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Combined display of all available logs of squad.gamelibra.com. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 13:10, 2 March 2023 Gamelibraadmin talk contribs uploaded File:FactionID PLA.png
- 13:08, 2 March 2023 Gamelibraadmin talk contribs created page File:FactionID USMC.png
- 13:08, 2 March 2023 Gamelibraadmin talk contribs uploaded File:FactionID USMC.png
- 13:07, 2 March 2023 Gamelibraadmin talk contribs created page File:FactionID MEA.png
- 13:07, 2 March 2023 Gamelibraadmin talk contribs uploaded File:FactionID MEA.png
- 13:07, 2 March 2023 Gamelibraadmin talk contribs created page File:FactionID CAF.png
- 13:07, 2 March 2023 Gamelibraadmin talk contribs uploaded File:FactionID CAF.png
- 13:06, 2 March 2023 Gamelibraadmin talk contribs uploaded File:FactionID Aus.png
- 13:06, 2 March 2023 Gamelibraadmin talk contribs created page File:FactionID Aus.png
- 13:04, 2 March 2023 Gamelibraadmin talk contribs created page File:FactionID.png
- 13:04, 2 March 2023 Gamelibraadmin talk contribs uploaded File:FactionID.png
- 10:22, 1 March 2023 Gamelibraadmin talk contribs created page Debriefing (Created page with "Debriefing == '''After the game is before the game!''' == === Step 1 === At the beginning of the debriefing, the facts are gathered: The most important stages of the game are recalled and positive as well as negative events within the project are addressed. === Step 2 === In the second step, the causes for these successes and failures are identified. === Step 3 === In the third step, learnings and optimization measures can be derived from this. Thi...")
- 09:02, 1 March 2023 Gamelibraadmin talk contribs created page Terminology (Created page with "Terminology == Basis == {| class="wikitable sortable" |+ |- ! style="text-align:left;" | Shortform ! style="text-align:left;" | Explanation |- | Blue/ Blueberry || Friendly from another squad (blue player icons on map) |- | Green || Friendly squadmate (green player icons on map) |- | Main || Main Base |- | FOB || Forward Operating Base |- | SuperFOB || (Stupid) heavily fortified Forward Operating Base |- | Rally || Squad Rally Poi...")
- 08:16, 1 March 2023 Gamelibraadmin talk contribs created page Helicopter (Created page with "Category:Vehicles Helicopters are the ultimate battlefield transportation solution. Ferrying soldiers and supplies across the field of operations, these airborne angels can provide invaluable support for your squad. Deploying and evacuating troops, resupplying FOBs, and providing airborne fire support are what helicopters do best. When it comes to choppers, timing is everything. Helicopters are vulnerable to both small arms fire and getting shot out of the sky by RPG...")
- 08:14, 1 March 2023 Gamelibraadmin talk contribs created page IFV (Created page with "Category:Vehicles The IFV is even more expensive than an APC, and SL's should only authorize experienced crews to operate the vehicle. IFVs are designed to be infantry-killing machines and are best used as tools to take objectives with. IFVs are equipped with ATGMs (Anti-Tank Guided Missiles) to allow them to fight back against enemy tanks. The weapon systems integrated into these vehicles allows you to take the Base of Fire concept up about 10 or 20 notches. An IFV...")
- 08:14, 1 March 2023 Gamelibraadmin talk contribs created page MT-LB (Created page with "Category:Vehicles MT-LB's are tracked APC's. Despite their imposing appearance and deafening noise, these flat-topped transports are thin-skinned - .50 cals will easily penetrate the frontal armor. What they lack in armor, they make up for in carrying capacity. Their weapon systems are often identical to those on an APC. All things considered, however, they are usually weaker than APC's like the BTR and Stryker due to their thin armor and tricky handling, and can be...")
- 08:13, 1 March 2023 Gamelibraadmin talk contribs created page APC (Created page with "Category:Vehicles The APC is a vehicle designed to perfectly synergize with an infantry squad and provide steady fire support for deployed troops. The infantry's job is to protect the APC's flanks from enemy AT infantry looking to close in and get an angle on the vehicle. This is easier said than done in urban environments. APC's like the Russian BTR shine when they are able to support a squad from a distance with their accurate and powerful weapons systems - a 300 m...")
- 07:57, 1 March 2023 Gamelibraadmin talk contribs created page Combat Engineer (Created page with "Combat Engineer The Combat Engineer, also known as the Sapper for the Insurgent and Militia factions, is the squad's mine-laying, barricade building, bomb-detonating explosives specialist. The Engineer is equipped with magnetically-activated anti-tank mines that can be buried along vehicle approach paths to deter and eliminate enemy armor and transports. The Engineer is also equipped with timed explosives such as C4 or TNT that will detonate 30 seconds...")
- 07:33, 1 March 2023 Gamelibraadmin talk contribs created page Marksman (Created page with "Marksman '''Normally don't use this class because it only has disadvantages (e.g. not many shots, no teamplay, etc.)!''' The Designated Marksman is equipped with a semi-automatic rifle capable of putting out accurate fire at ranges that the normal Rifleman would struggle to hit - up to 700m and beyond. The Marksman is meant to stick with and to support his squad, extending its effective range by engaging long-range threats like MG positions and enemy ma...")
- 07:24, 1 March 2023 Gamelibraadmin talk contribs created page Play Death (Created page with "Death Play With many enemies around and with the assessment that survival is not possible, one good tactic is to play dead. In this case, just lie down and look opposite side with freelook (ALT) and just don't move as lon it is needed. This tactic works very well against enemy vehicles- for example if you are the last survivor!")
- 16:05, 25 February 2023 Gamelibraadmin talk contribs created page Performance Indicators (Created page with "Performance Indicators == During the game == In order to keep track of which kills are giving up, make it a habit to check the scoreboard everytime you die. Once you give up, your teamwork score will update and this will give you a bit of information. The only important things to know here are that you get +10 score for a down that gave up and -1 score for when you give up. Keep in mind your score can sometimes be affected by things such as revivin...")
- 16:03, 25 February 2023 Gamelibraadmin talk contribs uploaded File:Koodoo scoreboard 01.png
- 16:03, 25 February 2023 Gamelibraadmin talk contribs created page File:Koodoo scoreboard 01.png
- 16:01, 25 February 2023 Gamelibraadmin talk contribs created page Initiative (Created page with "Initiative == have brains! == An infantry player with good game sense will always be taking initiative - it wins games. A lot of inexperienced players fail to check their map, and another bunch check their map and are aware of the situation but still fail to take initiative. Below are some examples of taking initiative. *'''Switching kits:''' A grenadier switching to the second LAT while your HAB is getting farmed by a vehicle. A rifleman switchin...")
- 15:56, 25 February 2023 Gamelibraadmin talk contribs created page Mortars and Fire Support (Created page with "Mortars == Playing with mortars == Mortars are extremely strong in the way that a Squad Leader or Fireteam Leader can have explosive rounds hit an accurate area whenever they want. Good infantry players will use this to their advantage by calling mortars on zones where enemies are pushing and when there is a cluster of downed enemies. A cluster of downed infantry will attract medics and the mortars will either kill the medic or send the revives to...")
- 15:51, 25 February 2023 Gamelibraadmin talk contribs created page Infantry (Created page with "Infantry == Infantry Mechanics == === Proning === In my opinion, Squad is a game that revolves around movement. It is very hard to move efficiently while proning and the animation to stand up is very slow. I recommend avoiding proning for extended periods of time as you are not maximising movement. Usually, if you are peeking and you get shot at, it is very easy to run away and hide/bandage - it is much harder to do this if you are proning (super...")
- 15:48, 25 February 2023 Gamelibraadmin talk contribs created page File:Smoke 01.png
- 15:48, 25 February 2023 Gamelibraadmin talk contribs uploaded File:Smoke 01.png
- 15:46, 25 February 2023 Gamelibraadmin talk contribs created page File:Mapsettings 01.png
- 15:46, 25 February 2023 Gamelibraadmin talk contribs uploaded File:Mapsettings 01.png
- 15:31, 25 February 2023 Gamelibraadmin talk contribs created page Game Mode (Created page with "Mode == AAS - Advance and Secure == === Ticket swing === *Initial capture of a flag (at start of game): +20 tickets per flag *Fully capturing a flag from the enemy team: +60 tickets for your team, -10 tickets for theirs === FOB exclusion radius === (Maximum distance you can place fobs from each other / build) *Exclusion radius 400m (300m on small maps i.e Chora, Sumari, Logar) *Build radius 150m === Bleed === *Bleed starts when both teams have a...")
- 15:05, 25 February 2023 Gamelibraadmin talk contribs created page Ticket Thirsting (Created page with "Ticket Thirsting Beyond map control, tempo and gaining ground, you need to be thinking about tickets. At the end of the day, you win a round of AAS by tickets (seems obvious doesn’t it?). Every ticket matters, the confirmed kills you get contribute to the final score. Push this mindset further by remembering the importance of flags, fobs, and vehicles for increasing the ticket delta/difference. A flag flip garners you a ticket delta of 70 tickets...")
- 15:03, 25 February 2023 Gamelibraadmin talk contribs created page Flag (Created page with "Flag == Attacking a Flag == When attacking a flag, you have the goal in mind of capturing the point. To start capturing, you must have at least three players in the point and if enemies are present, you must have one more player than them present in the cap. With this information, you can estimate the number of people in the capture point if you are not capturing. If you enter as three people and instantly start capturing the flag, you can be cert...")
- 14:57, 25 February 2023 Gamelibraadmin talk contribs created page HAB Takes (Created page with "HAB Takes A very bad habit many players have when attacking an enemy HAB is just to rush inside of it to get the tasty kills awaiting inside. The proper way to take a HAB is to first block the enemies from spawning and wait for reinforcements. To block a HAB, you need two players within ~19 metres (scales with more players up to 8 players for 80m). This means you can hide in the grass, a bush, or even a building next to the HAB before trying to pus...")
- 14:55, 25 February 2023 Gamelibraadmin talk contribs created page FOB Creation Markers (Created page with "Markers FOB creation markers are extremely strong for locating enemy FOBs/HABs via inference. Only squad leaders can place them and it is of utmost importance to be aware of this concept. FOB creation markers give you two vital pieces of information: the build radius and the exclusion radius. With this, you can accomplish three big things: *Infer the location of an enemy radio attached to a FOB/HAB/Rep *Estimate the location of a second enemy radi...")
- 14:53, 25 February 2023 Gamelibraadmin talk contribs created page File:FOB Creation Markers 03.png
- 14:53, 25 February 2023 Gamelibraadmin talk contribs uploaded File:FOB Creation Markers 03.png
- 14:53, 25 February 2023 Gamelibraadmin talk contribs created page File:FOB Creation Markers 02.png
- 14:53, 25 February 2023 Gamelibraadmin talk contribs uploaded File:FOB Creation Markers 02.png
- 14:51, 25 February 2023 Gamelibraadmin talk contribs created page File:FOB Creation Markers 01.png
- 14:51, 25 February 2023 Gamelibraadmin talk contribs uploaded File:FOB Creation Markers 01.png
- 14:47, 25 February 2023 Gamelibraadmin talk contribs created page Enemy Spawn Game Sense (Created page with "Spawn As you gain more experience in the game, your game knowledge will improve, and thus you will be able to have better callouts regarding developing situations. Something you can think about when trying to count the number of enemies you are fighting is remembering the size of a squad, and the ways the enemies can spawn. Squads that feel big when fighting them are usually ranging from 4 to 9 infantry. The direction they are running from is usually...")
- 14:32, 25 February 2023 Gamelibraadmin talk contribs moved page Shoot-Mode to Shoot Mode without leaving a redirect
- 14:32, 25 February 2023 Gamelibraadmin talk contribs moved page Player-Icons to Player Icons without leaving a redirect
- 14:31, 25 February 2023 Gamelibraadmin talk contribs moved page Muzzle-Flashes to Muzzle Flashes without leaving a redirect
- 00:08, 25 February 2023 Gamelibraadmin talk contribs moved page Tempo&Momentum to Tempo and Momentum without leaving a redirect
- 00:08, 25 February 2023 Gamelibraadmin talk contribs moved page Squad-Composition to Squad Composition without leaving a redirect
- 00:07, 25 February 2023 Gamelibraadmin talk contribs moved page Friendly-Spawn to Friendly Spawn
- 00:07, 25 February 2023 Gamelibraadmin talk contribs moved page Rally-Timer to Rally Timer without leaving a redirect
- 00:07, 25 February 2023 Gamelibraadmin talk contribs moved page Playstyle-Spectrum to Playstyle Spectrum without leaving a redirect