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About Grump/Gump.45

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  1. There is like no reason to complain about flag rushes.. I understand it makes the game short... But in reality how do you let your first closest flag farthest from the enemy base get overun and out numbered at the beginning? Be a leader, say something at the beginning like the concept "Everyone needs to pass through the first flag.. I dont know what the point is in doing anything else if the enemy just rushes and prevents you from capping the first flag, there is no reason to still head to the "middle flag" to secure a foothold. Then like the lazy gamer idiots who are so lazy they dont want to walk in a video game back to help the first flag they shouldnt have passed anyways. I understand the problem but the solutions are simple to do. Its usually one squad rushing the first flag. PRTA server on Project Reality has a rule for not rushing the first flag catering to their lower level skill players, i got killed for rushing a first flag by admin because apparently 50 enemies passing through CANT outnumber 4 guys who intend on leaving.. Literally i show up to first flag, i start shooting without seeing anything, it slows enemy down, i leave without dying or get outnumbered by enemy. Why is is rocket science? Why is it the same player saying "they rushed the first flag" and only him/his squad trying to take it back? If the first flag is outnumbered by enemy, and friendlies are sitting on the middle flag doing nothing till the enemy shows up to cap it, they waste time sitting there till the enemy shows up.. They dont hold the middle flag, they just die one by one till there is more enemy to cap it from people. I doubt people in this game understand flags can be capped because you have 10 guys and enemy has 11 alive guys.
  2. If we cant teach or train new players, we need to teach and train standard squad leaders. Create squad leaders who have standard orders civilians can follow easily, saturate the game with squad leaders. In order i give these orders to my squad from the beginning of each round, no matter where we are. Its easy to remember cause parts rhyme "1 man per cover, move cover 2 cover, stay in view of each other, explosive radius spread 1 man hurt per explosion, get in dense camouflage peek through the leaves, police up each others camouflage, concealment and spread. Do not shoot the enemy unless you see them see you, call bearing and track till out of sight, when we hit contact fire at the height of a man as deep as you can where no friendlies are towards all signs of enemy rifle tracers and sounds till you see them, don't sit still for enemy scopes fire and move away from your last outgoing tracer and rifle sound position. Scan aggressively for guerrillas.". Its in order of importance and what they need to know before they learn the next part. Then i work adjacent with other squads around the objective or move with the tanks/APC for support after i ask for them to demonstrate how nothing can mess with us except and equal force or fast attacking guerillas who have less conventional asset support on station. This is how i keep Project Reality teamwork alive. Learn all the skills from the "Squad v16 and Project Reality 1.5 Teamwork playlist"... Individual Movement Techniques, individual fieldcraft, Weapon Flow in Compressed Environments to prevent new guys from shooting each other in the back of the head "Muzzle past friendly flesh, Earn the shot".. it takes 5 minute to learn each skill, get the squad developer on this
  3. This thread is for high intellectual psychological observations about the casual player base, where they came from, how they are catered to in Squad, how they were created by corporate console games and how to manipulate the game and methods of squad leaders/admins to teach new players with a few simple orders. Project Reality is a teamwork heavy community, the release of 1.6 will cause a massive influx of new players, especially the toxic no skill no teamwork meme community. Every round, every fight you should be learning something but not these people.. since Nano youtube channel made Project Reality videos showcasing jets, apcs, tanks but didnt care to show teamwork gameplay like Bluedrakes videos.. That whole mess just brought a bunch of casual Squad players who found Squad through levelcap gaming or other YouTubers who do casual gaming without teamwork. There is a need to carry on this thread, to discuss how to manipulate the psychological expectations for the game, teach new players SET and STANDARD skills, turn casual players into players who know what they are doing. The expectations of teamwork is why i searched for games like Project Reality and Call Of Duty specifically, to practice camouflage, suppression, combat techniques of fire, fieldcraft, simple spread formations.. simple to experiment and learn, well now i teach but i still learn. The update being announced for WW2 Project Reality, especially if bad players like Nano or other non-teamwork "meme" community casuals make videos about the PR 1.6 update we are screwed, so many new player casuals will play PR. Its a good and bad thing, bad we are limited on servers, everyone will join my squad "1 per cover" bunch of new players to yell at and hate me, i dont know how many times i need to say 1 per cover but they dont see all the reasons by nature of being 1 man per cover instead of running connected to everyone like ducklings following their mother. So many new players in PR joining my squad, telling me "1 per cover, cover 2 cover, in view of each other" is too many rules, or people saying "suppression wastes ammo, stop shooting, what are we shooting?" as if they use all their ammo accurately before dying, they WILL NOT see that many targets for 8 30 round magazines before they die. If you dont suppress you die, if you dont suppress properly they will die, they think suppression is one aspect of just shooting and these noobs sit still in the open with no cover saying "Suppression doesnt work, it just tells them where you are and gets you killed". Even though its their fault for not moving away from their last out going tracer or rifle sound while suppressing, their fault for sticking out of their cover, not anticipating projectile possibilities, timing and focusing on possible enemy perceptions as they fire and move to confuse the enemy. Its actually all common sense that can be seen, its like playing an aggressive prolonged prank on the enemy by showing dominance. These casual players need to learn how to get OFF on using psychological tactics instead of that what Call Of Duty programmed the masses to do for years which is a variation of "Spawn, rush, no teamwork, see enemy, jump, shoot, prone, die, neurological repetitive rage and repeat". Literally, wasted hours, days, weeks of their lives doing this with NO TEAMWORK in the same few stupid maps, the same stupid game, the same stupid guns and perks, these human minds rotted into casual toxic players living out lone wolf fantasies in our games taking up space of good players with effective skills sets. I HATE those kind of casual Call Of Duty style new players who only shoot at what they can see, accurate targets as if the enemy doesnt use perfect camouflage areas you need to suppress. They stand out forever as new players because they never learn and hate good squad leaders for trying to teach them. Like the videos they show dont show them actually knowing what they are doing like a good squad leader. It gives new players the wrong idea of what the teamwork expectation actually is.
  4. Its simpe to know when to push and fall back.. The goal is survival. If you have enough guys to attack and win go forward. If the terrain is not favorable in the edge of objective cap or isnt suitable to get to objective use your tools (APC, smoke, FOB, TOW, HMG, infantry, micro terrain, scopes, each other).. If everyone is dying in the cap zone and pushing in only gets you killed forcing you to respawn to travel back there taking up time then its pointless, either you stay at the stop position to move around, engage to ONLY waste the enemy ammo, cause peeking too much trying to get a kill will get your killed. So its either you stay at the stuck or stop position area or you fall back especially when the enemy is pushing you, frustrate them. Shoot, make them miss, get pushed, leave before enemy gets there to kill you. There will be nothing there to kill when enemy gets there. If there is no escape play dead among the bodies, if you were using teamwork before there should be bodies of some sort around. Patch out, face down, blend in as a dead body. You dont need to train a clan, the tips i made for Squad and Project Reality, the tips that are clearly orders for anywhere. 1 per cover, cover 2 cover, stay in sight of each other, fire at the height of a man as deep as you can where they could get behind until you see accurate target. In Project Reality on Vietnam for vehicles, nobody except me and my orders can get vehicles where they need to be. "Fire V shaped formation to the left and right of road to the front and rear, single shot bursts, hit every bush as a new one comes in angle, hit live bushes hard, fire at the height of a man as deep as you can, shoot everywhere to make the enemy think they were actually seen" for the main Zippo flamethrower tank gunner and top gunner seat. We run infantry escort of 3-4 guys walking, pacing the tank plus the logi truck with M-60 on top following and supplementing the fire. That is the only way to survive in the jungle with the flame thrower tank or ANY vehicle. We arc the tank flamethrower up and over, using short bursts like smoke grenades not let enemy see and to scare enemy. This allows us to scare off things until we see accurate target, we just drive past the enemy. Gotta be like a tight group of friends, you dont let the enemy mess with your friends and you send all you got for your friends to keep them alive. Roll around like a bunch of bad asses scaring, wounding and killing anything in the way. Think about it, as you see the tank coming around the corner its already shooting every angle that comes into sight, its shooting every hiding spot as it drives. If you sitting in a bush while the tank comes around a corner the tank gunner is ORDERED before leaving main base to shoot EVERY NEW BUSH THAT COMES IN SIGHT to check it plus the infantry walking in front of the tank shooting random bushes in sight with semi-auto wishing something would try him. You either running, dead or that RPG is gonna miss. Everyone is just so casual, their tank COAX will have 1000 rounds each box for 2000 rounds plus main gun ammo, they die without using any of it, without seeing the enemy. With 2000 rounds the enemy should be able to even peek or look at you, you shoot the COAX suppressing and traversing a wide area until you see something suspicious. Suppress, work with infantry ,RTB, re-supply and repeat. Its not wasting ammo to dump all your COAX, there is no such thing as wasting ammo unless you are shooting ground where CLEARLY nothing could hide there. Its like people think the tank is quiet and the enemy is just going to show themselves. People need to learn survival. There is a fine mix between being a good tactical leader and individual player, create your own gun range or shoot house in Squad. In a one on one with a player, you can out tactic him. by shooting and moving, manipulating him with aggressive psychology. Nobody else will tell you this, stop getting into the one type of "Whack a mole" style firefights, you cant avoid situation of popping out over or peeking around cover eventually you have to peek or retreat. When in whack a mole situations shoot over your enemies head without seeing them, aiming to the point where you are still in cover but sending rounds directly over the enemies head but cant be seen by them. If you see them they will see you, this will establish dominance making the enemy think you actually saw him, also if the cover is horizontal allow you to confuse him by moving left or right to a new spot for the few seconds he isnt peeking, or if your cover is continuous it doesnt matter if he is peeking. Thats how to win one on one with someone, you have to analyze though doing this out of sight shooting whack a mole tactic is different with horizontal and vertical cover, their first person shooting skills do not matter. Practice your aim, snap and switch between targets, practice fire control techniques in every sense of the term. Fire control your enemy, fire control your trigger and shooting, be aware of your enemies perceptions and how the environment you are contributing to affects the enemy. With horizontal cover half your lower body is protected, with vertical half of your whole body is exposed. Its easier to move left and right behind horizontal cover and shoot over versus having to shoot around vertical cover which the enemy just has to wait for you to pop out of that one spot on the corner. Hit things on the wall. Practice fire control techniques, double tapping enemies on semi-auto, clearing rooms with bullets after the grenade goes off, hitting targets long range by popping out for 1-3 seconds or less as if you were under stress of fire, snapping to and switching between targets then moving to a new spot and doing it again.
  5. Make a Good Game Better (WiP)

    Squad is the spiritual successor to Project Reality, it should be just Project Reality with widespread realism mechanics and better graphics.. I agree with everything realism and teamwork... If the devs want to make suppression useful in line of sight firefights they need to make it blur. Unless a soldier is wearing safety glasses the dust, low velocity, high velocity spall and fragmentation of the bullet and what hit it. This causes bluring, flinching(if sudden/not used to/expecting it), teary eyes, instant adrenaline dump making fine motor skills shaky even with training.... For the overall teamwork gameplay, realize what your player demographic is coming from as the game starts to expand. I understand this from a deep psychological stand point, i can make causals do teamwork with simple orders that rhyme "1 per cover in sight of each other spread to explosive blast radius, move cover 2 cover, fire at the height of a man as deep as you can, eye level with your cover and target zone". Its creating a HEAVY teamwork game but teaches no skills expecting players from casual games who have NEVER had accountability on a team in their life. Nobody can rely on them for a lot of things already much less in a video game where they dont care because they dont know the skills or even where to start learning. 1 per cover and cover 2 cover in sight of each other is the base of infantry tactics, dispersion of the force where its needed. Patience is a big thing to surviving, waiting out enemy attention of snipers/tanks/machine guns, not panicking, just staying alive in the objective. These casual players make the same mistake over and over, sitting still for scopes, they only do accurate fire on what they can see, sticking out of the ground exposed head to toes, not anticipating all projectile possibilities or enemy perceptions of the battlefield, they rarely understand suppression or its effects even though they get shot at every round and dive for cover. They dont understand suppression in the woods through all camouflage/cover to prevent seeing the enemy so they dont see you, some common sense things you can forget under stress like "Fire and move away from your last outgoing tracer/gunshot location". It does not present anyway to teach them. I made a playlist and tips for Squad and Project Reality where people can learn from others training or experience. Skills you see in Metal Gear Solid or Call Of Duty campaign missions, playing dead like Reznov, camouflage, cover 2 cover. . Its not about teaching each individual thing, its about teaching the mindset that comes up with these tactics, based off kill but survive. Squad and Project Reality are what COD/Battlefield should have been, big maps with teamwork. Its everyones dream, but the problem is reality... Corporate franchises like COD/Battlefield/CS:GO/Rainbow 6 siege all have the same things in common. The rounds are short, everyone rushes, spawn, sprint, use no cover, find enemy, jump, prone, shoot. This neurological pointless repetition leads to rage and is somehow "addicting" which really no other games like this were well known and available especially outside console. This has programmed peoples minds neurologically, even mine to bad gaming habits for teamwork. One being dying alot because my skill and no teamwork for help against enemy. These games advertises teamwork even though EVERYONE knows nobody uses it or teamwork happens by accident with 2 or more people going toward an objective dying 1 by 1 causing just bad tactics.
  6. Please (Read!) Helicopter use.

    I read the whole thing, i get what you are saying. If a single squad running the defense has a guy in their squad running the chopper only for their squad. Thats why transport squads are made. In Project Reality we have trans squad. Here in squad you can fit more people on a chopper so get a trans squad of 3 guys. Pilot and gunner. Yes choppers are for getting up fast offensive FOBs. I thought this whole thing you typed would have mentioned the risky asset wasting methods of people landing big easy to hit choppers on objective. Another thing is not planning routes as pilots fly too close and in sight of things when they should be going far around. Then the way some people will use the chopper to gun things down up close, the machine guns should be used to suppress all the target zones at max range, just lighting up areas of cover and concealment to effect the enemy. I agree with this post except the one sided use of choppers for offense. Every FOB should have a low ground resupply landing place. Sometimes in Project Reality on Vietnam we have the choppers land in defilade but the tops are exposed to RPGs so i tell machine gunners when the chopper comes in to suppress the angles the chopper is exposed to.
  7. 17th installment of Grump/Gump.45 tips inspired by skills learned in the Squad v16 and Project Reality 1.5 Teamwork playlist on YouTube-To pause Project Reality online drop your kit and play dead either in camouflage or among other bodies... For Squad take a patch out and face down among bodies/believable spots of a dead body. Useful for being last man also... Things will still go on around you but you will likely be ignored if done right... or if near friendly fighters might be hit by grenades. Useful to take a leak quickly or whatever among the chaos.-To control dirt bikes gears without having it spin out of control don't speed up or hold W the whole time. Tap both W and Shift as needed to speed up and slow down so you don't crash, this also gives you full control all the time while turning the bike. Its almost like a function of the game or the physics of it, if you are going too fast its harder to control. Only go fast as needed to escape to keep control, survive or travel fast.-To make dirt bikes do get more air and hang time doing jumps over berms, ramps or other raised ground speed up face directly toward the ramped terrain as if you were to T bone head on.. Speed up to maximum speed with distance before the jump, manage and control your gears by tapping W and Shift. Just before the jump goes up the ramp release W and Shift(or boost like in PR) for a split second then immediately hit W then shift immediately after the other. You do it this way because you need to be accelerating with W for the Shift boost to work, practice finger movements with W and Shift. Get the movement down before doing W and shift helps. You will get noticeably more air and hang time than just going full speed-Apply proper weapon flow when entering confined spaces, don't bunch up your squad by being the person to get close to the 2 guys who should be up ahead in a house. Use common sense when breaching, don't hug 8 guys together in one hall way, outside one door or all on one side of a house. Use frag grenades like flashbangs to stun people in uncleared rooms, if you see the man before you go right or left inside a door you go the opposite way doing this until everyone is in the room pushing along the walls to make room for the next guys coming in.-You will notice enemy and you tend to bail on each other when walking by doors seeing each other. This is typical human behavior you can use to your advantage as an attacker clearing a location and finding cornered enemy, just prevent the enemy from leaving that room. He knows you are there, be the aggressive one, don't push in but move and sweep while shooting the inside of the room through every available angle you see through the door without going in. This will back him off until you can get grenades up to breach with no risk to your body.-If you are alone as a last defender or find yourself up against a full squad and forced to fight. You must fire and move sweeping from different cover angle to different cover angle, whether it be pillars, trees, bushes or other things that provide gaps. Semi-automatic gives the best amount of properly placed fire power without wasting ammo sending a 2nd,3rd or more bullets than needed to back the enemy off for a split second. Get the enemy to react to your rounds that miss, there will be times where you have to shoot but you cant be in sight of the enemy or they will peek you to maintain a difficulty and aggressiveness that cant be killed, you must escape. 1 man keeping a full squad busy for a long time by surviving and leading them away from the battlefield objectives as you evade, if they break off the chase move back in. The job is survive at all costs, kill if possible, manipulate enemy always. This ties in with shooting at enemy while out of sight of them.-Remember which enemies you killed who didn't fire at all before dying or a SL who had pistol, you can use their weapon if there is moment you don't have time to reload while moving. If you don't have time to fully wound one enemy before getting shot by him step out of angle and deal with another target for a split second in the same manner, place rounds at your first target you stepped away from while out of sight of him. Get him to react to your shooting as if he is actually being shot at, use this method of firing past enemy without seeing them sparingly because once they figure out what you are doing they become more confident to get back on waiting for you to pop out.-Acquire your targets fast, snapping back and forth with speed as needed, fire past them while moving out of sight of them behind cover.. Rounds are best put past enemy without impacting anything near them, the snap of a bullet mixed with inevitable impacts is most effective in suppressing. When "looking" for targets to shoot you are firing at every possible spot in sight of you that you are exposed to so you can prevent the enemy from firing back at you. You are not looking for obvious body and waiting to shoot, you are looking for anything suspicious, a human head or half of a crouched human body doesn't always look like an obvious threat or target especially if its uniform matches the background.-When using a knife in in close quarters c0ombat theres lots of methods to getting kills with it, one being sitting out of sight of a door on the "hard corners" enemy cant see from outside the room.. waiting for enemy to walk in. Its a hit or miss 50/50, its you or him that is walking out of this. Another method to clearing rooms with your knife is start your stab from outside the door and sending the blade into the first angle of the room as you rush in, same method applies for any corner in CQC.-When placing mines or IEDs share mine marker locations, don't just have one mine marker be one mine. Each sapper gets 3 mine markers to place on the map, place multiple mines per mine marker for multiple marked sectors. Each individual mine doesn't need its own marker and should not even be visible to friendlies when they look around, all IEDs need to be camouflaged. If the player can see where a camouflaged mine could go then they know. Use the rock markers like traffic cones and place them on the opposite side of cover enemy is coming from.-Crawling with hands up while playing dead is completely silent, use this to your advantage while playing dead to position yourself without enemy seeing or hearing you. You will still be seen as crawling while you move and you suddenly put hands back on head when you stop moving. Listen for weapons cocking and movement.-set yourself up as a lethal human mine, either as someone waiting in a hard to reach place in ambush of enemy infantry or armor. Laying in wait in a field or crawling up with RKG or hand grenades to do a hit and run attack then harass with rifle fire before retreating to re-arm. You could lay an IED victim operated and play dead over the mine waiting for enemy to walk by then stand up.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.