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Grump/Gump.45

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About Grump/Gump.45

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  1. 5th post of Grump/Gump.45 standing orders learned or inspired from Squad v12 Teamwork playlist lessons -Techis .50 cal trucks for insurgents patrol the objective caches, moving forward into cover for driver and least amount of exposure needed for gunner on corners or road blocks. Do not one man techis or other mounted MG vehicles, keep them at range suppressing where no friendlies are to keep enemy on their toes. Use the ammo, re-arm, repeat. Techi trucks run insurgent transport -Unless you are behind cover with mounted machine gun techi trucks defending the cache, don't sit still with the techi to shoot accurately at range with iron sights. Drive as fast as you can drawing attention and fire to the truck. Anticipate armor, TOW and incoming CAS directions to keep yourself and the vehicle near evasive cover to move to while driving fast. The machine gunners should be firing at the height of a man as best as they can no matter how bumpy or unstable to draw fire and practice aiming while going on bumpy rides. Longer you are exposed speeding and more you are watched more likely you will die. -For ammo techy trucks run ammo to positions where sappers can re-arm from crates you placed in cover. Run ammo to good fighting position buildings/roadblocks close to the cache as well to encourage friendlies to man the position creating a decoy cache the enemy wastes time trying to reach. -For rocket techy as insurgents defending the cache its recommended mortars are claimed as well to increase fire power capability on area targets. When firing over and past friendlies fire farther than needed then bring it in closer, with enemy between artillery and friendlies position, fire shorter then gradually increase range. Learn from Karmakuts Rocket Techi tutorial, Cpt.MikeMei mortar tutorial and the Squad v12 and Project Reality 1.5 Teamwork playlist Artillery skill subject. -As insurgents setting up positions waiting for enemy to come within sight of routes to the cache position yourself to control the maximum possible engagement range all around. Ideally 50-100 meters is good for acquiring accurate targets quickly when watching full time. Set up positions to shoot at different ranges with each appropriately manned with kits and proper cover. -As insurgents engaging long range targets as part of a group, fire at the height of a man on all area and point targets of cover and concealment until you have accurate signs of the enemy to shoot. This will have many effects including making them move more slowly and cautious later on as they get closer. This among many other factors buys you time and advantages. -When using bomb cars/trucks to attack enemy move from cover to cover, along the length of cover out of sight of the enemy as long and as far as possible while traveling. Do this until you are at the final speed stretch to detonate right on the enemy, especially stay out of sight angle of armor/mounted MG vehicles till at target destination. -When setting up grenade traps or IEDs don't be lazy setting them up close to cache where friendly is more likely to pass through before enemy. Go to areas with choke points, areas of possible search, exploration or possible travel to cache. Place the grenade traps/IEDs in the specific spots enemy would have to pass through that no friendly would reasonably pass through for safety reasons. This helps to avoid teamkilling a lot with mines. Don't forget to conceal IEDs/grenade traps in camouflage or slightly behind cover concealing critical parts. -When attacking area targets with small arms fire, even if you miss your enemies with every bullet fired, the enemy will be hesitant to fire back and may be suppressed with their vision blurred. The enemy could also fight through this deterrent fire method by avoiding the random bullet impact angles near them while remaining the least exposed so their vision is not obscured as they search for targets. Hit every window, corner, doorway, sections of foliage in your target zone and anywhere the enemy could fire from. -When the enemy is on their final breach to the cache, along with supplementing the small arms security on fatal funnel hallways, stairs and other narrow final paths... its useful to have a few guys constantly re-arming their grenades to clear the outside of buildings throwing grenades out of windows/doors. Or for caves/tunnels throwing going just a few meters further than the enemy grenades can reach friendlies behind. Careful to not get killed in friendly fire barrages while going down or coming back to throw grenades. -Use the insurgent PKM machine guns as highly mobile HMGs, their 7.62x54mmR round is devastating in covering narrow roads, alleys, hallways, caves. It is also useful for manning roadblock trenches to engage long range area targets without getting killed in the trash roadblock trenches. The enemy wont risk going or wont like going through the fire the PKM can put down over a field of fire. -To get the most accurate fire as insurgents, set your primary weapon to semi-auto if needed, when you have a stationary target look at it through your binoculars. Line up the target just under the vertical 3 on the reticule, don't move your mouse, switch to your primary weapon. Have it pre-set to semi-automatic before firing or looking, remember to not move your mouse after setting target in the binoculars then aim down sight. Hit target on a cone of fire after initial most accurate shot. -Even with insurgents firing wildly into their cache path target zones without enemy knowingly "present", bullets will land in the most random of places. You could have an enemy crawling through trash, been hiding behind the limited urban obstacle cover scared out of his mind as close as 10 meters or as far as 500+ meters from defensive cache positions. For enemies not hiding within that mess they will spend their time thinking about things like "what is going on over there" instead of thinking how to get past it effectively. -When area attack, mortars, armor or anything with high explosive damage attacks narrow trash roadblock trench positions... you must dig constantly till the attack is over to keep your cover up and useful. Have 1 medic per trench to heal. Repair and maintain cover to full capacity, check periodically to maintain even if there was no major explosions. Its useful to have one of the insurgent combat engineer kits in the roadblock trenches instead of looking for FOBs with that kit. -For the insurgent combat engineer backpack kit, with the artillery IEDs and double mortar IEDs its best for them to go to the cache and daisy chain their cellphone IEDs just out of blast radius of the cache. More duties include checking the cache periodically for damage to repair it, repairing damaged vehicles that come to the cache still having ammo to use, being the final man alive at the cache ready to blow both sets of daisy chained IEDs once no more friendlies in blast zones. -Every cache building needs one cache guard squad. If only one squad is available to defend a cache they are to get inside the final cache paths, buddy teams of 2 at least per final hallway. They are to lay low until reinforcements arrive to secure the building and search surrounding buildings for enemy who may be searching for the cache. Once reinforcements have secured cache site resume standard effective cache defense operations. -Do not rush the enemy as insurgents on foot or in vehicles without good reason to giving the enemy intelligence points. We need to defend one cache as long as possible by keeping their intelligence points down by not giving them easy kills. Don't go looking for a fight, let it come into your defensive positions angle with proper support to engage with you. Use martyrs appropriately without them getting arrested to draw enemy into fighting positions. -When 2 caches are known everybody should be at a cache within a short 100-200 meter perimeter. When 2 caches are up it divides our forces in half to defend where the enemy could dump all 50 of their players onto one cache for attack. So its critical during 50 vs 50 to have 25 at each cache supporting the defense. This will prevent enemy overrunning and silencing defensive positions. With one cache up keep 300-400 meter perimeter around that one cache, with 2 draw back to 100-200 meters to close perimeter gaps due to less people. -To use civilian martyrs your team is dependent on you to not get arrested, to draw enemy into your friendlies booby traps or firing positions and to get killed by the enemy. Keep yourself out of range of the enemies shotguns and hand cuffs, it helps to move with a few smart insurgent 10+ meters away who can watch and save you. To get killed as a civilian use these following methods, have out your binoculars or shovel.. don't ever be empty handed, pretend to take cover showing yourself to snipers or any enemy with a scope. Give them a body part to shoot at, go bleed out and die somewhere safe away from friendlies if not dead on initial penetration. 6th installation of Grump's tips/orders -As insurgents require the enemy to use proportional force to the threat you pose as insurgents by using civilian martyrs in explosive suppression impact zones and in the way of other suppression or breach hazards. -Learn to drive in Project Reality/Squad as if it is real life, not only will you crash less but you will prevent running over friendlies. Watch your speed when near friendlies who are on foot, slow down on tight turns/curves. Only times to go full speed are for evasion and traveling on unobstructed straight roads you can maintain control of high speeds on -Fire and move away from your own tracers and friendlies last tracer outgoing locations immediately and keep up the fire as you go, this will draw fire to areas you have already vacated and make you seem like a larger force than you really are. As well as making the enemy miss. 4 guys can feel like 8+, this method also gives machine gunners good covering fire. -If you cannot aim for your target zones without being acquired as a target by your enemy too quickly, suppress from behind cover firing as close to over the enemy heads as you can to get them in cover. Keep in mind this will only work until the enemy realizes that psychological warfare you doing up over their heads, use the limited time to move or accomplish something. -Lay near potential enemy fighting positions in camouflage over looking the cap zone at the farthest visual distance that will intersect with their likely direction of approach. Be a look out for defending forces and a harassing guerilla, patrol a ring perimeter all positions moving 1-3 seconds or less in the open camo to camo. Knife enemy then throw their grenades on blast radius to cover your escape causing chaos, have confidence and speed with this method and you will survive. Just Do It -Go outside in real life, smell the ground, smell the plants, feel the suns heat, prone in the shade of a dense bush cluster, get friendly with the bugs, feel the wet muddy ground. Smell the smokeless powder, get eye level with the cover a good fighting position of tree roots or good defilade. This will immerse you further and give you an idea of the feeling as you are playing Project Reality/Squad. -When fighting in a woodland, jungle, anything of dense vegetation, urban rubble of ruins environments... take up good position with your fire teams within objectives. You are not looking for human shaped or sized object, if you can see them that is great but engage anything that moves or looks suspicious within your managed target zones keeping friendlies out of the target zones until a controlled breach or communicated adjacent position occupation can be accomplished. -Set up in sight of each other, cover all possible positions and angles enemy could fire on you or your friendlies by locking down the target zones, scan across your mates backs, area targets and each point target position every 1-10 seconds should a enemy peek a target quickly. Give the enemy no chance to see anything, be ready to shift maintaining this same method to a new position within objective before grenades and return fire mimicking suppression comes in. -When running armor such as APC or TANK, upon entering the combat zone within possible field of view of enemy spotters or other threats... Know there is no stealth with armor unless against other armor that has no or little effective intelligence along with your proper use of terrain features concealing your armor target body. Once armor threats are down feel free to suppress target zones with explosive impact zones and MG area targets, re-arming, repeating. Assess your damage for the infantry confidence to push -When running armor do not bunch up the armor for any reason, use the same skills you would as infantry but with the body of a armored vehicle. All skills such as cover, concealment, communication, proper spacing without bunching up, terrain features for safe travel, combat techniques of fire, intuitive based X-Ray vision for hitting parts of armor concealed by foliage, target identification and proper scanning methods to stay alive. -For tank machine gunners you should be very good at using iron sights and spotting enemy target dots alone with effective firing techniques. Your job is to hit area targets and point targets once in the danger zone of many threats, know your tanks status as far as being compromised. Fire at the height of a man everywhere a HAT/LAT/ close combat engineer sapper could be hiding. Use good fire control methods of 3-5 or 5-10 round bursts to conserve ammo surviving until enemy armor is down.
  2. commander?

    Once the UAV for the commander is implemented in Squad the commander will be mostly at main base like in Project Reality with the UAV camera computer and APC with UAV command. When I commanded conventional forces in Project Reality I would get UAV up, get as much intel as accurate as I could based off map landmarks. I use UAV till it runs out of fuel, when its close to empty I call for chopper to be ready to transport me. Once UAV is returned to refuel automatically I go to the defend cap zone from a safe side approach in helicopter walking from safe landing zone if I need to. UAV takes 15 minutes about to re-fuel, so that gives me time to chill with the defense squads and gather intel with binocs, radio chatter and markers. Sitting at main is lonely. But when UAV is close to being re-fueled fully I call chopper in and am on my way back to main once its reloaded. On my way back to main I deploy UAV to save time on the starting up, taking off and travel time to loiter destination. But this is Squad and it has more possibilities. One possibility is that the commander could set up his UAV camera control computer equipment and table inside a defense cap building or a defensive buildable Indirect fire bunker or sandbag structure. So if the developers of Squad wanted to they could put the commanders UAV computer with a table as a emplacement inside defensive flag perimeters. The UAV camera computer emplacement should work like a 2 man emplacement or vehicle, this way if a commander wanted to show a squad leader something as he is seeing it at the same time that's one possibility. I already consider the maps in Project Reality and Squad to be like satellite maps so lazing a selected target grid marker with the UAV or a satellite is not out of the question as well for commander strikes.
  3. 3rd post of Grump/Gump.45 standing orders/tips learned from Squad v12 and Project Reality 1.5 teamwork playlist for training with 20+ skills to learn. Mix all standing orders together as they are needed to survive. -For especially Snipers/Marksmen/Spotters/Officers but all other kits can apply this as well... Sit well back from Field Of View(FOV) of windows, port holes, gaps, ledges in cover or concealment such as debris, trash, bushes, trees with low hanging foliage branches without sticking out or showing the muzzle of your weapon. Use obstacles on roofs/furnishings in buildings to background camouflage your silhouette and fire through gaps within if possible for concealment. Only expose yourself to what you are currently looking at through scope. Match the background color of your silhouette to a furnishing inside the building if possible. -One technique used by Snipers/Marksmen to manipulate enemy movements, danger space awareness and other psychological based factors is fire past the enemy in cover either just out of angle of window/behind berm etc. making sure no bullet impacts near enemy to avoid triangulation. It buys more time to scan other compass bearings and target zone sectors while pinning them behind length of cover. Enemy may move into sight of windows set you fired through and through the building with to avoid impact. For Example fire through 2 windows on the same floor through the building where enemy is out of angle. -For Snipers/Marksmen/Spotters/Officers doing surveillance for long periods of time, or for anyone in woodland/jungle combat or playing Whack-A-Mole with your enemy in the desert. It helps to reduce eye fatigue by blinking one eye at a time. This way you avoid missing target/intel opportunities by having one eye open always even for the split second you blink. -As a Sniper/Marksmen/Officer/Spotter or anyone small force of a squad or less in a enemy objective cap radius... Stealth, patience, vigilance, camouflage, noise, light(lighted areas), movement discipline are needed to survive for the critical moment when reinforcements begin the attack from another side and you need to pin enemy down then. Never try to kill all enemy as a lone infantry squad to NOT waste tickets and time to move into position for another attack. Wait it out. -As a Sniper or Marksmen taking out any target, especially long range, get a comfortable position with your body, remain still and relaxed. Breath control by long deep breaths in and out slowly, steadily to reduce heart rate and stress of noises, close enemy, explosions, talking or general chaos around you. Line up and compensate shot. Do NOT click to fire, CLICK and HOLD fire(LMB) button to "squeeze" the trigger rather than pull it on exhale. This delays cycling the bolt-action till fire button released. - As a Sniper/Marksmen circle critical target zones such as objectives to attack, defend or critical targets to neutralize and get to know the areas firing positions to change to and from as needed. Ideally you want each position to have a close nearby shared angle just out of sight of each other to watch 2 or more variations of the following together...Enemy FOB in angle or Friendly Defend Objective and Enemy Attack Objective in angle. Try your best to get 2 critical target zones in sight either by being in or near one of the attack/defend objective.. -For Snipers/Marksmen/Officers/Spotters or anyone else gathering intel you should be acoustically ranging every noise you hear from all around to get idea of what is happening around you. Take note of the sounds constantly to use the noises of explosions, firearms and ambient noises of jet/thunder etc. near you and/or your target zone to mask the shot of your rifle. Noises near the target zone only mask the sound to the target zone and noises near you mask the rifle sound within your area. They wont know what hit them. -As a Sniper team or any squad using stealth let your enemy within your target zones get comfortable to kill many fast in one blow. Also you can kill in intervals of 1-5 minutes taking out critical targets such as TOW/HAT/Officer/Sniper/Medics as they come out. Leave the un-important targets alone so others feel comfortable. Take note of their behavior, knowledge and discipline with the 20+ skills. Kill the most skilled and cautious first once he is comfortable. -As a Sniper/Marksmen if you have ammunition different from the regular rifles assigned to most kits for a differing distinction in sound... if no target is available when friendlies are pushing an objective with enemy out of sight to you. Stress the enemy by firing rounds as close as you can to areas where you think the enemy will be able to hear the rounds snapping over their head or hearing the general shot of the rifle. This will increase friendlies chance of survival more the closer you get. -When sniping a target zone freely to get enemy pinned, if the enemy is very skilled they will be policing up each others cover, concealment and general exposure. Good practice is to shoot anything that looks like an enemy, it wont always look like the full expected shape of a human. Shoot anything where no friendlies are that looks suspicious like a dot, a head, a leg, a rifle barrel etc. Shoot it if you suspect it, track the sign of leg, rifle, barrel, slightly exposed equipment to lethal area of body for shot placement. -When working with Snipers and/or marksmen call out and spot targets on bearing for them to take aim, be ready to fire as soon as you hear your Sniper/Marksman team fire theirs. The Sniper and Marksmen are to work together with simultaneous shots, sniper always takes first shot then marksmen follows up immediately with semi-automatic cone of fire followed by everyone else. -As a sniper, marksmen, officer or anybody in general who doesn't want to be obvious and get shot. Don't always go for the top floors of buildings for positions if you can get the same visual angle from a lower floor on your target zone. Same goes for cranes, highest mountain peaks or other obvious places. -The procedures to safely finding an enemy sniper without him finding you first. Listen for first sign of enemy sniper, ask other sniper you are working with if his team fired to confirm. Also listen to slightly differing caliber sounds.(I.E Mosin Nagant Vs M40A1). Expose yourself to only one angle at a time as you look for sniper, look for any body parts, rifle or another sign of sniper sticking out from all possible positions from obvious spots to proper spots(A/C units, divided defilade clusters, obstacles to peek through gaps on). 4th post of Grump/Gump.45 tips thought of from Squad v12 and Project Reality 1.5 teamwork playlist, tips and methods for CQC learned from Mike Mah a Vietnam combat veteran on NoStressMike YouTube channel. -As a defender of an objective in woodland/jungle terrain, use indirect fire support from mortars and CAS to hit areas that have camouflage, cover or enfilade fire angle position etc. away from your camouflaged foxholes 10-20 meters apart. Call in gradual creeping fire to clear enemy hiding close to you out of hand grenade range. Kill anything that's not in a hole, stay in your holes unless you communicated a position evacuation -Use directional acoustic ranging methods to return fire at the height of a man on the enemy to give friendly enemy is shooting at covering fire. Engage the area where enemy rifle sound is as an area target till you have visible sign of enemy to shoot. -Once you have expended half or less of your units ammo for effective firing techniques move up for CQC (close quarters combat) cover to cover 1-3 seconds exposed maximum, switch off drawing fire as it naturally happens to distract enemy. If you are not being shot at its your job to kill and be ready to react to do the same distraction for the man you saved. -When charging an objective with CQC methods do not run directly to the enemy and don't stop at the enemy trying to kill them on the first pass, if you miss keep going. You run through and past them with your unit killing if you can with CQC weapons such as dropping grenades, shooting/suppressing defilades or bayoneting distracted enemy. -To counter incoming charges of enemy from the closest bushes they use to get right up on you for their CQC charge, DO NOT throw grenades far, this is a waste as they will run right past them. If you must throw it right outside on the ground of your foxhole and take cover. This all happens within 5-15 seconds so be blinking one eye at a time to catch them when they pop up cover to cover on their 1-3 seconds. - As a defender memorize your target zones and what is concealed behind bushes obscuring your FOV distance, use the bushes to dictate your positions as you take away possible enemy positions. Manipulate the cover/concealment enemy has. Ensure your position overlooking the target zone is within defend cap radius. Good distance between your camouflaged foxhole and the next un-occupied bush is 20 meters or more for manipulating maximum initial charge distance of enemy. -Surround your units camouflaged foxhole positions with smoke grenades all around at the maximum throwing distance from outer edge foxholes to give the jungle and enemy between the smoke and you silhouettes backgrounding against the smoke. This may force them to come through and either effectively charge or walk into slaughter. -The NVA and Vietcong would let their enemy get comfortable, if they were not attacking or doing anything to effect their enemy for extended periods it was always calculated to get the enemies guard down. This psychological warfare method versus impulsively attacking every moment, at every opportunity the enemy expected you to attack means the difference between getting 3 wounded/KIA and 15 wounded/KIA respectively when the actual time comes for the initial attack. Its un-expected.
  4. Snipers

    So they take the kit opportunity from someone who was pre-planning and thinking all the skills they were going to use to stay alive, thinking about how they can get over watch on attack and defend cap flags. Even if a player has been playing for 3 years it doesn't make them good at anything, someone could play for 3 years and not get any better by making the same mistakes. So even when those people take the sniper kit its a waste of the kit, its a waste of someone who isn't good to get shot at by enemy to divide fire and attention. The skills required to play sniper effectively such as individual movement techniques, combat techniques of fire, angle of fire corrections for elevated positions shooting over long range, acoustic ranging, crack thump method, extreme target determination, target zone memorization, speed of acquiring and identifying enemy targets. Booby traps, artillery, METT-TC. There are people who learn all these things and more to play this game effectively then they need to deal with a bunch of Call of Duty, CS:GO, Battlefield raised players who only want to lone wolf without thinking of their next move. There could be cover to the left and right of these people to move cover to cover from, but they don't even know that simple method. Why should they have a marksmen kit taking it away from a more skilled player? With as much as these noobs miss they are better off taking a regular rifle. Knowing what effect your position will have and how to communicate relay through your squad leader to other squad leaders. A marksmen, a good one is a squad leader within a squad who can be smarter than the real actual squad leader who made the squad in thinking and giving orders that will keep friendlies alive better through the marksmen understanding of terrain, the current enemy status at objective etc. So say if the marksmen says "go around the objective outside visual distance to the west side, lots of terrain to move behind over there over to the objective close. Get in the edge of cap and stage a fire fight if you cant out cap, get them to show themselves to our western push side so I can pin them with sniper fire then you walk up on them. Tell the other squads to hold their push till they hear gun shots or tell the other squads to stage a firefight to distract enemy". Things like that. Look up and save the Squad v12 and Project Reality 1.5 teamwork playlist for training in over 20+ skills.
  5. Snipers

    If you want a single shot rifle watch your shot placement and kill them in the most open areas, also it is a one shot, they bleed out if they don't have patches. As I said in one thread about body armor and effect of bullets on body in general. While they said in the past they wouldn't show anything graphic, I've noticed as with Project Reality the wound concepts are realistic. For instance with the M110 and SVD getting grazed by bullets that just scrape the side of the head or scrape and knock past the rib cag maybe breaking a rib or through and through flesh wound. But no direct penetration, it leads to a lot of people being frustrated in PR and Squad like "I shot him X amount of times". (Forgive me for the graphic detail, I will restrain it as much as possible and be educational about it) You need to hit the area with vital organs, like I was sniping in PR the other day and saw a guy laying on top of the hill, if I shot him in the back of the legs it might have grazed his narrow legs, even if I penetrated he could have crawled or hobbled off behind the hill. So that's shot placement for you. The SVD and M110 are always one shot kill rifles to the fatal T in the torso, depends on how fast you stop the bleeding with a patch which should only slow the bleeding until you find a medic. In the sense of how tough humans are Squad and PR touch on it really well, a jaw head shot wont kill you(off topic but fact, if a hunter don't hunt any large animal and don't aim for its head, study first, don't want anything starving or suffering to death with a horrible wound). For the body armor if hit in a ceramic plate or SAPI plate the effect needs to be heavy suppression effect, more blur than bullets hitting wall next to you, maybe even the animation for what happens when you get knocked down by a truck for rounds like 7.62x54mmR at 600m or less, 7.62x39 at 300m or less knock you back off your feet or off the kneeling position, if prone and it hits armor it will be like getting hit in plate by claw hammer between the ground and hammer. Like this could get very realistic if Devs do it right gradually adding more aspects, when shot in plate the spall and fragmentation of shrapnel giving that slight wounded screen but not mortally wounded, the suppression effect, weapon sway/knocking around, they could make weapons get shot. A ceramic plate once damaged by 5 to10 of 5.56 rounds or 2 to 6 of 7.62 rounds will be shattered and would only slow down a bullet reducing penetration and hydrostatic shock effect. A rifle getting shot taking a bullet has saved people from direct penetration but results in fragmentation of the round and parts of rifle injuring still, especially when its from snipers at distances where the snipers round starts to lose velocity it loses lethality. This leads me to effects of arm penetrating wounds(not graze scrapes or flesh through and throughs) for firing rifle when its in front of body armor getting hit. While rounds are hitting around you, hitting your armor, grazing your legs, grazing shoulders/arms/wrists/ribs or otherwise penetrating un-armored body parts adrenaline will allow 3-10 seconds off effective fighting with any wound except for head wounds from rifles which are likely to knock you out quickly leaving you to bleed out (i.e shouldn't be able to patch). Graze wounds lead to fractures and penetration chips/breaks bones. If they wanted a graze wound to the head could knock you out leaving you to the mercy of enemies checking bodies or friendlies still fighting in room you are breaching/defending or blind you in one eye partially or fully in game. They could add a AI skeletal structure with medulla oblongata as a dot in its proper place for one shot kills, no revive. If penetration and any slight graze or hydrostatic shock to the medulla then one shot kill too. So in a Close Quarters Battle(CQB) setting with fresh armor, rifle and body, you go into a building first man encountering insurgents in a fatal funnel, you get lit up. The possible details of that 3-10 seconds engagement for front man are as follows, both front man and insurgents start shooting at each other at the same time. The front man starts getting hit in body armor, he is still capable of bringing his rifle up to point or in the least aim down to sides, while at the same time able to stumble out of the way for more friendlies to push the corners of the CQB space. This scenario is minimal expectation of detail for me when it comes to this games future armor system and how wounds to un-armored parts counteract the protection of vitals so its not over powered. Its not so much different from current wound system but the effect of a bullet being slowed down by your arms reduces armor damage. If a bullet happens to hit the bicep/triceps and goes through the ribs into the torso that needs to be a function as well with fine cut physical armor sprites to reduce OP of armor. Like it really saved a lot of lives and players will need to get around that.
  6. These Tips are my personal standing orders derived from Squad v12 and Project Reality 1.5 teamwork playlist for training. Look it up and save it on YouTube. They can be used as orders. You may have seen them in the in-game chat with me as commander before or heard one of my after game lectures or had me as squad leader in Project Reality. Follow the Demonstrations in the playlist to break down how the skill subject lessons fed each order. -To avoid getting killed by CAS get under overhead cover such as trees, buildings, bushes, sheds, tall grass. Police up cover and exposure of nearby friendlies to prevent them from drawing CAS fire to your area. -When attacking but not in contact take extra care to avoid exposing yourself, keep watch for enemy close and far but avoid over exposing yourself. Be eye level with your cover and target zones, use camouflage by peeking through foliage. -Always divide the fire and attention of the enemy before, during and after a firefight. Don't bunch up, spread out far enough away so that you are not sharing any possible incoming explosive impact angles with friendlies. -When using smoke do not throw it directly on your position or on bodies that need to be revived. Throw smoke between you and where the enemy could possibly be if you don't know, throw smoke where there already isn't cover to fill in danger gaps. -To effectively use camouflage as a unit don't stick out your body or weapon, peek through the leaves like camouflage netting, move the least amount behind foliage to get clear picture of target zone. Police up each others camouflage to avoid being compromised -When not compromised use unit fire discipline and use camouflage with unit. Do not fire unless you see the enemy see you, call out "hold fire, enemy on (compass bearing) watch him till we are out of sight." -When setting up ambush use unit fire discipline and camouflage, police all that up with positioning, keep friendlies out of desired target zones. Once set with enemy in sight, hold fire, pick targets left to right corresponding with your position. Await command. -Claymores have a 40-45 meter reach and 60 degree arc in PR. Use the full range and arc when placing, keep friendlies out of claymore target zones. To daisy chain place one claymore, re-arm fully then right click. More of Grump/Gump.45 standard orders learned from Squad v12 and Project Reality 1.5 teamwork playlist -When defending or awaiting enemy to ambush in woodland/jungle maps watch and listen for disturbance from birds. Birds can be used for early warning when they fly off, keep friendlies out of desired target zones to avoid disturbing birds. -When defending thick jungle or vegetative terrain, use camouflage with unit, use the disturbance of birds. Set up foxholes within un-shared possible explosive impact zones 10-20 meters apart to cover each other in camouflage. Fire at the height of a man if paranoid. -Look up the "Squad v12 and Project Reality 1.5 teamwork" playlist to learn 20+ useful skills to survive and be more effective. Subjects include individual movement techniques, combat techniques of fire, individual fieldcraft camouflage, artillery, METT-TC and a lot more. -When defending suppress all area and point target zones of cover and concealment for enemy at the height of a man where no friendlies are till you have accurate visible signs of enemy to shoot. -When moving as a unit divide the fire and attention of enemy even if they don't see you. Move from cover to cover 1-3 seconds in the open maximum, keep something between you and possible enemy angles. -You job as an individual in a firefight, especially with a rifle is to stay alive and draw the fire and attention of the enemy repeatedly to keep your friends alive. You are to distract from one direction holding all the attention while enemy is hit from opposite side. -As insurgents with iron sights weapons in cache defense, don't go looking for the enemy, don't go looking for close combat, let it come to you. Fire out at the height of a man through foliage or other concealment at distance to suppress enemy. -For sappers in Insurgency, set up defensive positions with roadblocks around the cache for cover watching down roads/paths. Use these positions to watch and cover sappers going down then coming back and police up access to the minefields to prevent teamkilling. -As a sapper placing IEDs, mines, claymore or other ambush devices do not place it in sight of enemy. Hide mines in trash on ground, grass, single clusters of grass poking out of pavement etc. Manipulate enemy movements with cellphone IEDs into trash IEDs. -When going to place mines in enemy path as an insurgent sapper, move with either a medic for their rope with smoke and/or the insurgent grenade booby trap kit for his smoke and extra booby traps to place per trip into minefield. Sapper teams help minefield navigation in and out -When placing mines, booby traps or stone mine markers always place them on the opposite side of cover from where enemy will come from. Place mines, trip wires, stones markers on friendly side of cover. Place them at minefield entrances. THAT'S ALL FOR NOW FOLKS
  7. For all of you new guys coming to Squad or Mil Sim style games in general, there is a learning tool on YouTube organized by subject from basic to advanced skills. Its called the "Squad v12 and Project Reality 1.5 Teamwork" playlist for training. Subjects in order such as Individual Movement Techniques, Squad/Fireteam Movement Formations, Combat Techniques of Fire, Close Quarters Combat(CQC)/Survival taught by Vietnam Veteran Mike Mah. As well as Troop Leading Procedures, Getting Ambushed and the type of ambush, Combined Arms Breach, Advanced Squad/Fireteam Movement Formations and Techniques, Individual Fieldcraft Camouflage and a whole lot more are needed to be the best you can be at surviving and keeping others alive. Here it is You can learn overtime, look it up, save it and let others know. Spread the knowledge and tactics when the situations to survive arise with the tactics needed. Be descriptive, turn each of these skills into descriptive orders that are clear and easy to follow. Base them off survival, anticipation of everything from explosive impact angles to enemy movements and more. Learn by absorbing the taught analysis methods, demonstrations, instruction, observation, individual inspiration, detailed concepts and new considerations to consider. You will survive a lot longer with the 20+ skills there are to learn.
  8. What makes a good map?

    To map edit in fighting holes you would need a standard design that the player could walk up and out of the edge of fighting hole. Or another way could be put a edge to vault out of the hole with. Then you texture the hole to match what the ground under it would be, in jungle its going to be mud or dirt, desert with sand. Ferns are a good way to camouflage the fighting holes, build the fighting holes on map first then put ferns or similar vegetation that's short around the fighting holes. If the fighting holes bring you eye level with the ground then you can put taller plants that are big up top, but skinny at the base. Camouflage doesn't need to be right up against fighting holes or at least not all of it, it should be a hole in a patch of vegetation, camouflage can be 1 meter or even 100 meters infront of you. It just depends on the visual angle you place yourself in to block enemy view from far away with a far away bush.
  9. What makes a good map?

    A good map will have lots of micro terrain to use as cover with foliage on top of it for concealment. But it needs to be designed spaced out so its not a continuous crawl path with little berms 1 foot high leading right up to grenade range. For example you replace a few small crawl berms with just foliage that enemy could see movement amongst. So I'm thinking a flat terrain map with those little bumps of micro terrain and crouch worthy defilade. It makes for perfect usage of grazing fire to fire at the height of a man, so much immersion crawling under grazing fire suppression with probing(meaning you fire .50 cals from camouflaged positions height of a man till you have accurate targets where there are no friendlies and where enemy could shoot you from). Terrain is very key, rural maps are a favorite of many people since you can put a city objective in the map for urban fighting then a farm objective another place and such for longer range fighting. The ground must provide cover and concealment, the difficulty of the map is based on the average height of the cover and concealment and how far apart it is then the final safe zone before being in sight of objective. The skills you should be able to apply are individual movement techniques, combat techniques of fire(grazing fire as I mentioned plus more), Close quarters combat(jungle/woodland style), individual fieldcraft camouflage. You can learn these subjects and many more from "Squad v12 and Project Reality 1.5 teamwork playlist" for training skills and use it as inspiration to create maps, like from the "individual fieldcraft" training video showing demonstration of how to move behind terrain. Also the Close Quarters Combat section in playlist by Vietnam Veteran Mike Mah, he describes how he survived many nights in a fighting hole with broken M-16 and Ka-Bar knives. This is night combat and he said it was the scariest thing with terror in his eyes, that he ever done. What he described was his position, they dug in fighting holes about chest high when standing, the fighting holes were camouflaged, they were 10 to 20 meters spread apart, 3 men per fighting hole 10 to 30 holes around an objective hill, 100 men total about. They would set up on the hill at night, camp out for weeks sometimes or a few days other times. The NVA and Vietcong were always 200-3000 strong(not always but sometimes on top of him) and always moving. He wasn't in combat everyday, but he could have been as the enemy was just out of sight behind foliage or crawling just outside the lines/clusters of holes dragging satchel charges, grenades. The enemy would camp close to the holes, crawling up and back to spot them, harass them, try to get him and his fellow Marines to shoot so they would reveal their fighting hole so they could be marked, noted, or immediately dealt with. Now Mike said he can't, he could not account for every ones experiences, as every hole has and tells a different story. Some of the things that happened in Mike Mah's fighting holes, where many times he was the only one left living or able to fight. It would start out with laying outside the hole at night, something happens like any sign of trouble, from distant noise, close crawling noise to artillery then you know its a combat night roll into the hole. Now his fighting hole with what he calls a 3 man militia, his experiences, he was not to be concerned with what wasn't within 10-20 meters of his hole, with holes being spread out this is how each camouflaged hole would try to cover and prevent approach on the next hole 10-20 meters over. But when something did come within 10 meters of his fighting hole, it was usually crawling, but the NVA would also charge not running directly into the Marines but around, over and past dropping grenades, shooting the ground/fighting holes, prodding bushes and fighting holes with bayonets. They would run to get to the other side of the Marines and kill/wound as many as they could while running past through their position. They would run around the Marines all day and night using the terrain, foliage, camouflage of bodies, they could do that when they wanted all the time. But those charges they would do, running past and dropping grenades, when Mike Mah's unit was doing extended patrols and setting up in the holes for weeks at a time. For the few times they did spend weeks in one place, to prevent these run throughs of NVA they would place barbed wire on stakes in front of their fighting holes, dense wire in triangular set up stakes and mines, both claymore(40m lethal, 60 degree arc) and other anti-personnel woven into the defenses. Wire would make noise, just throw a grenade behind it. Keep in mind its night time, the foliage is so dense that the less the enemy moves, the less you would be able to know they are there. Patience and survival. Make a map with fighting holes built into the objectives, fighting hole combat is fun, ensure that we can knife something trying to crawl into the fighting hole. The concept of that objective would be whoever gets there first gets in the holes, their noise/light/movement discipline decides their element of surprise. On initial start of the game when one or the other reaches the objective, they set up in the holes and wait. Enemy does the same thing thinking they are there first, but the friendly squad leader who was there first told his guys to police up that camouflage of each others, make sure no one else is exposed. They then listen for footsteps and don't move or make noise so noise confusion doesn't happen between who is making noise. This is just one example of extreme difficulty combat map.
  10. Realism

    Insurgents need more anti-tank assets like RKG grenades, more RPG kits but with only pistol and RPG/throwing stones on top of regular LAT kit. 3 more RPGs for insurgents. Also what would help is if they gave insurgents static trash to build like piles of wood or parts of bushes to camouflage SPG positions, like rubble to peek through.
  11. Realism

    Which faction is made up? Every faction in Squad has a real life counter part like the Militia faction from eastern European/Chechen militia/Slav. Insurgents are Iraqi or Afghani depending on map/terrain that identifies the country. Do you want insurgents to have a M1 Abrams? Its already realistic and one Dev cant speak for all the devs especially when saying "want a fun game, not a realistic one", that's more of a marketing technique to get people worrying about certain aspects of realism. I'm also positive they meant they didn't want it like ARMA paced realism among a few other aspects. If for the tanks your complaint is militia/insurgents not having them then learn guerilla warfare tactics, you can learn from Squad v12 and Project Reality 1.5 teamwork playlist over time. I'm sure they will give the insurgents/militia tanks on appropriate maps. In Iraq the Republican Guard tanks didn't last that long, Taliban haven't been able to use tanks since 2001. Got to wait for Syrian Rebel maps, more urban/outskirts of city map.
  12. "killable" backpack?

    If the dude was prone and leaning to one side while shooting that would give you an angle directly into his backpack, its not fully on its side and its silhouette could have just looked like it was a through and through shot on backpack.
  13. IED's Are not placeable on teammates anymore

    In Project Reality I just stand in corner of cache room when Im last defender and drop hand grenade when they walk in then I run out and drop the second. Or I will try my best to hold off enemy squad with my rifle by suppressing, moving around them cover to cover, then once I run out of ammo I run in close to suicide frag always saving a last frag for that. Hand grenades are the most common way of suiciding to kill enemy. Also In Project Reality I hide the IEDs among trash which they really need to allow again with no restriction, I tell people to "stay off the trash, its my trash, IEDs are camouflage in to, stay off street trash"- Sesame Street Grouch
  14. While they said in the past they wouldn't show anything graphic, I've noticed as with Project Reality the wound concepts are realistic. For instance with the M110 and SVD getting grazed by bullets that just scrape the side of the head or scrape and knock past the rib cag maybe breaking a rib or through and through flesh wound. But no direct penetration, it leads to a lot of people being frustrated in PR and Squad like "I shot him X amount of times". (Forgive me for the graphic detail, I will restrain it as much as possible and be educational about it) You need to hit the area with vital organs, like I was sniping in PR the other day and saw a guy laying on top of the hill, if I shot him in the back of the legs it might have grazed his narrow legs, even if I penetrated he could have crawled or hobbled off behind the hill. So that's shot placement for you. The SVD and M110 are always one shot kill rifles to the fatal T in the torso, depends on how fast you stop the bleeding with a patch which should only slow the bleeding until you find a medic. In the sense of how tough humans are Squad and PR touch on it really well, a jaw head shot wont kill you(off topic but fact, if a hunter don't hunt any large animal and don't aim for its head, study first, don't want anything starving or suffering to death with a horrible wound). For the body armor if hit in a ceramic plate or SAPI plate the effect needs to be heavy suppression effect, more blur than bullets hitting wall next to you, maybe even the animation for what happens when you get knocked down by a truck for rounds like 7.62x54mmR at 600m or less, 7.62x39 at 300m or less knock you back off your feet or off the kneeling position, if prone and it hits armor it will be like getting hit in plate by claw hammer between the ground and hammer. Like this could get very realistic if Devs do it right gradually adding more aspects, when shot in plate the spall and fragmentation of shrapnel giving that slight wounded screen but not mortally wounded, the suppression effect, weapon sway/knocking around, they could make weapons get shot. A ceramic plate once damaged by 5 to10 of 5.56 rounds or 2 to 6 of 7.62 rounds will be shattered and would only slow down a bullet reducing penetration and hydrostatic shock effect. A rifle getting shot taking a bullet has saved people from direct penetration but results in fragmentation of the round and parts of rifle injuring still, especially when its from snipers at distances where the snipers round starts to lose velocity it loses lethality. This leads me to effects of arm penetrating wounds(not graze scrapes or flesh through and throughs) for firing rifle when its in front of body armor getting hit. While rounds are hitting around you, hitting your armor, grazing your legs, grazing shoulders/arms/wrists/ribs or otherwise penetrating un-armored body parts adrenaline will allow 3-10 seconds off effective fighting with any wound except for head wounds from rifles which are likely to knock you out quickly leaving you to bleed out (i.e shouldn't be able to patch). Graze wounds lead to fractures and penetration chips/breaks bones. If they wanted a graze wound to the head could knock you out leaving you to the mercy of enemies checking bodies or friendlies still fighting in room you are breaching/defending or blind you in one eye partially or fully in game. They could add a AI skeletal structure with medulla oblongata as a dot in its proper place for one shot kills, no revive. If penetration and any slight graze or hydrostatic shock to the medulla then one shot kill too. So in a Close Quarters Battle(CQB) setting with fresh armor, rifle and body, you go into a building first man encountering insurgents in a fatal funnel, you get lit up. The possible details of that 3-10 seconds engagement for front man are as follows, both front man and insurgents start shooting at each other at the same time. The front man starts getting hit in body armor, he is still capable of bringing his rifle up to point or in the least aim down to sides, while at the same time able to stumble out of the way for more friendlies to push the corners of the CQB space. This scenario is minimal expectation of detail for me when it comes to this games future armor system and how wounds to un-armored parts counteract the protection of vitals so its not over powered. Its not so much different from current wound system but the effect of a bullet being slowed down by your arms reduces armor damage. If a bullet happens to hit the bicep/triceps and goes through the ribs into the torso that needs to be a function as well with fine cut physical armor sprites to reduce OP of armor. Like it really saved a lot of lives and players will need to get around that. I agree on the spawns from PR too, like villages, Mosques, apartment buildings. They should all be spawn able for 5-15 minutes for assumed time to mobilize militas or until the enemy reaches village or apartment building first.
  15. The Fate of Fallujah?

    Here come the AAVs with 40mm and .50 cal hopefully
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