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Guide to squadplay + guide to squadleading

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  • Guide to squadplay + guide to squadleading

    Guide made by my fellow clanmate -[MG]- Higgum, very nice guide that shows the basics of squadplay.

    enjoy.

    1) Listen to the SL:

    First and most important, listen to your SL and do exactly as they say, there is typically a long warm up time so don't be afraid to ask questions, but once the round starts you should know exactly what to do to begin with, and should not start questioning the SL when "in the field" so to speak, just do as they say.

    2) Use VOIP correctly:

    Don't talk bollocks, don't curse or moan down the microphone (Vazrav), it's distracting and the rest of the squad could miss other important information, if you need to swear, don't push the button, be straight to the point when you communicate.

    Try to make sure your mike is set correctly, ask if you're too quiet to hear, or so loud that the rest of the squad **** themselves whenever you speak (Ezo).

    3) Revive correctly:

    If someone is down, check it's clear, if another squad member is going for the revive, cover them, don't run in with them or you might both end up dead from a few rockets.

    Make sure there isin't a whole enemy squad around the body, the revive will likely be pointless, as you will both end up dead, and you will cost your team an extra ticket. However if it's your SL who is down, it can be understandable, as the rest of the squad can spawn in, or (in the case of robbie) he can bunnyhop away.

    Courtesy of bob - if one or two SM's have just been taken out with rockets, wait until he reloads before you move and revive, always likely there are more on the way, alternatively you can fire rockets back, but this may give away your position to more enemies. Also, be aware that a greanade may be thrown at the critically wounded body to kill anyone going for the revive.

    Addition to reviving courtesy of Blockowitsch:

    If you're not a medic and need to revive someone (very important on the SL), take the kit (with 'G') from the dead soldier and revive him with his kit. It's better to be revived and run away with a currently useless engineer kit then dying and loosing the ticket, or even worse: Loosing the SL which is the mobile spawn point for the squad.

    If someone revives you, stand up and run for your life. Look for a good point to hide, check your ammo and wether your gun is on semi or full-auto. It makes no sense to be revided and killed again. Also, try to not open the squad or map view while there is a chance that someone revives you. The time needed to close the windows again may cost your life and the life of others.


    4) Stay dispersed:

    Don't stay too close to your SL, or the rest of the squad, you want to be within reviving distance, without risking being took out by the same rocket or nade.

    If you're on a flag, try and cover a seperate direction to everyone else, and put something solid between you and the guy next to you.

    5) The wonders of flanking:

    Quite basic but sometimes underused, if you see one or two of your SM's go the left of a building, you should take the right, reduces the risk and you can catch the enemy off guard.

    6) Know when to fall back:

    You can't break through every time without fail, and in some maps certain positions are difficult to attack and/or defend, you will never lose as long as you know when you can win, e.g. if you've just lost half of your squad fall back and wait for them to respawn or try another avenue of attack, or just go around and take another flag, you will lose less tickets.

    7) Courtesy of Bob - Spotting the enemy:

    Make use of your UAV and radar in the top right of your screen, not only does it reveal enemy locations but you can often see where friendlies are, and if they need a revive, and if it's worth the revive, e.g if there are several members down it's likely there are several enemies there, or you can simply see how far away they are and if it's worth it.

    Furthermore, you should always try to "spot" the enemy, if you see you are outnumbered, it is often more valuable to simply spot the enemy and wait for the right moment, as you typically won't have a commander in a clan match, spotting the enemy using, that radio thing, does help quite a lot, as there aren't any UAV's.
    ================================================== ==================

    And another guide, to squadleaders, also made by Higgum, enjoy.

    ================================================== =================
    1) Talk - as much as you ****in want. You are the SL. You have the power. You are one of the few people on the server who has the right to talk bollocks. You should always let your squad know what you want them to do. Tell them whether or not to attack or defend whichever flag, or whether to just follow you. Let them know what kits to use, to spawn on you or a flag, or not to spawn.

    You don't really need to talk to the commander. He has a sat track and a UAV, he is the all-seeing omniscient eye in the sky.

    2) Markers - They help. Putting attack and defend markers down can reinforce what you told the squad to do over VOIP. If there is no marker, they may forget what you asked them to do, or may think you have since asked them to do something else.

    Don't be afraid of move markers either, just explain them to your squad, e.g. follow me to the marker, we'll flank and attack from there. Simple.

    3) Know the terrain - Can only come with experience but you don't have to have played 1000 hours to figure out where the best defensive positions are, and where the best routes of attack lie.

    So now for an example: Let's say you've just capped EU base on Camp G, the Building is easy to defend as it has elevated positions and plenty of cover. Unlike Ruins which has exposed spawn points, and is overlooked by catwalks and other elevated positions from which you can be rocket/nade spammed. It's never a good idea to defend ruins.

    Now let's say you're attacking Central Camp. If there are a lot of enemies around the camp, your best bet would be to rush onto the flag straight over from the cat walks. However, if there was one enemy squad, defending the camp, sitting up top, you would have more success if you and you're squad shot them from underneath before advancing up the stairs. The bullet penetration is better from bottom to top, than top to bottom. Furthermore, it is confusing, will take them a few seconds to realise where the **** they're being hit from.

    4) When to attack/defend/get the **** out of here - Obviously if there is a swarm of communists dressed in black space suits coming toward you, and you're stuck at somewhere like ruins, it's probably best to execute the manoeuvre commonly known as "let's get the **** out of here", and run to either EU Base or Central camp in a disorderly and panicked fashion, depending on which one your team controls. If you control neither, well...you're ****ed.

    It's better to lose a flag like ruins, than to lose it along with 6 tickets. You could be of far more use sitting in central camp or EU base, holding them off until friendlies can arrive. Or distracting them by sitting in "Robbie's" house.

    Attacking follows the same principles. If you're heavily outnumbered, you shouldn't usually bother. However if you look at which direction most of the enemy defenders are looking toward, using the UAV, you can succeed. Let's say you're attacking Central Camp from Toll station. If half the enemy team is sitting in the building looking toward Toll, it's probably best to leave it. However if they're facing Ruins, and some of them are drifting, trying to attack over the Catwalks, you can get in behind them and take the flag nice and quickly.

    4) Otus or Beacon - I take neither. Beacons disperse the squad and discourage reviving. Your squad will lose discipline. It's also a lot faster for the squad to spawn in on you than on a beacon. Otus drones tell every ****shaft with rockets to aim for you. Plus the diamonds lag a bit.

    I sometimes use the otus when defending, initially, to detect any camoflauged snipers trying to slip through. However once the enemy have capped a flag behind the "front lines", I get rid of it.

    The only use for beacons comes in when you find most of your squad dead, and you are about to (or think you are about to) die.

    Gun drones are for fags.

    5) Respect the authoritaaaaaaa - kick any disobdient little bastard who isin't doing as you say, but in the interests of democracy, political correctness, squadplay, fairness and all of those shananigans, give them a few warnings first.

    If you like our style of play, feel free to visitour website, to join/challenge us.

    Gouwd:salute:

  • #2
    Re: Guide to squadplay + guide to squadleading

    Nice guide, but its all pretty obvious, I think

    Its a pet peeve of mine when someone plays as a SL and doesn't actually lead, or kick players when they become more of a hindrance than a help.

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    • #3
      Re: Guide to squadplay + guide to squadleading

      -don't use the voIP too much. It uses up some of your bandwidth and can lag you or your teammates if there is too much chattering going on.

      -this might seem abit silly, but practice calling out enemies in a clear, simple and informative way. For example, its more informative and less confusing to say "Enemy! On cubicle, 2nd level!" rather than "There's some dude shooting from up over there"

      -Squad leader beacon is quite useful when use correctly. But you have to disipline yourself to go back and collect it once you are done with it rather than quickly charge off to the next objective.

      -Think about your squad size and the responsibilities that come along with it. The larger your squad, the greater portion of manpower you are in charge of in your team. So you should be getting your squad into areas that are heavily contested. If you want to be a small squad tasked with defending a moderately contested silo or flag, then lock your squad to prevent yourself from drawing from too much manpower from the player pool

      -Vehicle and infantry squadplay can work very well or work very poorly if not done right. But one of the most common mistake squads make is that the vehicle tends to speed off while the infantry lag behind. But with vehicles in mind, its good to have someone being responsible for transportation. Having an APC or Air Transport as your squads' personal taxi is much better than being forced to divide up the squad because there is not enough room in the FAV that just spawned in

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