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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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      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
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      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
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  1. Hello, comrades ! I know, that R-DEVs have too many works and I am sure, that R-DEVs have plans about AP-rifleman class (like a PR class). In this topic, I suggest to discuss realisation AP-rifleman kit for both conventional and unconventional factions and write my vision of AP-mines in SQUAD . Firstly, I note, there is Ottawa Treaty ("anti-AP-mines") , but many counties in "Ottawa" save AP-mine storage, moreover, some big countries don`t join to "Ottawa" (RF, USA, China, India, Pakistan, Iran, Egypt, Lybia, Syria...) Also it is important , that AP-mine is very simple construction and using, so the renewal of production can be fast, if it is necessary for armed conflict. There are three common types of AP-mine: 1) "press activation" , step foot directly on mine for blow up, hit only one person, very lightweight (<0,5 kg). 2) "tripwire" , touch wire near mine for blow up (basically, "tripwire-mines are bouncing-mine) , can hit several persons around, heavyweight (~2-5 kg). 3) "guided" , remote-operated by watcher which command blow up from cover (also can be "tripwire"), can hit sevearal persons in sector , enough lightweight (~1,5-2 kg). I) Unconventional factions (Militia, Taliban and for future Iraq, Syria, Africa, Gaza, Lebanon insurgents). AP-rifleman is a squad-limited kit (like a G3 kit / AKS-74 with optics / LAT kit ... ) , becouse AP-mine is essential part of ambushs - common tactics of unconventional faction. - "Press" mines: PMN-1 (weight=0,55 kg, minimum 3 min for "save-to-armed" mode after planting), PMN-2 (weight=0,4 kg, minimum 0,5 min for "save-to-armed" mode after planting) , it is VERY simple and wedespread mines, exported and copies produced in many coutries. - "Tripwire" mines: POMZ-2 (weight=2,3 kg, radius of guaranteed lethal~7 m, wire lenght=max 4 m, minimum 3 min for "save-to-armed" mode after planting) , POMZ-2M (weight=1,77 kg, radius of guaranteed lethal~6 m, wire lenght=max 4 m, minimum 3 min for "save-to-armed" mode after planting) - it is VERY simple and wedespread mine, copies (especially Yugoslavian) produced in many coutries , OZM-3 (bouncing, weight=3 kg, radius of guaranteed lethal~10 m, wire lenght=max 5 m, minimum 3 min for "save-to-armed" mode after planting) , OZM-4 (bouncing, weight=3 kg, radius of guaranteed lethal~14 m, wire lenght=max 10 m, minimum 3 min for "save-to-armed" mode after planting) . ... there are similar copies of OZM-3,4 AP-mines. - "Guided" mines: MON-50 (weight=2 kg, radius of guaranteed lethal~30 m, frag-sector=54 deg, minimum 50 sec for "save-to-armed" mode after planting). Note: can be "tripware" - wire lenght=40-65 m. II) Conventional factions AP-rifleman is a team-limited kit (like a HAT kit ... ) , 2 kits per full team , becouse ambushs is a not common tactics of conv. factions in SQUAD, mainly AP-mine should use for defence key-positions . a) RF - "Press" mines: PMN-3 (weight=0,6 kg, minimum 7 min for "save-to-armed" mode after planting, self-destruction after min 12 hours) , very rarely mine , because has simple electronics inside , PMN-4 (weight=0,3 kg, minimum 1 min for "save-to-armed" mode after planting) . - "Tripwire" mines: OZM-72 (bouncing, weight=5 kg, radius of guaranteed lethal=minimum 25 m, wire lenght=max 30 m, minimum 3 min for "save-to-armed" mode after planting) . - "Guided" mines: MON-50 (weight=2 kg, radius of guaranteed lethal~30 m, frag-sector=54 deg, minimum 50 sec for "save-to-armed" mode after planting). Note: can be "tripware". b) USA (for other future NATO-factions can be use US or self-produced mines) - "Press" mines: M14 (weight=0,1 kg, without timing "save-to-armed" mode after planting) , widespread mine, many copies and produced in many countries. - "Tripwire" mines: M16/M16A1/M16A2 (bouncing, weight=3,74 kg (A2=2,84 kg), radius of guaranteed lethal~20 m, wire lenght=max 10 m (in one side), without timing "save-to-armed" mode after planting ), also has "press" activation. - "Guided" mines: M18A1 "Claymore" (weight=1,59 kg, radius of guaranteed lethal~30 m, frag-sector~60 deg, without timing "save-to-armed" mode after planting). Note: can be "tripware". "Tripware" method for "Guided" mines (MOH-50/M18A1): It is necessary to discuss: - How much AP-mines and types of AP-mines can carry AP-riflemans (unconv./conv.) ? - How much the number of active AP-mines per one AP-rifleman? 5? 10? Various for different type? - Maybe be able to mix different types of AP-mines for one kit ? - Maybe std/alt AP-kits (like PR) for AP-riflemans with different types of mine? III) AT-mines for conventional factions Combat engineer (sapper) is a team-limited kit (like a HAT kit ... ) , 2 kits per full team , becouse ambushs is a not common tactics of conv. factions in SQUAD, mainly AT-mine should use for defence key-routes. RF : TM-62, US : M15 or M19, GB : Mk.7, GE : DM21. Only 1 mine would be to carry by sapper, becouse AT-mine is heavyweight (9-13 kg) , after planting AT-mine sapper need ammo-crate for reloading. Also sapper should to carry some (~5 items) lightweight (~200 g) distance explosives for blow up enemy (or friendly, if it is necessary) AP-mines or AT-mines. P.S. All names of mines in this post is canonical, so you can to find them in Wikipedia, for example. But I was guided by russian-language sapper-database, which contents many descriptions of many mines - http://saper.isnet.ru/index-mines.html
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