Squad Composition: Difference between revisions

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(Created page with "Squad Composition You must be wondering why the medic section above is so long and detailed… that is because other than the squad leader, medics are the most important kit of the squad for main infantry. The skill of your medics and the ability of friendlies to die in good spots make or break the squad. Quite simply and obviously, the medic is there to revive and heal people. However, you can definitely spot the differences when you are playing w...")
 
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[[Category:Mechanics|Squad Composition]]
[[Category:Mechanics|Squad Composition]]
You must be wondering why the medic section above is so long and detailed… that is because other than the squad leader, medics are the most important kit of the squad for main infantry. The skill of your medics and the ability of friendlies to die in good spots make or break the squad. Quite simply and obviously, the medic is there to revive and heal people. However, you can definitely spot the differences when you are playing with a bad medic as the squad will constantly be getting wiped or giving up to respawn on rally since the medic is off doing his own thing or dead. This results in a loss of ground, slower attacks, and loss of tickets.
You must be wondering why the medic section is so long and detailed… that is because other than the squad leader, medics are the most important kit of the squad for main infantry. The skill of your medics and the ability of friendlies to die in good spots make or break the squad. Quite simply and obviously, the medic is there to revive and heal people. However, you can definitely spot the differences when you are playing with a bad medic as the squad will constantly be getting wiped or giving up to respawn on rally since the medic is off doing his own thing or dead. This results in a loss of ground, slower attacks, and loss of tickets.


Several factors are taken into account when figuring out what kits to use in a squad (map, match size, etc), but there are some rules of thumb to follow. Often, it is up to the player to take initiative to choose what role to play in order to help the squad. Keep in mind these are for main infantry squads.
Several factors are taken into account when figuring out what kits to use in a squad (map, match size, etc), but there are some rules of thumb to follow. Often, it is up to the player to take initiative to choose what role to play in order to help the squad. Keep in mind these are for main infantry squads.

Revision as of 17:31, 24 February 2023

You must be wondering why the medic section is so long and detailed… that is because other than the squad leader, medics are the most important kit of the squad for main infantry. The skill of your medics and the ability of friendlies to die in good spots make or break the squad. Quite simply and obviously, the medic is there to revive and heal people. However, you can definitely spot the differences when you are playing with a bad medic as the squad will constantly be getting wiped or giving up to respawn on rally since the medic is off doing his own thing or dead. This results in a loss of ground, slower attacks, and loss of tickets.

Several factors are taken into account when figuring out what kits to use in a squad (map, match size, etc), but there are some rules of thumb to follow. Often, it is up to the player to take initiative to choose what role to play in order to help the squad. Keep in mind these are for main infantry squads.

  • You usually want at least one rifleman in the squad (for ammo bag)
  • If the squad has four or more players, you need two medics. Running two medics increases the odds of getting revives (speedier revives + getting people out of dead-dead + giving stamina). The scope medic often plays a bit more aggressively while the ironsight medic hangs back and has priority for getting the revives. The ironsight medic should only be using his gun to re-frag therefore the scope isn’t really required (usually a CQB situation). A squad with two medics will usually burn fewer tickets as they will give up less.
  • Consider using two LATs for the rollout if you are going in an area with likely enemy vehicles (switch off ironsight LAT later)
  • Consider employing an MG for long lanes, squads that will be holding.