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Everything posted by tatzhit

  1. Mortars don't stay zeroed tho. When you hop off, they go to the orientation they were built in. Meaning that you would have to re-aim after each shot. And in general, mindless repetitive tasks don't sound fun, although of course they're a large part of military experience everywhere.
  2. This is kinda obvious, but I notice a most players don't realize these capabilities are present ingame, so I'm writing about it. Fun with Ammo Crates: 1. As SL, schedule something to be built, then once you're tired of yelling at people to build it, run to ammo crate, switch class to Rifleman, then build it yourself. 2. Alternatively, if something REALLY needs to be built, and no SL is available, quit your current squad (you will lose kit), make new squad, use ammo crate to switch to SL kit, then act as in #1. 3. If there is an empty medic slot, use ammo crate to switch to medic to heal yourself and others, then switch back. If there is no slot, and medic is REALLY needed, join a different squad with empty medic slot, use ammo crate as in #2. Same trick can also be used to get other classes (i.e. if one really needs to blow up enemy vehicle, but no LATs are in vicinity). 4. Build impassable barricades over all entrances, use ammo crates to spam grenades over them if someone tries to undig. 5. Spamming mines as scout, rockets as LAT, etc. is self-explanatory. Fun with other buildable stuff: 1. Have someone crouch next to window to build sandbad on their head. Uses one sandbag to block window instead of two (this can also be done with FOBs, but I'd consider that one a meaningless bug). 2. Build shielded DSHK covering stairs/entrance of a building. Cover legs with sandbag. Hilarity ensues (as long as the guy manning it doesn't get grenaded, or gets bored and wanders off - that is, rarely). 3. Build stairs on balconies to get on otherwise inaccessible roofs. Also, little "stairs shacks" on roofs of Al Basrah are good spotting locations, as long as you build ladder + sandbags with openings. You can ever get a mortar on top, and I think a .50 cal (not a DSHK or SPG, though).
  3. Some good ones in there. That's probably more BTRs than I exploded in all my time playign Squad. Which isn't very much tbh
  4. As I have stated on page 2 here, I think mortars are unrealistically underpowered ATM, and people are mostly using them because of novelty value. Also, mortars are already by far the most "multi-crewed" aspect of the game (need 3 people in long-term cooperation - spotter, gunner, logi runner, whereas everything else can be done solo with exception of building stuff and dropping rallies - which requires 2 people cooperating for a few seconds). And requiring, say, a "loader" running back and forth to ammo crate dropping rounds for the "gunner" would just be an exercise in frustration for pub matches, where you frequently can't get anyone from the squad to even construct a damn HAB. I'm not opposed to reducing spam by making mortars harder to use effectively, but they do need to be more powerful or else people will stop bothering with them. At the same time, mortars shouldn't be so powerful as to shut down infantry movement on map and turn the game into sitzkrieg (although that's precisely what happens IRL when infantry tries to advance without suppressing enemy arty first). I don't have specific suggestions on how to achieve this balance, except say doubling damage radius (not necessarily kill, but "bleed" radius), while also doubling the cost of each tube and cost of ammo. Oh, and vehicle damage shouldn't change, hurting vehicles is one aspect of mortars that works pretty realistically now.
  5. 1. For peeking/climbing over walls, indirect fire shelters aren't bad either. They have kinda two "steps", so they're easy to get on top of. And ladders are great, or course. 2. Great point on rearming, forgot that one 3. Didn't know that trick lol, that is eevil :D. Thank you!
  6. Well, his numbers do sound wildly inflated, but the main point is accurate: mortars are supposed to be one of the main killers on the battlefield. Currently, they seem to account for about 1% of casualties. Mainly because they have about the effectiveness of hand grenades, whereas IRL mortars are at least 10 times more lethal (about 10x the explosive load + about 10x more fragment number/mass + better orientation to spread fragments parallel to ground). Pediwikia says 81mm mortar should have a frag radius of 60m! Obviously there are considerations of game balance, but I would be happy if mortars were more scarce and harder to use (say, 600 build points + double the current ammo costs + more spread between rounds) but had 3-4 times more kill radius.
  7. This is my main tactic as insurgent SL at Al Basrah. It's extremely effective if done properly. Sure, you still CAN get overrun, but only if the enemy team is much, much better than yours. This can be done with high-rises in Courtyard and Apartments flags (the one pictured in video, plus buildings at SW and SE corners of Apartments block). The basics of success are simple: 1. Your men are spawning in capzone, whereas the enemies have to run 2-400m under fire, losing cohesion 2. You hold the high ground (by holding the tallest building in the block) 3. You have the firepower advantage (ammo crates and HMGs galore) 4. It is extremely hard for the enemy to inhibit your FOB (more on that later) 5. It is extremely hard for the enemy to destroy your HAB or storm the building in general (barbed wire on entrances+ double sandbags on stairs) 6. As insurgents, your supply run to Courtyard is ridiculously short, allowing to build of a lot of defenses in a very short time. The only downside is that the enemy quickly find out where your force is and start sniping at the building with HMG vehicles. But, since holding either Apartments or Courtyard means ticket bleed for US, the losses from vehicle fire are not a big deal, especially if medics do their job. Usual counter-arguments: 1. "You are locked in the building" - that is precisely the point. Otherwise, most of the team will wander outside the capzone, and eventually will get stealth flanked and lose the flag. This way, you're pretty much guaranteed numbers advantage where it matters. Also, since the enemy will always stay busy peppering the base from long range, the COD crowd is kept entertained. IMO best placement for the HAB is on the 3rd-4th floor, high enough to where the storming enemies have to do some fighting to get to it, low enough to where it's out of view of long-range vehicles and people can still get downstairs relatively quickly. HAB on the roof as pictured in video is pretty bad IMO because it's easy to shoot HMGs/PRGs/mortars at it, and also it takes forever for anyone to get downstairs. Higher HABs are probably better for Americans since they have the long-range advantage, insurgents benefit more from handing out on middle floors. 2. "You lose the ability to maneuver" - see #1. Sitting in a near-impregnable fortress with infinite ammo that dominates the flag is far superior to running out on the street getting machinegunned. 3. "They'll just swarm the flag and increase spawn timer / take out your FOB" - there are two approaches to prevent this. Approach #1 is to simply put the FOB on the top of the building. I think (never really tested but seems to be that way) that the "inhibition distance" for spawn timer is vertical as well as horizontal. Meaning that the enemy will have to actually breach your "fortress" in order to increase spawn timer. There are two downsides to this: - Getting to the top of the building takes some time, and if the squad is really disorganized, people might be slow to follow you there (put rally on roof to get people to spawn). In that time, another SL might make a useless mortar FOB at Suburbs or something, and block yours. - If enemy manage to come into the building, your spawn timer increases. Approach #2 is to drop the FOB in the open street behind the objective. For Courtyard, I generally use the open street intersection SE of the building in video above. The downside is that the enemy can theoretically undig it, the upsides are that it's extremely hard for them to do so under fire, this FOB placement doesn't block Refinery FOBs, and the spawn timer doesn't normally get inhibited because enemies don't usually hang out behind the objective. In my experience, approach #2 works better, but maybe because FOBs-in-street are a new thing and attackers don't know to throw smoke and dig, and in general to hang out close to them to inhibit. 4. "They'll storm the building and undig your HAB" - double sandbags on 1st floor on stairs(no hole, no way to get over them) with ammo crate close by. Hear digging - underhand grenades over barricade - get more grenades from ammo crate - repeat. Very hard to do much about that. And now, there are IEDs... There are more tips and tricks, such as ladder to the top of small "shack" on the roof(+sandbags+mortar on top), or putting HMGs in windows, but I'm kinda short on time, I think the outlines of this tactic are obvious.
  8. Personally, I play as FOB building SL most times, which means I'm too busy trying to place/fortify/organize supply for FOBs to actively "lead my men on the battlefield", acting more like a support element than anything. That is the reality of Squad gameplay and battlefield command in general - one can't be everywhere at once. Even "battlefield commanding" SLs will only tell you "Rush B" or "Suka blyat someone solo the BTR, rest of you follow me". Honestly, in many situations there isn't much to say except tactical info like "they're in building west of [current_objective], I placed marker", or "get in capzone, we're losing the objective". The only things you need to do as a squad member are: 1. Get close to SL when he needs to place a rally 2. Don't use last spawn on the rally if SL can't place another one yet 3. Get close to SL if he needs to place a FOB, build stuff/run logi if asked 4. Play your role 5. Stay reasonably close to squad(if needed) Also, yes, squad leading is actually pretty easy, not sure why so few people do it. If you're unhappy with SLs on server, just make a squad of your own. Make a squad last if you're unsure, so you get few members. You can even name it something like "DO NOT JOIN", that way you'll get some experience with SL comms and whatnot (last time I named a squad like that cause I was mortar spotting, I still had 5 members by midgame tho ).
  9. To be fair, a full squad of people can flip a techie easily. Maybe even a Humvee. Not a BTR or striker, tho.
  10. Yeah, those things are completely useless. Too small to conceal anything, or even to be noticed. Maybe if they were red and kind of cap-shaped
  11. All of this would be valid if "pummeling a spot" with mortars had any effect. Currently, it's only effective if you can zero in on enemy HAB in an open-topped compound, which is a rather narrow set of circumstances. Otherwise, yeah the mortar user will get a few kills, but he would be way more useful to the team actually fighting for capzones. Also, if people apply the same amount of logi runs and coordination to, I dunno, actually building FOBs to attack capzones and covering approaches with HMGs, it's also much more effective.
  12. Для пабликов работать не будет. Потому что частенько адекватов в отряде не хватает. Так-то командир хотя бы может лично что-то сделать если край как надо. Для организованных кланов и т.п. это вариант, но там это и не надо т.к. вменяемый командир и не будет торчать за баранкой если есть кому это поручить. Для совсем трешовых случаев, когда командиры невменяемы и сидят на миномете, а командовать больше некому, это тоже не поможет, т.к. если им запретить сидеть на миномете, норм командиры от этого не появятся. Более того, роль командира станет еще менее привлекательной для игроков и командиров станет еще меньше.
  13. Хорошая идея, поддерживаю. И по радио должны говорить: Я Бэ-Пятый, враг на моем трупе.
  14. Дай думаю, если кому надо, создам тему для вопросов/ответов. Играю я недавно но вроде во многое врубился, вожу сквады лучше среднего я бы сказал, народу в большинстве нравится.
  15. Ingame the difference between effective range of AT and MG isn't 10-fold, more like 2-3 fold. And MGs are much less maneuverable and take a couple ammo boxes to kill an APC.
  16. I'd say from a gameplay perspective, mortar should be far more lethal than a marksman/AR/grenadier, for the following reasons: 1. Mortars require an impressive amount of teamplay - they need 4-5 competent people who know what they're doing and listen to comms (2 gunners, 1 logi driver, 1-2 spotters, not counting anyone defending the mortar base and supply route if enemy decides to shut mortars down). In many pub matches, that could be easily a third of all the competent people on the team )) 2. Those 4-5+ people are now out of the game and not fighting for cap zones, leaving the team at a huge disadvantage 3. Mortars are in many ways more limited than riflemen - can't hit moving targets, can't clear buildings, etc. For comparison, 4-5 competent people who decide to competently build a superfob in capzone can often win the game. 4-5 competent people who decide to hunt vehicles can often leave the enemy team without rides. 4-5 competent people who decide to simply advance and fight the enemy can help take over a few objectives and score about 10 kills apiece. 4-5 competent people with mortars can... score about 4 kills apiece under most ideal conditions, and not contribute anything else? As the previous poster said, mortars are weak in game terms, although that is likely somewhat realistic. PS. One caveat about realism: now even modern-day militia and jihadists increasingly use UAVs for correcting mortar fire. This hugely increases their lethality, as mortar fire is often pinpoint accurate, with direct hits on 2nd-3rd round. We can consider minimap, markers, and perfect comms as being some approximation of using a UAV maybe?
  17. What I've seen mostly is people putting IEDs on bikes, which frankly is quite logical for the small IEDs we see ingame. Plus, now the motorbike sound becomes even more terrifying to the Americans ) (captured ISIS martyrbike)
  18. I am referring to low effectiveness ingame, not realism. I agree that obvs a lot of gameplay is much too hectic by "real life" standards, so what? Most people don't want to play boredom simulator. That said, possibly a good idea would be to make mortars more lethal but less frequent, so that people are more terrified of them - I'm afraid players will soon figure out mortars are more loud than dangerous.
  19. Honestly if someone sneaked that far, one can only applaud them. They can spend the same amount of time camouflaging 3 mines + 1 IED on the roads leading from your mainbase, with the same result. I agree it's kind of stupid, but unless their team won the game already, they're better off fighting with the team in capzone, rather than spending 10 min on sneaking to blow up a jeep.
  20. I haven't seen mortars do that much damage tbh. Maybe in the future they'd be a problem, but currently they don't kill that much. More a psychological effect than anything. The only time they can rack up lots of kills is when an enemy are bunched up within a small area without a roof, like when a team places a HAB within a walled compound, and they get attacked and unable to come out. But that's not a problem with mortars - an HMG vehicle, grenadiers, or even frag grenades, that can all be used to massacre people within walled compounds as well.
  21. Well that part is blatantly false. MTLBs were used in pretty much every war that USSR participated in, especially vigorously - in the many post-Soviet civil wars, including the most recent one in Ukraine. (Hello militia) (Hello militia x2) (MTLB with a repurposed MLRS system, Georgia 1991) They are currently used in the Middle East with all sorts of weapons installed, and there are plenty of interesting modifications from various countries, chiefly because this vehicle is cheap, reliable, and capable of carrying extra weight. (73mm BMP1 turret) (dual 23mm, would be badass in Squad) (Armenian Dakka, 57mm autocannon ) (dual 14.5) (Polish, with 120mm mortar) (also Polish, AAA, dual 23mm plus mounted MANPADs) However, it is true that MTLBs are not particularly suited for combat, and the 14.5 and 30mm are uncommon. Also, looks like Ukrainians made their own 30mm version, and even sold a couple dozen to South Central Asia. https://ru.wikipedia.org/wiki/МТ-ЛБМШ
  22. Would small arms fire even do much to the TM-62? I suppose you'd have to hit the detonator, otherwise you're just slightly reshaping the explosive within.
  23. I'd say a HAB should be in capzone. Otherwise as soon as enemy enter the cap, your team will engage with a shootout with em and fail to actually enter the zone. At least on most pub servers, that happens. The radio should be somewhere defensible, but not necessarily next to the HAB.