Competitive Basics

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Revision as of 12:23, 9 March 2023 by Gamelibraadmin (talk | contribs) (Created page with "Competitive Basics '' Use your fcking brain! The situation always dictates. '' == Basics == === Dropping === * Medics drop supplies from logis & build HABs. * All other kits should form a large perimeter around the HAB as quickly as possible * Don’t shoot off of or near the rally unless you or a squad mate is about to be shot by the enemy. * Look at your map often to maintain situational awareness. === Flags === * In an AAS layer, 3 more friendly...")
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Use your fcking brain! The situation always dictates.

Basics

Dropping

  • Medics drop supplies from logis & build HABs.
  • All other kits should form a large perimeter around the HAB as quickly as possible
  • Don’t shoot off of or near the rally unless you or a squad mate is about to be shot by the enemy.
  • Look at your map often to maintain situational awareness.

Flags

  • In an AAS layer, 3 more friendly players than enemy players are required to cap a point.
  • It takes 2 minutes to neutralize a point, and 2 more minutes to capture a point. Extra people on the cap doesn’t change the speed of the cap.
  • In a double neutral, only 3 people are needed to cap the defensive neutral regardless of enemies on the flag, meaning you can stealth cap on a double neutral.

Healing

  • Let the medics do their job of picking others up.
  • If you are the first person coming up to a downed mate, push past them to set up a small perimeter and have another teammate/ medic pick the person up

Binding Players

  • One enemy soldier should not control the entire squad’s attention. Unless the enemy is an immediate threat to you, let your squadmates deal with their contact. However, if the squad mate next to you goes down, you should respond to the threat instantly. Don’t keep looking in an irrelevant direction.

Rally Hopping

If your squad is wiped and there is no spawn, there is always the option of rally hopping. Always do this in consultation with your SL. First give up, then enter another squad with the same class.

Lumping

Never walk around too clotted! Covering each other also works with distance. Always try to cover each other and keep the angles.

Holding Fire

Sometimes the best thing to do is to hold fire- don’t start shooting just because you see an enemy. Watch where they’re coming from, then find their spawn and call it out your SL. This is situational.

Mortar

Mortar requirements are set with boot or motorcycle markers, mortars mark with helicopters where they are shoot at the moment. Remember 20s delay of impact.

Squadleader Law

Yes- the Squadlead has always right. This is the law. Follow his orders as if they were your own! But beside always try to think along with the SL and help him out if it is needed.

Kit Switch

If your team is being pressured by a vehicle near your HAB, change always automatically your kit to LAT or HAT.

Terrain

Use the terrain to your advantage.

  • Go around hills when reasonable
  • Use ditches, trees, bushes etc as cover
  • If your squad is flanking, stay hidden and out of sight of the enemy until your SL tells you to engage.
  • Don’t run down the middle of the road.

Communicate

  • Do not call out degrees in squad squad radio
  • Let your nearest squadmate know if you die, and tell him what direction your enemy was (local voice)
  • Use relevant locations, placements or marks on the map for your callouts
  • Use cardinal directions and descriptions for your local callouts (# of infantry, description of kits, physical location if possible)

Example callouts: - “2 Infantry northwest of SL, about 100 meters, moving west” - “BTR south on main road, moving east” - “3 guys incoming southwest flag” - “1 MG east, blue house 2nd floor” (MG for Machine-Gunner) Unacceptable callouts: - “Infantry north” (How many? How far? Are they dangerous like infantry impact coming?) - “Contact on my position” (there’s 9 people in this squad, I have no idea where you are. Better use then "multiple steps on dead Rifleman") - “Enemy by the rock” (which rock?) - “Full squad west” (when it's 3 enemys)

Offense

  • Maintain a spread from your squad mates of about 15-30m, depending on the situation. You should be able to see your buddy and be able to either get the trade if he goes down or unpin him.
  • Don’t sprint when contact is close and don’t sprint into buildings
  • Rule of thumb: 1 grid square (Again, situation dictates).
  • Pie every angle you come across, this isn’t just something that applies to CQB.
  • Focus on taking the ground and fragging the enemy. You’re useless if the only thing you do is sprint over the hill and die. Deny the enemy the area of the map that you’re on.
  • Move from cover to cover.

E.g. Move to cover, scan the area for enemys. Engage the enemy if necessary, if there’s nothing, move to the next piece of cover. Rinse and repeat. Keep your pace slow enough that you are able to check each new angle that you uncover. This means that you will need to move slower in urban environments.

  • Don’t push the same angle/ corner as your squad mate
  • Maintain your situational awareness, you should know where the enemy is coming from or will be coming from
  • Your safety comes first. If you are downed, you become a liability to your squad. This means: Don’t run into MG fire to pick up a squadmate
  • Focus at your lane and push it

Drip

Don’t trickle into a point or HAB (pushing in one by one) If you’re ahead of the push, take a position and wait for your squad to come up. You should always be pushing with your squad. This is not public (g)aiming!

Enemy HAB

When you come across to an enemy HAB, take position to farm it and prevent the enemy from moving off of it. Wait until your squad arrives to actually push and proxy the HAB. If you see to many enemys just hold your fire until your mates incoming, if they moving into different area. Let always your SL known! Then: Clear the area before you start digging. Make sure that at least 2 individuals are proxying the hab until the roof is knocked off or the radio is down one stage. If Radio is in bleedout, call always bleeding timer: "Radio bleed 45" means radio will be gone in 60s and :45 of next minute. HAB proxy radius is 30 meters (without full Squad within range).

Defense

  • Check your map, look at where your squad mates are going. Two people should not be watching the same angle. If your squadmate goes west, go southwest. If someone is already southwest, go to the south, etc.
  • Focus on lanes where the enemy will most likely push from (ditch, defilade etc) but don’t neglect other areas in your sector as well.
  • Hold your sector. If you’re watching south and contact starts pushing north, don’t look away unless your SL tells you to. Otherwise, the south is now vulnerable to a flank.
  • Pay attention. Defense is boring sometimes, but it's one of the most important aspects of the game.

Wiping Rallies

  • Wiping rallies is an important part of being a competitive player, it puts your squad in a position to completely wipe enemy squads off the map.
  • Snaking the rally: the radius to wipe a rally is 30 meters. To ensure that you wipe a rally, split a 100m grid square into 33m sections. Run in either a north/south or east/west pattern on the 33m line to ensure that you’ve cleared the rally. Ask for help if you need clarification on this concept.
  • If you frag a squad with an SL, you should push in the direction that they were coming from.
  • If you frag a squad and don’t see an SL, you should push to the direction where he’ll be rotating his rally (look at the map, terrain, and where he has previously been pushing from to understand where he’s going next)

Combat

Mid/Long Range

  • Look both ways before crossing the street.
  • Take cover before shooting, generally you shouldn’t be shooting at someone when you’re in the middle of the street.
  • Focus on hitting accurate shots- spam fire does not work at 150 meters. You will miss every shot.
  • Aim for the head.
  • Shoot, move, shoot. The longer you stand still, the greater your chance of being shot.
  • When taking contact or pushing a lane, keep your stamina above half.
  • I do this by running a few steps, then walking, running, walking.

CQB

  • Pie every angle completely.
  • Check your 90’s.
  • Lean/explode through the door and close the distance to your enemy.
  • Keep your gun aimed at upper chest/head level when moving through the building.
  • Line up cover to prevent dead spaces in your FOV.
  • Force the angle, make the attacker push you.
  • Pie as far away from cover as you can, remember the perspective advantage.
  • CQB is a mind game, stay calm.
  • Your bleed timer is longer than you think.
  • Move closer to and further away from the door/corner to speed up and slow down (respectively) your pie as needed.
  • Everything you do makes a sound, hold still when holding an angle. Use alt-look to look around if you need to.
  • Don’t prone.
  • If an enemy is holding an angle and you’re unable to force him off of the angle on your first peek, DON’T DOUBLE PEEK HIM.

If you are able to force him off of the angle, either hold the angle or reposition and hold the angle from the new position.

  • Focus on developing a CQB flow.

Situational Awareness

  • Learn to love your map. The best way to practice this is to SL. You should be able to read your map at a glance and develop an understanding of the situation.

Look for things like:
- Location of friendlies, both dead and alive.
- Terrain of the map and how it will dictate movement.
- Location of your squadmates
- Caps/HABs that are being neutralized

  • Your brain should never stop working. Just because you managed to frag someone or you’re proxying the HAB does not mean that you’re safe. You’re never safe, and your behavior should reflect this.
  • Use your ears:

- Listen for gunshots, explosions, mortar tubes, vic fire, vic engines, radios.
- Vic engine radius is 300m/HE radius is 800m/Coax radius is 300m
- Small-arms radius is 300m, and sound changes depending on the barrel’s angle to you

  • Identify kits:

- Look at the gun (GL,MG,DM), helmet/goggles (Crewman/pilot/DM) or backpack (SL/medic/CE)

Think in intervals of 30/40/60s. These are the spawn timers for rallies and HABs.
- Depending on the time between waves and the number of enemies in a wave could indicate the type of spawn.

Teamwork

Spread

Be close enough to shoot the guy that's shooting your buddy without getting shot at the same time. In the worst case scenario, you can at least call him out if he shoots you as well. Situation dictates spread. Tighter spread: enemy has better camo/shooters, contact is close, large # of angles you can be shot from Looser spread: moving through fields, contact far etc Look at your map, especially as you spawn so that you can “fill in the gaps”. Be aware of where the rest of your squad is.

Teammates

You should almost always have at least 1 buddy with you. However, you should still be waiting for the squad to come up as long as the situation allows. It is your responsibility not to trickle in. If you’re alone, protect the rally by moving off 30-40m and waiting for your squad to come up with you. Protect your squad mates. Hold his angle if he needs to reload and let him know. Cover your squad mates as they’re crossing the road. THIS SHOULD HAPPEN AUTOMATICALLY, TAKE THE INITIATIVE. Wait your bleedout timers. You should wait at least 20s in all situations (unless your SL tells you otherwise). However, someone will come to you and pick you up unless the squad is wiped. An SL may also designate only medics to give up etc, comply with these orders.

Communication

Someone needs to know if you die, specifically your buddy. However, if he’s too far away, call it out in squad comms. Someone needs to know.. Give specific callouts like kit or location if possible. Local comms are your best friend. You should be calling out things like “I’m reloading” or “I need to bandage” and wait until a buddy says “I’m covering” to do that. Protecting rallies & Meeting contact This is slightly more into the strategy portion, but you should be aware of where the enemy is and protect the rally when moving off. Example, if the rally is close to contact, you should have a spread towards the enemy instead of just moving in a straight line. If two people need to break off to protect a flank, that’s fine (with me). Just ask the SL.