquest Domination matches. You can cross the same pipes in the opposite direction too; this oers a quick transition between the north factorys rooftop and the south factorys top ooran ideal route for reaching Flag B.
LEVEL 3 [ 26 ]
This catwalk isnt a safe place to hang out. But it oers a good view of the sky bridges. Pick o opponents rushing across the sky bridge rooftops or the horizontal pipes.
LEVEL 3 [ 28 ]
The horizontal pipes near the east sky bridge can be accessed from the south catwalk, oering yet another alternative path to move between the two factories.
LEVEL 3 [ 27 ]
When crossing the large horizontal pipes and moving toward the north factorys rooftop, veer to the right. Theres a small gap between the roofs ledge and the vertical pipes running along the factorys exterior wall. By jumping toward this gap, you can quickly pull yourself up onto the rooftop.
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ZIBA TOWER
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POINTS OF INTEREST
LEVEL 1
RESTAURANT OUTDOOR LOUNGE NORTH WING
LEVEL 3
SKYBAR
25 06 6 B 05 5 13 12
28 27 C 10 09 14
11
19
SOUTH WING POOL & SPA
LEVEL 2
NORTH WING CONFERENCE ROOMS
07 26
SOUTH BALCONY
04
29 23 22
SOUTH WING
A 02 2 01 01 03 17 15
16 18 20
21 24
08
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LEVEL 2 [ 01 ]
When standing on the south balcony, dont get distracted by activity in the outdoor lounge to the north. If youre not careful, an opponent can sneak up behind you, approaching from the nearby stairways or the hall to the east.
LEVEL 2 [ 03 ]
In addition to watching the two staircases here, look for movement through the hall to the east. Additionally, opponents may pop out of one of the nearby doorways connected to the adjoining suites.
LEVEL 2 [ 02 ]
The lure of sniping opponents in the outdoor lounge or north wing may prove too tempting for some players. As a result, you can usually score some easy knife kills here by rushing up behind a distracted opponent.
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RESTAURANT (FLAG B)
This upscale restaurant occupies the majority of the north wings oor plan. The spacious dining area on the rst oor is also home to Flag B during Conquest Domination matches. Converting the ag here can be deadly, especially if opponents are posted on the upper-oor walkway ringing the dining area. Sneaky defenders can also watch this ag by peering through the replace directly to the north while posted on the adjoining lounge. The kitchen, on the south side, is also a good groundoor defensive position. While stepping into the dining area is a necessary risk in Conquest Domination, the bottom oor is best avoided in all other game modes. Theres virtually no cover and the tables and chairs can hinder movement. Stick to the upstairs walkway, using the height advantage to re down at opponents. If you nd yourself on the bottom oor, stick to the perimeter of the dining area where youre less likely to be spotted from above. The relatively long sight lines aorded by this location make both carbines and assault ries very eective.
LEVEL 2 [ 04 ]
By watching from the elevated walkway, you can ambush opponents in the restaurants dining area. C4 is very eective when defending the ag during Conquest Domination matches.
LEVEL 1 [ 06 ]
Be mindful of the tables and chairs in the dining area. Getting hung up on these can make it difcult to strafe during chaotic reghts. When possible, stay to the north or south sides of the dining area to avoid inadvertently running into these objects.
LEVEL 1 [ 05 ]
The kitchen is located on the dining areas south side. While its possible to watch the dining room from this position, the kitchen can become a hightrafc area for those attempting to avoid ambushes in the dining area. So think twice before camping here.
LEVEL 2 [ 07 ]
While the walkway above the dining area is a good spot to ambush opponents on the oor below, never stop up here. This walkway is connected to multiple second-oor corridors, making it impossible to predict where opponents may appear. Even if youre careful, getting anked here is a regular occurrence. So watch your back or make sure a teammate does.
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LEVEL 1 [ 08 ]
The rooftop above the pool and spa is accessible by hopping out the window in the large conference room on the second oor. From this rooftop position, you can ambush opponents on the oor below by ring through the skylight. Or simply smash the skylight and drop into the pool.
LEVEL 1 [ 10 ]
From this corner position, its possible to hit opponents approaching from the hall to the west as well as ambush others rushing down the steps to the north. With your back to the northeast corner, it also makes it impossible for anyone to sneak up behind you. The reception desk on the rooms north side is another good defensive position, oering a good view of the long outdoor walkway to the south.
LEVEL 1 [ 09 ]
Although the pool is extremely shallow, avoid stepping into the water to maintain greater speed and lateral mobility. The water doesnt slow you down, but bumping into the edges of the pool does. Also, be mindful of the windows on the rooms east side. If the windows have been shot out, you may accidentally fall o the side of the building, leading to an embarrassing death.
LEVEL 1 [ 11 ]
Directly west of the pool and spa is a long narrow hallway linking the north and south wings. The west side of this hall is lined with large windows oering a great view of the outdoor lounge. Always watch for enemies outside while passing through this corridor and stop long enough to engage them. But dont hold here long or else youre likely to be anked from the north or south.
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OUTDOOR LOUNGE
At one time, this swanky outdoor lounge was a relaxing rooftop retreat for business executives and their wealthy clients. Now this open-air lounge is a kill zone. Regardless of game mode, this area is best avoided due to the lack of cover and long sight lines. Still, racing through this area is the quickest way to move between the restaurant and south balcony, often making this a high-trafc area during Conquest Domination matches. If you wish to engage the cross-trafc here, take a position on the east or west sides of the lounge. Or better yet, head upstairs and cover the area from one of the perimeter walkways. The kitchen behind the bar oers the only solid cover here. All other objects and furniture break apart quickly when exposed to small-arms re. If youre planning to spend some time out here, bring along a sniper rie or assault rie and take advantage of the long eastwest sight lines. But chances are your victims wont be standing still, so be prepared to lead your targets as they race through this kill zone.
LEVEL 1 [ 12 ]
The outdoor lounge oers some of the longest sight lines on the map. As a result, always take aim through your weapons scope or iron sights to improve accuracy and stability. Even shotguns can benet from aiming out here.
LEVEL 1 [ 13 ]
There isnt much cover in the outdoor lounge, so dont try to hide behind the imsy patio furniture. The bar structure near the center of the lounge is one of the few pieces capable of withstanding a barrage of smallarms re. The low partition walls are also quite sturdy, but youll need to crouch to hide behind them. Its much safer to race indoors than attempt to hold out here very long.
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SKY BAR
The sky bar is the highest point on the map, making it a popular sniping perch for recon troops. Positioned on the far east side of the outdoor lounge, this bar is little more than a wide open-air balcony, oering a sweeping view of the oors below, including the perimeter corridors of the restaurant and south wing. This area is only accessible via two staircases, located to the north and south. As a result, the sky bar is relatively simple to lock down, particularly if occupied by a squad. Even if youre short on manpower, boobytrapping the staircases with claymores is a good way to prevent surprise attacks. While scanning for targets to the west, avoid getting hung up on the barstools positioned along the balconys edge. Also, be ready to drop prone if you start taking re. Assuming a crouch position may not be enough to escape danger, as the top edge of the balconys low wall can be chipped away. While sniper ries and assault ries are well suited for engaging opponents in the outdoor lounge below, shotguns and PDWs are great for guarding the two staircases. During Squad and Team Deathmatch games, a well-equipped squad or team can fortify this location quite easily, making it an excellent base of operations.
LEVEL 3 [ 14 ]
The sky bar is the premiere sniping perch, making it the ideal location to rush to when you acquire the JNG-90 sniper rie during Gun Master matches. In addition to scouring the outdoor lounge for targets, dont forget to check the windows of the north and south wings. You can also hit enemies inside the north wing by ring through the nearby doorway connected to the staircase.
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SOUTH WING
Most of the south wings rst oor is inaccessible with the exception of the small stairway to the west and the hall to the east. For this reason, most action and movement occurs upstairs between the south balcony and conference rooms. On the west side of this area are two large bedroom suites separated by a long, narrow corridor. The southern suite is connected to an outdoor walkway, oering perimeter access along the buildings south side. This is a great way to move to the pool and spa. The north suite also has an elevated walkway overlooking the outdoor lounge. Sometimes moving along these perimeter walkways is safer than racing down the interior hallway between the suites. This long sight line oered by this corridor makes it a popular choke point for recon or support troops posted on the west or east ends. Directly east of the suites is a large lounge. This is often a high-trafc area, connecting the south wing to the conference rooms. Watch the long corridors to the north and west to avoid getting picked o by sharpshooters. While there are long sight lines in this area, most engagements occur at close range, particularly while moving through the suites. As a result, shotguns and PDWs work well while moving through here. But if youre looking to defend or camp this location, bring along a carbine or assault rie to take advantage of the long-range opportunities aorded by the narrow, lengthy hallways.
LEVEL 2 [ 15 ]
The suite on the halls east side is a high-trafc area, particularly during Conquest Domination matches, as players move between the south balcony and pool and spa. Avoid sprinting through here, and always keep your weapon ready to re.
LEVEL 2 [ 18 ]
From the south lounge, aim down the narrow hallway to the north, outside the conference rooms. Consider positioning yourself halfway up this staircase in an attempt to remain concealed, but dont stay here long, as this is a high-trafc area and youre likely to be anked or stabbed from behind.
LEVEL 2 [ 16 ]
From the balcony (or suite) on the halls north side, its possible to engage opponents in the outdoor lounge and within the north wing, near the restaurant.
LEVEL 2 [ 19 ]
Be careful when rounding this corner on the exterior walkway. Opponents posted in the pool and spa area have a clear view of this walkway. Prepare for long-range duels.
LEVEL 2 [ 17 ]
This hallway is a kill zone in all game modes. Always watch for opponents posted at the east or west ends of this corridor. When engaging opponents at intermediate to long range, always aim through your weapons scope or iron sights to improve accuracy. Dropping prone can also improve accuracy while reducing your visible prole, making you a smaller target for your opponent.
LEVEL 2 [ 20 ]
When racing along this exterior path, watch out for opponents in the nearby lounge. The large windows on the lounges south side leave you exposed while moving along this walkway.
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CONFERENCE ROOMS
There are a series of three conference rooms, all located on the east side of the second oor. The largest of the conference rooms has large windows on the eastern wall, overlooking the rooftop of the pool and spa area. You can hop out these windows and drop through the skylight on the adjoining rooftop to quickly access the pool and spa, a maneuver that comes in handy during Conquest Domination matches. The two other conference rooms, to the south, are much smaller and can become deadly choke points frequented by campers equipped with shotguns and PDWs. Sometimes moving through the conference rooms is safer than racing along the hallway to the west. This long corridor connects the north and south wings. The large windows on the corridors west side oer a great view of the outdoor lounge below. But dont make a habit of stopping here and engaging opponents on the oor below. Instead, keep moving to avoid being anked or stabbed in the back. If you want to snipe opponents in the outdoor lounge, youre better o advancing to the sky bar on the oor directly above this corridor.
LEVEL 2 [ 21 ]
Fighting in the conference rooms takes place at extremely close range. To survive such encounters, dont stand still. Instead, continue moving laterally while avoiding collisions with the conference tables and chairs. Getting hung up on the furniture makes you an easy, stationary target for your opponents.
LEVEL 2 [ 23 ]
Point-blank engagements are common at this corner of the hallway, which connects to the north wing. Always keep your weapon raised and ready to re. Sprinting in this cramped junction is a bad idea.
LEVEL 2 [ 22 ]
The long corridor to the west of the conference rooms is a major thoroughfare, connecting the north and south wings. But the large windows on the halls west side also oer an excellent view of the outdoor lounge. Always scan for targets on the oor below while moving through here, but dont stop long.
LEVEL 2 [ 24 ]
Cutting through this restroom is a quick way to transition between the large north conference room and the mid-sized south conference room. But your opponents might have the same idea, so be ready to open re. Watch out for injured opponents recovering in one of the stalls.
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NORTH WING
While the restaurant makes up the majority of the north wing, there are corridors, stairways, and walkways anking the north and south sides, ideal for avoiding the chaotic central dining area. On the north wings second oor, a large lounge overlooks the outdoor lounge, with several oor-to-ceiling windows. While moving through here, watch for incoming re originating from the south wing. Northsouth duels are common here. Unfortunately, there isnt much cover in this lounge, so dont wander far from the southern walls once the bullets start ying. Directly north of the restaurant are two outdoor walkways running along the buildings perimeter. Moving along either of these walkways is a great way to transition between the north and south sides of the restaurant, or use the staircase connecting the walkways to move between oors. With the exception of some planters and some lounge furniture, there isnt much cover here. So prepare to sidestep and strafe while engaging opponents here. Just be careful not to inadvertently jump o the side of the building in the heat of battle. Given the varied sight lines in this wing, carbines are a safe bet, providing decent range and maneuverability.
LEVEL 1 [ 25 ]
By peering through this replace, you can engage opponents in the restaurants dining area. This comes in handy for picking o opponents attempting to convert the ag during Conquest Domination matches.
LEVEL 2 [ 26 ]
This large lounge on the second oor overlooks the outdoor lounge. However, dont get too comfortable up here. Opponents can easily sneak up behind you or snipe you from the suites in the south wing.
LEVEL 1 [ 28 ]
This lobby in the northeast corner of the rst oor usually doesnt see much trafc. This makes it an ideal place to ambush cross-trafc moving through the adjacent halls and stairways. Consider equipping a suppressor to remain hidden, preferably near the burning elevators.
LEVEL 1 [ 27 ]
Escaping the chaos of the outdoor lounge is a priority for all players. As a result, you can often spot opponents sprinting through this doorway on the rst oor. Mow them down before they have a chance to raise their weapon.
LEVEL 2 [ 29 ]
This narrow passage connects the outdoor walkway on the north side to the hall outside the conference rooms. This path is a great way to ank opponents. But watch out for opponents camping inside the restroom stalls on the perimeter.
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