The best and even core design intentions can and often are totally obviated if most of the people the game aren't playing the way its Designer intended. One example would be the Recon class; granted the class carries the game's name, but the Recon's 'features & benefits' amount to a level of tactical leverage that marginalize 66% of the playing audience if it were evenly distributed to all classes -- which is obviously not the case further exacerbating game balance issues and 'fun factor'.
I'm surprised there aren't more forum complaints about the Recon being an 'Over Powered Class' as there is in so many games, with people even leaving games in frustration. Perhaps it's because of the limitations of the kinds of feedback Ubisoft is soliciting (Fun Factor, Technical Performance, Store Use & Pricing), and a general sense of apathy Gamers are feeling about AAA title Publisher/Developers and their proclivity to disregard even the most obvious... But I'll make an an attempt to summerize here what others are saying that seems to hold true with the facts:
Most First Hit Decisive & Time/Damage Weapons
Not only are the sniper rifles the most FHD weapons in the game (as they should be), the most accurate (again as they should be), but also deliver the highest Time/Damage to target in game (serious issue)...
By way of illustration of how this plays: A Specialist has absolutely no objective capability to suppress a Recon with an MG, even if prone, and precisely aimed at a corner a Recon on same team has illuminated, the most sustained and accurate fire Specialist can deliver, can not stop the Recon from leaning around the corner, aiming, firing and killing in one, two or three shots. This isn't a maybe or sometimes thing, it's something I have personally tested with the help of a friend, and see play out dozens of times. As a counter to Recon the Specialist has absolutely no direct fire or even suppressive capability.
In fact as a side note: due to the lack of any suppressive capability, the abject lack of accuracy on the MG's even burst or single shot fire, makes this a virtually zero skill class except for CQC 'Run & Gun' or as an Ageis bu*ton pusher -- which is a shame.
While these may to some extent be exacerbated by net-code and hit reconciliation issues the lack of counter is problematic considering the other Recon strengths for which there is also no direct counter i.e. there are indirect counters, but these are not skill based and rely on guessing or the skill of other Recons on your team, luck, and not your individual skill, obviating your ability to respond, and taking fun out of the game.
No Day/Gay Glow Goggles
The only class that doesn't have the idiot 'get your head shot here' bright, glowing, blue target goggles -- 'nuff said...
Oracle
The Oracle not only lets the Recon see where opposing playes are, the direction they're moving, the direction they're facing, and all the information that comports -- like is the Player likely healing up from damage, ready to pop-&-shoot, moving to a known position of cover etc., but the Recon chooses when he illuminates targets -- which is very powerful for him, but in as many cases as not will be useless for his team, especially with respect to any scissors-paper-rocks counter to other Recons your team mates that are NOT Recons may confront.
Ability to Cloak
There is no direct counter to a cloaked Recon; in fact the cloak trumps all other class specialties with respect to direct action i.e. known threat, skill based action counter to be taken -- it has no direct counter only indirect which would be fine if the Recon was not such an otherwise powerful class.
The Most Played Class
With anywhere from half to more then half the Players in most games -- any issue with the Recon class is only amplified for the reaming two minority classes. In fact the problem is so bad imho elect to leave any game where the half or more of either team is composed of Recons (as do quite a few others), and I'll even leave games in progress where abandoned slots are filled with Recons creating the aforesaid situation even when I'm the leading 'score wh*re' and my team is winning... If this strategy were adopted by still more players it would have a stronger positive net effect of concentrating Recons in fewer games.
Summarily
The Recon has the most accurate, highest damage, highest time/damage, longest range weapons. The Recon can not be suppressed and can kill you in in as many as three shots while Specialists or Assault classes attempt to suppress him. Assault and Specialst classes have a bright blue target painted on their heads but Recon does not and can optionally be invisible. The Reocn can see all opposing Players through all surfaces on the map, at any range knowing their posture, direction they're facing and/or moving. With respect to firearms: the Specialist class can not directly counter the Recon at range or even suppress him and must CQ Run & Gun to counter with weapons fire, the Assault class can only counter him with spam and luck at range or CQ Run & Gun tactics.
Suggested Remedial Action
Give the Recon class Gay-Glow goggles to or take them out of the game (the Recon has the most magical vision capability after all). Give the Specialist effective suppressive capability that either blinds their target's vision peaking in to direct area of fire, or inflicts damage, or both. Give the Assault class accurate prone fire that is the match of the Recon so he can offer direct fire counter -- he still does less time/damage so class differentiation is preserved. Fix the diappointing net-code/hit-reconcilation...
![]()







