Enemy Spawn Game Sense

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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 (especially against inexperienced players) the direction their spawn point is located. If you see a “trickle effect” of enemy infantry pushing you, it can mean they are pushing off of a HAB (everyone is on their own spawn wave with the HAB). If you see a pack of infantry all pushing at the same time in a tight cluster, it can mean they have just spawned on a rally wave. As people spawn in on the rally point, they are very clustered together. However, as they move up and push, they tend to spread out more. You can use this information to gauge the range of the rally point. The time it takes the enemies to return to the fight after respawning is also good information representing the distance they have to run in order to come back. The wave of a rally is 60 seconds and the time for a person to travel on full sprint over 300m is also 60 seconds. Combining this information will allow you to gauge the position of the rally point. The following is a concrete example of calculating the amount of time it takes for someone to get to you: you kill a marksman and he gives up. You notice it takes about two minutes for him to come back to die again. This could mean that there is a HAB ~600m away. This timing trick seems dumb but trust me, it works… people are usually running straight off of spawns. Regardless of differentiating between an enemy rallypoint or a HAB, it is of prime importance to communicate your findings to the squad; in my opinion, it is one of the most important callouts an infantry player can make. By calling out the rough position/direction of the enemy spawn, your team can position itself to take it out or react to it. If you can’t tell if it’s a rally point or a HAB, calling out any spawn to the squad is still way more viable information compared to no callout at all.

Another element you can think about when fighting infantry is their kits (I will talk about a concept I call “kit memory” in a later section). You are fighting the enemy team in a forest and you have just killed two players. Both players were squad leaders. This means you are fighting two squads (you can gauge the size of the squads with game knowledge and experience), but usually if it feels like you are fighting a lot of people and you see two squad leaders in the area, it can mean you are fighting up to 18 people (and likely two rallies, two angles to get attacked from)! A more abstract way to apply this are kits such as medics which are locked to two per squad. You see three enemy medics in the span of 60 seconds. As a squad can only have two medics, this means you are fighting at least two squads.

The paragraphs above are just some of many examples of the information you can get by being attentive. With experience, collecting information about the enemy team becomes much easier. If a whole enemy team is fighting from the same angle (can be seen by catching a lot of SLs), that means there is a big section of the map where there are not many enemies, if any - allowing for an easy attack for other squads.

Tempo value of the enemy rally point and FOB

Rally point stomp tempo gained Disabling FOB / HAB tempo gained

Enemy squad leader is busy fighting on an objective and will have to pull back to place another one with a squad mate (fewer people in the fight)

Enemy squad leader ignores/doesn’t realise he has lost his rally and plays without a rally (fewer spawns)

The squad leader is dead and can not replace his rally (will have to reset off a HAB)

Enemy players will have to run back and UNDERREACT. They die AND they lose the radio. (taking people out of the fight)

Enemy players will have to run back and OVERREACT. They save the radio (taking people out of the fight)

Enemy players ignore the fact that they lose radio in exchange to keep fighting. (team has fewer spawns on the map)

Besides tempo, you remove 20 enemy tickets by killing the radio.