Do you think the ICO does a good job of making real-world tactics relevant in-game? What are the best ways to use kits like the machinegunner and marksman?
@@dronus Moving slower is fine, moving together in tight groups is wrong ICO or not. That's where people keep having issues, as for lonewolfing, it doesn't matter, most lonewolfs are completely useless to the overall team effort
@NotJustAnotherAverageJoe I'm not that type of lone wolf, I get more kills and give more Intel than most players. I'm a lonewolf on recon 🙌🏾. You check my stats to verify 😆
Yes. Marksmen IMO are most powerful (even before the ICO) playing near but offset from the squad. Having a good idea of what the SL is doing and where he's going is critical, so you can stay offset but not end up too far out of position when you're needed. As for MGs, split on the flanks. Always. From front to back in a formation, somewhere between the middle and the rear. That gives you the best chance to push out farther to the flanks and establish crossing fields of fire.
Squad was originally intended to be a realistic tactical shooter and it started getting played more as a reactive shooter, ICO is just the devs getting a better grip on their game and aiming the game back in the direction of a realistic tactical shooter.
The ICO in this game does not reflect realism. Have you ever been to a shooting range and shot with a real gun? ? what's in the game now is nothing like it, it's not even remotely close to realism. Run 2 meters and you can't shoot at the center of the target - funny solution. When aiming with an optical sight, it does not blur the entire surroundings, but in squad it does. This has nothing to do with realism. At the moment, Arma 3 is the closest to realism; squad is now a simulator. . . from the moment the game was presented, the squad may not have been perfect, but the game was balanced. Now the gameplay is focused on campaigns in bushes and buildings. They ruined the game
@@mateuszqqq4316 I don't think it is meant to be "realistic" as a 1 to 1 comparison, but a way to punish unrealistic behavior by the players. Combat is much slower now, which is more realistic. You can't make the player fear for their life, but you can punish risky behavior.
@@mateuszqqq4316 The ICO is being misinterpreted as a realism solution and it's not, also let's not forget this is a game you need to keep it playable, the ICO makes squad more team focused instead of run and gun like it used to be, that's why people say PR is more realistic than Squad, it's because of the teamwork.
@@mateuszqqq4316 "Have you ever been to a shooting range" this isnt "Shooting Range: The Game" this argument is stupid and I'm tired of hearing it. lets see your shooting range skills while you have 155mm going off around you
With what little I've managed to do with it, whether having an IFV/APC in my squad or working with another squad it works fantastically. Using the suppression from a machine gun or some rifleman, and then something like the BMP-2 engaging at well? It makes pushes so much more satisfying
Yeah I had a great game the other day, both teams were well organised except our team had the combined arms organisation with a couple T72's as well as a good mortar squad supporting with indirect fire, was so much fun. Tanks supported by infantry and mortars is indeed a beautiful thing. When we assaulted the village objs the mortars would smoke and the CQB house to house fighting was so intense. T72s on the flanks firing into houses with HE.. Crazy fun, the suppression is real for both teams when tanks are firing HE into towns lol!
@@HaebyungDancetbh, I'm too concerned about AT kit... I've been speaking to some dudes that currently fight on Ukrainian side and they say that the game became... Crippled, but still a bit more realistic. If you have any previous combat experience, then you know that your hands don't shake the way it's represented in squad during the fight, because you're already "suited" to this sort of life. Moreover, your brain understands that there is only one way to survive in close combat: find yourself a position and you kill, kill, kill and kill - nothing will help you except your own rifle, grenades and maybe friendly soldiers if they're not already dead. Even the God won't help you
@@NuclearVgin in game wise , to simulate real life ATGMs ambushing armors , the difficulty of aquiring targets should be left the same , but the damage should be buffed , a tandem should be able to cripple armor with one shoot or even kill it in some cases
I and a few of us I play with are Ex British Squaddies...no joke, this update naturally made us start using fire maneuver etc without thinking...before we were just sprinting and hoping we got a kill quickly. ICO is absolutely the way forward (bugs, performance and future tweaks aside).
Basically, the people who played the game how it wasn't meant to be played are getting punished. While the rest are having the best games of their life in squad.
@@ComaradComisar lol I always HATED the Marksman and Snipers... till I'd flank after getting taken out by them and creep up behind and 1-tap or knife them.
@@whathappenedtoearth6495 i find it hilarious that you think people who actually change there playstyle to fit the rework and actually have fun with it are misinformation spreader but please keep crying.
All of these points remind me of back when I did my time in the army where I live. It was only a 4-month period, but they taught us a lot about small-unit tactics like how to move under fire, do covering fire, advance as fireteams and so forth. It's nice to see squad now put more emphasis on gameplay that promotes these kind of real-world infantry tactics where you have to work together to achieve your goal so your not just another "COD player, but in a squad".
True, from what I've seen on reddit, a lot of people were mad that Squad isn't just larger-scale Battlefield anymore. These new game mechanics promote what I feel like Squad was always marketed as: a realistic-leaning game with great importance of teamwork.
@@weeman9869 i dont know about OP but in Denmark we have 4 months of boot camp, then 8 months of "infantry school" before you've become a "private" or 10 months as sergeant.
@@weeman9869 Danish army. They had just downgraded from 8 months stints to 4 month stints. Lets just say that back then, Denmark didn't consider military service to be all that important. :P
I have finally found a person that from my view doesn't just complain how they can no longer kill an entire squad by themself and that "skill" is not existent...Good job man, you have basically explained squad's infantry gameplay and objective that a lot of people refuse to understand.
It feels like you were reciting a well-memorized infantry tactics handbook and then applying it to Squad. And you used proper vocabulary for everything! Very good video!
This is one of the best 'theory and application' videos ive seen. You did an incredibly good job of breaking down concepts people may know of, but dont know how to implement, into a simple to understand format. Also your take on Squad being a strategy and tactics game, but in first person is *muah* chefs kiss. Its how ive been trying to describe it for people but couldnt find the words. You got a gift for this stuff. Keep with it.
Imo a really needed feature for this game is reactive/deforming grass that could be moved out of your view when you go prone. Its such a shame when one of the most commonly used and the most effective combat tactic irl is to go prone in a firefight out in the open. Only for it to be spoiled in game with grass clipping in your view and your scope making it near impossible to see what's ahead of you even though realistically you and your gun would've moved that grass out of your way for clear vision.
Nope. Ive done fire and move drills for 15 years. If you can see the enemy clearly in tall grass, then you shouldnt ne laying down there because it means they can see you. Usually when you hit the dirt, you go blind, and the enemy is blind to you. You use that mutual blindness to maneuver or wait for fire/assault element to get fire superiority on the enemy. Being in tall grass in the open is an absolute disadvantage, the enemy will dump rounds into the brush until you catch one in the face and you arent hitting anything. Just crawl and pray theres a berm or big rock or real cover.
@@madlarkin8 i meant more the grass that is right in ur face, if the grass ahead us abstractung your sight its fine, but like, grass that us rught up against ur sight or ur face that is clipping through your gun, should probably be removed
@@Orendiz i guess youre right, but ive never had this problem with short grass in the game (blocking sight). Only the talls reeds and brush which are supposed to obscure vision.
Yo idk if this can be the place to ask. But when I play airsoft, I lay down in grass and can't see shit cuz all the grass is in my face and blocking my sight, is there a fix 😭
thank you for putting in the time to talk about this and supporting the community! even though squad isn't a heavy milsim game, it's definitely a fun time when people communicate and use strategy i'll definitely be saving and sharing this video to people who are looking to have, in my opinion, a fun SQUAD experience
Thank you I really appreciate it! This was an experimental video and I'm very happy it paid off. Now it remains to figure out how often I'll do these types of discussion videos!
I have really enjoyed myself with this new update, some of the time. Now it's important for your team to communicate and work together effectively in order for it to be an enjoyable experience, which unfortunately can be quite rare. It's always going to be a problem when you are expected to be able to work together almost as "professionally" as soldiers with random people off the internet. When it happens it's a unique experience and i'm hoping as time goes on people get more accustomed to the changes and maybe less people without mics or unwilling to work as a squad.
I think there is only an issue with the time it takes to get an actual good shot, it feels like I'm playing as an untrainned soldier besides that the update is good and definitely makes me feel like this is what Squad was suposed to be in the first place. Also, most people don't know how to use actual strats from irl, I did some time in the army and did learn quite a few like how to properly push on an enemy position with supression using two fireteams, usage of grenades and what not, how to advance with proper spacing and things like that, but being realistic it's hard to put that into practice in the game when most guys don't know it or simply wanna play a COD like game. Squad is now even more teamplayed based and people need to understand that communication is key more than ever and how to actually use the assets. I would say it's a question of time for people to get used and actually have a blast, I personally always enjoyed more the game when people actually communicate and do proper attacks and defences, even if the match is a lost it's still fun.
Hell ya and I appreciate you doing such thing. It's definitely awesome to learn tactics from other people online, keep up the good work bud. @@HaebyungDance
Easiest fix I’ve found with my friends is straight out of the Battle Drills. First group suppresses with aimed shots. Not well aimed but accurate enough to bullet punch and suppress the contact the other group to the rear maneuvers. Once the SBF element can get steady shots they start to accurately drop targets but their first priority is to suppress. First semi accurate shots will hamper the enemy severely
@@definelogic4803 Oh ya I learned that in the army, 1 FT supresses, the other advances, once 1 FT is on top of the enemy, the other one directs far a bit to the side for no blue on blue. Obviously FT that's close uses grenades and what not. Only issue is people actually playing that way on Squad xD
Love the video brother! Fellow mArINe here, and my first game of ICO on v6 I led a squad after we were ambushed by an enemy squad held up in a small village. I instinctively set up an L-shaped counter-ambush and a base of fire and by god it worked better than anything I’ve done pre-ICO. Keep up the good content!
I feel the main point of the ICO was to slow down firefights and have squad sized elements be able to create fireteams according to the situation at hand and work out a way to counter the attack and defend themselves at the very least. We will have to see in these next few weeks just how the squad community adapts to these changes but so far I’m loving it personally. That’s not to say there aren’t any flaws wifh rhe ICO and it’s perfect in every way by no means but that’s the beauty of it being a game they have time to revise and tweak it to get it to that near perfect state (there will always be people unhappy in some capacity no matter what the devs do)
I started playing squad days ago. It was on my watchlist for a long time. I had no idea they basically reworked the infantry mechanic. When I joined a game I was blown away how much potential there is. If you have a very well coordinated group or even platoon with a capable commander you could use real military tactics. And I'm all here for it. Thank you for the video so that people will learn and apply those tactics.
How to assault : Get a MTLB or similar. Drive behind a bit of cover Smoke 💨 Supress them with ur Maschine gun turret and let the Infantry dismount. Now smoke again and keep the APC or IFV as a bit of cover and then roll forward and the Vehicle needs to suppress them all the time. Then toss a frag and Rush in. Works very well on Habs and other points that don’t have a lot of cover.
exactly, the amount of ammo that gets used in suppression now means that having a vehicle (especially one with a lot of ammo points like IFV) near by is CRUCIAL to keep momentum on an assault.
@@snotcycle also a MTLB doesn’t really hurt when it gets destroyed. A lot of IFV crews don’t really support attacks. They often just go hunt vehicles or go attack there own goals. But maybe I was just unlucky with some of the ppl I had on my team.
Rusty we use this tactic on invasion, and it works really well if friendly mortars "preps" the drop off zone with HE then smoke right before the MTLB gets there.
I would also point out that the different factions can use the same kit in very different ways. A really clear example of this is comparing the US army marksman vs the insurgent marksman. The US one is very immobile but in exchange has a bipod and a 6-10x scope and is thus significantly better at longer range point shooting, following the faction's lean towards more "traditional" fire and maneuver tactics. Meanwhile the insurgent marksman lacks a bipod and only has a 4x scope but in exchange is significantly more mobile, following the faction's lean towards ambush tactics. Remember that OWI is pushing Squad to be more asymmetric and that when applying your strategies you should do your best to consider your faction's specific strengths and weaknesses.
Amazing explanation of not only How to use the ICO to your advantage, but also an explanation of why some things in Squad like suppression blur may not be "real", but is a videogame effect to produce a similar result that would happen in reality.
Man this was so well-done. This is a really productive approach to all of the discourse, bravo. I honestly have been looking for a teamwork-based shooter with milsim components for a long time, and the ICO really scratches that itch for me. I understand people are upset by the dramatic change but frankly, there are other games that seem like they would fit better for those outraged....but precious few titles at all that fit the niche Squad has now. There is purpose behind these mechanics and the end result is way more social, tactical, and immersive. I'm sorry for those that are upset, but I am ecstatic on the new direction and how it all blends together. Really appreciate this video, and I hope people calm their tempers enough to digest it and move forward.
the only people upset by it are the wannabe competitive league kids and battlefield implants tbh with you, people who were here V12 and prior left because we got jebaited and pushed out by constant incessant whining by both camps constantly shitting up the game.
Honestly I think the update is great but if you really want the team based milsim you should try ARMA 3, it has all the features of ICO + an unfeasible amount of other realism tweaks that you can add or take away depending on your play style
@@ghillie_guys7808 The biggest hurdle right now is that ARMA3 is starting to show it's age. It's a 10 year old game, there's a lot of idiosyncrasies and holdovers that hamper the experience. And it still runs like a hog despite modern machines being more graphically powerful. There's no ARMA4 on the horizon yet and people are itching for something just as milsim intense but with modern optimizations and QoL improvements.
Great video, amazing for newcomers after 6.0 and the "veterans" who have focused on fps skills rather than teamwork. Can not blame them it was where the game was heading. I am very excited that OWI are trying to bring back the objective of teamwork and the fun you can have when not chasing kills on a leaaderboad. Best games I have had in squad I have barely gotten more than 5-10 kills. It is incredible how much fun you can have when just working together with different people from around the world.
I just have to comment to say you've done such a fantastic job communicating the concepts at play in ICO. This is a better example of effective instructional design than what I see in the education world, let alone for a video about a video game. Keep up the great work!
the ones who are review bombing and QQing loud in public places really seem to be missing the point of the whole update; adding realism to the combat overall and the tactics, not the shooting. Thank you for making something i can link them that explains the ideas. My group played a talil invasion last night as USA, we broke into 2 fire teams, with one of them being a fire support element of MGs, ARs, and a medic. We actually had a HUGE impact on the assault of multiple points by just supressing the living SHIT out of a point; allowing our other squads to assault across open desert. It was so cinematic, and FUN.
I just started playing the game again this week after at least a one year break. It felt different, in all positive ways. I love it. This explains a lot, thanks. :)
These guides are really well put together and have helped me a fair bit. The devs of both Squad & Squad 44 should include similar guides within the game itself.
I like how you touch on what suppression actually is. People are suppressed in a gunfight because they're going to get hit, not because someone is shooting near them. I played a few of the tests but not the current release. My favourite has been seeing videos of guys sprinting until contact and changing their stance and strafing WHILE having issues shooting accurately. The idea of slowing down is heresy to some. I enjoyed what I played and am looking forward to getting to play it on live.
Honestly, I felt like being back in boot camp.. But with more players playing like this, would make the game so much more emmersive! Nice guide, I hope every single squad player watches your video
Pretty good video! Good knowledge and good explanation of both in-game mechanics and irl comparison/theories. I spend a good bit of time in the 7th servers so I’m looking forward to it that much more now. See you out there!
I knew someone was going to make this video to teach players that you actually have to work together as SQUAD will maneuverer and firing elements! Good video my guy!!!!
now i wish my squad could understand the basic principles of suppression and cover, they just do a b-line into the enemy through an open field even though i said not to ;D it's crazy how many people lack common sense and cannot comprehend when to shoot and when to move.
I'm so glad this got implemented, it's lovely its more slow paced now, and doesn't feel like a Call of Duty run and gun operation. and thanks for making this video to illustrate how to actual use these tactics for the non-military peeps, especially the suppression, so important ! i've always been pulling my hair out when i tell someone to suppress a general area, and he respond "there are no one there" WELL, ARE YOU SURE?! I'M HEARING 7,62 coming from that tree line start f'ing shooting my dude haha, gets me every time 😅💀
Great addition for the Squad community and as an individual who has read various manuals for fun and has applied the tactics and attempted to lead in such a professional manner. Fantastic! I firmly believe this is a great start for anyone who wants to experience this sort of gaming simulation. Squad is certainly a team orientated game and I have experienced many who play as if it's the traditional person shooter. This is a game of teamwork, coordination and patience. If you are really wanting to dive deep into the game. Start by opting for a support role. I.e. Logi runs, medic, reserve push, shovel operator and posting as security. As the game evolves and after many more games. you will certainly have an idea of the flow of it. Also, let your Squad Leader know you are new and you're willing to learn the fundamentals. (you'll get the good and bad leaders but stay positive). I hope that all that read this and watches this video, keeps to the game!!! because as crazy as it does get, there is no revive in the real world
I’m not against ICO entirely. I love everything about it but the gunplay because if the gunplay were more realistic it would make the game more enjoyable and stay more true to the original design of squad being that it’s based on project reality.
Thank fuck for this guy. Now I don’t have to explain mechanics for 40 minutes and can just send them this video. As an 03, you took the words out of my mouth. Love it
I believe it is called "hot drop" because it gets really hot inside the vic before it blows up and everybody ragdolls out - and you cannot tell me otherwise. :D Mechanized infantry works really well, but hot drops might at least be a little more successful than a coin toss now.
Lovely video! One thing I’d like to add that you didn’t mention about the suppression is that bullets that fly close by will make your character flinch with every bullet. Additionally the heavier the suppression is either by amount / closeness of bullets or used caliber, your character will start shaking and sway more with the weapon making aiming much harder even if the blur has worn off or you still have good vision through a magnified scope (which ignore the blur effect) Thank you for the video! A lot of these thing I already did intuitively but this will help out my squad immensely!
Still watching the video but I can already tell it is well thought out and explains the very obvious benefits of this update. Its apparent that the individuals that are upset with the update were the crowd that did not adhere to actual combat strategy and were simply "running & gunning". Anything that rewards teamwork and strategy over ISO players is a win in my book. And leads to overall better gameplay and tactics. Looking forward to morw videos from you sir o7.
Amazing video, helped alot. It's true some people in squad dont understand supression. The few times i have played MG, people were saying "you're not even hitting anything" even though an enemy squad is actively shooting from that general position. Subbed and liked
Keep in mind in real life though, the M249 has the highest body count of any individual weapon system throughout the afghanistan war, so it's no slouch in the accuracy department and certainly not a 3-5 rd burst 20-50 moa gun off bipod like the latest squad update would have you believe. My problem with this update is they made aiming down your optic so bad that many guys are actually hip firing better at everything when closer than 50m, they need to adjust this somehow to encourage users to go back to primarily using their sights and optics.
I honestly grew to love the new gameplay after a few hours of intense gameplay. Fire and maneuver tactics work just like irl, very good. I want more update like this.
Don’t forget to pair up with a rifleman with binoculars. He can adjust your fire especially if you are an irregular faction. Also he can bridge your reload a little bit. Marksman is the only role I ask them to switch when SL, machine guns and grenades not scopes and camp, ok? Bless the MG3
My problem with current suppression is that entire screen is blurred making me dizzy and givin eye strain, I don't want to look at the screen when suppressed.
i think the main problem with people is that they approach squad matches like they would any FPS. Shoot first, Role later. they're so focused on the FPS aspect, ad the solo aspect that they forget they're supposed to be in a team. I even make this mistake myself. it's too easy to wander around the map trying to look for enemies when half your squad is doing the same. the hard part is everyone needs to stick together and play their part correctly. I actually wish it didn't even show your kills at the end of the game, instead your points of how good a team player you are. Riflemen should be pointed for how much ammo they've given out. Sappers with how much they're built. Mgs with the supressione they've delivered and AT with the amount of damage they've done to vics. but There does need to be alot of tweaks. mostly to the sway and ADS animations. Im also curious what servers do you play on? most vehicle crews are kind of braindead still. LAVs bumrushing across the map with no one inside lol.
I play my pub matches on the 7th Ranger Regiment server. On new updates and free weekends I head to new player friendly servers like Potato Fields to help squad lead.
I wonder what effect it'd have if at the end of the game kills were tallied per squad, with specific stats (suppression, ammo, etc.) on the player level, as you said.
@@michaelhenry3234per squad kills would actually be pretty cool. and would incenctivide and reward teamplay even more. squads who get the most kills are usually also the ones who worked together the most.
people really don't understand this and just run like chickens with their heads cut off with change. I love this overhaul and how people are overcoming it. Of course it's the internet so you'll have people that cry just to cry. Amazing video man, I'm also applying what I learned in the military here. When ever they add that broom mechanic, I will sweep the fuck out of the sand.
Great video, I refused to play squad before this update, already having several hundred hours from the betas the last year or so sucked, I reinstalled a week before the ICO released and it's fun again, like really fun.. I'm so happy they fixed Squad. Thanks for taking the time to explain all this stuff it will help the newer players understand better, maybe even some of the old ones that thought pre-ICO was fun.
Thank you for this, my dude I haven't played the ICO yet, but it looks great, maybe this will get the lone wolves out of the game lol Also I had no idea about the distinct application of marksman kits, I always indeed thought of them as the spec ops kinda role lmao, but they're actually applicable in normal combat Thank you for sharing your knowledge
A very well put together video, kudos. Concise intro, well chosen examples and great perspective on the "realism" argument so many people quote since release. I used to play MilSim exclusively, so being able to finally implement fire and maneuvering in Squad feels great, especially having to relearn some aspects of it lost to lack of practice. I love the ICO, it is exactly what I've been waiting for for so many years. I loved Post Scriptum before it died for the suppression mechanics and always wondered whether they'd bring it to Squad. Now it's finally here and it is everything I had hoped for. Next stop: mounted armored vehicle crew deaths to AT penetration ;D A man can dream, right?
As a long time PR player, the ICO update is a godsend, feels like playing the game but with better gunplay, unfortunately, just missing the Attack Helis and Jets flying over your position.
holy snap, i just got this game post update, and keep leading and commanding to victory, in w/e defense/invade/raa ... using heavy strat .... i thought squad was always this strat based.. i didnt know why the long time players (and real life military people) were so gamer to follow my lead... reallly cool to watch you video and hear the before and after.... thanks....
This is actually common sense. Something alot of people lack. You dont need the new overhaul to realise supressing is a thing. It work on most most games even without the suppress affect.
The fire superiority argument falls flat due to the fact that a player hiding behind a rock is already outmanned by the squad marching up the hill at him. The game doesn't need more disabling effects that render you useless. You bleeding or falling unconscious is enough. You may as well hide inside a vehicle where no suppression mechanics exist (don't worry, that's coming when players catch on and get tired of the infantry bs). So this argument seems to imply that a player who is skilled at peeking, maintaining cover, not giving away position, and having competitive marksmanship deserves to have his ability to fight back severely hindered because he's taking fire. The problem is this creates death spirals all across the map where fighting is pointless if you don't get your first few licks in unsuppressed. Whoever shoots first wins. If you have "testers" taking shots at random rocks you could effectively just walk around with a 1x rifle on auto and mow down anyone hiding out because, let's be honest, the ONLY improvement in this ICO is the 1x auto rate of fire now feeling more comfortable and interesting. I just disagree on many levels. Squad is no longer the game for me, just like others ended up not working out. The value of my $30 ended this week and that's ok. I'll figure it out in another game.
I understand the update isn't for you, and that sucks. What I was trying to do here was not argue in favor of/against the ICO, but just explain how to play better with teamwork now that it's out. Hope you find a good game you can enjoy man.
@@HaebyungDance And you did that well and I appreciate the post. It's one of the most honest/shill-free takes on the update. I don't mean to bash you personally, I just don't think this is what the game needed and it is clearly causing many players to leave who have been there through the years of poor optimization and performance. They focused on selling box prices rather than improve the existing assets and the consequences will be earned in the end. Best of luck in the game.
the "skilled player" needs to fall back if out numbered, not do some last stand just for a few extra kills. because in realty youre surrendering, if 5 trained soldiers are approaching you when you got your pants down. just next timeyou play take it slow
@@tarektechmarine8209 I mean yea if you have no other choice. But that only happens during a squad wipe. You shouldn’t be outnumbered from the gecko because of no battle buddy
Former US Army infantry guy here , love the real world to game theory and application. Also I was waiting for the phrase talking guns lol , it’s a beautiful thing when you have guys who know what they’re doing ..
Absolutely have had the best games of my life so far with the update, our Server already tried to play more tactically or “realistically” and the update has rewarded that SO much, getting to apply real life tactics that actually WORK in the game now.
I do like the update in some aspects but I play alone on random servers and my mic is shit so playing this game is absolute hell for me unless I just camp the whole time
Also, I'm a Vet (Marine Infantry) who went through CMC and Foreign weapons course, and I promise the recoil in this game is ungodly inaccurate, especially since majority of the factions we play as are well trained militaries. I'm not the biggest or strongest dude, but I was able to shoulder fire a 240b and Minnime pretty accurately within 50m and 5.56 is basically spicy .22😅
Yeah it can really help to join a group. I have my discord server, and am also part of a community called the 7th Ranger Regiment if you're interested!
I think its an amazing update. All of the people ive played with since have been stoked with the new mechanics. It draws firefights from 5 second aim duels into lengthy 5 to 10 minute tactical fights. All the people complaining about the update are just sad they cant solo run and gun anymore. All the real players who love the immersion and fight and not just the kills love this update from what ive seen. I personally love this update but I do understand its not for everyone.❤❤
Pretty good video. A couple of tips from real world training and practice. In an attack, what you call a squad will - in real life - be divided between a rifle group and a machine gun group, although the exact mix of these groups varies from military to military. Those two groups will form a ‘section’ or ‘squad’. Both groups move using fire and maneuver, so, for example, in a group of 4 riflemen, every second one is up and moving while the other two are down and putting down covering fire. Meanwhile the gun group are trying to move out to the right or left of the enemy position, with the objective of forming an L shaped attack line, with the machine gun or rifle group enfilading the enemy position. You want that L formation so the gun is firing from a flank, ahead of the rifle group, which minimises the risk of the riflemen blocking the gun’s cone of fire or getting hit by the gun. In real life as a position is enfiladed by either the gun crew flanking it or the line of riflemen flanking it, the enemy will bug out. Once flushed out the enemy is an easier target. For this reason, the gun moves at one end of the rifle group line - never from the middle. Which end the gun should be on depends on terrain but, as a rule of thumb, the machine gun group moves on the end of the line on the highest ground. That gives it the best field of fire. On contact, the rifle group and machine gun group will swing around onto the target to try to catch the enemy in the L. In defence, if you have more than one machine gun you position them so their cones of fire overlap. That way an attacker has to contend with fire from its front and at least one flank, making it harder for the defenders to be flanked. In bigger attacks, like a platoon or company attack, you can combine the machine gun groups together and send the rifle line in or break into sections and advance that way, or any combination in between. The exact set up will depend on terrain and the enemy positions and battle order. At the end of the day the day the idea is ALWAYS to pin the enemy in place until he can be flanked, enfiladed, and eliminated.
Thank you for putting my thoughts about the game state rn so eloquently. Squad to me has always been an RTS played with your mic from the first person; if you don't work as a team and employ solid tactics and strategy you are pretty much guaranteed to lose the game unless the other team sucks more. If I want to play a game about running and gunning, I just play Battlebit or Battlefield where all that really matters is shooting more people in the face than the other team.
why would you suppress an area where you don't know if combatives are hiding behind? you're just announcing where your location is. I was playing earlier and my squad was suppressing, I was at the flank and there was no enemies, they were just assuming enemy were there.. This update is trash with the ads, shit's not even realistic with the blurry shit that happens outside of the scope.
I've found that Marksman works really well in a team with the MG. Stay close and spot targets for the MG and take shots while the MG suppresses. It's also hella fun
for exception of 2 factions, we play as soldiers who were trained to use a stock of their weapon for much stable shooting and should at least have above average physical training. this update nulify all that, making our soldiers suffering parkinson each time after 10m sprint. good armor squad is absolute force now: IFV/MBT/high cal mounetd guns suppress ATs sooo hard it makes them a cataract suffering, colorblind person who somehow ended up on a battlefield. unless you have a team that can play 'tactically' (hold angels, cover each other while crossing open spaces with MGs actually supressing enemy) you wont have a good time with this update and since most of player base are pub server enjoyers you got what you got - steam review bomb. insert "go bAck tO BF, COD, fortnite if yOU wAnt to rUn aND shOOT" comment bellow
@@kkamelsolo the old Squad was nothing like any of those games, it was unique and the perfect shooter/tactics non-arma technical game. In many of the player base's opinion, the perfect shooter for the above reasons. It was so much more than just a mindless shooter and the fact that you're implying that that's all it was, is juvenile af.
This is exactly what I was saying ever since I first saw footage of the new system. It suffers from the same problem Escape from Tarkov suffers. It's like your character has noodles for arms every time you're trying to shoot. I get it that some of these changes are for balance and whatnot, but it's unrealistic as fuck. It does not work like that in real life, especially considering the fact that these are trained soldiers. Same with the suppression changes. Just the other day I was trying to shoot at an APC as an AT while I was prone. It was shooting not even directly above me, and I went completely blind, couldn't see a thing. Now again, I get it, balance, but this is just plain stupid. I used to love this game, but with this change it's really hard for me to get back into it.
Frankly I don't mind the noodles, I consider it a cost to achieve the goal the dev team sought after. They sacrificed clean gunplay for better team oriented firefights as a whole. The game now rewards the patient player and the team working together, it's not about making the game better for bad players as some have stated. With this said I dont personally think things need dialed down as I enjoy the challenge of engaging targets, however I don't blame those who do. At being a decent example, if it isn't toned down there I'd like to see some changes to vehicle damage models. Anyways, the update isn't going to be for everyone which is unfortunate and inevitable, I only encourage you to try it in your best of moods with the intention to work together and some serious patience lol.
@MrFleff the game now rewards the "patient" ie incompetent player who could never shoot straight. Then you say " it's not about making the game better for bad players", but then say "I don't personally think the game needed dialed down as I enjoy the challenge of engaging targets (under pressure)" Bit contradictory, don't you think?
Damn dude the quality of the material and the video itself is insane. And you provide information in a very digestable and efficient manner. Great job. Its a shame you have so little subs, i hope it will change in the nearest future. Thank you for the work.
I think is update is incredible. I'm so happy that I started after it released :) "Tactics and strategy game from 1st person perspective" I love that!!!
One small personal memo for everyone regarding automatic rifles. The NATO one's tend to be more like machineguns and are used for suppression, while the WP AR's (e.g. RPK's) tend to be more like assualt rifles and used for assault fires.
So glad u broke down the marksman kit to hopefully give viewers some knowledge on hitting those emplacement operators. Since update I prefer to use irons/red dot with binoculars. Binocs to give range for a cooperating marksman.