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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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Found 45 results

  1. Heho! Für alle Neulinge (hallo Humble-Bundle-Käufer) und noch nicht so lange Spielenden bzw. Rückkehrer habe ich die Guides vom Sgt. Herhi übersetzt - an dieser Stelle danke an Radie fürs Korrekturlesen! Sie erheben keinen Anspruch auf Vollständigkeit, sollten aber den meisten und insbesondere eben Neulingen die ein oder andere Sache beibringen können. Sie sind eine Ansammlung von Infographiken über die Grundlagen, Squad-Leading, Sanitäter, Verteidigung, Angriff und Fahrzeuge. Gedacht als Leitfaden und Denkanstoß für neue und wiederkehrende Spieler und ein Versuch, den Geist der Spieler an die Denkweise heranzuführen, die in Squad zum Erfolg führt. Link: Squad-Guides auf Steam Inhalt: Intro Grundlagen Kommunikation Verteidigung Angriff Sanitäter Squad-Lead Fahrzeuge Schlussworte Intro Grundlagen Kommunikation Verteidigung Angriff Sanitäter Squad-Lead Fahrzeuge Schlussworte Discord: We <3 Squad GER-SQUAD Community Steam: We <3 Squad GER-SQUAD Community Websites: We <3 Squad GER-SQUAD Community Cheers!
  2. The Yearly Crewman!

    So you join a casual game of Squad and you feel like you finally have what it takes to handle a combat vehicle. You create a squad, you grab a partner and decide to take the biggest beast of them all, the BFV (Bradley Fighting Vehicle). You start the engine and roll into the map, eager to kill your opponents! You settle on a hill and watch the horizon, hoping to see the enemy and blast them out of the ground. Next thing you know... BOOM! You just got hit by a rocket, but you don't know where it came from. You frantically search your surroundings but see no signs of the enemy, so you tell your driver to get you two the hell out of there. Just as you're turning around to retreat... BAM! You find yourself at the menu screen, baffled as to what the hell just happened. You're embarrassed, but you are also discouraged. So out of frustration, you quit the game. ___________________________________________________________________________________________________________________________________________________________________ We've ALL had this experience at some point in Squad when crewing a vehicle, it's very discouraging and it never feels good. But do not worry, my friend! If you're looking to become an effective crewman, you've come to the right place. So sit back, relax, and feast your face on this article. HOW TO BE AN EFFECTIVE COMMANDER 1. ALWAYS HAVE A MICROPHONE - I cannot stress this enough. You are not a commander if you do not have a microphone. You are the voice of reason, you are the one who gives out orders, you are the leader! How can you possibly do these things when you can't even talk? Get off your chair and go purchase one for $20 or less, it's not that hard, my friend. 2. COMMUNICATION IS KEY - An effective vehicle commander is always talking to his crew members. As the commander, your duties are to call out tangos, communicate with other SL's, and to always keep the map updated. Keep your messages short and simple with your crew members, ESPECIALLY with other SL's. 3. KEEP YOUR COOL - As a commander, your experience in a vehicle will not always play the way you expect it to go. In fact, you must never have expectations in the first place. If things go wrong, be patient and be positive. You can always try again (that is if you have enough tickets, otherwise you're done)! But most importantly, try understanding your errors after getting wiped out and try to not repeat them. 4. YOU GOTTA KNOW WHEN TO BAIL - Trust your guts! An effective commander knows when it's too dangerous to proceed an attack or a defense. Calling a retreat can, in some cases, determine the fate of the whole game. I highly consider this! To be even more specific about this, if your vehicle health is below 50%, you should totally head back to base for repairs. Trust me on this, you cannot afford driving around with half your health. 5. USE YOUR MAP - I already mentioned this on #2, but I will remind you once more. Use your damn map at all times! You have to know where you all are heading and you need to mark enemy positions. It'll not only benefit you, but it will the entire team as a whole. HOW TO BE AN EFFECTIVE GUNNER 1. ALWAYS HAVE A MICROPHONE - You get the idea. No talk means no coordination. No coordination means you're screwed for all eternity unless you start talking. 2. CONSISTENTLY SCAN THE ENVIRONMENT - You are the literal eyes and ears of your whole crew, you can see shit and you can hear shit. Always keep 360 degree awareness when gunning and call out tangos the moment you see one. 3. USE THE RIGHT WEAPON FOR THE RIGHT TARGET - I have had so many cases where a gunner uses HE rounds to engage an enemy vehicle and many other cases where a gunner use AP rounds to engage infantry. Let me try to make this as simple as possible for you; AP/SABOT rounds are meant to be used against armor or trucks, even techies. HE rounds are meant to be used against soft targets such as infantry and emplacements. The coaxial gun is meant to be used ONLY against infantry, preferably when they are dangerously close to your vehicle. TOW missiles are meant to be used ONLY against vehicles, preferably when they are EXTREMELY far away (this only applies to the Bradley Fighting Vehicle and emplacements). 4. CONSERVE YOUR AMMUNITION - As a gunner, your worst nightmare is to run out of ammunition in the middle of an engagement. To combat this, always use short-bursts when engaging enemies, this is especially important when conducting attacks from a long distance. In other words, only shoot when necessary and make your shots count. 5. ALWAYS COMMUNICATE WITH YOUR CREW - Got to #1. HOW TO BE AN EFFECTIVE DRIVER 1. LISTEN TO THE GUNNER/COMMANDER - Your ability to listen to your gunner/commander literally determines the fate of the crew. When told to move, MOVE. When told to stop, STOP. As a driver, you actually perform the most important role of the vehicle. 2. KEEP YOUR EYES PEELED - As a driver, your keen-vision is limited to only the front of the vehicle. It may be inferior to that of the gunners, but that doesn't mean you can't see anything at all. If you see something creeping up from the front while your gunner is facing another direction, you better call that shit out. 3. THE SHIFT BUTTON - When climbing uphill, it is said that holding down SHIFT will assist your vehicle with climbing. To this day, I personally do this on a regular basis, but I am still not sure if it is true. Either way, I highly suggest you do this when necessary. ___________________________________________________________________________________________________________________________________________________________________ VEHICLE LIST AND THEIR BEST INTENDED USE LOGISTICS - Logistical vehicles are meant to be used to transport supplies from your main base to any friendly FOB. They are extremely vital and should never be lost. Always use the safest route, even if it means a long road trip. TRANSPORT TRUCKS - Transportation trucks are meant to be used for, obviously, transportation of players. They are extremely useful for motorized infantry squads. Speed is your strong-point with trucks, use it to your advantage. MG TECHNICAL - Machine gun techies can be used both defensively and offensively. When defending, their mobility can be useful for switching positions. On the offensive, they can be used to decimate infantry squads, but this doctrine should only be applied from a distance, the lack of cover for the gunner and driver poses a great danger from incoming fire. SPG TECHNICAL - SPG techies are strictly intended for anti-vehicle warfare. The vehicle sacrifices armor for speed and for a powerful SPG-9 Recoilless Gun that can pack a serious punch. Although it can be use fragmentation rounds against infantry, mobile anti-vehicle warfare will always remain as its strong point. ARMORED TECHNICAL - Sacrifices speed for armor capable of stopping most small arms fire, only protects the driver most of the time. M-ATV MRAP/BRDM-2 SCOUT CAR - These light vehicles are strictly intended as scout trucks. Their speed and descent armor make them deadly support vehicles. Their armament can engage both infantry and lightly armored vehicles. Do NOT engage heavy armor when crewing one, it will take a miracle to survive. STRYKER/MT-LBM/BTR-80 - These are APC's (Armored Personnel Carriers). Their intended use is the safe transportation of players using heavy armor that can stop up to three rockets, providing passengers with effective cover against small arms fire. They are armed with a heavy machine gun turret that can decimate enemy infantry. In some occasions, they can be used in scout roles or support roles. M2A3 BRADLEY/FV510 WARRIOR/ 30 MIKE - IFV's (Infantry Fighting Vehicles) are heavily armored combat vehicles equipped with powerful anti-vehicle weaponry. They are, obviously, best used in anti-vehicle warfare and nothing else. They can absorb the harshest of damage but are very easy prey when used incorrectly. Some, like the M2A3 Bradley, are slow and engages the enemy head on with heavy armor as cover. While others, such as the BTR-82A Aka "30 Mike", are very fast and perfect for conducting ambushes, but are less armored than its counterpart. ___________________________________________________________________________________________________________________________________________________________________ ANTI-VEHICLE WARFARE TACTICS I'll make this short and simple! 1. SHOOT AND SCOOT - Don't stay in one spot forever! Once you open fire, everyone will know where you are. So you better get the heck out of there once you are done shooting or else you're getting a one way ticket to the menu screen. 2. ENGINE NOISE - Some people don't realize that the engine noise from a moving vehicle can be heard from miles away in the game, even when you're standing still. Please cut the engine every time you stop, it can save your life. 3. HIGHER GROUND - Almost everyone knows that having the higher ground is the greatest advantage. Use it! You will become an unstoppable killing machine. 4. FRONT ARMOR IS THE BEST ARMOR - When engaging other vehicles, always make sure your front glacis is facing the enemy. Your armor is strongest in the front and weakest in the rear. One rocket to the ass and you're dead. 5. AVOID URBAN AREAS - Please avoid entering urban areas, it will always result in the death of your crew. The only times you should be inside an urban environment is with infantry support to reduce or even eliminate the possibly of enemy anti-tank weapons from reaching you. 6. BLEND WITH YOUR ENVIRONMENT - Trust me, it works sometimes. It's worth a shot! ___________________________________________________________________________________________________________________________________________________________________ Well, that's all I got for you guys! This is all I know about how to be good at using vehicles. If you have anymore tactics or tips I didn't mention, please write them in the comment section! Other than that, good luck in the battlefield! - Shipidge
  3. Squad Leader 101

    SQUAD LEADER 101 is the complete manual to becoming an effective SL in SQUAD. It includes kit and role breakdown, leadership tips, infantry tactics, callouts, and much more. It's written to be the ultimate guide to Squad Leading and should help many aspiring SL's learn the ropes. If you like it, please upvote it and leave a comment on Steam. GUIDE CONTENTS i. Introduction ii. Earning the Stripes 1. Squad Leader Basics 2. The Squad Leader 3. R.O.P.E. 4. Rallies and Fobs 5. Infantry Tactics 6. Squad Roles 7. Vehicles 8. Leadership I 9. Leadership II 10. Callouts Link to the Steam Guide
  4. Regarding the influx of new players during free weekends and the effects it had the previous time on the gameplay of the normal squad player, i decided to make a new player guide. Since we find ourself in this situation again, it might as well post it here so new players may find it easier, hoping to prevent the same situation as last weekend. SQBG - Squad Beginner Guide "This guide is meant to give new players a basic idea of how the game works and to avoid common mistakes, problems and miscommunication wich can affect the gameplay for others." The main focus of this guide is to avoid all the little mistakes new players make and help them understand the general idea of how squad works without having to watch 20 minute videos or read wall of text. Evrything is explained as simply as possible with pictures and additional links to the squad wiki. You can also comment on the guide and i will try to answer as soon as possible. Link to guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1326437214 Good luck newbie.
  5. How To Not Suck at Squad - Finished version for V11 Last repost I promise!
  6. Here's a super quick, bare bones of how to play squad, targeted at "just bought the game and I want to play right now" players who don't have the time for all those 30 minute in-depth tutorials floating around.
  7. How to Not Suck at Squad Compilation - Imgur Album. Basics, SL, Medic, Defense, Offense, Vehicles.
  8. A link to my playlist of Squad Beginners Guides:
  9. Usually I would upload this on steam but my video card died a few weeks ago and the community here is much more cooperative. 1)Most important rule : Do not rush with them!! Of course they have armor and you are protected from small arms but due to their size they are very easy to spot and pretty vulnerable to LAT and maybe more upcoming AT in the future. Therfore it is absolutley necessary to stay as far away as possible from enemy troops. I konw most ot you players want to make as many kills as possible, but like in real life the survival of your vehicle should be your utmost concern!! Always think twice before you move your vehicle closer to the frontline, always keep in mind you are an attractive target and it is not that hard to shoot an RPG on you. Saftey first !!Your survival should be more important than a few kills! 2)Vehicles are SUPPORT units NOT ATTACK units, so they belong in the background. Their role is to provide cover fire from LONG distances for the attacking troops. Footsoldiers always go in first while, vehicles stay back to support them. Do not use them agressivly and never use them without good infnatry support. 3)Combat vehicles in squad carry heavy weapons and due to their caliber they are deadly even on long range. Some vehicles even have zoom. So in general their main advantage is to fight from wide distances. On an open field you can easily use this advantage and gain fire superiority. In an urban area or in a dense forest you cannot use the range of your heavy weapons to keep AT and infantry at distance. Vehicles might dominate an area with wide field of view, but infantry is the king in cities and forests. Infantry can move more freely here and hide behind every possible bush or inside buildings. It is easy for them to avoid vehicles or ambush them. Keep it distant and avoid fighting in urban areas, or areas areas with dense vegetation. If you have to fight in a city stay on long straight roads and always make sure to have infantry backing you up. 4)If you absolutely have to go closer to the enemy, keep driving do not stop (not even too shoot) so it is at least a bit more difficult for LAT to shoot you. Minimize the time being close to the frontline for example just to unload troops. But in general you should avoid getting close to enemy lines, only do this in an emergency or if your team is about to win soon and loosing tickets does not matter anymore. 5) When you are hit do not stay on one point and dont try to find the LAT soldier, he might be closer than he should, sneaking up somewhere behind you. First drive away and then try to locate him from a safe distance. Keep in mind you are faster then them and it is more difficult to hit a moving target. 6) The damage of rockets depends on the distance between you and the gunner but in general a BTR can take up to 3 Rockets, Humvee can take 1 or 2 and technicals can take 1 Rocket before they explode. Of course heavy MGs also do damage. Always count the rockets do not wait for the last one finishing you. If the situation is getting critically get outta there. It is more wisely to repair your Humvee or BTR to fight another day. 7)The more repair stations you have the faster vehicles get repaired (Not sure that is still true). Therefore it is wisely to build a fob right at the beginnig of the game in your mainbase and build some additional stations. You have unlimited supply here so it does not matter. You can also place"just repair" FOBs closer to the frontlines or in the centre of a map so vehicles do not need to drive back the whole way to main base. This strategy allows them to return to the fight more quickly. 8)My favourite: You can also use them as static defense fortified behind sandbags to defend a FOB with just a few soldiers. It is very cost effective cause you just need a few sandbags and unlike a HMG you cannot take out the gunner so easily with small-arms, BTR CROWS gunner is completely protected from them. Fortified behind sandbags it becomes more difficult to hit a vehicle with a rocket. Second unlike HMGs you have 360 degree of view so they are really powerful if you want to defend a FOB !! Save construction points, just build sandbags instead of HMG 9) Communication and teamwork is vital in this game therefore always share information with your squad and work together, this improves the effectiveness and survivability of both your vehicle and your squad. If gunner and driver work together each of them can scan a different perimeter so the gunner does not need to scan 360 degree. I hope you like my "little" guide and can help me to improve it. If you want to add something or wish to discuss something, feel free to do so. But stay polite, it really took me some time to do this !!
  10. Hello forum, My name is Lukas "Salk!s" Havlicek and I started new youtube channel which will be releasing videos about SQUAD. I am playing the game since day 1 release on steam and I can't get enough of it. So I decided that I will create youtube channel dedicated to my favorite game where I will try to spread the word about SQUAD and in the same time providing you with some watchable content. Please give me your opinions on my first video what should I improve and maybe what would you like to see next. And in case you liked my video hitting that subscribe button would be the most awesome thing Here is my first video : link to channel : https://www.youtube.com/user/SalkisCreations
  11. SNEAKY Scout guide

    VIDEOGUIDE: TEXTVERSION: Hello Solider, I am Stormsolid and today we are going to look at the Scout class and how to use it properly. Let's get this guide started aye? Gear Let's start with your gear before we start talking about tactics and how to move around with the scout.Your main rifle no matter if you play as a insurgent or militia is the SKS or Samozaryadny Karabin sistemy Simonova a semi automatic carbine.Here a quick weapon guide:You have 8 magazines with each having 10 rounds in them.The calibre of this gun is the seven point six two by thridynine millimetersThe SKS has a muzzle velocity of 715 m/s which means your damage falloff starts at onehundred and fifty meters and ends at twohundred and fifty meters.In these onehundred and fifty meters you are going to deals seventyone damage per shot while it's going to drop to thirdy five damage per shot after twohundred and fifty meters.You need five point seven seconds for a dry reload and four point five for a tactical reload.Oh and here two fun facts,looking at the squad development kit you can see that the SKS is usinga) the same projectile as the M One Ten and the SVD.b) the SKS it's damage curve, is the same as the AKM. Both use the "AKM_DamageCurve"As a scout you also have a Makarov with 2 magazineswith each having 8 rounds.You deal 32 damage with one shot Now let's talk explosives The scout has one RGD-5 Frag grenade.One TM-62 Anti-Tank mine,One IED or improvised explosive deviceand of course a phone detonator for handy wireless detonation!You also have 2 smkoe grenades, 2 field dressings, one shovel to construct and destroy stuff.aaaaanndddd binoculars, important tool. Yes you heard me right, very important but we're going to talk about that in a second.There is also these 5 rocks also called "decoy rocks" aka. "nothing to see here" rocks. The Sneaky Scout Guide The Sneaky Scout Guide:-Sneaky Scout Guide?-Movement-Hunting Enemy vehicles-Spotting Sneaky Scout Guide - General Information The sneaky scout guide is about a playstile that's focused on playing like you are a ninjathat wears a Kufiya instead of a black mask.as the sneaky scout you mainly try to avoid being arround blueberries.Your primary targets will be vehicles and your secondary targets will be FOBs or HABs.With the ablity to kill vehicles that cost 28 or more tickets like the BTR Eigthytwo A and or killing FOBs worth twenty tickets you have a lot of power. Movement Flanking.If you don't hear an enemy vehicle shooting somewhere that you need to hunt you are on the search for enemy FOBs.Efficient ways to hunt FOBs is to find a area where both teams are heavily fighting.Let's say you are on sumari fighting for palaceand trying to flank the enemys but not engaging them.If you spot 2-3 people coming from the same direction you will try to estimate where the FOB or rally could be.Even by destroying "only" a rally you might force the enemy to respawn at main and to take a vehicle with which they hopefully are going to drive over one of your mines.If you found a FOB and you're alone I'd advise you proceed like this:plant your IED somewhere next to the radio and start digging, if you can dig it down to stage 2 you can start running to a safe position and blow up the IED.The IED is going to kill 2 stages of the FOB.If you dig and get killed while doing so you have to quickly spawn at your main and call your loved ones with the phone detonator!You will probably kill the people who just started digging it up and almost destroyed it.Hunting Enemy VehiclesIf you want to hunt vehicles you need to listen closely and watch the map everytime your not sure if that vehicle shooting wasn't a friendly one.For this you can ask your Squad lead if there is a enemy vehicle that is holding him back somehow, maybe he want's to get on a cap but can't because a BTR is watching the cap.If you know the area is hot and that there are going to be infantry people I suggest going full allahu akbar bike.if the vehicle is in a remote possition where you probably won't find many enemy infantry people you should try to sneak up on him and blow him up by etherA) planting an IED behind him and blowing it uporB) planting a mine right next to him which will kill him and you instantlyI prefer B if I am out in the middle of nothing and if I have no vehicle to get back to a ammo crate, in any other case I'd rather plant the IED and get it that way.Just keep in mind that the enemy vehicle won't instantly blow up when you try it with and IED, they have a good 4-6 seconds untill the vehicle is going to die because of the fire.Which means if you show yourself to the gun in that time you will probably get to eat some democracy. Spotting So I mentioned you having binoculars.The reason why it's important for you to use them is that you can call out enemy vehicles that you might not be able to kill because of some reason.Let's say we're on mestia, you are here, at the railway and just saw a Stryker going down the road towards warehouse.You see that there's a squad waiting to cap, you call out the Stryker to your Squadlead like this:Squad lead, I just saw a Stryker driving towards warehouse, please report that to squad 3!By doing this the vehicle won't supprise the squad and they will probably be ready to shoot the Stryker when it's coming up on them.Here three more tipps!1.If you want to use a bike and stick your ticket to heaven on itTry to rearm before you join the battle so if this ticket doesn't work anymoreyou have a backup!2.If you want to sneaky up on someoneWalking is generally better than driving.Your footsteps aren't as loud as a engine.3.If it's urgent you can ask your squad lead if he's fine with you taking the small logi truckIt costs your team 3 tickets and respawns in 3 minutes.Enjoy this knowledge with caution though,if you don't ask your squadlead and he was about to rush somewhere and set up a FOB you can destroy his plans with that.
  12. ANGRY Medic Guide

    VIDEOGUIDE: TEXTGUIDE: Hello you peasants, I am Stormsolid and today I'm going to show you how to play the medic correctly on the battlefield since you monkeys need a passive aggressive doc to teach youSo let's get this shitshow started shall we?Let me introduce you wannabe medics to your gear.You have a rifle that goes pew use it to shoot bad guys. if it goes out of ammo you take your smaller pew.This is important since switching your weapon will be faster than reloading your main gunokey the 'nade is self explanatory. Listen here you little sh*t, the next piece of equipment is called a smoke grenade.It is an important tool of every medic and thats the reason why I need to be a little bit more precise when talking about this.If you are playing on the side of the battle that is heavily exporting freedom you should keep in mind that your smoke grenades open up to the right sideand if you are on the side that is importing freedom unwillingly you should keep in mind that your smoke grenades open up bidirectional.It also can happen that you have a small open gab in the middle of your smoke, this varies and does not happen everytime so just keep it in mind.A quick reminder for all the people who are to stupid to use them,try to block enemy sight to the person you want to get to.Don't just ♥♥♥♥ing throw the smoke grenades on them like you are trying to call in an airstrikebecause if you do that the smoke acts like a rpg magnet, trust me. Now to the medical stuff...No matter on which side of the battle you stand on you have 6 of those babies, most casual idiots call them bandages even though their name are field dressings, I do it myself but I am not a Left mouse button to use it upon other people and right click to use it on yourself.To be as efficient as possible try to not get shot so you don't have to use them on your own worthless body.If people are alive and they are bleeding tell them to bandage themselvesBecause for every bandage you use on a bleeding dimwit who could bandage himself you lose one opportunity to revive a dead guyand you better cover them while they bandage and don't just sit there with your medicbag in your hands n The following part is just a quick PSA.If Melbo or I see two medics on one guy sick rhymes I knowbut if our dirty and infected eyes see that kind of a behavior you have a ****ing problem with usOkey so there is the medicbag too right?That's the thing you use on soldiers who are hurt but not bleeding. Easy.Left symbol means you need to use a bandage and the right symbol means you need to use the medic bag.you and your fellow heroes aka medics are the only people with this equipment so look at it as the special equipment it is.one simple rule I follow with this tool is:If I am suppost to heal you, you are suppost to cover me while I do that because if you look at me like I am a french model I will not kiss you but beat up with my medicbag.This following small section is for the ♥♥♥♥♥♥s who decided they don't want to be the brave man who plays the medic.Everytime you cheeky bastards don't cover but look at a medic while he is healing you, reload your ****inging weapon like the deserved receiver of golfclub hits you are or surrender just when I bandaged you I will shoot a new squadie in the knee.And the last thing, if want me to ignore you please just scream medic a couple of hundred times like I am blind and can't see big red signs on my screen that tell me you are deadso write down,When a medic is healing me I will never ever look at him, I will cover the area so we don't get killed together,I do NOT reload while I am getting healed, I will cover the are so we don't get killed togetherIf I see a medic running to my body on the map and I know I have to surrender because of some idiotic reason I tell the medic in local chat BEFORE he bandages meand lastly,set your priority on Squad leaders and other medicsnever start a buddyteam with the second medic in the squad and try to keep a good 10 meter distance to him at any given moment
  13. Welcome to Fire Truck's basic communications guideline for Squad. The following guide will cover the basics of calling out enemy locations and movements in the most effective and concise manner for those otherwise less-informed players. The information used in creating this guide comes from various sources, including some U.S. Army Blue Cord soldiers and Professional Firefighters. For starters I would like to say thank you to the new players for purchasing the game and welcome to our awesome community. While we know that at times Squad can be a very complex game, there are certain key elements to the game that, if used effectively, can drastically improve the outcome of your squad and team's performance during a match. The element we will cover today is what I personally consider to be the most important, communication. With the large influx of new players after the free weekend and the steam sale, I have noticed a couple verbal "errors" (for lack of better word) through local and squad chat as well as command comms. This guide will cover the basics in order starting with local and ending with some tips on improving SL or Command comms. Local: Local voice chat is something used to speak to personnel in your immediate vicinity (25m in all directions). This is most beneficial for calling out enemy locations or "bearings" as we call them so that the players around you know which direction to focus their fire. Proper use: If an enemy or a tracer is spotted in a specific direction, that bearing needs to be shared over local voice chat. "Enemy spotted 136 on the hill" will inform the players next to you to turn to their 136 bearing and start firing. Improper use: An enemy vehicle is spotted on the roadway running eastward at a high rate of speed and you do not plan on engaging because of distance, you inform your local vicinity of this and no action is taken. Squad: Squad chat is for when you are too far away from a member of your squad that you NEED to be in contact with. Bearings should never be called out over squad comms if you are aiming for quick and effective communication. Instead, try using a landmark and orient the enemy's position based off of that landmark. Proper use (enemy location): If an enemy is spotted running NORTH OF the BLUE HOUSE, this can be called over squad radio as "One enemy running NORTH OF the BLUE HOUSE across the road". This will help your entire squad orient themselves to the BLUE HOUSE and prepare to neutralize the threat. It may also inform your teammate who IS north of the blue house to turn around when he realizes "Oh shit I just LEFT the blue house". Another use is "enemy TECHNICAL entering from the NORTH". Improper use: Calling bearings over this channel is a no-no. You must remember that your bearing is based off of YOUR location on the map, and that another squad member's bearing could be completely different from yours. Calling out the BLUE HOUSE location as "247 from me" would require every squad member to look at your position, figure out the relevant bearing, and adjust to that bearing from where they are. Try to imagine doing that in game when you're 200m from your teammate... Go ahead I'll wait. SL Comms: I have noticed alot of struggling with SL communications and squad leaders having a hard time depicting what it is they need from other squads and what information must be shared immediately. For starters, you might find better luck using what we in the fire service call "Hey you, it's me". This is a basic form of getting someone's attention when you have relevant information to share with them (ex. Squad 3, this is 2 we need manpower at Malak Abad). Any instance of a defending squad beginning to lose a flag needs to be made apparent ASAP. It is not embarrassing to lose a defend flag and ask for help, so humble yourself and help your team be victorious and call for backup early. Once you get them coming, you can turn them away once you have the situation under control. Information that SHOULD be relayed: We are losing (Flag name) and need help. We are capturing (Flag name). We are losing our FOB in (Grid Coord). We are placing a FOB in (Grid Coord). We are sending help to (Flag name) via BTR. We will attack (Flag name). We will defend (Flag name). Information that should NOT be relayed via SL comms: "Hey There's a guy over here on me". "Utter silence and no microphone activity". "Squad 3 what the **** are you doing over there". Thanks for reading this text guide on communications, if it gets the right amount of feedback and positivity I will proceed with a more in depth video/picture guide pertaining to these aspects of communication as well as a few more. Thanks again and remember... Save the cheerleader, save the world.
  14. Base Defence Guide

    Here is some base building theory, somewhat inspired by the thread about grenade defence in fobs. This is the doctrine that i would adhere to when building Fobs but i hope we can have a discussion and see other interesting designs for reasonable fobs that are not super fobs. The common mistake people make is to think they are playing tower defence or zombie apocalypse, thus what they often do is barricade doors thus making it harder for a squad to get out of a FOB and then eventually just being blocked and just easier to kill, many people build defences that actually make it harder to defend and easier to attack. I'll try to explain the doctrine that i follow when making any kind of FOB or defences. Some assumptions I work by: Explosives is the primary danger to any FOB FOBs designs should contain as few items as possible so that they are realistic to build, atleast at the core. FOB defences should Never restrict friendly exit possibilities thus bottlenecking them. FOB defences should Never make it easier for the enemy to use explosive weapons against defenders FOB defences should Deny aproaches and areas in which would be a desireable aproach FOB defences should attempt to create zones in which the enemy can easily be killedNotice, I am not suggesting you should build FOBS in harms way, but if you do this is some advice for you. Part 1 FOB on a Point When you have a FOB on a point it will be assaulted, and most likely will be showered with grenades, people will attempt to shoot through holes in the wall, and try to get inside a corner to camp the FOB area in order to get kills. For this reason, you usually should Not build FOBS directly on points. However in certain maps like Chora, you have large open grounds, with no bushes to hide in, and building fobs on the fields of Chora makes it extremely easy to kill your squad once discovered as their is no cover at all. So let's take a look at the exception case where building a FOB on a point or indeed just any compound is actually a good idea. Most points are located near or in buildings, and so most FOBS are probably made inside a compound. The trick here is to have mobility to get out of the compound when needed, being able to fire from the compound, and also avoid being spawn killed by rockets and other weapons. I've made an example using lilac estate on how to use defences to make it much harder to attack without blocking yourself in, let's go through that. I've marked the entrences with blue triangles. If you look at triangle 1, usually the enemy will sit here and fire rockets in diagonally and kill people in the other corner or center of the compound, by placing a hesco wall a bit away from the entrance you obstruct their line of sight while you are still able to exit. I've placed a line of sandbags to cover entrance 1, with RPG or grenade fire, even if they remove the hesco in that entrance this wall would prevent them from firing near entrance 3, while also giving a good place to fire upon the entrance in which they would have no cover. Entrance 2 and 3 have hesco walls outside and inside, this is to prevent people from firing rockets through the door, thus friendlies can sit behind the wall and fire out of it, without the risk of being blown up by a rocket that comes through the door next to them, notice also that each window (marked in teal) and firing position has a hesco behind them to prevent people from shooting through windows into the compound if they manage to get all the way up to the wall. We deny house 1 with razor wire, as house 1 serves little purpose in terms of defence, but serves as a good position for an attacker to cover the courtyard. Entrance is already fairly hard to attack since you have to enter a room that can be grenaded or rocketed quite easily, the defences here serve to compartmentalise an area for a grenadier to sit and coer the house entrance, usually the enemy would throw grenade over the wall before entering the house, but it's very difficult landing a grenade inside a small area between 2 hesco walls. This area is of low priority to build though, as the place can also be covered from house 4. It's 4200 points of hesco walls which is somewhat expensive but completely doable. The 5 Hescos that should be made first and are the most important are the ones on the inside of entrance 2 and 3 and the one covering the window at the top of the compound. Here is a hypothetical example of how i would construct a FOB in the middle of an open field or top of a hill. It's not based on any map, just the idea of protecting a spawn. As you can see it would be impossible to fire rockets inside, while the defenders would be able to hit the rear of a hesco in order to clear attackers hiding outside the wall, of course the hesco protecting the gates could be removed thus the second layer around the radio, more single hescos could be added for extra defence against grenades. Another lilac estate illustration with kill zones added. http://i.imgur.com/A9pIv0W.png My Lilac Estate ground plan for editing http://i.imgur.com/FYxix2M.png Part 2 - General tips and tricks If you build a FOB somewhere in order to fortify it, you should remove the radio when you are done so that it cannot be sieged, then relocate it to a more hidden place.Don't ever build the "bunker" on top of buildings, the bunker has a roof, and anyone with a rocket will actually have an easier time putting a rocket into a bunker on a roof, than hitting people without the bunker just hiding behind sandbags on the roof top.As a general rule, there should be no wall behind the firing position than the firing positions own wall, otherwise you're giving the enemy a larger target to hit with explosives.Compartmentalise: When you make a fire position, consider adding sandbags between them so that explosives that land inside won't kill everyone to the left and right of it.
  15. Alright you blueberries, FeatherSton3 here. Today I'm going to waste probably 30 minutes of my time writing this because I can. If you read it, cool. Here we go (take some of this with a grain of salt. All of us have different preferences. These are just some of mine): Squad Leading. It definitely isn't one of those, "First time playing Squad, I got this" roles. It takes knowledge and (some) experience of the game. Personally, I didn't squad lead until about 40 hours into the game as I really just wanted to get a feel for each class (getting a feel for each class also allows you to be more effective in commanding as a squad lead as you know where to position each fireteam role in your squad. I.E. You don't ever have medics on the front lines) Maybe some of you have tried squad leading and didn't really like it. That's fine. I would however encourage you to try it again after I'm done writing this super long essay that nobody will read all the way through. In no particular order, I'm going to put down some pointers, tricks, and guides on how to be a "FeatherSton3" squad lead (that's me!).BEFORE THE GAME STARTS - Create a squad as soon as the round starts. If you really want to be an SL, don't wait to see if others are creating squads, just do it. This gives you more time to plan for the round. Adding on to the point above; do mic checks before game starts. Personally, 90% of the time someone doesn't have a mic, I kick them. I need communication, and quick. I don't have time to keep checking the squad chat every two seconds. I have enough stuff going on. Somewhere in here you may want to see if people are new to the squad. That way they don't take important roles. Tell everyone what role you want them to be. You got more than 7 people? 2 Medics please. I don't want marksmen. To me, they aren't useful. If I have someone that instantly goes marksman, I will ask them to change. If they don't? Kick. I usually prefer 2 LAT's and AR. During this time, you have hopefully been squad lead chatting with other SL's. Now it's time to tell your team what the plan is. If you are only taking Logi, don't have more than 4 people spawn. Tell them to hold spawns and you will get a rally down as soon as possible. Mark the vehicles you are taking from main with enemy icon markers so other squad leaders do not take your vehicles. EARLY GAME - This part is when you get a feel for the newcomers in your squad; to see how responsive they are. Ask them to do simple things: Come to you for a rally, do a logi run, hold this position, dig a HAB, build sandbags, etc. This is also the part where (mostly) you will find out really quick how useful your other squad leads are. They aren't communicating anymore? They didn't go to the position they said they were going to? You are probably going to lose. COMMUNICATION/TEAM WORK - This is a big one for me. Even more important than winning. If my team is effectively communicating and we lose, GREAT! Adding on to this, if you aren't communicating with your squad, you aren't an effective squad lead. Listening goes both ways. Yes, you are the squad lead, but you also have people in your squad (either because they love you and join your squad every time you create one, or because yours was the first open) to listen to as well. They are trying to tel you enemy positions. A simple, "copy, marking" will do. Acknowledge them. Take suggestions from them. They are just as important as you. This is going to be a little challenging if you are new to squad leading since you will have local chat, squad chat, and squad leader comms going all at the same time along with gun fire. First and foremost, communicate with YOUR squad first. Keep communicating with other squad leads. Make sure to wear down your number pad keys to talk to SL's individually if something doesn't pertain to all other leaders. Keep your squad in the loop on enemy positions. Update your "Green Eye" marker constantly. Need them to build? Update your "Green shovel" marker constantly. Don't have rogue squadmates (partly why I don't like marksmen). Keep using your map to check your squadmates positions. If they are too far out in front, tell them to come back. Give your squad encouragement. "Good job guys, good job squad" They should be noticed. (Don't use 'squad chat' for things that don't pertain to the whole squad. It unnecessarily clutters comms). SQUAD LEAD RANDOM TIPS/POINTERS - If possible, build the FOB (radio) as far from the HAB as possible. Not only will it take longer for the enemy to find the radio, but it will also prevent the spawn timer increasing at the HAB. Timer only goes up if enemies are near the FOB If you are on defensive, KEEP PLACING FOBS! If your attacking squads need to fall back, they need someone to spawn that isn't at main. Keep medics behind the lines. Everyone once and awhile I see Rambo medic, and that's not who I want being my medic. (Who are they going to revive if they are shot first?!) If you are a defending squad, place your Rally near your FOB, because rallies disappear if enemies are nearby, this will allow you to detect enemies near your FOB without actually having to have "eyes on" Constantly update your rally. If you are about to place a new one, but you hear enemy gunfire close by, fall back. Chances are your rally timer will reset because enemies are too close. If playing as non-conventional forces (Russia, US) do as many logi runs in the early part of the game as possible. The longer the game goes on, the more IEDS and mines the enemy will have layed down. Place multiple "Green FOB" markers to give your vehicle drivers a better sense of direction on where you want them to go. Sometimes, it's best not to engage the enemy. If you need to sneak around, tell your squad to hold their fire. Playing infantry only maps? Have two squad leaders, with one squad member each spawn and take logi while everyone else holds spawn. This allows the placement of two quick rallies to get multiple bodies into the action quickly. Playing on the same server constantly can help you become acquainted with other players/squad leads who also play on the server, making the squad leads and squad mates more predictable. You can build on top of peoples heads. Use this to your advantage. Be confident. Be vocal. *NON SQUAD LEAD TIPS/POINTERS - Placing IEDS on vehicles without blowing them up will allow you to keep constant track of the vehicle on the minimap. Spotted an enemy HAB? Undig the HAB until only the metal stakes are sticking out of the ground. Not removing the stakes ensures the structure is still there, meaning the enemy cannot place a second HAB without rebuilding the HAB, or destroying their FOB. Driving a Stryker? Turn off the engine. This baby can coast, silently for a long time. At the end of the day, you may read this and still not want to squad lead. That's cool. Some people just don't like squad leading. I know some of this information is probably old to most, but I wanted to give some insight and some of the things I like to do as a squad lead. Have fun with all the new Steam friend invites. Happy Squad Leading! Add Me On Steam
  16. So you have that one supernova fast SSD full of your nsfw pics and no space left for your games? Well, i will tell you how to fit some games on top of it, or you can have even more of those pics...that's your drive after all. Here is some documentation. LET"S BEGIN Method 1 (Windows 10 only) STEP 1 Go to the link below and download CompactGUI.exe. If your are that "Omg, hell no, you gonna blow up my PC with this stuff" guy, you can check source code or go to Method 2. https://github.com/ImminentFate/CompactGUI/releases STEP 2 Run the file as Admin and prepeare to shat your pants. STEP 3 Select the folder you want to compress, we are here for Squad, but you can compress that nsfw folder you hiding in system32 too. Choose the compression algorithm (16K for best effect) and press Compress folder. NOW PREPARE FOR TAKE OFF, TOO LATE WE ARE ALREADY QUANTUM SHATTING THROUGH MATTER. STEP 4 Tell stories to your kids about the mighty Art, you can spare the part about your folder in system32, srsly, don't tell that part. We are done here. Method 2 (Windows 7, 8 and 10) Unless you are not on Windows 10, method 1 saves a lot more space, so i really have no idea why you choosing this one. Do dis: And we are done here. Some more examples of method 1 Even more examples here: https://github.com/ImminentFate/CompactGUI/wiki/Compression-Results:-Games FAQ:
  17. Hola Gents, So squad is an intense game that requires a bunch of teamwork to accomplish goals. One thing that can surely be improved on constantly is your teams' ability to communicate with each other. I wrote this guide in reference to Arma 3 but It applies to any FPS game in the market. I hope you enjoy the information and that you can apply it into your team's dynamics. There are several other guides as well. Feedback is appreciated! TwistedXvs
  18. Scout guide 101

    Little guide of using the SCOUT role.
  19. Hey folks, I've been around for a while, but mostly just ghosting around, checking the forums but not participating. I've looked for some squad lead guides and found some incredible ones. They all range from super basic, to wonderfully complex. I wanted to create my own that's long and definitive, but also bite-sized and easy to digest. Here goes! https://medium.com/@SpinCrash/100-lessons-learned-as-a-squad-leader-474d7966e993 Please feel free to comment your own lessons learned here, and I'll be sure to add them! Thanks! -Spin
  20. Mortar Calculator

    Squad Mortar Calculator As promised here is an mortar calculator script. Use grid-referencing to input position of mortar and target to get elevation (Milliradians) and Azimuth (Angle in °). The link provided works on your smartphone as well. Please provide feedback and ideas for further improvement. Web-Version Python-Version Features: Calculate Azimuth, Elevation and Distance based on mortar and target position. Infinite sub-setting like A1K7K7K8K9 for cruise-missile precision Interpolation for elevation-steps Description: Refer to grids like this: C2-KP5-7 = C2K5K7 A1-KP5-5 = A1K5 or A1K5K5 D12-KP3-9 = D12K3K9 1. Input Mortar-Position 2. Input Target-Position 3. Dial "Elevation" and "Azimuth" into mortar interface 4. Enjoy! Visual Guide: Changelog: Credits: XXPX1, loff Other versions: By XXPX1 By bravo2zero By loff You can find a version for the insurgent artillery here:
  21. Hey lads, As the title suggests, I'm just writing a few hints and tips for people new to the game and even reminders for those who have played for a bit. First thing's first - this is the link for the Squad Wiki Here. Make this your first port of call if you have any questions, as this page may answer them. There is a link here for beginners that has some short video's on the very basics. If you want to watch some top clans verse each other every week - check out Community Clan Fight Night - CCFN. Disclaimer* Obviously, there are times where these aren't the letter of the law. They're only here as a guide. And for the forums in general, for the love of god use the search function! If you have the time, I highly recommend going to the Squad League YouTube channel and watching some of the clans vs. each other - Apart from being highly entertaining, you might even learn something. General: Try to at least be semi-mature when playing. If you know the guys though, by all mean get loose. You don't wanna be the 1 scaring the new players away. On that note, if you're new or unsure please ask. Most mature players would be more than happy to help! Don't just shoot at anything in the distance. If they're out of range they are just that. If you shoot for the sake of it, your beautifully orchestrated flank has just been ruined by 1 click of the mouse. If you are maneuvering as a squad trying to flank, and are outside of the 'Danger Zone', if you spot an enemy, ask your SL if you're able to fire before ruining that perfect flank. Don't look in the same direction as everybody else. Keep your head on a swivel and try to anticipate what the enemy is doing. Please for the love of god, 'column of blob' is not a tactical formation and only increases the chance of multiple casualties. Spread out a little and don't congregate in small groups. A good player will take you apart if you're together. When you're defending a point, try to keep at least a 10-20m spacing. HE weapons are very effective, as per the MG's. Try to play slower and smarter - Rushing something might just get you killed. *NOTE: I'm not saying try to emulate real life in this video game. It may look and sound good on paper, but this is just a game, so play it as a game, not as a simulator. You're not worrying about actually taking one in the face or stepping on an IED, so move a little faster when it's tactically sound. Play to your factions strength and try to pull the opposing team out of theirs. Some players believe the INS team is hard done by, but that's just because those idiots try to out-distance ACOGs with iron-sights. Close the gap dummy. The definition of insanity is doing the same thing over and over and expecting a different result. If your plan isn't working, change it. This whole game isn't about a KDR, it's about playing the objective but playing smart. BUT, having a good KDR AND a good squad score will definitely help your team out. DON'T bunch up! When you're running around the map trying to locate the enemy, try to manage your stamina so you have half a bar minimum at all times. You never know when you'll need to do a quick sprint. If you're close to the enemy or you think you are, take a breather and regain your stamina before advancing to contact. Same with crossing open ground, hold off in cover or concealment and then sprint across. Reload when you get the chance. Don't go into battle with only a few rounds in the mag. No bang bang makes for a lot of black screens. If you're injured, put a bandage on yourself. Just whip that FAD out and hold the RMB. Save your poor medics some time and their all important FAD's! If you see someone go down and the area is safe, put a bandage on your fallen comrade. They still need one even if you can't see it! Tell your medic that he has been bandaged and reap the benefits and praise from your 2 battle buddies. Constantly hit "M" and check the map, you will want to know who is around you and where. When you're close to an objective, GET INSIDE THE CAP ZONE!! I can't stress this enough. Sheer numbers change the battle to your favor. Clear and concise target indications. For example: "2 enemy bearing 245 at 200m", or "Reference 2 story swiss cheese building, eastern edge, 1 enemy", or even "contact front, danger close/contact front 100m". When building/destroying emplacements, don't everyone whip out your shovels. Try to have a max of 2 shoveling while the others pull security. DON'T bunch up! MINES work both ways. It goes boom on friendly vehicles too. On that, If you're a scout kit, get those mines out on choke points AWAY from friendly forces. Squad Leaders: You have the most important role in the game, and a single good SL can change the outcome of the match. If you maintain a spawn location for your squad (rallies) and for your team (FOB's with HAB), you're already better than 50% of the SL's out there. 1x FOB per map is nowhere near enough. Multiple spawn locations gives your team more options to attack the enemy. There is already a thread Leadership Behaviour. Try to emulate some of the better Squad leaders. You can find a thread on a few Squad Leader Recommendation. What makes a good squad leader is here. FOB placement. All you really need to know for now is FOB placement basics. To assign a vehicle it's much quicker and easier for the SL to right click and approve the vehicles on the map - hit enter to bring up the map/command view. Try to put the bunkers where the gunner is somewhat protected - no point having a pretty decoration because the hapless gunner keeps getting sniped. FOB's now need to have a HAB built for friendlies to spawn, they cost 500 build points and are BIG - think about this before placing them down. Possibly it might be beneficial to NOT build HAB's on some of the first FOB's on larger maps so they can stay hidden as backups? Medics: Triage - if there are multiple casualties, bandage guys and heal em so they are up and then over local get them to "find cover" and heal them in a safer location. DO NOT bunch up and heal the same guy if there are enemy around or it's in the open - I can not stress this enough. Yes, points are cool, but losing both medics due to greed is not. Remember you're a support player, try to hold a little back and keep your men up. Same with a FOB location, you should be shoveling while the other "fighters" fight. Once you've finished healing someone make sure you re-equip your bandage before moving on. You don't wanna be hit bad while having your med pouch out. Chances are you'll bleed out! LAT/HAT/RPG: BBDA - Back Blast Danger Area!!! This doesn't mean say "back blast" and then shoot - actually check or give some warning you're about to fire so people have time to actually get out of the way. Pre-equip the correct warhead before going into battle. If you can get away with it, try not to shoot that thing in the middle of a group of your friendly troops. It makes a big bang at the far end but also gives away your position with the back blast. If you're going to fire it, relocate every time. The HAT kit should be spending his whole game focused on vehicles. Vehicles: It takes 2 people minimum to claim a vehicle, and a SL can't approve unless he is in an active SL role (spawned in and playing). At the start of the round, follow your squad leader around the vehicles and for the first minute, just be quiet and listen to what he wants and jump into what you need. Might is right, don't try to attack a BTR with a HMMWV (Humvee) unless you know what you're doing. Now that more and more, larger caliber weapons are being introduced, and now that enemy vehicles have more firepower, possibly it's not the best idea to go rushing head-on into a heavily defended area with a vehicle - the armor on vehicles can only protect the occupants from SAF (Small Arms Fire) for so long, add on top the ticket loss for losing the vehicle and it quickly makes sense as to why this isn't a good tactic anymore. But all that aside, you're here to enjoy your time and so is everyone else. Keep that in mind - it's the most important pointer out there!
  22. Latest Old Hello and welcome to a new video I put together for Squad. It will help new players who are coming into Squad fresh, and even help some of us who have been around since the start of the Squad kickstarter with a few hints and tips. I have tried to keep the information straight forward and helpful, some of the deep mechanics of the game I will do in another video, but for now this video will give you the fundamentals to get in game and know what's happening. The game can be overly complicated for new players, and as we push forward with vehicles and emplacements, getting the core fundamentals and game play basics with infantry will stead you over nicely. If you enjoy this video and found it helpful, let me know and give me your feedback, suggestions for future videos I may make. Thanks for watching. See you on the battlefield. Para.
  23. Guide Series for new players!

  24. Good morning Squadmates, It's time for me to present to you the Cheesy Tactical Guide for SQUAD - 2nd Edition. If you're unfamiliar with the Cheesy Tactical Guide, you can check this link for the first version The Cheesy Tactical Guide is my approach to SQUAD. It is an exposition of the procedures, techniques, strategies, and tactics that I employ to make my experience of SQUAD the best that it can be--for myself and for my team. And, as if I am quoting the past to myself, this Guide only includes approximately a third of the content that I initially set out to cover. Literally. This is Chapter One of what I intend to be a three-part series. Those of you familiar with the first edition of the Guide will note that the Chapters on Basic Leadership and the Formula for Success (the infamous ***-Section) are absent. Indeed. I haven't completed them yet. They should have been completed a few months ago. But, rest assured, they are on the way. The Guide, as I mentioned last time, is absolutely a labour of love. Hopefully you guys enjoy it as much as I enjoyed the whisky required for creating it! Happy reading and happy hunting. See you on the field! @YoMma @Usgu @unfrail @Nightstalker21 Cheers, Cheese.
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