

To begin, if the mods would like to remove this post for spam because I've already posted about Fireteam today, let me know and I'll happily remove it. Don't worry, I'm not going to start posting twice a week
What's the best class for Fireteam? That depends on the range. The range decides almost everything, from your gun and attachments, to field upgrades, to perks. Grenades are subjective
- Attachments
Each range has different statistics that are important. What's good for close range isn't what's good for far range. Each statistic has a purpose, and that purpose is good for a certain range
| Statistic | Purpose | Range | Why This Range? |
|---|---|---|---|
| #1 Effective Damage Range | Maintain damage over range | Medium – Far | Damage won't weaken at close range |
| #2 Bullet Velocity | Landing rounds more easily | Medium – Far | There's little delay at close range |
| #3 Shooting Movement Speed | Move while firing | Close | It's more difficult for the enemy to track you at close range because you'll be moving faster in their reticle |
| #4 Sprint to Fire Speed | Pick up your gun and fire while sprinting | Close | Using a laser is pointless at medium – far range, so STFS is also pointless |
| #5 Aim Walking Movement Speed | Move while aiming | Close | (Re-visit #3) |
| #6 Aim Down Sight Speed | Aim more quickly | Close | You and the enemy will miss less rounds at close range, so you really want to be the first to react |
| #7 Recoil | Be more accurate while aiming | Medium – Far | The further away the enemy, the more your reticle will kick in proportion to how big they appears. Therefore, recoil is a bigger problem at further ranges |
| #8 Hip Fire Accuracy | To be more accurate without aiming | Close | (Re-visit #4) |
| #9 Reload Speed | Reload faster | Close | At medium – far range, the enemy will miss more rounds, making you less weak while reloading. You'll also be more likely to get behind cover |
| #10 Reveal Distance | See enemies through foliage | Close – Medium | At close range, enemies are more dangerous so you want to find them sooner |
- Field Upgrades
Thankfully, field upgrades are more simple
| Field Upgrade | Purpose | Range |
|---|---|---|
| Proximity Mine | Trap | Any, ideally close |
| Field Mic | Pings when an enemy gets within range, and tracks them live on your radar | Close – Medium |
| Trophy System | Counters enemy grenades | Close |
| Assault Pack | Ammo | Any |
| SAM Turret | Targets aerial scorestreaks and fires missiles | Any |
| Jammer | Jams enemy field upgrades aside from Assault Packs | Close |
| Gas Mine | Trap | Any, ideally close |
- Perks
Perks are more complicated, but here's another simple table
| Perk | Type | Purpose | Range |
|---|---|---|---|
| Engineer | Awareness | See enemy field upgrades and scorestreaks through cover | Any |
| Paranoia | Awareness | An indication appears when an enemy aims at you. This is an extremely powerful perk if you've got sharp reflexes | Medium – Far |
| Flak Jacket | Durability | Explosions and fire from equipment and scorestreaks are weaker | All |
| Tactical Mask | Durability | Immune to Stuns and Gas Mines | Close |
| Forward Intel | Awareness | The radar is bigger and you can see enemy spawn directions. However, in Fireteam this perk just makes the radar bigger | Close – Medium |
| Assassin | Points | Earn more points for killing enemies on streaks. Because you loot streaks instead of earn in Fireteam, this perk is useless | All |
| Gearhead | Munitions | Field upgrades charge more quickly, and you can hold 2 | All |
| Scavenger | Munitions | Nearby enemies drop ammo packs when killed | Close – Medium |
| Quartermaster | Munitions | Equipment recharges every 25 seconds | All |
| Tracker | Tracking | Nearby enemies leave footprints, and when you aim at them, they're pinged on your allies' radars | Close – Medium |
| Gung-Ho | Movement | Fire and reload while running, hold and throw equipment while running, less fall damage | All |
| Ghost | Stealth | Immune to Spy Planes while moving | Close – Medium |
| Cold Blooded | Stealth | A.I. scorestreaks don't target you. Controlled scorestreaks don't highlight you. Thermal optics and torches don't highlight you | All |
| Ninja | Stealth | Move quietly | Close |
| Spycraft | Stealth | Immune to Paranoia and Tracker. Immune to all field upgrades aside from Trophy Systems and Assault Packs. Hack all field upgrades aside from Assault Packs | All |
Whether you play Fireteam today (assuming there's games today) or in the future, hopefully this little guide will help you choose better classes