The exciting and story-driven warfare campaign of Spec Ops: The Line isn’t the only reason to play the game; its multiplayer is perhaps equally busy and exciting, pitting two teams in a tactical onslaught.
In this guide we’ll go over the basics of multiplayer, overviewing the Factions and their bonuses, classes, preferable load-outs and more.
There are two factions in the game which you must choose from. These are:
Both of the factions have their own unique bonuses.
All players start their multiplayer career with the Medic and Gunner class available, and two load-out slots unlocked by default. So, in the start you get a choice between the Medic and Gunner, and have a chance to experience the load-out.
However, a common mistake players often make in the start is making load-outs that would work better with one certain faction as compared to the other. This is not a good idea, as you are not guaranteed to be in the same faction every time. Therefore, make sure your load-outs have enough versatility to work well with both factions.
Now that that’s been cleared, let’s have a look at the factions individually:
The following are the bonuses that you will get as a member of The Exiles faction:
15% XP bonus for melee kills
10% damage bonus for pistols
70% damage reduction while on zip-lines and fast ropes
The bonuses obviously tell a good bit of the story of The Exiles. Basically, this faction has the advantage of movement – the damage done is greatly reduced while zip-lining or using fast ropes. This can actually become very handy when you have to retreat or flee from a near-to-certain death situation.
The 10% bonus damage from pistols is also a pretty useful feature. Though it might not seem much, it can really stack well with powerful pistol weapons, such as the Desert Eagle or the .44 caliber Magnum.
And of course, who wouldn’t mind additional experience bonuses when you’re knifing your enemies down? The 15% bonus may not work for every class, but it certainly works for the stealthier players, and perhaps also the more tanky classes, which we’ll later discuss.
The following are the bonuses that you will get as a member of The Damned faction:
5% increase in weapon range effectiveness
10% XP bonus for sandstorm kills.
70% damage reduction to falling damage
See that 70% reduction to falling damage bonus? This almost means you can fall all over the place without caring too much of dying! Well, no, it doesn’t mean that, but it definitely encourages a risk-filled gameplay, which is much more rewarding (both in-terms of fun and kills) in my opinion.
Combine that with the 10% XP bonus for sandstorm kills, and you can be walking source of death when the sands fly with the wind.
Additionally, the 5% weapon range effectiveness is quite good. 5% seems like ignorable stuff, but it actually gives your snipers just enough edge to have things tilt slightly your way – provided you have good snipers, of course.
So, if you want to summarize everything, then you’d do it in the following way:
The Exiles are best at close-quarter combat, using pistols as their secondary weapon for that extra punch.
The Damned are adept at long-ranged combat and weaponry, and are best when taking risks and using sniper rifles as their secondary weapons.
As stated earlier, the Medic and Gunner classes are available at the start. The rest of the classes are unlocked as you progress onwards. Whenever a class is unlocked, a load-out is also unlocked as well. You can customize the load-out whichever way you like, including changing the class.
Each class also comes with two sets of class bonuses, namely Level 1 Bonus and Level 2 Bonus. The Level 1 Bonus are there by default, but the Level 2 Bonus can only be earned once the class is reenlisted.
The classes in Spec Ops: The Line multiplayer are:
Level 1 Bonus:
20% damage increase for all allies within 15 minutes
Takes 20% less damage
Replace sidearm with a heavy weapon
Level 2 Bonus:
40% damage increase for all allies within 30 minutes
Takes 40% less damage
Replace sidearm and primary heavy weapons
The Gunner is the standard soldier of the game, being an expert in medium-to-close range combat, and being unique for having the innate ability to equip two heavy weapons at once.
The fact that Gunners take 20% less damage makes them very durable and ideal for almost all types of gameplay modes.
The time-based buff of 20% damage also has its benefits in team-games, giving a slight edge to whichever team they are in.
The Gunners are more suited to The Damned faction as compared to The Exiles, because they make better us of The Damned’s bonus.
Two most powerful heavy weapons available
Perks to Consider:
Hunter, Commando, Blood Thirst, Weight Training
Level 1 Bonus:
20% increase in self and teammate health regen rate within 15m
Heal DBNO teammates 45% faster and give 5s invincibility
Give teammates a 5s adrenaline boost where only headshots and explosives affect them
Level 2 Bonus:
40% increase in self and teammate health regen rate within 30m
Heal DBNO teammates 90% faster and give 10s invincibility
Adrenaline boost now lasts 10s
Revive dead allies as long as they haven’t respawned
The Medic class is a support class, therefore best suited to players looking for generous selfless teamwork and victory through collaboration.
The Medic class has the specialty of rapidly increasing health regeneration of other team mates. They can also protect players for 5 seconds (10 for Level 2 Bonus) against incoming damage through the adrenaline boost.
The Medics can revive downed allies before they have respawned, which grants the ally invincibility for 5 seconds in the battlefield.
Medics are best suited for The Exiles class to take advantage of the pistol damage bonus.