Door Kickers: Action Squad

Door Kickers: Action Squad

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Recon: First In, Last Out
By darkly77
Complete guide to Recon's weapons and skills, with detailed stats and explanations.
   
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Introduction
Recon is my favourite class, even before Agent, thanks to his totally unique playstyle and high difficulty.

Playing as Recon demands more strategy than any other class. His playstyle includes:
  • Clip management ─ Running out of ammo mid-fight is the biggest Recon killer.
  • Single target takedowns ─ Plan your entry point, split up groups whenever possible.
  • Protecting your back ─ Raider armor leaves it open, retreat is never an option.
  • Weapon versatility ─ A gun for every occasion.
  • Smart skill investment ─ Nearly every perk is useful, many are game-changers.
  • Unique Ultimates ─ Become a one man army with a silenced shotgun and high-damage rifle.
  • Heavy equipment usage ─ You'll be throwing out cam balls like they're on fire.

He also has three distinct ways of playing: Silenced, loud, and using his MP5's aimed shot.

Recon should be classified as "Hard". He gets easier with his game-changer skills, but he still has the highest skill barrier of any class. When you play as him you will die. A lot. Especially early on.
General Tips
You can kick down doors with Recon: Instead of holding up near a door to unlock it, press the melee button.

Invest points in the Logistic tree to gain more Strategic Points per kill/hostage save. This lets you call in vital gear like Cam Balls and Spy Cameras as often as possible.

Get used to calling armor quickly. You can restore it mid-air by jumping, then quickly holding LB and pressing X (on 360 controller). This lets you restore armor without freezing Recon in place.

Use standard shots up close, and Rapid Fire at range (it's better to think of this alt as "Ranged Fire"). See below for a detailed comparison between these.

Recon can lay down sustained fire with reduced recoil by switching between standard shots and Rapid Fire shots in quick succession.

Try to duck while shooting at range. This helps avoid the higher shots sprayed by enemies with high-recoil weapons. (This is most effective with Rapid Fire shots, as standard-shot recoil means fewer shots may land while you're ducked.)
Weapons 1 - Shot Types
Standard-Shot vs. Rapid Fire

Standard-Shots:
  • ✔️ Faster fire rate = Higher DPS (& more perk procs)
  • ❌ Lower damage per-shot = Burns through ammo
  • ❌ Shorter range
  • ❌ More recoil
  • ❔ Approach: Close combat

Standard-shots have a faster rate of fire, giving them a higher DPS and more perk procs (for Crippling Shots/Vulture). However, they have shorter range and more recoil. Use them up close for fast kills.

Rapid Fire:
  • ❌ Slower fire rate
  • ✔️ Higher damage per-shot = Conserves ammo
  • ✔️ Longer range
  • ✔️ Less recoil
  • ❔ Approach: Ranged takedowns

Rapid Fire (RF) shots do more per-shot damage, but (despite its name) have a lower rate of fire. This gives them a lower DPS, but means you'll be reloading less. They also have longer range and less recoil. It's better to think of RF shots as "Ranged Fire" -- use them for ranged kills, accuracy, and ammo conservation.

Suppressed vs. Loud
Suppressed guns (MP9, MP7) have a higher rate of fire, which gives them a higher DPS, which means faster kills but more reloading. However, their RF shot damage is considerably lower than their standard-shot damage, so you should only use it when you have to (ie. for long-range kills).

Loud guns (UZI, CBJ-65) do more damage per shot, giving them a lower STK (shots to kill), which means less reloading. They also reload faster, and the DPS difference between standard and RF shots is much smaller.

Note: The MP5 is an exception here, see that gun's dedicated section below for details.
Weapons 2 - Gun Stats
Above: Data from my Weapons Data Spreadsheet


Above: DPS differences between standard-shots and Rapid Fire shots


Above: Range differences between standard-shots and Rapid Fire shots

Name
DPS
DPS RF
TTK
TTK RF
STK
STK RF
Clip
Reload
AP
SND
Range
Range RF
Spread
Spread RF
MP9_S
280
160
0.38
0.66
7
6
25
1.65
1
64
120
190
0.3
0.25
UZI
220
200
0.45
0.5
5
4
25
1.5
1
240
130
190
0.28
0.28
MP5_S
170
100
0.6
1
7
1
30
1.9
0/5
50
128
180
0.18
0
MP7_S
230
125
0.46
0.8
7
6
30
1.8
3
84
180
315
0.21
0.24
CBJ
195
160
0.51
0.62
6
5
30
1.5
4
240
120
210
0.3
0.28

  • _S : Suppressed
  • DPS : Damage per second
  • RF : Rapid Fire (alt)
  • TTK : Time to kill (sec) †
  • STK : Shots to kill (unarmored enemy) †
  • Reload : Reload speed †
  • AP : Armor piercing
  • Range : Bullet life * bullet speed (higher = longer range)
  • SND : Sound
  • Spread : Max Spread at full recoil †
† Lower numbers are better. Applies to: STK, TTK, reload, spread

Stat Details
Accuracy & recoil aren't shown above because their values are very similar, with exceptions noted below (TL;DR: UZI = very high recoil, MP7 = very low recoil, the others are fairly evenly balanced).

Recon's last two guns have almost perfect Rapid Fire accuracy.

All guns share AP between regular shots and Rapid Fire, except MP5, which only has AP for its Aimed Shot.

Move speed reduction is always -20% while shooting (this applies to all classes). Make sure you're close enough before you start laying down fire.
Weapons 3 - Specific Guns
MP9 (Suppressed)
Has the highest standard-shot DPS of any SMG by far (280), thanks to its incredibly high fire rate, but burns through ammo quickly.

Its RF shots have a lower DPS (160) but higher per-shot damage, making RF good for minimising reloads.

A great starter gun, the MP9 offers a strong balance between up-close DPS and ranged ammo conservation.

💥DPS: 280 / 160
🔫 STK: 7 / 6
🏁 Range: 120 / 190

🏆 Highest standard-shot DPS
🚨 Big discrepancy between standard-shots and RF

UZI
The Uzi's low fire rates make fights last longer, but with the highest per-shot damage of any SMG, its great for conserving ammo.

Its RF shot DPS (200) is also barely below its standard-shot DPS (220), giving you free reign to use RF as much as you like.

However, its heavy recoil -- especially for RF -- makes burst fire mandatory.

💥DPS: 220 / 200
🔫 STK: 5 / 4
🏁 Range: 130 / 190

🏆 Highest RF DPS + Best STKs
🚨 High recoil

MP5 (Suppressed + Aimed Shot)
An outlier across the board: Low DPS, poor STK, low range, slow reloads, and no AP for standard-shots.

However, its many downsides are balanced with its Aimed Shot. DPS is hardly important when you can take down almost any enemy in a single shot. It's also the quietest of all the silenced SMGs.

With careful play, heavy use of Recon's equipment, and good investment into equipment buff perks to offset the low base damage, the MP5 offers a playstyle that's completely unique.

💥DPS: 170 / 100
🔫 STK: 7 / 1
🏁 Range: 128 / 180

🏆 Aimed Shot
🚨 Very weak standard-shots

MP7 (Suppressed)
Boasts a huge standard-shot range (180 vs. average of ~125) and an insane Rapid Fire range (315 vs. ~190). It also has a remarkably low recoil climb, making it highly effective with sustained fire.

These benefits are offset heavily though. Like the MP9, there's a big difference between standard and RF shots, with its RF having the lowest DPS of all Recon's guns by far. It also has one of the longest reload speeds.

The MP7 excels with a slower-paced playstyle, picking off enemies from a distance before safely reloading.

💥DPS: 230 / 125
🔫 STK: 7 / 6
🏁 Range: 180 / 315

🏆 Huge range + Low recoil
🚨 Very weak RF

CBJ-65
The UZI's smaller, smarter brother, the CBJ offers the same fast reload speed and close consistency between standard and RF DPS, without the wild recoil of the UZI. It also offers the highest non-Ultimate armor piercing in the game.

The CBJ is a well-rounded weapon and the perfect choice for close-quarters armor shredding.

💥DPS: 195 / 160
🏁 Range: 120 / 210
🔫 STK: 6 / 5

🏆 Highest AP of all guns
🚨 Loud
Ultimates
Name
DPS
TTK
STK
Clip
AP
SND
Range
Spread
Suppressed Shotgun
295
.45
1
6
0
64
99
.16
Marksman Rifle
190
<1
1-2
5
0
240
250
.062

Suppressed Shotgun
Like Breacher's shotguns, the Suppressed Shotgun can also breach. It also has huge penetration, so you can take down a big group of hostiles in a single shot if you're close enough. Just be mindful of its limited range.

The Suppressed Shotgun is the better choice if you want to move quickly and deal with groups. An excellent companion to the long-range MP7-Suppressed.

Marksman Rifle
A unique weapon in many ways. Its damage increases the longer you aim for (watch the target reticle shrink; for most enemies only a split second aim is needed). LT/L2 cycles enemies, from furthest back to nearest, so plan ahead by watching enemy positions. Like most Ultimates, it also has a 5% crit chance.

Marksman Rifle is the only gun in the entire game that can aim and shoot at an angle (117°). Try it on Vertigo (level 3.5), you can snipe from the rooftops.

The Marksman Rifle can also spam fire, ie. it shoots as fast as you can tap the fire button. If you find yourself in a pinch, you can sacrifice ammo and increased damage to quickly eliminate hostiles in two shots.

Marksman Rifle is the better choice against armor thanks to its big damage potential.

Sniper Support
Makes you feel less like the one-man army you'll become after many hours with Recon, but it combos perfectly with Spy Camera.
Gear
Cam Ball
Description: Highlights nearby enemies. Get extra damage on targets

Uses: 3 (6 with Double Tools)

Offers excellent DPS with the right skills, and unlike the Spy Camera, Cam Balls can be thrown up and down ladders.

Spy Camera
Description: Peek inside closed doors. Get extra damage on targets

Uses: 6 (12 with Double Tools).

As awesome as they sound, and the high gear count gives you plenty to work with.

Raider Armor
Description: +75 Armor (Front Only), No backside protection

The only rifle-resistant armor that doesn't impede movement speed (Improved Armor reduces speed by 10%, or 15% for Agent).
Skills

Above: Recommended skills at max level

Tree
Cost
Name
Rating
Description
GUNPLAY
...
...
...
Increase basic shooting accuracy.
Gunplay
2
Handyman
ESSENTIAL
Your mag reloads take half a second less.
Gunplay
6
Disoriented
OK
Your Rapid Fire ability now disorients enemies and deals increased knockback.
Gunplay
9
Crippling Shots
OK
Your shots have a 5% Chance to slow enemies down for a couple of seconds.
Gunplay
12
Surgeon Precision
ESSENTIAL
All your shots automatically crit on highlighted enemies.
RECON
...
...
...
Increase Damage bonus against highlighted enemies
Recon
4
Invisible
ESSENTIAL
All enemies react half a second slower when detecting you.
Recon
7
Duracells
ESSENTIAL
Your Highlight now lasts 50% longer.
Recon
12
Rescue Plan
GOOD
Recon tools now also highlight hostages and help you avoid wounding them.
TACTICS
...
...
...
No gradual improvement
Tactics
3
Extended Mags
ESSENTIAL
Increase your mag capacity by 5 shots.
Tactics
6
Vulture
GOOD
When hitting enemies in the back you have 10% chance to land a critical shot (+33% damage).
Tactics
9
Double Tools
ESSENTIAL
Double the amount of Recon tools you carry.
Tactics
12
Caught in the Act
OK
You become hidden when in cover position and undetected.

Gunplay
Increase basic shooting accuracy.

Handyman: (faster reloads)
Get this skill first. For a class whose playstyle centers so much around reload management, decreasing the time they take is essential.

Disoriented: (shots stun)
Not very noticeable, spend your points on other essential skills first.

Crippling Shots: (chance to slow)
Doesn't proc very often but is a nice-to-have on the way to Surgeon Precision.

Surgeon Precision: (highlights always crit)
Game changer. Critical hits grant +33% damage, giving a massive boost to Recon's DPS.

Recon
Increase Damage bonus against highlighted enemies

Invisible: (slower enemy reactions)
Get this skill second. It covers the time needed to deploy camballs and helps balance Recon's generally lower DPS.

Duracells: (+50% highlight duration)
It's very cheap for what it provides, which is more time to eliminate enemies while your damage buff is active. Essential when using Spy Cameras as it offsets the long lockpick time. Also very handy when throwing Cam Balls up and down ladders.

Rescue Plan: (highlights protect hostages)
Situational. It adds about 50% HP to hostages, while a Cam Ball or Spy Camera is active. Only use it if you need it.

Tactics
No gradual improvement.

Vulture: (crit chance from behind)
10% seems like it wouldn't proc often, but Recon's high fire rate makes this one pretty useful. Great for conserving ammo.

Double Tools: (2x recon gear)
Get this skill third. Especially essential for Cam Balls, as you only start with 3. For Spy Cameras, you'll start with 12, which is generally enough to clear a whole level, giving you more Stragetic Points to spend on armor, medkits and Ultimates.

Caught in the Act: (hide at range)
Enemies have to be very close to detect you in cover. Very situational but fun if you can spare the points. Detection range is shown in the appendix below.
Appendix
Weapon Ranges
Video showing the range of Recon's main guns. I spend a little too long testing MP5 as I was surprised at its low range:
https://youtu.be/F7S3JKAilAk

Silenced Shotgun range:

Caught in the Act Range
Screenshots showing the distance difference with the "Caught in the Act" skill.

Without the skill, this is how close an enemy needs to be before they spot you:



With the skill, they have to be very close before they spot you:



...
4 Comments
Unknown Knight 29 May, 2021 @ 12:12pm 
Just to share my setup since you already have a guide up, especially when I saw a thread/video on Recon being unwhelming.

1) Have each class complete mission 1.1 and 1.2, and use their level 2 and 3 points to max all team skills. This allows good early strategic point gain and survival.
2) For skills, I skill Accuracy to 11 first, Recon to 4, then Tactics to 6. In order, I get smoke grenades, MP5 and then speed pouches. In short, I have my end game gear just after mission 1.3 since it's only 8 stars.

I play like an assassin with smoke grenades and Aimed Shot, since it kills everything in one hit (except bosses and the armoured bald heavy). There's enough time to take 3 aimed shots with one smoke grenade.

I have a video demonstration if you want to check it out: https://youtu.be/5etBQ2SKtik

Thanks for your time.
darkly77  [author] 15 May, 2021 @ 1:45pm 
@Timerlane That's a great tip, I've added it

@Despotić.- You persuaded me dude, I gave the MP5 another try and you're right, it's really good. I've updated the guide to cover it, and mentioned it as a 3rd playstyle in the intro.
Despotić.- 10 Dec, 2020 @ 1:26pm 
I can't believe you rated the MP5 so poorly! While it's true that it's not easy to use, a suppressed gun with Aimed Shot on a silent character is simply godlike, just be stealthy and don't bring it on levels with bosses, zombies or the Infinity Tower. Other than that, a nice read and a great guide!
Timerlane 23 Aug, 2020 @ 2:37pm 
Very nice. BTW, do note that you can still kick doors normally as Recon, by using the Melee key; takes three hits like everyone else(except Fergie without the relevant melee upgrades, of course). You can also kick 'unlocked' doors this way as any class(though, once again, Fergie works a little differently/interestingly).

Really useful to know/mention, as seemingly losing out on the free 'door stun' that everyone else gets to take advantage of is, IMO, a not-insignificant part of what makes Recon frustrating to play and level up, early on.