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SITUATIONAL STRATEGY GAMING
SSG EXCLUSIVE
Offi cial Digital Guide
PRIMA(R)
RE

VIEWED AND APPROVED!
PRIMA(R) Prima Games is an authorized
G A M E S
Electronic Arts Licensee.
(c)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]
// Game Modes
CLOSE-QUARTERS PRIMER
WHAT'S NEW?
Battlefi eld 3: Close Quarters is a themed expansion pack bringing the team play of Battlefi eld 3 to tight indoor environments. The frantic close-
quarters infantry combat is amplifi ed by unprecedented high-defi nition destruction, new ways to play, more weapons, and added persistence.
Here's 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 specifi cally for the new maps in Close
Quarters, guaranteeing you a host of new and memorable Battlefi eld moments.
*
HD destruction: The new high-defi nition 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 fl oor.
*
New weapons: By completing ten new assignments, you can unlock new weapons such as assault rifl es, carbines, light machine
guns, and sniper rifl es. The rapid-fi 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 fi 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, off ering 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 Battlefi eld game
mode and is fi 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 fl agpole at a
control point to raise your team's fl ag--the more teammates there are
in the fl ag's capture radius, the faster the fl ag is raised.
The time it takes to convert a fl ag in Conquest Domination has been
reduced, meaning you won't have to wait long to raise your team's
fl ag. However, the capture radius of each fl ag is very small, requiring
you (and your teammates) to stand very close to the fl agpole during
the capture phase, leaving you vulnerable to ambushes and booby
traps. Once captured, fl ags cannot be used as spawn points. When
spawning into the game, a random spawn point is chosen near a
friend. It's 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
PRIMA Official Digital Guide
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[CLOSE-QUARTERS PRIMER]
// Game Modes
Gun Master is completely new to Battlefi eld 3, requiring you, your
teammates, and opponents to progress through 17 levels of weapons.
At each level you're assigned a single fi rearm and a knife. You must
score two kills with the assigned fi rearm before progressing to the
next level, where you're 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 diff ers, often giving
players with one particular weapon a signifi cant advantage over their
opponents. For example, the fi 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 aren't always
better. The PNG-90 sniper rifl e, equipped at Level 15, is one of the
most diffi cult weapons to master given the cramped spaces of each
As with all Conquest matches, expect heavy traffi c around each
map. At Level 17 you're equipped with only a knife and must score a
of the map's three fl ags. Once a fl ag is captured, don't forget to
single kill to win the match.
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 minimap--the team who runs out of tickets
fi 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 fl ags to
initiate a ticket drain. So capture two fl ags early on and stay put,
forcing the enemy to attack your defended positions. Leaving a fl ag
undefended guarantees a prompt capture by the opposing team.
Assigning each squad on your team a fl 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 fl ag. Without
a solid gameplan or any defensive eff orts, these matches become a
whack-a-mole-like footrace as each player runs from one enemy-held
fl ag to the next.
Playing Gun Master is a great way to become familiar with the
new weapons you haven't unlocked yet, like the ACW-R carbine.
GUN MASTER
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
it's possible to succeed on your own, if you come across a group
of players working together, you'll have a tough time surviving the
engagement. You're better off 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 weapon's strengths.
Not all weapons are equal. Stick to locations best suited for
your equipped weapon. Shotguns and PDWs are most eff ective
in small rooms.
Max players: 16
PRIMA Official Digital Guide
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[CLOSE-QUARTERS PRIMER]
// Game Modes
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 fi re multiple rounds at your opponents to produce lethal
results. Fortunately, the pistol sports a generous 18-round magazine, allowing you to fi re continuously with minimal reloads. The MP443 is also
surprisingly accurate when fi ring from the hip at close range. But for any targets beyond 15 meters, always aim through the weapon's iron sights.
Get your two kills with this weapon as quickly as possible, because you'll 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 modifi ed to fi re a three-round burst. The high rate of fi re gives the 93R a signifi cant advantage over the MP443,
particularly when engaging opponents at close range. However, at intermediate to long range, the pistol is diffi cult to keep on target due to
muzzle climb. Consider aiming low, allowing the recoil to rake bullets across your target vertically as you fi re. But the 93R is best deployed at
close range, where its rate of fi re greatly outperforms the MP443 and .44 Magnum. Just be sure to reload often. The 93R's 20-round magazine
empties fast.
LEVEL 3: .44 MAGNUM
Ammo: .44 Magnum
Magazine Capacity: 6
Fire Mode: Single-shot
Rate of Fire: Semi-auto
Range: Short
Optic Attachment: None
Primary Attachment: None
Secondary Attachment: None
Compared to the MP443 and 93R, the .44 Magnum is a high-powered precision weapon capable of taking down opponents with one or two hits.
Think of it as a handheld sniper rifl e. But to novice shooters, scoring hits with the .44 Magnum can be a frustrating experience. First off , never
fi re this gun from the hip. Always aim through the iron sights, even when engaging opponents at close range. Due to the revolver's low rate of
fi re and limited six-round cylinder, take careful aim and make each shot count. For best results, aim for center mass, hitting your target in the
torso with two quick shots. If you're feeling lucky, aim for the opponent's head for an instant kill. Target enemies at intermediate to long range
and avoid fi refi ghts at close range where the .44 Magnum's low rate of fi re and reload speed becomes a serious liability.
PRIMA Official Digital Guide
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[CLOSE-QUARTERS PRIMER]
// Game Modes
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 fi re, the PP-19 gives any shooter a serious advantage over opponents stuck with
the fi rst three pistols. This PP-19 is also equipped with a suppressor, signifi cantly reducing muzzle climb. But the suppressor also reduces the
weapon's range and accuracy when fi ring from the hip. So always use the weapon's iron sights when engaging opponents beyond 15 to 20
meters. At close range, feel free to fi re from the hip while holding down the trigger. The PP-19's suppressor also eliminates muzzle fl 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: Refl ex (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 Refl ex (RDS) sight, making it
easier to engage enemies at close and intermediate ranges. Even while fi ring prolonged automatic bursts, the P90 exhibits minimal recoil. So
don't be afraid to lay down a generous burst of automatic fi re to bring down each opponent. Chances are your opponent will drop long before you
run out of ammo. Despite the addition of the Refl ex (RDS) sight, this is still a close-quarter weapon, so avoid wide-open spaces where opponents
with long-range rifl es 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 off signifi cantly over range, making it most eff ective 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.
PRIMA Official Digital Guide
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[CLOSE-QUARTERS PRIMER]
// Game Modes
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 aff ectionately as the Jackhammer, this fully automatic shotgun's 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. Don't 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 shooter's whereabouts.
Like any shotgun, this bad boy is best deployed at close range while holding down the trigger. But the shotgun's box magazine holds only eight
rounds, so make each shot count. You don't 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: Refl ex (RDS)
Primary Attachment: None
Secondary Attachment: Laser sight
Graduating to the ACW-R carbine fi nally gives you some long-range capability. Consider stalking opponents in wide-open spaces or channeling
fi re down long corridors. The Refl ex (RDS) optical sight allows for quick and easy target acquisition at any range. But in close quarters, you're
sometimes better off fi ring from the hip, taking advantage of the improved accuracy off ered by the laser sight attachment. However, when
engaging enemies at intermediate to long range, consider switching the laser sight off . It merely gives away your position and provides no
accuracy bonus while aiming through the Refl ex (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 confi guration 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 rifl e, 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 fi red from the hip.
PRIMA Official Digital Guide
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[CLOSE-QUARTERS PRIMER]
// Game Modes
LEVEL 10: AUG A3
Ammo: 5.56 x 45 mm NATO
Magazine Capacity: 30
Fire Mode: Automatic
Rate of Fire: 700 rpm
Range: Long
Optic Attachment: Refl ex (RDS)
Primary Attachment: Foregrip
Secondary Attachment: Laser sight
Like the MTAR-21, the AUG A3 benefi ts from a bullpup design, making it ideal for maneuvering in tight spaces. The weapon comes equipped with
a laser sight, ideal for shooting from the hip at nearby enemies. But when engaging opponents beyond 15 meters, always aim and engage your
target while peering through the Refl ex (RDS) optical sight. Like most weapons, the AUG A3 is much more accurate and stable while aiming
through the attached sight. This helps off set recoil, allowing you to keep the weapon on target, even during automatic bursts.
LEVEL 11: SCAR-L
Ammo: 5.56 x 45 mm NATO
Magazine Capacity: 30
Fire Mode: Automatic
Rate of Fire: 620 rpm
Range: Long
Optic Attachment: Holographic (HOLO)
Primary Attachment: Foregrip
Secondary Attachment: Laser sight
The SCAR-L performs similarly to the MTAR-21 and AUG A3, so don't expect a major change in tactics while issued this weapon. This is a hard-
hitting assault rifl e capable of accurately neutralizing opponents at short and intermediate ranges. While the assault rifl e exhibits signifi cant
recoil when fi red in long automatic bursts, the foregrip attachment helps improve stability, particularly when fi ring from the hip. But limit yourself
to short bursts when engaging targets beyond 20 meters and aim through the Holographic (HOLO) optical sight for improved accuracy.
LEVEL 12: LSAT
Ammo: 5.56 x 45 mm NATO
Magazine Capacity: 100
Fire Mode: Automatic
Rate of Fire: 650 rpm
Range: Medium
Optic Attachment: M145 (3.4x)
Primary Attachment: Foregrip
Secondary Attachment: Laser sight
This cumbersome belt-fed light machine gun can be diffi cult to maneuver in close quarters, so stay close to teammates and consider providing
suppressive fi re. The LSAT has a large 100-round box magazine, allowing for prolonged automatic bursts, ideal for pinning opponents while your
teammates fl ank. It takes approximately six seconds to fully load a fresh magazine in this weapon, so make sure you fi nd a safe location before
reloading. The scope and laser sight attachments give the LSAT both intermediate and short-range capability. Keep the laser sight on while
moving around corners and through other tight spaces. The accuracy bonus the laser sight aff ords helps off set the weapon's wild recoil when
fi ring from the hip.
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[CLOSE-QUARTERS PRIMER]
// Game Modes
LEVEL 13: L86A2
Ammo: 5.56 x 45 mm NATO
Magazine Capacity: 45
Fire Mode: Automatic
Rate of Fire: 750 rpm
Range: Medium
Optic Attachment: ACOG (4x)
Primary Attachment: Foregrip
Secondary Attachment: Heavy barrel
The L86A2 is a light machine gun that functions similar to an assault rifl e. The bullpup confi guration makes it relatively maneuverable, and the
box magazine is much faster to reload than its bigger belt-fed cousins. This makes it much easier to operate in tight quarters than the LSAT. But
the weapon still exhibits rather harsh recoil, so go easy on the trigger and aim through the scope to increase stability and accuracy. The foregrip
attachment helps decrease muzzle drift, making it relatively accurate when shooting from the hip at nearby opponents. But the heavy barrel
attachment makes the weapon most accurate when aimed through the scope.
LEVEL 14: M417
Ammo: 7.62 x 51 mm NATO
Magazine Capacity: 20
Fire Mode: Single-shot
Rate of Fire: Semi-auto
Range: Very long
Optic Attachment: ACOG (4x)
Primary Attachment: Foregrip
Secondary Attachment: Flash suppressor
Don't confuse this weapon with the M416 assault rifl e. Although they have similar names and design characteristics, the M417 is a semiautomatic
rifl e, fi ring one round per trigger pull. The loss of automatic functionality calls for a change-up in tactics. Instead of engaging opponents at close
range, leverage the rifl e's accuracy and stopping power by sticking to open areas or long corridors. The M417 has impressive stopping power,
usually dropping opponents with only two or three shots. The fl ash suppressor muzzle attachment is also a nice addition, helping you remain
hidden.
LEVEL 15: JNG-90
Ammo: 7.62 x 51 mm NATO
Magazine Capacity: 10
Fire Mode: Single-shot
Rate of Fire: Bolt-action
Range: Very Long
Optic Attachment: ACOG (4x)
Primary Attachment: Straight pull bolt
Secondary Attachment: Laser sight
The JNG-90 is a slow-fi ring bolt-action sniper rifl e with amazing stopping power. But fi nding a place to accurately deploy this weapon can be
tricky. Instead of racing around the map looking for victims, fi nd a relatively safe place and wait for opponents to come to you. Scout out elevated
sniper perches or simply take aim down a long, high-traffi c corridor. Always aim through the scope before fi ring and try to score a headshot if
possible. The straight pull bolt attachment allows you to chamber a new round while still peering through the scope. But if your target survives
the fi rst hit, be ready to move. If you stand still while trying to chamber a new round, you probably won't live long enough to fi re a second bullet.
PRIMA Official Digital Guide
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[CLOSE-QUARTERS PRIMER]
// Game Modes
LEVEL 16: M320 LVG
Ammo: 40mm LVG
Magazine Capacity: 1
Fire Mode: Single-shot
Rate of Fire: N/A
Range: Short
Optic Attachment: None
Primary Attachment: None
Secondary Attachment: None
Unlike traditional high-explosive rounds that explode upon impact, this M320 grenade launcher fi res fuse-delayed LVG rounds that detonate
approximately 3 to 4 seconds after being fi red. This allows you to bounce grenades off of surfaces or around corners, ideal for engaging enemies
without exposing yourself to incoming fi re. On the downside, the fuse delay gives opponents plenty of time to run away before the grenade
detonates. Focus your fi re on small rooms and choke points where opponents have a tough time maneuvering. Fortunately, you need only one kill
with this weapon to advance to the fi nal level.
LEVEL 17: KNIFE
Now comes the fi nal challenge: hunting down armed opponents while
armed with only a knife. Don't stay in one spot and wait for enemies
to come to you. Instead, actively hunt down your opponents to win the
match. Sprint through the map and search for prey, preferably while
their back is turned to you. If possible, stalk enemies equipped with
the slow-fi ring JNG-90 or M320 LVG. Even if they see you, they'll have
a hard time engaging you at close range. And remember, it takes one
knife strike to kill an opponent from behind. But it will take at least two
swipes to kill an enemy from the front. So be prepared to follow up
with a second strike if the second doesn't do the job. Most importantly,
stay on the move and watch your back. If you get stabbed, you'll drop
down a level. Or if you're stabbed by an enemy who is also at Level 17,
the match will end with a loss for your team.
PRIMA Official Digital Guide
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[CLOSE-QUARTERS PRIMER]
// Game Modes
SQUAD DEATHMATCH
TEAM DEATHMATCH
If you see this screen, it means you're dead. Prepare to spawn
In Team Deathmatch, scoring a kill earns your team a point. But
on one of your living squadmates. Otherwise you'll spawn at a
don't get reckless. The opposing team gains a point every time
random location, potentially placing you far from your squad.
they kill you or a teammate.
Max Players: 16
Max Players: 16
In this mode, there are four four-player squads, each representing
Team Deathmatch is a no-holds-barred infantry-only battle in a
a diff erent team: A, B, C, and D. The team that scores 50 kills fi rst
confi ned area. The two teams struggle to score the most kills to win
wins--the score is listed on the left side of the screen above the
the match. Each kill is counted, so take down your enemies to increase
minimap. Unlike the Squad Deathmatch modes found in Battlefi eld
your team's score, represented by the numbers and status bars above
3 or Back to Karkand, there are no IFV vehicles available on these
the minimap. It's your choice whether to stick with your team or to
maps. But given the small layout of each map, there is never a dull
go on a solo hunt. But be warned, the tempo is high and enemies can
moment. This is a very fast-paced game mode best played with good
pop up from behind almost any corner. Monitor the scoring status
squadmates you can rely on to watch your back. Use squad spawning
bars to see how the fi ght is going, and make tactical adjustments as
to stay together and stay alive!
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.
PRIMA Official Digital Guide
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