Focus: Map Control & Gun Fighting
Light Infantry are faster, more aggressive Infantry that excels in offense tactics and are capable of putting pressure on any opposing team. Light Infantry use aggressive tactics in gunfights but need to be versatile enough to dig in and support a team fight during larger engagements. Gear setups are generally an all-around weapon system focused on close to medium range with slightly increased speed and slightly reduced armor. Light Infantry players are known for their ability to maneuver around the map to get an advantage and excel in both team and solo play.
Class Equipment - Weapons
Versatile close to medium-ranged weapons are the focus of most Light Infantry as the ability to outflank and disrupt the opponents while still holding the frontline of the overall team is key to success. This is the main reason that submachine guns have come to be the dominant Light Infantry weapon of choice, as they are usable at all ranges but generally excel in close to medium ranges. Assault rifles are also a solid choice for Light Infantry as well due to the fact they are competitive with submachine guns at close to medium range and allow better mid-range gunfighting which can mean a lot during team-focused goals and when being aggressive is not working.
Submachine Guns: While extremely short-ranged submachine guns should be left to the specialized Light Infantry or the more appropriate Recon users, the medium and long-ranged ones can offer a Light Infantry player high versatility while increasing close-range effectiveness on clustered maps. Often nearly as versatile as assault rifles, submachine guns offer better aggressive gunfighting and hip fire that can often be the deciding factor in a gunfight.
Assault Rifles: As previously stated, these weapons pack a punch in a vast number of situations and are often considered to be the most versatile weapon available in nearly every shooter-related game. Choosing one with better close-range stats and tighter hip fire can allow Light Infantry to excel in their close-ranged home while still handling most situations at other ranges.
Shotguns: Generally, shotguns are not advised for any Infantry-based primary weapon due to their lack of versatility and extremely poor gun fighting ability at mid to long ranges. However, thanks to games adding in high levels of customization and perks to wildly change how some weapons work, shotguns may be a usable solution on smaller maps and matches where being able to outflank and outmaneuver the opponent is easy. We highly advise selecting a shotgun that is better at mid to long ranges as your primary goal as the point-blank glass cannon style of guns hurts teamwork significantly.
Counter Weapons: Many teams (or pairs) are small and lack the option to have dedicated anti-vehicle or anti-aircraft units. Like Infantry, Light Infantry often have a primary weapon that negates the need for a pistol or similar weapon in nearly every situation and therefore can open their secondary weapon slot for team use. Packing a heat-seeking missile on your back to counter a tank threat is more justifiable than going for the glory pistol elimination when the game is on the line. Light Infantry may also often find themselves first to encounter an opponent's special vehicle or already be in position for critical hits when the team needs a heavy target removed. Also, do not forget that being focused on using the maps and knowing lanes & locations make explosive mines a very deadly counter.
Silenced Weapons: One of the key goals of light infantry is to outflank and disrupt the oppressing team during team fights. It is not uncommon for a Light Infantry player to find themselves in a vital position to devastate the oppressing team and remaining hidden during the first few eliminations can go a long way to both eliminate more players or ruin the game plan opponents had. Pistols are often an easy go-to for this answer as they are a standard secondary weapon, but many games allow creative options in this field.
Class Equipment - Other
Light Infantry players need equipment to win map control and eliminate opponents by starting with the upper hand. Selecting items that either enhance your ability to move around the map or reduce the opposing team’s ability to do the same is an amazing way to lock down key points and ruin the opponent's front-line support. However, do not forget that you are pushing into or past your frontline and will often be on the opponent's territory and will need to win surprise gunfights or escape from collapsing situations using the equipment.
Grenades/Explosives: High-damage, throw-and-forget style equipment (like frags, claymores, and timed explosives) are excellent choices as they allow supportive damage against opposing teams and allow defensive moves like denying a hallway push for a few seconds so you can escape your compromised location. Disorientating style grenades can also be a highly effective support weapon as they are great at giving you an advantage in a team fight when a key flank works out. Revealing/radar-based devices are an excellent item for Light Infantry as seeing where the opponents are located provides a massive advantage in gunfights and objectives which is highly convenient when you can place those devices within the opponent's area. Traps and tripwires can also wreak havoc on an opposing team when they are placed in key points and can be effective at both discovering enemy movements and thinning out their ability to team fight.
Gadgets: Gadgets like grappling hooks or movement-enhancing gear enable rapid traversal of the battlefield, allowing Light Infantry to quickly reposition, seize key locations, or launch surprise attacks. To maintain control, deploying proximity sensors or drones can be crucial for monitoring enemy movements and planning preemptive strikes. Additionally, using explosives like C4 or anti-vehicle mines can disrupt enemy advances and protect captured zones. By smartly utilizing these gadgets, Light Infantry players can not only spearhead aggressive attacks but also play a pivotal role in controlling the map, keeping the enemy on the back foot, and securing strategic advantages for their team.
Armor: In games that allow editing armor, it is recommended to start with a medium to lightweight or 40/60 (armor/speed) setup and adjust for your play style. Remember, bulking up on armor is not the best solution as crawling behind your team's pushes is generally a poor way to outflank the other team.
Class Use - Communication
Light infantry players are great at locating opponents and will often see events or power plays happening before they are even set into motion. However, it can be easily stated that using other teammates' communication is more important, and being able to process callouts to position yourself properly for a counterplay or aggressive push is a major key to success. Working with your team is both a great strategy to prevent your team from walking into a poor situation and also a great strategy to prevent yourself from casually walking onto the other team.
Class Use - Close Quarters
Light Infantry should be excelling at close quarters, but always be wary of players using extremely high DPS zero-range weapons. While an SMG will give a Light Infantry player the advantage over most other player types in this range, it will do little to help prevent getting melted instantly when you push too hard. The key to this range is being aggressive enough to get into close quarters and therefore remove all the advantages most opponents have over you, but also be conservative enough to not over-push or chase other players to a situation that is simply unwinnable for you.
Class Use - Medium Range
Medium range is often where many of your one-on-one gunfights will happen as it is generally where the engagement happens during team fights. Winning these battles is very important to your team's overall success as being in a flanking position and spending extra time to run around the map is not helpful if you end up losing your head-to-head gunfights anyway. Remember that you might not have the best weapon for this role, but you should be using your map skills to get the first hits on other players to overcome any shortfalls. Light Infantry should be starting gunfights at this range and not be surprised by them as that defeats the majority of your advantages and shows that your map utilization may need work.
Class Use - Long Range
Long-range is not where Light Infantry should be excelling, but they should be able to compete and at least add to team fights at this range. Survival is the goal in long-ranged gunfights as you should be using your time to remove the distance and slowly place yourself at the advantage or at least make the support player that engaged you fall back and therefore open up a lane for your team.
- light infantry
- offensive tactics
- aggressive tactics
- team fights
- map maneuverability
- team play
- solo play