Over the next couple weeks I will be doing a bunch of class based guides. The first batch will be the classes in Battlefield: Hardline, then when I’ve finished up those, we’ll start hitting the Borderlands characters. Now, I already have written overviews for the four base characters in Borderlands: The Pre-Sequel; but since then I’ve looked back at those posts and realized I could do much better – plus there’s two new DLC characters to talk about.
So we’ll start today with the Battlefield: Hardline classes. First up, the Operator – Battlefield: Hardline‘s answer to the classic Battlefield Assault class. The Operator is the medic of Hardline – the default gadget that comes unlocked is the health pack, and the revive gadget is a relatively cheap second choice. Really, that’s pretty much the extent of the Operator from a tactical standpoint. There is a third gadget available specific to the Operator – the Survivalist upgrade, which lets you revive yourself after being hit by a car, or explosives – but the main two would be the health pack and the revive tool. Because the Operator is essentially a medic, it’s a really important role within the context of a squad. I like to think a full squad should have at least 2 Operators, regardless of game mode.
I say that because Operators can keep your squad in the fight – not just health wise, but thanks to the revives they can provide. Having two eases the burden a little bit, without really taking away from the offensive capabilities of the squad. As an Operator, you’ll probably want to play a little more conservative – especially if you’re playing as part of a squad. If you go down, the squad loses its “extra lives,” so it’s important to grab cover and fight smart. Which brings me to weaponry. The Operator is probably the most flexible when it comes to primary weapons of the four classes, being able to select either carbines or assault rifles. These give the Operator a good option at pretty much any range, except for really long ranges. In the beta, I only really used the default carbine – the RO993 – because it was that good. It’s gotten a bit of a nerf since then, but it’s still a really good option – just pace your shots a bit more for anything outside of more than 20 meters. I also use the ACW I got for pre-ordering – it’s very similar in behavior. I like throwing on the SRS 02 for a sight, it’s a green dot sight with plenty of clarity; putting on extended magazines helps with the major downside of the Operator – ammo management; heavy barrel helps with the recoil at range; and the stubby grip helps when you do fire full auto. In general, that’s my set-up for any rifle – carbine, assault or battle – across all the classes. You should absolutely pick a sight that you like though – I just like ones with little zoom for my playstyle.
I very quickly hinted at the major downside of the Operator just above. It’s that the Operator is pretty dependent on the Enforcer for ammo. You don’t spawn with a ton of reserve clips, and all the weapons can burn through ammo very quickly if you aren’t careful. Now, if you’re in a squad with friends – the best way to play Battlefield – that’s really not an issue. You should be coordinating with each other as a squad anyway – and that includes ammo and health pack usage. But hopping a random server can be a bit of a crapshoot – the Enforcer has a bit more flexibility with gadgets as we’ll see – and you might be relying on picking up enemies’ gear. The other huge concern for Operators is heavy vehicles. I touched on this in my Hotwire post. As an Operator you really have no option to fight them – hand grenades do a little bit of damage, but are really tough to hit with, unless it’s stopped. Really, if your an Operator and a heavy vehicle is coming your way, your best bet is get out of there. Grab cover and leave – let the Enforcers and Mechanics deal with it.
The Operator is a really great class for players of any skill level, but I think it’s the easiest for new players to pick up. Your role is pretty easily defined, and easy to execute; you have weapons that behave well at any common range; and it does put you into a team frame of mind. Add in the non-specific gadgets like the gas mask and grappling hook/zipline and you have a lot more flexibility with a medic class than you might expect. The Operator might also be your best pick for a driver – keep the Mechanic in a passenger seat for repairs/combat – and as such, taking the stunt driver might not be a bad idea either. Also keep in mind your reputation boosts. Reputation is the Battlefield: Hardline equivalent to the Upgrade Path. You’re rewarded for playing as a team and playing the objective. As you get reputation, you get buffs that apply for the whole match. Operators have the following choices: at Rep 1, you choose between Extra Magazines or Fast Climb; at Rep 2, pick between Fast Ready or Healing Upgrade; at Rep 3, it’s either Fast Aim or Revive Upgrade and the final Rep is either Fast Reload or Fast Swap. Each point essentially boils down to an offensive upgrade, or a team booster. Pick the one that fits how you play your Operator, and you’ll do fine.
I like the Operator a lot – it was the class I played by far the most in the Beta. Since launch though I have started playing the Enforcer more, for reasons we’ll get into later. That said though, the Operator is really fun class, you can easily get a very high score playing well as a support guy. Just remember to keep dropping those health packs.