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Grump/Gump.45

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About Grump/Gump.45

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    Fireteam Leader

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  1. Snipers

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

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

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

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

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

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

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

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

    Here come the AAVs with 40mm and .50 cal hopefully
  13. Why there are so many sunsets in the game?

    We should just fight at night, much more fun with the camouflage and noise discipline. The first person to shoot dies, its all backwards.
  14. Suppression system

    So ive played paintball before, some people turn their markers up to 300,350,400 FPS in scenario games of 800-4000... Its scary when your friend is getting shot at near you, you hear it hitting, paint splatters(like bullet fragments in squad), like you need to consider every aspect of this before you change anything about it. It will have that effect on you from what you describe. Try not standing up against the windows, that's a bad habit people have a lot which can lead to suppression effect from different window being targeted. Little pieces of debris could fly in or the shock effect of impacts. Be happy RPGs don't put holes in walls sending shrapnel through.
  15. Tanks for Insurgents and Milita?

    The insurgents like in Project Reality, if they make a Syrian Rebel faction(or map) then yes they get the tanks on some layouts, same for ARF(African Resistance fighters) just like in PR on some maps.
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