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Grump/Gump.45

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About Grump/Gump.45

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  1. 16th post of Grump/Gump.45 tips/methods to try inspired by the "Squad Teamwork Playlist" look it up on YouTube or click the link -When you need to cross a wide open area from a covered position to get to a critical location like the edge of a covered objective use smoke grenades managed properly. 2 initial smoke grenades from ONE man only to start, he runs out far to throw them then runs back or takes cover till the next are up. 2nd man goes past the smoke to throw his far and spreading them out where no cover is. Medics use their smokes on wider areas while under fire. -When waiting for the enemy, looking for enemy or any other situation talk and joke around without being next to each other or looking at each other. Focus your visual where enemy could come from and don't be in the same spot enemy could shoot you at. Spread out before the enemy shows up and quit messing around in squad chat once fighting starts to clear comms for bearing direction/distance/description call outs and squad leader radio chat. Maintain spread at all times. -Shoot and suppress the enemy into the field of view (FOV) of other friendlies if you cant target the enemy bodies. Shoot on one side of the enemy to get them to run out and into FOV of other friendlies, area attack/mortar target zones or laze zones. Manipulate the enemy with aggressive fire that snaps by them but leave them an exit into a friendlies sector they have visually covered. -To manage your sprint bar to always have sprint stop sprinting at half stamina, crawl under or go around obstacles instead of jumping over them. If one man starts sprinting using his full stamina bar at the same starting point as you and you save half of yours, by the time your stamina bar has fully recovered his will be out or recovering from zero. Use this method to get in front of and lead noobs with your full bar. -Be aware of what your enemy sees and is aware of existing on the same plain of existence you are all subjectively experiencing. If you see enemy dot just sitting there he is probably already looking at you. Just anticipate once you saw that dot that the enemy already saw you, more times than not while doing this the round will hit right where you were sitting. Move to a new spot because the enemy will anticipate you to pop back up to same point of aim. -Don't move in front of people shooting, many people eventually learn to not stand up against windows or ledges while shooting so they stand back to only be seen from their target zone. Move behind the lines of people shooting and be mindful of where others are aiming while not shooting.
  2. 15th post of Grump/Gump.45 tips and methods to try Learn many of these concepts from the Squad v16 and Project Reality 1.5 Teamwork playlist or Squad Teamwork playlist for short... Weapon Flow in Compressed Environments tip section -When breaching buildings/enclosed areas first men in push the corners to the left and right or straight forward if the entry door is on the right side of outside wall(or other variations to adapt). As 2nd man if you see the 1st man go right, 2nd man goes left, easy to naturally do without communication before or during. Same for the rest of the breach team to spread out within this way. -Don't be lazy, don't try to shoot from behind your friends head. Either you let him work that corner and don't be a risk to the back of your friends head. Or you can be like a real professional and assist your team member in a compressed weapon flow environment by putting your weapons muzzle past his flesh, shoulder to shoulder. This way incase you will not be able to anticipate your friends movements as well he will not accidentally run into your weapons muzzle getting shot because it is past his body and muzzle flashing in his peripherals indicating to him that he is receiving support, instead of just having more rounds snap by his head not knowing if its trying to help or kill him. -Move fast so you don't give the enemy time to react, don't sit around breach building compromised like you don't know grenades will come out. If possible when not in contact move up on your series of breach buildings keeping the buildings out of visual angle until you reach them for stealth breach. Initiate breach preparations(frag man, shotgun man, positions) once building is in sight, clear doorways and windows from distance to see inside. -Don't sit still for enemy scopes along with not over exposing yourself to the enemy. Motionless Operators Ventilate Easily(M.O.V.E), only expose yourself to one direction at a time keeping dangerous thing like sniper/TOW/armor/HMG out of visual angle of yourself, meaning you shouldn't see it in sight to survive. Everyone looks a different way that scans into shared visual angles. -When breaching a building to give the enemy no time to react call out the grenades you are throwing in. Don't go into the building until all grenades have gone off, keep people back, as soon as the last one goes off first man goes in. If 1-3 grenades went in on a un-compromised stealth breach at the same time for initial breach don't throw a 4th to go off seconds after last explosion or you will lose the initiative jump on enemy from the sudden blurred suppression/stress. -Come up with a plan to keep out of sight of the buildings you want to breach until you reach them and stick to the plan, along with making sure the rest of your squad sticks to the plan. Ensure your guys are spread out but not to the point they walk in a position they can be seen from far away in plain sight sticking out of the ground, or some other way they are exposed. Everyone is to police up each others cover/concealment with exposure or ONE imbecile along with all who cluelessly follow without awareness of exposure will compromise the whole team. -Keep the target zones of direction the enemy will come from clear of friendly, if its the direction enemy will come from or enemy is coming from within their own smoke.... don't enter the defense/attack flag zone that way or you will be suddenly confused for enemy. Go in the safer way near other friendlies, but not so close you get them killed by following 1 meter behind rather than 10+ meters to the left or right behind friendly. If you see 2 people in any spot already move to a different spot to see what they are looking at. -Spread out left to right, forward and backwards of each other out of all possible explosive impact angles no matter the situation or terrain. Stay in sight of each other ready to engage anything immediately as soon as it fires at friendly. Scan all areas enemy could possibly come from or shoot you to see the enemy first. In woodland terrain every man gets his own tree that provides camouflage, same for urban terrain with pillars/corners/cars or desert with berm sectors. -When building FOBs for the edge of a cap zone build the FOB 100 meters out of the edge of cap then place the assets 100 meters in on a good defensible edge. Spread out the assets over a 100 meter wide line or half circle due to the mortars having a 50 meter deviation spread. It appears mortars land exactly where 3+ men are in a foxhole rather than 2. This way you all cant be hit, so for the foxhole that every HMG/TOW/AA gets 1 man in the foxhole, one on the asset ready to jump in. -The man with LAT in your squad should have freedom of movement around your squad to engage the enemy armor that comes along, LAT volunteers are usually experienced regulars who you just need to have faith in. Your regular infantry might be un-able to follow the simplest order like "throw ONE smoke far as you can to inch up to throw the next" etc. Let alone listen to spread out away from critical kits of squad members in other rooms along with not standing up against middle of windows. -A mine that friendly will step on before enemy is a wasted mine and wasted time. Don't place mines on main access points friendly will head to first. Place the mines in camouflage away from where reasonable friendlies would exposed them selves to farther away from the sector friendlies should be spread out in for defense. Place the mines in places that no regular friendly un-aware of his exposure to enemy can make it to and back from without cover or the concealment of camouflage.
  3. 14th installation of Grump/Gump.45 survival scenario tips inspired by Squad v16 teamwork playlist lessons and the common sense concepts they teach.. -If the enemy should breach your building coming to the room you are in and there is no time to reload pull out your knife and get in a corner watching a door in a inner section of a room, be far back enough enemy wont see you as they walk through. As soon as an enemy walks in expect another, if there is no other knife that enemy then run out to low floors sprinting/pushing past enemies on your way down. If enemy faces you either rush or fall back. You will probably get shot at on way down causing enemy to shoot each other. Focus on speed, distance, field of view, obstacles which includes lining up with enemy body for split seconds when possible as you run because they don't want to shoot each other. Every second to second factor that increases chances of survival -If your building like a T-building or other occupiable building gets overrun and there is no way out of the bottom stairwell or if you are being chased run to the roof. Run to a section of the roof that has a balcony just below it to just to sticking out the side of the building to jump down to or jump to another roof/window vault to lower window. If you can get to the bottom of the stairwell enemy pushed up again pretend you are counter breaching back up, suppress the sides of the building so enemy hears your rifle downstairs. Anticipate their response and position up to block them in. Then run away to re-group/prepare to defend against what they think may be coming up, while you block their stairwell escape. -When APC/IFV vehicles with 20mm,30mm, or 40mm explosive rounds come along to shoot a building you are occupying get back away from the windows and rooms with windows. The armor could suppress and saturate every available visual explosive angle. Get to the most central parts of the building while suppression is up taking cover behind furniture/counters/cabinets inside. Communicate and make sure everyone is aware of that so multiple friendlies don't peek the armor. -When moving down from roof tops hastily use many obstacles to break your fall using controlled drops to the next safest lower obstacle. This is Project Reality Parkour, used from lower buildings and even possible from some higher buildings. Obstacles such as metal shop signs, curved overhangs, window air conditioning units, ground air conditioning units, fallen leaning telephone poles, cars, lower structures on lower roof tops, solar panels will reduce or completely eliminate injury when you drop. Get creative. Squad gameplay is like the Call Of Duty campaign on steroids if you about that action and can survive it. -If enemy should rope up into your building get your breacher to throw his rope on the ground and grab the enemy rope, preferably with someone watching the lower rope for the first enemy to pass. So you can grab it while a few are climbing up high instead of many low. If you need to throw a rope without the enemy hearing it or not noticing the sound as much wait for loud explosions or vehicles to drive/fly by to throw it. Use ropes for quick rappel escapes from larger forces, cover the man with the rope -Get the enemy to shoot at you by drawing fire away from friendlies to give your friendlies the opportunity to find the enemies location when they shoot at you. Shoot back accurately when possible but always suppress if the enemy is not down. This suppression will show you exactly where the enemy is at the bullet impacts on top of the Direction, Distance, Description(three D's) location call out. Naturally this will keep large sections of woods/jungle/desert berms clear for a good distance far as the bullets travel. Switch off between drawing fire as your friendlies suppression will draw fire to enemy from another direction, giving you something to keep busy with firing and moving to new spots. It chaotic and manipulates the nature of how people respond to the sounds of their enemies weapon -Use different firing methods to hit your enemy based on the situation needed to kill them or keep friendlies safe. Probing fire, recon by fire, grazing fire, plunging fire, suppressing fire.. 1 round every 5-30 seconds to probe for enemy to get them to fire back in probing/recon by fire until you see something move, scan aggressively as you probe. Move away from your and friendlies last outgoing tracer spots in work area of cap zone, not going back to same spot until others have been used. Control the rate of fire based on the threat, 1 round every 1-30 seconds all the way to full mag dumps height of a man for grazing fire. Kill to keep friendlies safe, but don't let waiting for an accurate target that you can hiut in one spot you already shot at get you or a friendly killed. When you seen them get a shot off on them. If you saw an enemy take cover or concealment in camouflage after shooting accurately at him suppress the cover/concealment where enemy isn't showing himself or hard to see to get him to come out or stay pinned. Suppress before friendly goes in. -Use accurate suppression for known known visible point targets, sending accurate rounds at accurate rates of fire for the specific weapon you are using. Use accurate suppression for known unknown on area targets of cover or concealment at the height of a man you saw run into the woods/jungle/urban alley. Use traversing probing suppression in grazing fire(height of a man) for unknown unknown targets that would other wise slip past you or come up on you and catch you slipping un-seen. Clear them woods with bullets. -If you need to get the jump on a enemy silently, you are in wait for other sound loud enough to mask the sound of your footsteps crouched. Give the order to any friendlies to only move when there are loud sounds of fighting, vehicles, explosions or a lot of enemy footsteps to mask yours. Squad secure each section of the area while only 2 quietly go up to enemy. Once first enemy is in sight don't fire unless the enemy sees you, bring up the rest for fast breach while covering enemy room/area with rifle then knife enemy. If enemy sees you this triggers aggressive breach and removes all need for slow movements. Learn difference between moving slow for stealth and moving slow for combat with each purpose for survival. Same angle work to pin or point out enemy room, if enemy is not neutralized fast it gives time to create un-wanted contact and stand-off which takes more time to complete objectives.
  4. 13th installation of Grump/Gump.45 tips -When building FOBs place them on friendly sides of the map based on main base and objective. Build one back up one maybe for your first flag then 2 for the defense flag, 2 for attack flag then last 1(or 2) can be placed as needed. Always place FOBs in camouflage under trees, in bushes or other non-obvious places enemy will look or see it. -For defense objectives place a defense FOB with its 200 meter perimeter to overlap defense flag, same for attack flags. This way you can get assets inside the flag cap perimeter without having the FOB in the cap perimeter enemy will eventually over run. You can use the emplacements as cover giving each TOW/HMG/AA its own foxhole to cover it while friendlies can still spawn in. -Don't put 2 HMGs next to each other like a lazy squad leader. Move at least 50 meters(incoming mortar round deviation) away from the HMG or TOW you placed and put it else where. If you want your TOW watching the same direction as your HMG or want the HMGs watching the same area place it in a different spot that can see that area out of blast radius. Each assets foxhole should be able to see and cover another assets foxhole. -If you want a "3rd HMG" set up a foxhole where you want your medium machine gunner positioned, away from your other 2 HMG keeping the spread out for incoming explosives. With each asset in place cover the other with a manned foxhole the enemy cant come close to kill everyone easily. Call for ammo to be placed right outside the foxholes as close as possible. The more suppression you put out the more clear it will be of enemy. -Once all assets are manned with a foxhole guarding each one put up foxholes to cover the foxholes that guard the assets. Always place in the edge of cap even if it means forward of the assets, the assets cover those foxhole and the foxholes cover those assets. Just set up the positions, make sure they are manned and maintained as they take damage. Set up assets so they have safe lower ground defilade entry to crawl into if needed. -Place assets so the enemy cant get accurate fire onto each of them at the same time. Building one HMG on the side of a hill then another on the other side of the hill covering different directions means the enemy can only shoot one or the other. Also using rocks on the mountains to build assets out of sight of enemy to be hit 2 or more at once applies same concept. Out of sight of enemy for 2 but each position covers at least one other. -When you build a super FOB give your friendlies foxholes. They provide protection for the assets and its easier for a dark silhouette of yourself to be hidden in plain sight peeking out of foxhole turret sections than over light colored grass or sand. Stay crouched in the foxholes treating the turrets like windows not standing in the middle of the windows so others can shoot out of that same turret and so you don't expose yourself to what isn't in your sights ready to be shot. -When available place foxholes in sight of each other camouflaged in the trees with the foxhole dug around the tree in the center. Low hanging branches provide camouflage for the person in the foxhole and extend out far enough in some clusters to camouflage it completely. Utilize this method along with all others to keep everyone in sight of each other but not visible to each other. Enemy doesn't have cover in this situation except the environment.
  5. Of course it would draw in more players, but not just for that reason alone. Its a factor and not a major reason people would play. The feeling of "Holy crap" seeing someone head flap open up. But honestly, small arms bullets don't cause too much gore to the torso. Its mostly head/arm/leg or other limb shots that make the nasty looking shredded meat. Then of course the bigger weapons that make bodies turn to pile of dust that settled on top, so bombs don't usually cause blood leaking gore like someone getting knifed. On top of the fact liver mortis of the blood sinking to lowest laid out parts of dead body takes away the blood effect if applied properly. Guts, blood, bone, flesh, organs.... that's all we are physically. For some reason posts about this bother forum admins. Its funny how people who make rules or enforce them because they want to apply... sometimes they just do things to make them comfortable off the assumption it makes others comfortable. Like they get mad when they have to say "We clearly said this will not be implemented and closed the thread"... despite the fact its clearly discussion theory not an addition idea. Also they would legally have to ESRB their game with a rating.
  6. Female soldier models

    I just don't want it that is one reason.... Who are you to decide what is a "legitimate reason", give YOU one legitimate reason that you set the standard of its legitimacy. I wont give you the time of day, I don't need a legitimate reason not to, even if I give you one you say its not good enough. Now that I say this you will probably correct your SJW subjective type of behavior telling someone to give you their legitimate reason to not do this, which like I said would not fit your standard of a legitimate reason.. Having female models just to fill for a minority demographic is dumb, just having female models in Squad, Project Reality where you are assigned your specific gear for a kit... The US Army I can assure you have infantry units petition without discrimination reasons cited for legal purposes to remove certain females from units or transfer themselves out of the unit. Women rip units apart that formed brotherhoods, part of how good leaders get sent away.. This is just like the "good idea" club I heard about from every vet I know who says don't join, good idea club from generals talking about mostly unknown things making bad decisions that just create annoying hassles of existence on top of every possible problem it could bring. The problem doesn't have to be big, I don't want to shut my guys up in the chopper because of pilots breasts under pilot gear while I brief them with survival orders and job. Its not a gut feeling of something will happen. Its something I don't even want to hear or have implied whether she talks or not. Focus on what Squad is. Flag attack/defense, building, long range combat simulation transitioning to close combat. Its not rocket science. Nothing about character models need to grow with the community, why should we have it? Just because a small vocal portion of the player base says they want it? Then you ride off the silence or people not caring, people not knowing this is a thing with you needy COD, CS:GO, Rainbow 6, other FPS type players. I heard this is how the Army(whole military) actually got messed up, "leaders" from West Point apart of the "good idea" club. Like where stupid needless decisions that have little impact are implemented just to satisfy a certain demographic of people. I don't even want to hear jokes about woman in game. Like im all for freedom of speech and everything, but the fact this forum wasn't closed off by the admins tells me they are on to the idea. A small vocal minority like you will repeat yourselves over this issue everywhere to make it seem like its larger demographic that people will falsely report to developers in many ways "people want female models in game".... Just no, this is what happened to Battlefield 5, no reason to do this. Funny thing is my response here will probably get blocked like many others im sure had legitimate reasons not to. Sorry, but the rules of the forum with "blocking" certain comments against things just tells me the SJW behavior will infiltrate under other pretenses of development, then you will hear this in a development team meeting or piece of paper for "things people want" just slid in there. Once it comes up on that paper in the meeting instead of SHUTTING it down, the facilitator of the meeting will "push it aside for later"... BOOM the minority falsely implanted their stupid wants under the nose of the majority. That's why we aren't doing this. The Army lowered its fitness standards not just for women, but for all those weaker less manly men who have the physical capability to get strong, but not the mental capability to push past the pain.... Is this what we want Squad to become? Where a minority of infiltrating leaders who want their ideas implemented for the small minority that cant get "full enjoyment" out of the game? Female models would not draw new people to the game, you come to Squad and PR for gameplay, not the character models. I don't want any snowball of this rolling and getting bigger. When I see a suggestion that wants to make game play more arcade like... I have seen suggestions that said people wanted 20 minute rounds instead of 45-60 minute rounds... That's what PR was and what would the point of building be? I want 2 hour rounds, which sometimes drag out in Project Reality like that and its fun. Every map has a fun spot in edge of cap to build on and fight, I could change maps if I wanted to... But I'm fighting, but because people get so impatient or try fighting like a COD, Battlefield player instead of a Project Reality player with camouflage, teamwork, firing and moving away from their tracers, shooting through bushes they don't like coming to attack while they keep losing tickets slowly by deaths. So we have to cater to them? Just gives them more time to try something new, or maybe they just mindlessly run at objectives the same way without thinking to try something new and taking time to set it up.
  7. 10th installation of Grumps tips -When you build an HMG nest of .50 cal emplacements you may notice you come under accurate fire within that HMG box often. To reduce the effectiveness of the enemy fire throw smoke grenades at least the max throw distance from the HMG. Visually memorize your target zone and suppress through the smoke, enemy will miss more. -To place effective counter laze to draw enemy CAS fire away from objective or your position place your laze 100 meters off your position in a believable location away from friendlies. Call out your laze location to other squads to make sure their squad mates stay away from counter laze. If enemy infantry or vehicle is in the area place counter laze on it while you hide in hopes of a trigger happy enemy CAS gunner even if your own CAS is down. -When defending a position that is scarce on ammo with no way to re-supply, as a leader apply and set fire control techniques to control rates of suppression as needed to keep the position defended and defenders alive. When not in contact call out for probing fire 1 round every 3-30 seconds as needed, when in contact call for 1 round every 1-15 seconds with mag dumps as needed. Encourage good shot placement and enforce height of a man as deep as you can. -When defending a position call out for ammo checks when ammo is scarce. Call out in a top to bottom fashion based on map position whether north to south or west to east "Belts, nades and mags, from north man to south man call out how many you got?"... Fix up positioning and dictate your survival orders based on status of everything. Call for those without ammo to set themselves up like camouflaged trap spiders with their knives, preferably sneaking to nearest possible enemy firing position or wounded enemies. -When you see a friendly start to move cover him immediately by suppressing known and unknown possible enemy positions to draw fire and attention to yourself as a priority target. Divide the fire and attention away from your friendlies by firing and moving to set this naturally occurring non-communicated teamwork action as an example for them to mimic. 11th Installation of Grump/Gump.45 tips inspired by lessons learned from the "Squad v12 and Project Reality 1.5 teamwork playlist" -When a enemy flag is about to go neutral stay at your defense flag if you are under contact to prevent back capping. Focus on surviving and suppressing, request status reports on enemy cap percentage so you can start moving out as early as possible. Regroup off the defense cap you can leave. Enemy attacking squads may still come for you. -Once the enemy objective is close to being neutral let the transport squad know you will need a ride from a safe LZ away from the defense objective. Pre-plan a safe LZ you can make it to using terrain, camouflage, smoke grenades or other methods. Enemy may chase you away from the old defense objective so be prepared to protect chopper from LAT and stick in sight of each other to get in chopper faster. -Don't throw color smoke directly on LZ for chopper pick up, never throw smoke for FOB crate drops. Use color smoke as distraction away from friendly forces to make it seem like a bigger push is coming from another direction. Use color smoke as a visual reference with a direction and range from the smoke for what you are referencing. -When making callouts on the map don't just say the Grid and keypad, give a map reference point and direction, distance estimation at least and description from it to save squad leaders the time like "South of the radio tower enemy 300 meters heading north"..."North Eastern side of the city tanks moving south 50 meters outside perimeter"... "In the fields east of the factory 600 meters super FOB" -If you are the last man defending an objective and still outnumbered by enemy with no chance of getting medic up, or worse no medic play dead. Drop your kit away from other kits and each other(if 2 playing dead for more guerilla chaos), go prone and put your hands up. Get in a good spot, facing a good way on some rubble/trash/grass/table leg/chair leg/box corner/rock or something to hide one of your elbows angled for hands on head. Don't move, listen for footsteps. Take screen shots, use your grenades or find some from a kit/crate/dead enemy at the opportune moment to hit bunched enemies then RUN... S.E.R.E - Survive, Escape, Resistance, Evasion -When playing dead provide intel for friendlies, mark the position with color smoke grenades, sneak around checking kits. Smoke up the enemies face and your area to sneak around in. Run around in the smoke punch one and run to create paranoia for enemy to TK each other, find the enemy crates for their rifleman kits, throw their grenades. Manage your kit drop function properly without spamming it to drop your kit/enemy kit when needed. Fire their rifles in the enemy direction from crate. Ambush anyone who checks. Beat AFKs up with your fists. -When playing dead you may find for some reason that you cant move due to enemy being in the area, keep at it. Don't move or your whole body moves. If you must turn your whole body take your chance to do it fast right after enemy passes. Face toward the whole squad. The reaction of enemy may be funny and abnormal as if they "saw something", they may even start to calmly shoot you if you move, they may not notice it. The enemy may start to check kits of "dead" bodies. Don't let him get your kit, or let him get your kit then take his running to a dead friendly body. Don't let him kick your body or you move QUITE NOTICEABLY if he touches/pushes against you. -When choosing a spot to play dead do it among other bodies whether enemy or friendly to camouflage yourself so you don't stand out. If you have to play dead while traveling due to enemy vehicle or enemy squad passing by your camouflage you will be forced to be a lone body most likely. Over open desert where minimal camouflage plants are available play dead and hope the passing enemy doesn't question your lone body, keep your "dead" body out of far long range angles of snipers who may have seen you do it while watching his friendly vehicles path. 12th installation of tips by Grump/Gump.45 for survival -When playing insurgency as a team for the BluFor don't move around as one lone squad separate from the larger force. This just wastes tickets in the end and time. First step as BluFor is to move out to a place to build up superFOBs that support each others security to harvest kills. Do not attack caches until both caches are known to force enemy to divide their forces a bit. -When moving out of main deployment zones into areas enemy could sight you in don't bunch up, keep the spread of vehicles so insurgent area attacks or mortar fire don't kill more than one vehicle. 2 superFOBs to build, suppress and move out from to scout and probe areas for enemy contacts that present likely cache locations to suppress. Focus on surviving and harvesting kills. -Use every asset you can to send out into kill zones to ensure enemy is dead once spotted. Defend superFOBs and build them wide so mortar/bomb car assets don't take it all out at once. Keep the enemy at distance and control enemy movements, force them to come in through only one uncovered area of terrain with difficult visibility then cover the edge of that terrain exit. -Keep APCs/AAV/LAV/Bradley fighting vehicle assets separated from each other with a .50 cal jeep vehicle covering armor from enemy fire. Dividing fire and attention further of the enemy and suppressing target zones where there are no friendlies on concealed avenues of enemy approach. -Keep infantry at distance from insurgents and keep them spread out, only one person at a time should be hurt by RPG, bomb car or other insurgent weapons. The blast radius of these weapons dictates the spread you need to enforce among the infantry and armor. Even if APCs are spread out near by infantry makes them a juicy target for the enemy to hit. Give infantry something to do within their area of spread. -Once both caches are up focus all 50 of your BluFor to attack one cache at a time and overwhelm it. Suppress, Obscure, Secure, Reduce and Assault (SOSRA). Send in every kind of enemy clearing asset you can at long range from TOWs, LAT/HAT, 40mm grenades, hand grenades, .50 cal. Send in a minimum set amount with prepared re-arms. Breach once APCs need to re-arm. -If suppression from pre-breach assets was not enough and enemy held out in cover pull back keeping everyone alive, all the tickets alive with minimum losses and wait for APCs and other breach assets to bring ammo. Keep breach entry perimeters secure. Establish infantry squads in buildings/positions on the edge of the weapons cache area to surveil for enemy. Suppress one sector while infantry clears house to house. -Once C4 is on cache pull all the infantry out to surrounding perimeters to draw enemy to BluFor positions on revenge attacks and to prevent insurgents from escaping to the next cache. Shift to another good location to SuperFOB, suppress and push out from for the next cache attack or harvest kills if needed to keep 2 caches known. -Enforce in your squads to only shoot at enemy if they are armed with weapons in their hands or other gear on their body to identify enemy with shovel or binoculars also has a weapon. Gear like backpacks, head rag mask shemaghs, load bearing belts with shoulder harness, chest rigs, holsters, visible worn grenades, knives or of course FIREARMS. Do not shoot unarmed civilians. This costs -5 intel points from the 50 needed for each cache. -Be cautious when moving toward cache locations, don't just walk toward any area without it being watched from distance from friendlies who have angles inside. Everyone, from the people in rear covering to the rifles moving up need to watch for IEDs, anything suspicious looking in the road and even more careful for spots that could have camouflaged IED. Examine trash/grass/papers/debris/wood/trash piles/rubble/ruins/bodies closely. They may have an IED camouflaged among it. If you are not getting shot at in the moment and have cover, take your time, move slowly. Ask for cover to check everything. Crawl to check for IED, call for the combat engineer to probe trash hiding IEDs completely to clear a footpath. -Don't bunch up to provide security with anything, you don't need to be in the same spot as each other to see the same target zone. Pick unique looking positions that give you angles outward that divide the fire and attention of enemy to spot you. Static cars, dumpsters, telephone poles, fallen trees, logs, trash pile defilades(body goes through static map trash for good camouflage), under truck trailers, over rubble/debris or other creative positions enemy will have trouble seeing you at. Avoid cover with linear walls that your body breaks outline of, this makes you stand out. -Ideally set up as many super FOBs as you can directly on their 200 meter separation zones to get up as many suppression and over watch assets for security. Get AA emplacements up as well for indirect fire for target zones available from those angles. Best to give order to "hold fire unless you see the enemy see you or get shot at" to identify and confirm armed enemy and not CIVILIAN before firing any asset based on the ROE(see manual). -Some civilians will be spotters sitting there in the street or on a roof as early warning to enemy below and may be a trap to draw in guys to arrest. Be careful they didn't put IEDs in trash path of the civilian that the civilian might draw you into and/or his armed insurgent friends. Surround the area of the civilian and let the breacher get him with the shotgun or 2 guys with cuffs out get security from 2 guys with rifles. Don't kill civilians. -Watch out for insurgents playing dead. Also if you find the ammo techy crate stashes that takes care of your trash/camouflaged IED problem to wait at the crates in ambush... or at least new ones. Sappers frequently play dead as their pistol is not sufficient for dealing with BluFor squads of 8. So don't bunch up for those IEDs or insurgents playing dead. Some sappers moving through hostile terrain when in sudden sight of enemy or just before being seen play dead where they are crawling to place their IED after BluFor passes.
  8. Female soldier models

    We don't have those factions, not the Kurdish women and the other girls fighting Daesh. We don't have those factions and those women are more likely to see combat and get shot at on a daily basis than US female personnel... along with the fact those groups the women fight for are in need of actual fighters, whose job is to fight primarily until their second hand skills are needed like engineering. They have small groups of a small faction, its beautiful when these groups have women with them surviving long enough to do their jobs as medics. Ive seen footage of these women fighting, drawing fire and shooting back. That's what war is for the individual and I am proud everytime I see a woman doing a mans job..... But not in Squad... Maybe if we add those factions because those KURDISH fighters have a high percentage of female fighters. Female infantry. I don't care if the USMC has like 5 infantry women, I don't care if US Army has woman getting shot at doing logistics'. I hope they are OK.... BUT I don't give enough of a significant crap to put them in Squad.
  9. Repacking magazines

    I agree 100% there is many ways to implement these little functions and variations of it. Not only could you re-pack magazines but if they give a rifleman bandolier that any soldier can carry out of a crate, set down or use off their body. This should be separate from rifleman ammo bags and any soldier except machine gunners with ammo belts should be able to carry bandoliers. Same for ammo belts too, every soldier should be able to carry one extra ammo belt or a bandolier. One or the other for extra ammo... bandoliers carry stripper clips of 10 rounds per clip. There is a magazine stripper clip feed adapter that you put on the back of your mags. 3 feeds into an empty magazine takes 15 seconds about or less. Then take single bullets out of magazine then refilling partially empty ones should take as many second as there are bullets, never taking a mag with 15-20 rounds and emptying it, but those 15-20 ones being refilled taking the mags mostly empty. We need the ability to share magazines, as well. Like how we can set down ammo bags as rifleman for everyones ammo. But make the magazines, bandoliers and ammo belts be throwable like the hand grenades. With respective weights and maximum throwing distances differing considered. Magazines should throw like hand grenades then be picked up like ammo bags when rifleman retrieve them to carry them. Also give the function of magazines to drop individually like rifleman ammo bag. …. So 3 ideas here. Repacking ammo, bandoliers/ammo belts, setting down and throwing mags/belts/bandoliers to each others area. So we can reload each others magazine from throwing distance. I need to give my medics something to do while my tips and orders keep everyone alive. I want full ammo carrying capabilities
  10. Female soldier models

    Not sorry, I am 100% against female soldier models in this game, lets not turn this into Call of Duty and the new Battlefields. Show me one video of heavy combat footage with terrain like Korengal having OPs, COPs, etc manned by women. Just so many reasons to not do this, especially when they add female voices to any game. Just gives someone something to spam over and over again just because its a different voice and a woman. People would use it to troll and nag, I don't want to hear attack orders coming out of it. Not being yelled, just lets not do this. For the sake of PLAY THE GAME. To address the red quoted parts of what that guy said "devs need to stop wasting time making forest pixel hunts" that is exactly what using camouflage is. You see some suspicious dot moving through gaps in the bush branches its probably an enemy using camouflage. I cant stand you people who hate woodland/jungle/vegetation maps, both for development of the games and the map votes for those maps. Desert terrain is like the easiest difficulty for terrain if you were to push "Easy, Medium, Hard" modes for skills needed to survive. The people who don't like woodland maps are the ones who don't know how to use camouflage and communicate to prevent friendlies from compromising another persons occupied camouflage. This ruins it for the what is now minority of players who have been playing Project Reality and Squad partially for this reason, to use camouflage on those maps. But now since the Call Of Duty community found Squad after years of repetitive programming of "spawn, sprint, don't think, rush, don't take cover, die.. RAGE ABOUT CAMPERS" Those types of people coming from Call Of Duty who switched over to Battlefield once BF:V was done catering to the COD players, then those same players come to Squad and want to ruin it. I will not have this on a game I paid for that did not have it in the first place. It is YOU Call Of Duty players and CS:GO players, Rainbow 6 siege players who need to adapt to OUR play style... Squads play style, if you don't understand what that is play Project Reality, you are more likely to find me there than Squad. Watch my Squad v12 and Project Reality 1.5 teamwork playlist and read my tips to learn how to survive and adapt from your style of un-skill related playing of video games. Rainbow 6, COD, CS:GO make me sick to think that American kids play those games for years and practice implementing no skills that could be done with their body.... Did nobody play hide and seek outside in the woods as a child? Never practiced using camouflage?
  11. The killing power of cartridges 7.62

    He will bleed out unless he applies a tourniquet and bandages. It doesn't guarantee survival but if the dude isn't in a state of hysteric pain or saying crazy stuff from light headed blood loss then he can keep fighting from a fixed position. So only headshots really end the threat right away because the hydrostatic shock will crack that medulla in the brain. Don't forget graze wounds and flesh wound. You can get shot on the edge of your bare skull with minor indentation wound penetration coming off a ricochet or bounced bullet that lost velocity and survive being fully conscious, your brain will swell to fill the wound and you will feel headache plus screwed vision/weird smells and hearing. Even with full velocity bullets, getting shot in the jaw on your head doesn't kill you... this is why you never go for headshots on big game animals because you risk jaw shots and they will run off then starve to death if they don't bleed out from artery hits.
  12. v13 everyone(?) gets optics

    In my "Squad v12 and Project Reality 1.5 teamwork" playlist with 7,500 views and over 200 playlist saves here are the subjects that are taught in order from basic survival to more advanced tasks and methods. The insurgents don't need scopes, they need this and leaders. This gives them both. Also structured with pre-requisite subjects before the next one (I.E- Individual Fieldcraft Camouflage leads to the next subject Construction section due to the need for fighting emplacements/assets needed to be camouflaged) 1.) Individual Movement Techniques (includes individual fieldcraft introduction) 2.)Squad/Fireteam Movement Formations 3.)Combat Techniques of Fire 4.)Close Quarters Combat/Survival 5.)Troop Leading Procedures/METT-TC 6.)Getting Ambushed 7.)Combined Arms Breach 8.)Advanced Squad Formations/Techniques 9.)Battle Reviews 10.)Individual Fieldcraft Camouflage 11.)Construction section 12.)Artillery Methods 13.)Assaulter/Defender 14.)Mounted Vehicle Weapon Methods 15.)Conducting Ambush Operations 16.)Sniper Methods 17.)Booby Traps 19.)Dog Fights with Jets 20.)Introduction to Memes 21.)MK-Ultra Combat Programming (bottom of playlist, really gives you a OP special power bar within your human self to Survive, Escape, Resist and Evade your enemies... Basically what happened to me and led to all my tactics that are in typed out orders)
  13. While I have no problem with all conventional force countries having optics/scopes like Russia, Britain, USA or any other faction from Project Reality that had scopes. I do have a problem with un-conventional insurgents getting more scopes or worse all of them having scopes. In Project Reality most if not all insurgent kits had binoculars except for Chechen Militia PKM/grenadier, which was fine. I understand why people want optics from a deep level of understanding, years of COD and other FPS arcade close range games of "spawn, sprint, don't think, don't take cover, jump, shoot, die, rage" and the repetitiveness of all these actions in games makes people less capable of picking up what they need to learn to survive and kill in Squad. Not just the concept of learning to see and trying to shoot accurately at tiny far dots, but overall survival and teamwork tactics. Aside from Vanilla public servers having no teamwork on insurgent forces and the fact insurgents need a good commander or else iron sights AKM/other weapons turns everyone into incompetent rushers... nobody was taught how to use iron sight weapons as insurgents. This is why nobody liked iron sight weapons, they don't know how to take more than one type of basic hug the wall and peek out cover feeling like they will get shot because enemy has a scope. Rather than using multiple layers of cover/concealment that is distanced apart and allows them to hit the target zone they use a single wall or frontal berm. They stand up against windows in the middle of them blocking other friendlies from firing out the back of the room. Running in open frequently without awareness of possible likely enemy position. APC/IFV comes along and everyone hides in one building, one dude stands up and Bradley kills everyone because the impatient guy didn't want to move slowly and crawl, just happens to stand up right in front of the window or runs in front of windows. Forget military stuff, this is human stuff. You don't need to be in the military to know these things are common sense avoidable once you know the threats, capabilities and possibilities of the enemy and how to survive. Its not a military thing, its a human thing, it just happens on a very large organized skill in the military with these skills being taught. Anyone can learn quickly based off a brief instructional description or better yet a instructional demonstration. Giving most if not all insurgents scopes will kill realism of the conventional vs un-conventional force firefight feeling. Also if there is no iron sight alternative option it makes close quarter combat a hip fire fest. I already have a teamwork training playlist for Squad and Project Reality with over 7000 views and it has worked to teach people. I also have many orders pre-typed out to use to teach people that I use to keep people alive while playing. If you point people toward it or modify it yourself to what you feel would improve a new players skills, then you wouldn't feel the need as developer to cater with optics to these COD type of game raised players who want to like and enjoy playing as insurgents. But they need iron sights to enjoy the game from what I hear, yet they join the insurgent team because they want to role play, in Project Reality on a full server on a Afghanistan map you got 2 snipers, 3 marksmen, 3 spotters and AP kit with scopes. I would have no problem with everyone having iron sights in PR seeing how mainly noobs will grab the sniper kit or stand around the longer surviving more skilled snipers/marksmen to the point of harassing them for the weapon. As insurgent commander in Project Reality on literally every match of it I played I had about 10 orders to get the job done, of both everyone surviving longer to defend one cache longer and controlling the enemy. I would both type and say these orders over the radio/local and demonstrate them as I say them. These orders take away the need for optics. Top order I use as insurgents is "Fire at the height of a man as deep as you can where no friendlies are on all areas of cover and concealment till you have signs of enemy to shoot at"...2nd order "Move cover to cover, camo to camo 1-3 seconds in the open exposed maximum, police up each others exposure and camouflage, don't stick out, keep each other alive"...These first two orders alone keep people alive and defend the cache without emplacements in Project Reality as Afghan Tali insurgents..3rd order "build up the roadblock trash trench fighting positions made of 2 roadblocks forming narrow trench to protect from explosives, take cover and dig if explosive are inbound"... 4th order of business "Don't rush enemy and die, don't get vehicles destroyed, civilians don't get arrested, this gives intel on caches. We need to defend and kill as many for one cache as possible. Shoot long range, re-arm, repeat all weapons".... Continuing my standard orders is 5th order "Maintain 300 meter perimeter on 1 known cache with everyone(50) defending that cache, once second cache goes up divide our forces as needed. North cache is safer, needs only 2 squads"...6th order "We need experienced martyr volunteers to get killed to keep enemy intel points down, don't get arrested, don't have empty hands. Stay away from un-armed friendlies. Draw enemy into traps civilians" ….7th order "Keep suicide vehicles out of sight moving behind cover until the final stretch toward the enemy, stay out of visual angle until you are right up on the enemy. Take safe route to final stretch." … 8th order "Ammo techie volunteers run back to main, keep the ammo trucks alive, drop ammo for sappers and decoy cache locations so we can keep shooting"...9th order "all sappers re-arm from trench fighting positions, tell the fighting position to cover you while you go down their field of fire to place IEDs in trash/grass/paper/bodies path of enemy."..... So do you understand what I am saying? With these 9 tactics I listed, and I have 100s of them detailed for every situation to survive and kill quickly at the right moment the right way to keep everyone alive, you don't need the optics for insurgents. Everyone is making the same point about "I hate pixel shooting at 500 meters"... that's how it is IRL, shooting at dots and I take pride in that. This isn't Call of Duty where you are guaranteed to hit your target especially if you are using the same method and same intersecting spot of your bullet, especially if its you being one guy with iron sights shooting at one visible accurate target in the open. Squad is a teamwork based game, requires teamwork to hit targets at that range with 2 guys to increase the chances. Don't cater to these people who find Squad off a YouTube channel that did Call Of Duty or other close range arcade games since like 2008 or 2011 then showcased Squad once. Teach these people for free, with free information that you don't have to program, debug or spend money on even. Most of us here for the realism and the new improved better graphic Project Reality don't want insurgents to have scopes because we like playing as insurgents. Don't cater to the people who switch to insurgent team because they want to play insurgents when they should really stay on the other team for the conventional forces scope, that is literally the case in Project Reality with people who complain as insurgents. Keep the game the same with Conventional versus un-conventional forces. Insurgents should have minimal scopes and those scopes shouldn't go to un-skilled players who just want a scope but cant identify a head silhouette exposed in the back of a dark room... because that's the Conventional forces marksmen with a higher powered scope obviously doing the right thing the right way. I cant stand when I'm playing as insurgents and I see un-skilled marksmen running in the open over perfect defilade patches with camouflage vegetation to stay alive, where he could expose himself to one direction at a time and look that one direction at a time. Staying alive forever.
  14. While I like the idea of the new animations in v13 for talking on radios and how it smoothly goes from talking back to ADS... holding rifle down not at the ready when talking on a radio that is not always necessary for multiple reasons and many situations it wouldn't be done. Especially in urban enviroments. One reason is equipment set ups that allow you to keep rifle (especially SBR) up while talking on comms like having headset routed into a high cut helmet with push to talk on the headset connected to the radio, another variation would be to have a push to talk on plate carrier between headset and radio which many comms guys will buy themselves to try if not issued. Third set up is just a radio mounted to the front. All these set ups you can keep your rifle up with one hand or let it rest on cover while up and at the ready to fire while using left hand to talk. So please consider these basic equipment setups with the PRC-117 "green gear" radios. I have no clue on the backpack radios. Then for the hand signals, they are all the same and don't make sense. For me this could be a problem, I multi task many things at once doing it right after the other with all types of orders, I use the markers a lot for a passive order to build/defend/attack a very specific location of cover to insert from or use as a fixed position. If things get very hot I call retreats and set move markers to confirm locations to keep everyone alive and moving within objectives. These hand signals are all the same pretty much and no use, im afraid they will prevent me from shooting in a "hot minute" engagement. Would like to be able to just use the left hand to signal while aiming down side of gun/hip at least incase I need to fire just like in real life. Shoulder rifle with one hand, signal with other hand focusing on target zone.
  15. Why can't tanks blow up...

    In Project Reality which Squad is based off of we had to use a breacher with a single C4 to blow up the weapons cache, overtime the cache could take damage from artillery, armor, grenades etc... but you could repair it with a combat engineer. Not everything in Squad is going to be 100% realistic for many reasons, like not using actual tools to repair right spots of vehicles and such. Same goes for many other functions, but the actions of clicking and holding to repair something represent a realistic action. So when combat engineers are fully functional in this game like in PR them repairing the cache represents going through ammo to check for useable RPGs/IEDs/bullets/belt links. Of course cache is small pile that shouldn't be unlimited, oh well, its the objective. Quit playing Squad like its an arcade FPS game, take your time to control every angle with 20+ skills taught in the Squad v12 teamwork playlist on YouTube and my personal tips in the forums... get cache clear of enemy, hold it until you get C4 up there with you, better yet bring someone with C4 in a 2nd breach team that takes less danger since you cant pick up kits yet.
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