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Sharpshooter: Back line long ranged unit. Perfect for supporting someone from long range, but weak against close range combat, like shotgunners. The class item also useful to mark targets, assuming that it's not firefights yet (it's take long for sharpshooter class item to be shot). Excels at white-red (all situation), but very weak at close combat (pistol/secondary dmr?). Need to have the awareness of enemy flanks and ambushes.
These two class are pretty good combo, but since you want to have another class at coop, i'll explain from the best combination to worst for those two.
Medic: Somewhat positioned in middle of Assault and Sharpshooter. It's ability/ult Can revive people from long range and can self-revives, not to mention that it's passive make you revive people faster, it's very crucial in combat as it makes life and death situation as you revive assault class in the frontline in middle of gun fire. This class also carry body faster in case of approaching stealthily and hiding bodies. I would recommend this if you insist to have different class than them, this is the best combination if there has to be another class. This class can also help people get extra health capacity and acting as syringe at same time for loud combat, or prepare them before contact. Excels at white-red (all situation). This class is really all purpose, really, other than having one less health bar than assault and the bonuses for shotgun/rifle, this class just do fine in loud as well with it's self-revives ability in case you f-ed up.
Pathfinder: The one supposed to be near the sharpshooter. While pathfinder also bide well with sniper, it has different purpose: recon and strike. The ultimate/ability bar is tricky to get by tactical caches over the world, but it allow you to control an UAV that allow you to recon the whole field fast, or just bombard them with missile strikes from above. It's somewhat hard to use and master, but good support class. Should be the team tactician and who make the calls, this class supposed to be the brain of the team. Checking flanks and tell sharpshooter where to hits, for the assault to move, etc, this class supposed to be the backline commando, but sharpshooter can also do this just fine. Also, this class has better thermals visions and such on who cannot be used by any other class, hence the recons, you should make the recon, calls, and manage your teammates as you fight long range. I'd only recommend this class if you are up to some exploring and getting some tactical caches for ult/ability before engaging. If your team is lazy to do this, then forget this class and go for another one. Excels at white-red (all situation) except close combat.
Echelon: Surprised? Actually Echelon is best at stealth approach, with silenced pistol and aim snaps, it allow player to easily sneak in. Not to mention class item which one hit kills for a small AoE and it's ult allow you to mark people in close range as in wallhacks. Why in coop you ask? It is actually one of the best class to cleanup stealthily for the second sync shots. With aim snapping, some AI who is dodging or waving their head in shock is aimsnapped by the echelon. Not only in stealth, but the ult/ability could be useful to help Assault class to mark everyone. It's situational as in loud (red), this class doesn't really help, this class excels at white-orange (as long he is not spotted).
Engineer: Well, it can be put in front with assault class. The class loves Grenade launchers or any explosives, which MGL is the best gun to pair with this class. The ability is also useful to swat people or to deal with a few AIs hiding in walls around you as you send them, or just dealing extra damage to whatever you see in front and close. Since it's explosion we are talking about, it could help dealing with people on cover too, which cannot be shot by sharpshooter or assault class. Probably the easiest to use from all other classes than two above, you just blast them to smithereens with grenade launchers and so on. Excels at loud (red).
Panther: The worst match-up to be honest. This class rely on silenced SMGs and pistols, it's said silencer but it's not completely stealth. Panther excels at hit and run strategy, confusing enemy of your locations. The ability/ult also signifies this, so you hit someone, smoke grenade, and run and pick another location. It's more like a troll class to the AIs than actually helping in the front. This class excels when the bar is still yellow (suspicious) and pretty useless when it really comes loud/engaged (red). In stealth (white), this class only use is the bonus stealth and negate smg silencer damage penalty. This is the complete opposite of Assault playstyle which goes in front and dive in. It can work, but it's much harder as you try to divert enemy attention from assault class.
I hope this answers you, have a nice day
~BlueLightning