Introduction(Variable values like Damage based on Capt 11 medals and Nvg on, they may turn out lower or higher for you depending on rank and medals)
Range: 1500
Damagetype: Piercing
Base Damage: 58-88
Base HP: 359
Base Armour: 2
Base Mana: 230
Sight (Day): 1400
Sight (Night): 1250
Additional weapons: Colt M1911
Skills: Critical Strike, Flare, RAVEN, Reconnaissance
Special: Terrain Map unlocked and Zulu Hitpoints reduced by 2% when Force Recon present, Camouflage, Level up when Caves/Spores clear,
The Force Recon excels in scouting, finding supplies and surveillance in desired areas. Featuring a moderate range of 1500 with damage values above rifleman, the FR can take down small/medium threats from a safe distance with the added security of Colt for high DPS in cases of emergency (Gargoyles). Camouflage gives you a relative ability to stay hidden, but you should never solely rely on that. Don’t walk right through zombies that can’t detect you, there is always the danger of A Class zombie with true sight crossing your way or accidently breaking Camouflage effect by doing a wrong move.
SkillsCritical StrikeYou don’t want to take this skill early on because of Game Mechanics and especially not as FR since you have more important skills to level and will be spending time searching for items, where you don’t want to do excessive shooting anyway. Take it later in the game, when you have gained a set of the more important skills.
FlareBasically it does 2 things: Revealing the target area and slowing all hostile units that are caught in the light, for a 40% effect. It is very useful to max this early, because you will greatly profit from the lower Mana cost and cooldown. You can use it to scout, spot and slow. Since it is so versatile you will find a use for this ability in most situations.
Duration: 15 seconds
Radius: 1100
Level | Range | Manacost | Cooldown |
1 | 3000 | 60 | 50 |
2 | 3500 | 50 | 40 |
3 | 4000 | 40 | 30 |
4 | 4500 | 30 | 20 |
5 | 5000 | 20 | 10 |
RavenThis system grants you several abilities that help you in combat directly or indirectly.
Level 1: Raven Surveillance
A Class hostiles are shown as orange pings every 10 seconds up to 5k range. This allows you to track and find spores as well as other nasty things better than any other class. It is especially useful during Convoy Mission to have a free early warning of gargoyles and mutated dogs, ranging from stalker to Etaphreven (or Eris).
Level 2: Raven Sentry
Allows you to place a Sentry at a tree that gives permanent vision in a 700 AoE around the designated tree. The skill alone has very limited use, hence under normal circumstances only you will receive a bonus from this skill. However there is a way to make this skill useful to the whole team: A combat engineer placing his Communications array leads to shared vision, which of course also applies to any vision granting abilities that a marine uses. Place these ahead of your camping location to provide a free permanent sight extension, for your long range fighters and Forward Observer to place tactical strikes in advance. Another use is to place some of them near Ravenholm so you can spot targets more easily in case you get Lost Cause. The cooldown is quite long so make sure you make good use of them.
Mana Cost: 10
Cooldown: 260
Level 3-5: Raven Mines
Raven Mines are movable explosives, that can be triggered via manual or victim caused detonation. However in most cases none of these options is necessary, as every hostile units will try to attack these (they explode upon destruction). Just move them next to a tight pack of enemies and watch them blow up themselves. Especially efficient during airfield mission, since there are a lot of crowded mobs. If used frequently the drop on mana will become noticeable, so it’s golden to have a CE with high nano and 1 or more ecells. The duration of the mines is 2/3 minutes, so you can “produce” them in advance and direct them to targets accordingly. 1 mine at Level 3/4, 2 mines at Level 5. This handy tool can really help in racking up kills if needed/wanted. 3750 damage in a radius of 250.
Mana Cost: 40
Level | Duration in minutes | Cooldown in seconds |
3 | 2 | 45 |
4 | 2 | 30 |
5 | 3 | 15 |
ReconnaissanceLevel 1 Laser Designator
Provides you with camouflage and Laser Designator, 2 very important skills. Take the first Level ASAP. Further levels improve the time it takes to change into camouflage mode and grant you skills that enhance scouting operations. It takes 8 seconds to turn invisible. For each further level time is reduced by 1 second (4 on max level).
Mana Cost: 15
Cooldown: 20
Range: 3500
Level 2 Broadcast Beacons - Medical
Pings all Medical Supplies in the nearby area. Useful when the team is low on medical items.
Mana Cost: 25
Cooldown: 15
Level 3 Laser Sight
Grants you true sight with a range of 1500. Not that important if there is a FO ingame, but a useful add-on to have clear vision before Perimeter Intelligence is up and unavoidable since you want Level 4 and 5 at some time in the game. Priority of this skill drastically changes when there is no FO ingame (most successful squads should have one).
Level 4 Broadcast Beacons - Munitions
Pings Ammunition Cases, Shotgun Shells and Hedp rounds in the nearby area. Useful when you are specifically searching for this type of items. Ammunition is very important, so this skill is important too, because it helps finding it.
Mana Cost: 25
Cooldown: 15
Level 5 UAV
The unmanned aerial vehicle is capable of transporting 2 items, designating targets and placing chemlights.
This handy aircraft has a variety of uses. You can send items back to the camp and at the same time keep on reconnaissance, you can scout with it while you are in camp yourself, designate threats early on without being physically there and even use it during MB to place chemlights for the landing zones, if it’s really needed aka no Captain or MQ-3 Predator present. Unlike your marine it is capable of transporting most items, so it is extra nice to send weapons like Dao and Arclite Hecate.
Mana Cost: 40
Duration: 120 seconds
Cooldown 240 seconds
Recommended SkillorderBasic Summary of the skills: Increased Damage output (Crit), Active surveillance help (Flare), Combat improvement (Raven), “Passive” Surveillance Help (Reconnaissance featuring camouflage, pings and UAV). Depending on what you want, there are quite some ways to play the FR. This is just my personal advice, if you feel like trying a different setup, do it to see how it works out for you.
I calculate in MOS specialization. It is a free level, and if you can afford it aka you don’t mind experience loss, you should have it.
Level 1: Flare and Raven
Level 2: Save
Level 3: Raven (if CE is present, if not skip and take flare) and Reconnaissance
Level 4-7: Flare
This is the base. It allows you to scout efficiently with low mana cost Flare, you can find and designate spores and place Raven Sentries in important locations early on. Further build depends on if you want to deal more damage or improve scouting.
Reconnaissance way:Level 8-11 Reconnaissance
Depending on mana capacities (CE, E-cells, Tower) and possible critgranting items and personal preference rest of Raven for Mines or Critical Strike.
Combat way:Level 8-10: Raven
If crit items are obtained at this stage, or if you don’t plan on getting them later on
Level 11-17: Critical Strike, Rest Reconnaissance
Otherwise you finish Reconnaissance first, which will help you in finding your desired items and in consequence max out Critical Strike.
ItemsThe dropoff places are random, but the type and amount of items drops is fixed (except ammo cases and some minor extra triggers)
First Wave call ItemSpawnN('I008',4) //RMS-8 Benelli
call ItemSpawnN('I00D',6) //Rifle Grenades
call ItemSpawnN('I00M',3) //Road Flares
call PolledWait(0.5)
call ItemSpawnN('phea',5) //Fibrin Bandage
call ItemSpawnN('phea',5) //Fibrin Bandage
call ItemSpawnN('I00C',5) //Shotgun Shells
call ItemSpawnN('I00C',5) //Shotgun Shells
call ItemSpawnN('I00J',4) //Anti-Venom
call ItemSpawnN('I00J',4) //Anti-Venom
call ItemSpawnN('I002',4) //AP Ammo
call PolledWait(0.5)
call ItemSpawnN('rde1',5) //Kevlar Armor
call ItemSpawnN('I00E',6) //Claymore Case
call ItemSpawnN('I00F',5) //Chain Explosive Case
call ItemSpawnN('I00F',5) //Chain Explosive Case
call ItemSpawnN('I004',5) //Medkit
if udg_SquadXP<60000 then
call ItemSpawnN('I004',5) //Medkit
endif
call ItemSpawnN('I00X',1) //Pancor Jackhammer
call ItemSpawnN('I00B',1) //XM-29
call ItemSpawnN('I000',1) //M240G
call PolledWait(0.5)
call ItemSpawnN('I003',2) //Arclite Hecate
call ItemSpawnN('I007',1) //SAM-R
call ItemSpawnN('I00G',1) //E-Cell
call ItemSpawnN('I00I',1) //SMAW
call ItemSpawnN('I00A',1) //Blastocyst Module
call ItemSpawnN('I00N',4) //M320
call ItemSpawnN('I00U',2) //Det Cord
call ItemSpawnN('I009',1) //RMS-12A Browning
call ItemSpawnN('I010',1) //Satchel
call ItemSpawnN('I011',1) //Transceiver
call ItemSpawnN('I015',1) //Freedom
call ItemSpawnN('I016',1) //Justice
Second Wavecall ItemSpawnN('ckng',3) //U-238E Ammunition
call ItemSpawnN('I001',4) //Composite Personnel Armor
call ItemSpawnN('I00G',1) //E-Cell
call ItemSpawnN('I00A',1) //Blastocyst Module
call ItemSpawnN('I00M',1) //Road Flares
call ItemSpawnN('I00I',1) //SMAW
call ItemSpawnN('I00N',1) //M320
call ItemSpawnN('I00U',2) //Det Cord
call ItemSpawnN('I00W',2) //Flare Gun
call ItemSpawnN('I010',1) //Thermal Detonator
call ItemSpawnN('I011',1) //Transceiver
call ItemSpawnN('I013',1) //Hellfire Upgrade
Third Wavecall ItemSpawnN('I004',4) //Medkit
call ItemSpawnN('phea',4) //Fibrin Bandage
call ItemSpawnN('I00J',3) //Anti-Venom
call ItemSpawnN('I00E',3) //Claymore Case
call ItemSpawnN('I00D',3) //Rifle Grenades
call ItemSpawnN('I00M',2) //Road Flares
call ItemSpawnN('I005',2) //Reactive Body Armor
call ItemSpawnN('I00C',10) //Shotgun Shells
call ItemSpawnN('I00W',4) //Flare Gun
call ItemSpawnN('I009',1) //RMS-12A Browning
call ItemSpawnN('I00B',1) //XM-29
call ItemSpawnN('I00I',3) //SMAW
call ItemSpawnN('I000',1) //M240G
call ItemSpawnN('I00G',1) //E-Cell
call ItemSpawnN('I00A',1) //Blastocyst Module
call ItemSpawnN('I00O',1) //TX-1 Ammunition
call ItemSpawnN('I00U',2) //Det Cord
call ItemSpawnN('I010',1) //Satchel
call ItemSpawnN('I013',1) //Hellfire Upgrade
Fourth Wavecall ItemSpawnN('phea',4) //Fibrin Bandage
call ItemSpawnN('I00J',2) //Anti-Venom
call ItemSpawnN('I00E',4) //Claymore Case
call ItemSpawnN('I00D',3) //Rifle Grenades
call ItemSpawnN('I00M',4) //Road Flares
call ItemSpawnN('I005',2) //Reactive Body Armor
call ItemSpawnN('I00C',4) //Shotgun Shells
call ItemSpawnN('I004',4) //Medkit
call ItemSpawnN('I009',2) //RMS-12A Browning
call ItemSpawnN('I000',1) //M240G
call ItemSpawnN('I00B',2) //M-29
call ItemSpawnN('I00O',1) //TX-1 Ammunition
call ItemSpawnN('ckng',2) //U-238E Ammunition
call ItemSpawnN('I00A',2) //Blastocyst Module
call ItemSpawnN('I010',5) //Satchel
call ItemSpawnN('I00Z',2+udg_InitialPlayers) //Nano Body Armor