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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
Cardboard posted a topic in Software SupportSince V11 I've had the bottom right part of the HUD disappear. I think it's due to resolutions like 1920x1200 (link to reddit thread). Sometimes it only disappears in vehicle mode, sometimes it's both vehicle mode and infantry mode. In vehicles, sometimes the compass will also disappear. A fix for me is to change the resolution in-game to 1920x1080, then change back to 1920x1200. Sometimes I need to do this every time I respawn, sometimes I don't have to mess with it all game.
OXOTHNK posted a topic in Feedback & SuggestionsThere are several annoying bugs that still have not been fixed: 1. Static SPG's Lod bug. When you hop in the static SPG, you can see a grey LOD that interferes with the aim. 2. SPG's scope bug. When you are stopping aiming by SPG scope then this scope's net does not disappears and you need to rejoin to a server or find another SPG to aim and hope that bug disappears. 3. Rocket techi bug. After V11 it is impossible to use Rocket Techi at all. When you are trying to shoot there are only visual effects of shooting but no rockets. I dont know why after 2 months of V11 those bugs still have not been fixed, is there some really big problem with the code or just nobody cares? 4. After V11 the server ping is increased. 40 mbps Internet from UK and I have best case 100-120 on UK servers. 140-180 German servers, 250-350 North American servers.Does anybody know what is wrong? It had happened after V11, It was 50% lower before V11.
Really cool v11! Great job. I like the long range fighting. The Browning 50 cal is actually usefull. Before it was just on of the best ways to get yourself killed without doing any good at all. Honestly, it was the most useless weapon in the game. Expensive too. Now they are superuseful. Makes me thinking about the movie Restrepo, where they are sitt up on a hill in Afghanistan shooting down. Second thing I really like is the tracer ricochet visual effects! This is something you never see in the movies, but I saw in real life while gunning away with an mg with tracers. Looks kindof funny when the bullets keep bouncing away. I though it was the light part of the bullet coming off when hitting a stone or something, but I suppose it is the actual bullet bouncing. Anyway, this is super-realistic! Great work! Sounds look nice too. Still some complains though. Why greenish tints in tank optics? It's not realistic. Also dirt on rifleman scope, also not realistic -wouldn't you clean it away immediately? Just silly ways of balancing that I dislike. Otherwise great work!
Description: Sometimes I cannot see my mags for any weapon nor vehicles. Steps to reproduce: Unknown Occurrence: Random, sometimes i see them and sometimes I don't. I think it may dispensary in between map changes. Since V11 Specs: OS: Win 10 64bit GPU: ASUS ROG STRIX GeForce GTX 1080 Ti RAM: Corsair Vengeance LPX Black 16GB (2x8GB) CPU: Intel Core i7-7700K Actions taken to fix: 1. updated to the latest graphics drivers 2. cleared game cache 3. tried changing resolution Observe the lower right corner
With the new armor and stuff the regulars are way better now, its very hard for INS or militia and even more so because holy shit the 1p29 or whatever is so ****ing hard to aim. Like this isnt a increase amount of tickets and be done with. I mean like we need every single INS to have IEDs and maybe make respawn time for militia shorter, because the way militia and INS are suppose to win is speed. Thats how they win irl too. Guerrilla warfare is basically warfare that focuses on speed. Weight system for militia and INS making them faster but less stamina as they have less gear but are less trained. I think militia and INS has to be realistic just like the USGBRUS are getting realistic All my jibberish in one place Make INS have more IEDs Make respawn for militia and maybe INS shorter overall Make militia and INS faster in cost of stamina
Personally I think the crewman should be changed to only have a knife, sidearm, bandage and binos. I will break down my reasoning for each part of the kit and why I believe it should or should not be part of their kit: Knife - Everyone should have it, it's not really effective but allows someone to technically continue fighting without ammo, at a highly reduced effectiveness. Bandage - Every soldier should be able to stabilize them self until a medic arrives. Binos - This allows the crewman to exit the vehicle and spot enemy infantry/vehicle targets for the gunner. I would only use this if very far away from the targets and hopefully in the future the diver can simply open their hatch to peek their head out and use their binos without exiting the vehicle. Until then, this is a good substitute. Sidearm - Along the lines of the knife, every soldier should be able to defend themselves. A simple handgun allows them to do so, but not so effectively that they can really participate in an infantry squad as infantry. They could kill someone who pushes their location, but they would really want to switch kits if they cannot use their vehicle any longer. Rifle - Crewman do not need this. A rifle makes them too effective and similar to a rifleman kit. If they exit a vehicle, they are essentially just as combat effective as a rifleman, which can make them too likely to abandon a vehicle and continue on as a crewman. Their kits are basically identical, only missing the barbed wire and sandbags I have yet to see people use. A kit used by infantry should have an advantage over the crewman in infantry combat. Grenades - This is similar to the rifle, they just don't need it for their role as a vehicle driver/gunner. Shovel - Crewman should not be building things, they should be focused on their vehicle. VRS's should be created by the infantry squads at the fob. My reasoning for these changes is to lock crewman into a vehicle driver/gunner role, and make them not want to get out of the vehicle. If they do get out of their vehicle, they should be a severely reduced combat effectiveness and want to change kits ASAP. If crewman had less equipment, they would be more likely to "go down with the ship" or drop the vehicle off at main or a fob, so they could change kits. Abandoning vehicles at these places is totally OK in my mind as they are places they can be repaired and other people can spawn there and use them.
How come this weapon is a part of the squad marksman class. To my knowledge GB is the only faction with a squad marksman and the LSW is a light support weapon. Mainly a AR. Why couldnt they just give players 2 options for squad AR? I thought it was a glitch in testing but im reading the release log and it seems like its intensional