Guide and description for the "Gunner" class
Introduction.
The blog has existed for a long time, but guides have not yet been available, so I decided to change that. It will help newcomers. I am publishing the first guide, which I have fully composed and was first written on the BFH fan site
Gunner, also known as Machine Gunner
About the Class:
The Gunner is a typical power class found in every game of a similar genre. He carries heavy weaponry and is slow. But! In BFH, you can ignore the turtle speed of the gunner, as he has an "RPG".
A huge plus for the gunner is the ability to jump onto almost all buildings and fences that exist on the maps. This is done very easily, while other classes have to catch the timing with "TNT", which is much more difficult and provides fewer opportunities.
The gunner loves machine guns and "power" skills, and also has the highest amount of HP in the game - 150.
Abilities
A bit about Abilities
In the game, there are abilities (Abilities) that give you advantages in battle. These advantages are diverse.
Important: To learn and upgrade any ability, you need to spend 1 HP (Hero Point). To get HP, you need to reach an even level in the game (2, 4, 6, 8, etc.). By simple calculations, you will have only 15 HP in the game. To fully upgrade all skills from levels 1 to 5, you will need 24 (29 for Commando) points. So spend HP only on the most important abilities for you and don't forget that you can always reset all skills to zero using the button in the upper right corner of the screen.
1. Hero Shield
Skill Level
1
2
3
4
5
Duration, sec
10
10
15
15
15
Refresh Time, sec
15
15
13
11
8
Shield Value, sec
30
35
40
50
60
About the ability:
This skill activates a shield that blocks a portion of incoming damage. The main skill of the gunner is initially leveled up to 1 end at level 1.
2. I eats Grenade!
Skill Level
1
2
3
4
5
Duration, sec
5
7
7
7
7
Refresh Time, sec
15
15
13
13
10
Heal % Pick up, %
5
5
6
7
8
Radius, m
8
8
3
3
3
About the ability:
This skill creates a field around you that absorbs grenades and tank shots and restores your % health.
Author's tip: I recommend leveling this skill to at least level 1 (but ideally to level 2 at a high level). Then no tank will be a threat if the gunner is in capable hands. After level 2, I don’t like the skill as the radius drops from 8m to 3m, which is its major drawback.
3. Leg it
Skill Level
1
2
3
4
5
Duration, sec
4
5
7
9
12
Refresh Time, sec
15
15
13
13
10
About the ability:
This skill accelerates you. It acts as an aura, meaning nearby allies are also accelerated.
Author's tip: It’s a useful skill and should be leveled up at least to level 1, helping you quickly move from cover to cover or escape from an annoying camper. Interestingly, though levels 1 and 2 differ by only 1 second, it feels like more like 2-3 seconds :)
4. Frenzy Fire
Skill Level
1
2
3
4
5
Duration, sec
3
4
4
5
6
Refresh Time, sec
15
15
13
13
10
Accuracy Bonus
1
2
3
4
5
Lucrease damage
-
-
-
-
2
About the ability:
The skill increases the accuracy of your machine gun, useful for taking out a camper from a great distance. At level 5, the additional damage, while slight, is still appreciated.
5. Explosive Keg
Skill Level
1
2
3
4
5
Explosion Damage
35
40
40
45
45
Refresh Time, sec
15
15
13
10
10
Radius, m
8
10
10
10
10
Damage over Time
-
-
-
-
12
About the ability:
The explosive keg is just that: explosive. You throw it into a crowd and watch the numbers (points) fly. If you land the keg directly at someone’s feet at level 1, it deals 55-60 damage :)
Weapons
Machine Guns (MG)
At short distance (<18m) Damage: 5-15
At medium distance -
At long distance (>18m) Damage: 3-7
Ammo per magazine: 110
Accuracy: average
Deviation: 1.4
Shots per minute: 600
Velocity: 600
Crit chance: 0.03
Crit power: 8
Reload time: 4 seconds.
At short distance (<13m) Damage: 3-7
At medium distance (13-20m) Damage: 7-15
At long distance (>20m) Damage: 3-11
Ammo per magazine: 120
Accuracy: average
Deviation: 1.3
Shots per minute: 450
Velocity: 600
Crit chance: 0.03
Crit power: 8
Reload time: 4 seconds.
At short distance (<13m) Damage: 5-9
At medium distance (13-18m) Damage: 2-4
At long distance (>18m) Damage: 2-4
Ammo per magazine: 90
Accuracy: average/low
Deviation: 1.6
Shots per minute: 900
Velocity: 600
Crit chance: 0.025
Crit power: 8
Reload time: 3 seconds.
Shotguns
At short distance (<15m) Damage: 1.5-44
At medium distance (15-24m) Damage: 1-36
At long distance (>24m) Damage: 0.75-16
Ammo per magazine: 10
Pellets per shot: 8
Spread: average
Deviation: 0
Deviation subprojectile 1.5
Shots per minute: 150
Velocity: 350
Crit chance: 0.05
Crit power: 2-16
Reload time: 3.5 seconds.
At short distance (<15m) Damage: 1-48
At medium distance (15-18m) Damage:1 -24
At long distance (>18m) Damage: 1-12
Ammo per magazine: 12
Pellets per shot: 12
Spread: high
Deviation: 0.5
Deviation subprojectile 2.2
Shots per minute: 225
Velocity: 350
Crit chance: 0.05
Crit power: 2-24
Reload time: 2 seconds.
At short distance (<15m) Damage: 1-12
At medium distance (15-26m) Damage: 1-12
At long distance (>26m) Damage: 1-48
Ammo per magazine: 8
Pellets per shot: 12
Spread: low
Deviation: 0
Deviation subprojectile 1
Shots per minute: 60
Velocity: 425
Crit chance: 0.05
Crit power: 2-24
Reload time: 4 seconds.
TNT and RPG
Explosion radius: 10
Explosion strength: 12
Explosion damage: 80 (can’t find the DMG modifier for Vehicles)
Refresh time: 5 seconds.
Explosion damage: 45 against vehicles
Refresh time: 2-3 seconds.
Playing Styles and Tips
The play style of the gunner is, basically, one. It's about being ahead, which doesn't mean charging into a crowd and just dying, even if you take 1-2 lives with you. No! The gunner should protect his teammates with his body, while soldiers should heal on time. The gunner is the "tank".
RPG
Whatever you think - RPG is better than TNT for the gunner.
How to perform a rocket jump with the gunner?
The easiest and fastest method to learn
Removing TNT from a tank
Level up the grenade eating skill to level 1, and if someone attaches TNT to you, simply change your position in the tank and use the skill back. The entire manipulation takes about a second.
Keg + rocket jump
Put a keg under your feet, rocket, and go flying. With this formula, you can jump to the lighthouse on the SS map.
You are not invincible
You have plenty of HP, but it's never a sin to get behind cover if there are no allied soldiers nearby.
Credits:
The guide was entirely composed by dmit (c)
First published on the BFH fan site. The article has been updated and it used a theme about weapons by user Mayc
To be continued...