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Buglet

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  1. Like
    Buglet got a reaction from PiranhA in [HOW TO] Squad Stuff - Loadouts, Roles, Teamwork!   
    Hello everyone, my name is Buglet, and in the hope of enhancing squad-based gameplay here on EU 1 & 2 I'm creating a guide on character loadouts, as well as giving information on how to use the equipment, and how each role is best optimized.
     
    Enjoy!
     
     
     
    Foreword
     
    Just like in the real military, ArmA 3 allows us to play in squads. A squad is a group of soldiers (typically 4-10 units) who work and stay together in order to complete a set of defined goals. In a squad, every unit will have a different "role" to fulfill, and it's the unit's equipment that allows them to fulfill that role to the best of their ability. When everyone in a squad fulfills their role to a high enough standard, it is a common occurance for the squad as a whole to preform well.
     
    In a squad, communication is key. Although each unit has a specified role it is often the case that units must collaborate and merge their skills (e.g: a squad medic cannot preform well unless supported with cover by his squad members). Each member of the squad should be able and ready to follow simple commands ("Move there", "lay down covering fire", "engage that enemy", etc...). Without this level of basic communication, the squad will fall apart.
     
    Let's get to the details!
     
     
     
    Squad Formation
     
    Squad formation is all about hierarchy. Orders must be given, and without someone to give those orders they'll never get done. That's why we have squad formation. I'll try and make this quick.
     
    Here are the components of a squad:
     
    Squad Leader Team Leader Autorifleman Asst. Autorifleman (x2) Rifleman AT Combat Lifesaver Marksman Ammo Bearer And here is the structure:
     
    Squad Leader - SLTeam Leader - TLRifleman AT - AT  Asst. Autorifleman - ASST. AR 1 Ammo Bearer - AB Autorifleman - ARAsst. AUtorifleman - ASST. AR 2 Marksman - Mks. M Combat Lifesaver - MEDIC None of this is set in stone. The squad formation is at the jurisdiction of the squad-leader; he can change roles, change the hierarchy, etc... You'll notice that the squad isn't led by only 1 person - in-fact, three members of this squad are in leadership positions. This is so that commands can be simplified. It's much easier for the Squad Leader to command two people (Team Leader & Autorifleman) who then command their troops, than for the Squad Leader to command eight people directly.
     
    If you are a Squad Leader remember this. You DO NOT have to command everyone - pass the command down, and it'll get done. (Example: SL can say to TL that he wants a compound cleared. TL then commands his 3 guys on what exactly to do. Saves a lot of time and effort for the SL who probably has other stuff to do).
     
     
     
    Loadout
     
    Ah, the loadout. Like I said, every member of the squad has a job and its their equipment that allows them to do that job. I'll try to make this brief too (may add pictures soon!)
     
    ALL MEMBERS OF SQUAD should have a Map, Compass, Radio, Watch, Binoculars, a few Smoke Grenades, RGO Grenades, a small backpack (unless stated otherwise), appropriate clothing for mission, and (if needed) NVG's.
     
    Squad Leader: When it comes to equipment, a squad leader has little specialized stuff. I would recommend a GPS as it allows awareness of immediate terrain without having to commit to opening the map. An IR laser on his gun is a must, as well as range finders. The Squad Leader should not carry any heavy explosives or weaponry - in-fact, a Squad Leader is perhaps the member of the squad with the least firepower. That's okay, though, because quite often the Squad Leader travels near the back of the group! A good sight (ARCO) is always helpful too. Team Leader: Not dissimilar to the Squad Leader. Would also suggest a GPS and perhaps an underbarrel Grenade Launcher on their weapon. Not essential! Autorifleman: This role merges leadership with firepower. Obviously, some sort of LMG is a must. Don't be tempted to carry a lot of ammo - you've got the Ammo Bearer! Again, IR Laser on the LMG is a good thing! Asst. Autorifleman: A simple Autorifleman. Would perhaps carry a little less ammo than their counterpart. Rifleman [AT]: This role is always subject to change - there are multiple launchers with multiple uses - Anti-Tank, Anti-Air, guided, unguided, etc... the details of this role are to be decieded by the commanding roles depending on the mission at hand, however it is essential that this unit carries some kind of launcher. Even if you don't think it'll be needed, it's safeer to go with than without! Ammo Bearer: Better get that Carryall Backpack! This unit should not be carrying much ammo for himself, but rather ammo for other people! That means LMG mags, rockets for AT, more First Aid Kits, and so on... The precise contents of this pack always change - if you're expecting A LOT of enemy infantry, but limited enemy air support, it's probably not a good idea to fill up with AA rockets... etc... Have common sense! Marksman: This class is specifically for longer-ranged engagements. I'd suggest a slightly higher-caliber weapon with a longer barrel (Mk 18?) with a more precise optic set. Also, one tip is to travel light! This unit should be able to move freely and swiftly around the battlefield in order to deliver precise, longer-ranged engagement. While the rest of the squad is effective up to about 400m, this unit is effective at over 700m! It makes a difference! Combat Lifesaver: One misconception is that this unit is explicitly a walking First Aid Kit - alternatively, some people forget that their role is to heal people. It's a difficult balance. In a perfect scenario, this unit will never have to stop being a normal, everyday rifleman. However, when another unit suffers a casualty, it is up to this unit to fix them! You'll want a lot of First Aid Kits and a Medkit, as well as a lightweight gun for simple engagements a personal protection. One tip: stock up on those smoke grenades! They're VERY useful.  
    All this is merely my own recommendation for a working squad. Feel free to make changes to any unit's equipment, but be careful not to hinder their performance as their role while doing so!
     
     
     
    Final Tips
     
    Covering fire is useful. If a medic needs to get somewhere, smoke grenades are a good idea, but so is making a lot of noise. If the enemy is shooting at you, they're not shooting the medic - simple. USE COVER! AI squads in ArmA don't do this much. They like to go prone and stay there. Use rocks and trees and walls and objects to conceal and protect yourself. If you want to question a command, do it quickly. The Squad Leader and Team Leader are people too, and sometimes make mistakes. If they give you a command you disagree with, don't have a go at them. Just say: May I suggest we do [this] instead? It would be safer/quicker/more fun, etc... Know where your squad is and what they're doing. I can't explain this in any better way than to give an example. Once, a squad I was in was having a bit of difficulty. A few of us couldn't spot the targets we were supposed to be shooting. Due to what can only be a lack of communication, we were in-fact looking in the wrong direction, and had been doing so for a few minutes already. Keeping good communication so that you're always aware of your squad's activity is ESSENTIAL!  
    And that's it! Enjoy!
     
    Will be adding more in future!
     
    sorry for using Comic Sans
     
    BUGLET
  2. Like
    Buglet got a reaction from Nanne118 in [HOW TO] Squad Stuff - Loadouts, Roles, Teamwork!   
    Hello everyone, my name is Buglet, and in the hope of enhancing squad-based gameplay here on EU 1 & 2 I'm creating a guide on character loadouts, as well as giving information on how to use the equipment, and how each role is best optimized.
     
    Enjoy!
     
     
     
    Foreword
     
    Just like in the real military, ArmA 3 allows us to play in squads. A squad is a group of soldiers (typically 4-10 units) who work and stay together in order to complete a set of defined goals. In a squad, every unit will have a different "role" to fulfill, and it's the unit's equipment that allows them to fulfill that role to the best of their ability. When everyone in a squad fulfills their role to a high enough standard, it is a common occurance for the squad as a whole to preform well.
     
    In a squad, communication is key. Although each unit has a specified role it is often the case that units must collaborate and merge their skills (e.g: a squad medic cannot preform well unless supported with cover by his squad members). Each member of the squad should be able and ready to follow simple commands ("Move there", "lay down covering fire", "engage that enemy", etc...). Without this level of basic communication, the squad will fall apart.
     
    Let's get to the details!
     
     
     
    Squad Formation
     
    Squad formation is all about hierarchy. Orders must be given, and without someone to give those orders they'll never get done. That's why we have squad formation. I'll try and make this quick.
     
    Here are the components of a squad:
     
    Squad Leader Team Leader Autorifleman Asst. Autorifleman (x2) Rifleman AT Combat Lifesaver Marksman Ammo Bearer And here is the structure:
     
    Squad Leader - SLTeam Leader - TLRifleman AT - AT  Asst. Autorifleman - ASST. AR 1 Ammo Bearer - AB Autorifleman - ARAsst. AUtorifleman - ASST. AR 2 Marksman - Mks. M Combat Lifesaver - MEDIC None of this is set in stone. The squad formation is at the jurisdiction of the squad-leader; he can change roles, change the hierarchy, etc... You'll notice that the squad isn't led by only 1 person - in-fact, three members of this squad are in leadership positions. This is so that commands can be simplified. It's much easier for the Squad Leader to command two people (Team Leader & Autorifleman) who then command their troops, than for the Squad Leader to command eight people directly.
     
    If you are a Squad Leader remember this. You DO NOT have to command everyone - pass the command down, and it'll get done. (Example: SL can say to TL that he wants a compound cleared. TL then commands his 3 guys on what exactly to do. Saves a lot of time and effort for the SL who probably has other stuff to do).
     
     
     
    Loadout
     
    Ah, the loadout. Like I said, every member of the squad has a job and its their equipment that allows them to do that job. I'll try to make this brief too (may add pictures soon!)
     
    ALL MEMBERS OF SQUAD should have a Map, Compass, Radio, Watch, Binoculars, a few Smoke Grenades, RGO Grenades, a small backpack (unless stated otherwise), appropriate clothing for mission, and (if needed) NVG's.
     
    Squad Leader: When it comes to equipment, a squad leader has little specialized stuff. I would recommend a GPS as it allows awareness of immediate terrain without having to commit to opening the map. An IR laser on his gun is a must, as well as range finders. The Squad Leader should not carry any heavy explosives or weaponry - in-fact, a Squad Leader is perhaps the member of the squad with the least firepower. That's okay, though, because quite often the Squad Leader travels near the back of the group! A good sight (ARCO) is always helpful too. Team Leader: Not dissimilar to the Squad Leader. Would also suggest a GPS and perhaps an underbarrel Grenade Launcher on their weapon. Not essential! Autorifleman: This role merges leadership with firepower. Obviously, some sort of LMG is a must. Don't be tempted to carry a lot of ammo - you've got the Ammo Bearer! Again, IR Laser on the LMG is a good thing! Asst. Autorifleman: A simple Autorifleman. Would perhaps carry a little less ammo than their counterpart. Rifleman [AT]: This role is always subject to change - there are multiple launchers with multiple uses - Anti-Tank, Anti-Air, guided, unguided, etc... the details of this role are to be decieded by the commanding roles depending on the mission at hand, however it is essential that this unit carries some kind of launcher. Even if you don't think it'll be needed, it's safeer to go with than without! Ammo Bearer: Better get that Carryall Backpack! This unit should not be carrying much ammo for himself, but rather ammo for other people! That means LMG mags, rockets for AT, more First Aid Kits, and so on... The precise contents of this pack always change - if you're expecting A LOT of enemy infantry, but limited enemy air support, it's probably not a good idea to fill up with AA rockets... etc... Have common sense! Marksman: This class is specifically for longer-ranged engagements. I'd suggest a slightly higher-caliber weapon with a longer barrel (Mk 18?) with a more precise optic set. Also, one tip is to travel light! This unit should be able to move freely and swiftly around the battlefield in order to deliver precise, longer-ranged engagement. While the rest of the squad is effective up to about 400m, this unit is effective at over 700m! It makes a difference! Combat Lifesaver: One misconception is that this unit is explicitly a walking First Aid Kit - alternatively, some people forget that their role is to heal people. It's a difficult balance. In a perfect scenario, this unit will never have to stop being a normal, everyday rifleman. However, when another unit suffers a casualty, it is up to this unit to fix them! You'll want a lot of First Aid Kits and a Medkit, as well as a lightweight gun for simple engagements a personal protection. One tip: stock up on those smoke grenades! They're VERY useful.  
    All this is merely my own recommendation for a working squad. Feel free to make changes to any unit's equipment, but be careful not to hinder their performance as their role while doing so!
     
     
     
    Final Tips
     
    Covering fire is useful. If a medic needs to get somewhere, smoke grenades are a good idea, but so is making a lot of noise. If the enemy is shooting at you, they're not shooting the medic - simple. USE COVER! AI squads in ArmA don't do this much. They like to go prone and stay there. Use rocks and trees and walls and objects to conceal and protect yourself. If you want to question a command, do it quickly. The Squad Leader and Team Leader are people too, and sometimes make mistakes. If they give you a command you disagree with, don't have a go at them. Just say: May I suggest we do [this] instead? It would be safer/quicker/more fun, etc... Know where your squad is and what they're doing. I can't explain this in any better way than to give an example. Once, a squad I was in was having a bit of difficulty. A few of us couldn't spot the targets we were supposed to be shooting. Due to what can only be a lack of communication, we were in-fact looking in the wrong direction, and had been doing so for a few minutes already. Keeping good communication so that you're always aware of your squad's activity is ESSENTIAL!  
    And that's it! Enjoy!
     
    Will be adding more in future!
     
    sorry for using Comic Sans
     
    BUGLET
  3. Like
    Buglet got a reaction from Miksi in [HOW TO] Squad Stuff - Loadouts, Roles, Teamwork!   
    Hello everyone, my name is Buglet, and in the hope of enhancing squad-based gameplay here on EU 1 & 2 I'm creating a guide on character loadouts, as well as giving information on how to use the equipment, and how each role is best optimized.
     
    Enjoy!
     
     
     
    Foreword
     
    Just like in the real military, ArmA 3 allows us to play in squads. A squad is a group of soldiers (typically 4-10 units) who work and stay together in order to complete a set of defined goals. In a squad, every unit will have a different "role" to fulfill, and it's the unit's equipment that allows them to fulfill that role to the best of their ability. When everyone in a squad fulfills their role to a high enough standard, it is a common occurance for the squad as a whole to preform well.
     
    In a squad, communication is key. Although each unit has a specified role it is often the case that units must collaborate and merge their skills (e.g: a squad medic cannot preform well unless supported with cover by his squad members). Each member of the squad should be able and ready to follow simple commands ("Move there", "lay down covering fire", "engage that enemy", etc...). Without this level of basic communication, the squad will fall apart.
     
    Let's get to the details!
     
     
     
    Squad Formation
     
    Squad formation is all about hierarchy. Orders must be given, and without someone to give those orders they'll never get done. That's why we have squad formation. I'll try and make this quick.
     
    Here are the components of a squad:
     
    Squad Leader Team Leader Autorifleman Asst. Autorifleman (x2) Rifleman AT Combat Lifesaver Marksman Ammo Bearer And here is the structure:
     
    Squad Leader - SLTeam Leader - TLRifleman AT - AT  Asst. Autorifleman - ASST. AR 1 Ammo Bearer - AB Autorifleman - ARAsst. AUtorifleman - ASST. AR 2 Marksman - Mks. M Combat Lifesaver - MEDIC None of this is set in stone. The squad formation is at the jurisdiction of the squad-leader; he can change roles, change the hierarchy, etc... You'll notice that the squad isn't led by only 1 person - in-fact, three members of this squad are in leadership positions. This is so that commands can be simplified. It's much easier for the Squad Leader to command two people (Team Leader & Autorifleman) who then command their troops, than for the Squad Leader to command eight people directly.
     
    If you are a Squad Leader remember this. You DO NOT have to command everyone - pass the command down, and it'll get done. (Example: SL can say to TL that he wants a compound cleared. TL then commands his 3 guys on what exactly to do. Saves a lot of time and effort for the SL who probably has other stuff to do).
     
     
     
    Loadout
     
    Ah, the loadout. Like I said, every member of the squad has a job and its their equipment that allows them to do that job. I'll try to make this brief too (may add pictures soon!)
     
    ALL MEMBERS OF SQUAD should have a Map, Compass, Radio, Watch, Binoculars, a few Smoke Grenades, RGO Grenades, a small backpack (unless stated otherwise), appropriate clothing for mission, and (if needed) NVG's.
     
    Squad Leader: When it comes to equipment, a squad leader has little specialized stuff. I would recommend a GPS as it allows awareness of immediate terrain without having to commit to opening the map. An IR laser on his gun is a must, as well as range finders. The Squad Leader should not carry any heavy explosives or weaponry - in-fact, a Squad Leader is perhaps the member of the squad with the least firepower. That's okay, though, because quite often the Squad Leader travels near the back of the group! A good sight (ARCO) is always helpful too. Team Leader: Not dissimilar to the Squad Leader. Would also suggest a GPS and perhaps an underbarrel Grenade Launcher on their weapon. Not essential! Autorifleman: This role merges leadership with firepower. Obviously, some sort of LMG is a must. Don't be tempted to carry a lot of ammo - you've got the Ammo Bearer! Again, IR Laser on the LMG is a good thing! Asst. Autorifleman: A simple Autorifleman. Would perhaps carry a little less ammo than their counterpart. Rifleman [AT]: This role is always subject to change - there are multiple launchers with multiple uses - Anti-Tank, Anti-Air, guided, unguided, etc... the details of this role are to be decieded by the commanding roles depending on the mission at hand, however it is essential that this unit carries some kind of launcher. Even if you don't think it'll be needed, it's safeer to go with than without! Ammo Bearer: Better get that Carryall Backpack! This unit should not be carrying much ammo for himself, but rather ammo for other people! That means LMG mags, rockets for AT, more First Aid Kits, and so on... The precise contents of this pack always change - if you're expecting A LOT of enemy infantry, but limited enemy air support, it's probably not a good idea to fill up with AA rockets... etc... Have common sense! Marksman: This class is specifically for longer-ranged engagements. I'd suggest a slightly higher-caliber weapon with a longer barrel (Mk 18?) with a more precise optic set. Also, one tip is to travel light! This unit should be able to move freely and swiftly around the battlefield in order to deliver precise, longer-ranged engagement. While the rest of the squad is effective up to about 400m, this unit is effective at over 700m! It makes a difference! Combat Lifesaver: One misconception is that this unit is explicitly a walking First Aid Kit - alternatively, some people forget that their role is to heal people. It's a difficult balance. In a perfect scenario, this unit will never have to stop being a normal, everyday rifleman. However, when another unit suffers a casualty, it is up to this unit to fix them! You'll want a lot of First Aid Kits and a Medkit, as well as a lightweight gun for simple engagements a personal protection. One tip: stock up on those smoke grenades! They're VERY useful.  
    All this is merely my own recommendation for a working squad. Feel free to make changes to any unit's equipment, but be careful not to hinder their performance as their role while doing so!
     
     
     
    Final Tips
     
    Covering fire is useful. If a medic needs to get somewhere, smoke grenades are a good idea, but so is making a lot of noise. If the enemy is shooting at you, they're not shooting the medic - simple. USE COVER! AI squads in ArmA don't do this much. They like to go prone and stay there. Use rocks and trees and walls and objects to conceal and protect yourself. If you want to question a command, do it quickly. The Squad Leader and Team Leader are people too, and sometimes make mistakes. If they give you a command you disagree with, don't have a go at them. Just say: May I suggest we do [this] instead? It would be safer/quicker/more fun, etc... Know where your squad is and what they're doing. I can't explain this in any better way than to give an example. Once, a squad I was in was having a bit of difficulty. A few of us couldn't spot the targets we were supposed to be shooting. Due to what can only be a lack of communication, we were in-fact looking in the wrong direction, and had been doing so for a few minutes already. Keeping good communication so that you're always aware of your squad's activity is ESSENTIAL!  
    And that's it! Enjoy!
     
    Will be adding more in future!
     
    sorry for using Comic Sans
     
    BUGLET
  4. Like
    Buglet got a reaction from PERO in [HOW TO] Squad Stuff - Loadouts, Roles, Teamwork!   
    Hello everyone, my name is Buglet, and in the hope of enhancing squad-based gameplay here on EU 1 & 2 I'm creating a guide on character loadouts, as well as giving information on how to use the equipment, and how each role is best optimized.
     
    Enjoy!
     
     
     
    Foreword
     
    Just like in the real military, ArmA 3 allows us to play in squads. A squad is a group of soldiers (typically 4-10 units) who work and stay together in order to complete a set of defined goals. In a squad, every unit will have a different "role" to fulfill, and it's the unit's equipment that allows them to fulfill that role to the best of their ability. When everyone in a squad fulfills their role to a high enough standard, it is a common occurance for the squad as a whole to preform well.
     
    In a squad, communication is key. Although each unit has a specified role it is often the case that units must collaborate and merge their skills (e.g: a squad medic cannot preform well unless supported with cover by his squad members). Each member of the squad should be able and ready to follow simple commands ("Move there", "lay down covering fire", "engage that enemy", etc...). Without this level of basic communication, the squad will fall apart.
     
    Let's get to the details!
     
     
     
    Squad Formation
     
    Squad formation is all about hierarchy. Orders must be given, and without someone to give those orders they'll never get done. That's why we have squad formation. I'll try and make this quick.
     
    Here are the components of a squad:
     
    Squad Leader Team Leader Autorifleman Asst. Autorifleman (x2) Rifleman AT Combat Lifesaver Marksman Ammo Bearer And here is the structure:
     
    Squad Leader - SLTeam Leader - TLRifleman AT - AT  Asst. Autorifleman - ASST. AR 1 Ammo Bearer - AB Autorifleman - ARAsst. AUtorifleman - ASST. AR 2 Marksman - Mks. M Combat Lifesaver - MEDIC None of this is set in stone. The squad formation is at the jurisdiction of the squad-leader; he can change roles, change the hierarchy, etc... You'll notice that the squad isn't led by only 1 person - in-fact, three members of this squad are in leadership positions. This is so that commands can be simplified. It's much easier for the Squad Leader to command two people (Team Leader & Autorifleman) who then command their troops, than for the Squad Leader to command eight people directly.
     
    If you are a Squad Leader remember this. You DO NOT have to command everyone - pass the command down, and it'll get done. (Example: SL can say to TL that he wants a compound cleared. TL then commands his 3 guys on what exactly to do. Saves a lot of time and effort for the SL who probably has other stuff to do).
     
     
     
    Loadout
     
    Ah, the loadout. Like I said, every member of the squad has a job and its their equipment that allows them to do that job. I'll try to make this brief too (may add pictures soon!)
     
    ALL MEMBERS OF SQUAD should have a Map, Compass, Radio, Watch, Binoculars, a few Smoke Grenades, RGO Grenades, a small backpack (unless stated otherwise), appropriate clothing for mission, and (if needed) NVG's.
     
    Squad Leader: When it comes to equipment, a squad leader has little specialized stuff. I would recommend a GPS as it allows awareness of immediate terrain without having to commit to opening the map. An IR laser on his gun is a must, as well as range finders. The Squad Leader should not carry any heavy explosives or weaponry - in-fact, a Squad Leader is perhaps the member of the squad with the least firepower. That's okay, though, because quite often the Squad Leader travels near the back of the group! A good sight (ARCO) is always helpful too. Team Leader: Not dissimilar to the Squad Leader. Would also suggest a GPS and perhaps an underbarrel Grenade Launcher on their weapon. Not essential! Autorifleman: This role merges leadership with firepower. Obviously, some sort of LMG is a must. Don't be tempted to carry a lot of ammo - you've got the Ammo Bearer! Again, IR Laser on the LMG is a good thing! Asst. Autorifleman: A simple Autorifleman. Would perhaps carry a little less ammo than their counterpart. Rifleman [AT]: This role is always subject to change - there are multiple launchers with multiple uses - Anti-Tank, Anti-Air, guided, unguided, etc... the details of this role are to be decieded by the commanding roles depending on the mission at hand, however it is essential that this unit carries some kind of launcher. Even if you don't think it'll be needed, it's safeer to go with than without! Ammo Bearer: Better get that Carryall Backpack! This unit should not be carrying much ammo for himself, but rather ammo for other people! That means LMG mags, rockets for AT, more First Aid Kits, and so on... The precise contents of this pack always change - if you're expecting A LOT of enemy infantry, but limited enemy air support, it's probably not a good idea to fill up with AA rockets... etc... Have common sense! Marksman: This class is specifically for longer-ranged engagements. I'd suggest a slightly higher-caliber weapon with a longer barrel (Mk 18?) with a more precise optic set. Also, one tip is to travel light! This unit should be able to move freely and swiftly around the battlefield in order to deliver precise, longer-ranged engagement. While the rest of the squad is effective up to about 400m, this unit is effective at over 700m! It makes a difference! Combat Lifesaver: One misconception is that this unit is explicitly a walking First Aid Kit - alternatively, some people forget that their role is to heal people. It's a difficult balance. In a perfect scenario, this unit will never have to stop being a normal, everyday rifleman. However, when another unit suffers a casualty, it is up to this unit to fix them! You'll want a lot of First Aid Kits and a Medkit, as well as a lightweight gun for simple engagements a personal protection. One tip: stock up on those smoke grenades! They're VERY useful.  
    All this is merely my own recommendation for a working squad. Feel free to make changes to any unit's equipment, but be careful not to hinder their performance as their role while doing so!
     
     
     
    Final Tips
     
    Covering fire is useful. If a medic needs to get somewhere, smoke grenades are a good idea, but so is making a lot of noise. If the enemy is shooting at you, they're not shooting the medic - simple. USE COVER! AI squads in ArmA don't do this much. They like to go prone and stay there. Use rocks and trees and walls and objects to conceal and protect yourself. If you want to question a command, do it quickly. The Squad Leader and Team Leader are people too, and sometimes make mistakes. If they give you a command you disagree with, don't have a go at them. Just say: May I suggest we do [this] instead? It would be safer/quicker/more fun, etc... Know where your squad is and what they're doing. I can't explain this in any better way than to give an example. Once, a squad I was in was having a bit of difficulty. A few of us couldn't spot the targets we were supposed to be shooting. Due to what can only be a lack of communication, we were in-fact looking in the wrong direction, and had been doing so for a few minutes already. Keeping good communication so that you're always aware of your squad's activity is ESSENTIAL!  
    And that's it! Enjoy!
     
    Will be adding more in future!
     
    sorry for using Comic Sans
     
    BUGLET
  5. Like
    Buglet got a reaction from DakimDragco in Medics on EU1   
    I respect that this community let's admins play - on an old server I played on, admins were expected to do nothing but administrate. It was quite dull, and they didn't get very far because no one wanted to be an admin!
    Honestly, my answer is usually to just fix the problem myself. If the medics are bad, I'll play a medic; if pilots aren't doing their job, I'll play a pilot. It solves a lot of problems, and when you decide to play well people will follow suit - it really does pay off to lead by example (I will cherish the day when video game players realise that sitting and raging never fixes a damn thing). It's simple psychology, if a bunch of bad medics see you playing as a good medic, they'll see it and think "damn that guys good and he looks like he's having fun. Maybe I should put down the rocket launcher and LMG!"
  6. Like
    Buglet reacted to Adshield in Medics on EU1   
    HI,
     
    When I join EU1, the game is plagued with mainly useless medics.
    My main annoyance was that i saw groups of medics running away form downed players playing as if they are standard infantry men with LMGs and rockets. so I ended up doing their jobs and when I got killed they ran away again! It is really annoying when most of the time they just mess around like a lone ranger or a medic for themselves. If only they would read the chat as well or even listen to other players, it would make it so much more fun. (i asked them time and time again to do their jobs with no effect.)
    I know not much can be done but it really aggravates me when people don't work as a team.
     
    thanks
    Adshield
  7. Like
    Buglet got a reaction from DudeX in helicopter stuff   
    I've encountered every one of these problems at least once while being a pilot.
    A lot of people overlook the diversity of how you can play in ArmA - you don't need to be on a hill. Why not try something different, like sneaking around a valley so you can attack the AO with surprise at close range? Often I get some passengers in my chopper and one of them says "I marked an LZ" so I check my map. What do I see? 5 points all around the AO, all marked identically as "LZ", all on a hilltop within 500 metres of AO epicentre. I'm always inclined to kindly tell them that I have my own plan that is much safer.
    Also experienced pilots don't like landing on hilltops. Not just because it's dangerous, but it's also damn repetitive! If I'm in an MH-9 I don't want to just hover in over a hilltop and drop it down, I want to be sweeping through low valleys and drift the chopper into a concealed place. Asking me to land on some exposed flat surface high up is just altogether RISKY and BORING. Why play as a pilot if you're just flying back and forth in a straight line, with a high chance of getting shot every time?
    And yes, a lot of other pilots are impatient. Once, I was waiting on the helipad next to spawn, and another heli comes back from the objective with a very impatient pilot. He was so desperate to get passengers that he attempted to land on the helipad next to me, destroying both choppers in the process. Is it with it? Delaying all the players for so long just because you didn't want to wait your turn? Really frustrating.
    Transport pilots like to have fun too. I appreciate that every minute that ground troops spend getting ferried between places is a minute that they aren't doing anything, but you need to let pilots have their fun also. I'm sure I can speak for a majority of pilots when I say that we LIKE to try new landing areas, we LIKE to test our own limits with some terrain-hugging flying, and we LIKE to not be crashed into when waitngi for passengers. And most of all, we like to be in control of our own vehicles, and very often, typing in caps "JUST LAND US ON THE HILL I MARKED" is not only a redundant waste of your energy and time, but also very frustrating for the pilot.
    Sorry for the long post, but I can relate.
    #PilotsArePeopleToo
  8. Like
    Buglet got a reaction from FrOzT in helicopter stuff   
    I've encountered every one of these problems at least once while being a pilot.
    A lot of people overlook the diversity of how you can play in ArmA - you don't need to be on a hill. Why not try something different, like sneaking around a valley so you can attack the AO with surprise at close range? Often I get some passengers in my chopper and one of them says "I marked an LZ" so I check my map. What do I see? 5 points all around the AO, all marked identically as "LZ", all on a hilltop within 500 metres of AO epicentre. I'm always inclined to kindly tell them that I have my own plan that is much safer.
    Also experienced pilots don't like landing on hilltops. Not just because it's dangerous, but it's also damn repetitive! If I'm in an MH-9 I don't want to just hover in over a hilltop and drop it down, I want to be sweeping through low valleys and drift the chopper into a concealed place. Asking me to land on some exposed flat surface high up is just altogether RISKY and BORING. Why play as a pilot if you're just flying back and forth in a straight line, with a high chance of getting shot every time?
    And yes, a lot of other pilots are impatient. Once, I was waiting on the helipad next to spawn, and another heli comes back from the objective with a very impatient pilot. He was so desperate to get passengers that he attempted to land on the helipad next to me, destroying both choppers in the process. Is it with it? Delaying all the players for so long just because you didn't want to wait your turn? Really frustrating.
    Transport pilots like to have fun too. I appreciate that every minute that ground troops spend getting ferried between places is a minute that they aren't doing anything, but you need to let pilots have their fun also. I'm sure I can speak for a majority of pilots when I say that we LIKE to try new landing areas, we LIKE to test our own limits with some terrain-hugging flying, and we LIKE to not be crashed into when waitngi for passengers. And most of all, we like to be in control of our own vehicles, and very often, typing in caps "JUST LAND US ON THE HILL I MARKED" is not only a redundant waste of your energy and time, but also very frustrating for the pilot.
    Sorry for the long post, but I can relate.
    #PilotsArePeopleToo
  9. Like
    Buglet got a reaction from MessedUpSmiley in helicopter stuff   
    I've encountered every one of these problems at least once while being a pilot.
    A lot of people overlook the diversity of how you can play in ArmA - you don't need to be on a hill. Why not try something different, like sneaking around a valley so you can attack the AO with surprise at close range? Often I get some passengers in my chopper and one of them says "I marked an LZ" so I check my map. What do I see? 5 points all around the AO, all marked identically as "LZ", all on a hilltop within 500 metres of AO epicentre. I'm always inclined to kindly tell them that I have my own plan that is much safer.
    Also experienced pilots don't like landing on hilltops. Not just because it's dangerous, but it's also damn repetitive! If I'm in an MH-9 I don't want to just hover in over a hilltop and drop it down, I want to be sweeping through low valleys and drift the chopper into a concealed place. Asking me to land on some exposed flat surface high up is just altogether RISKY and BORING. Why play as a pilot if you're just flying back and forth in a straight line, with a high chance of getting shot every time?
    And yes, a lot of other pilots are impatient. Once, I was waiting on the helipad next to spawn, and another heli comes back from the objective with a very impatient pilot. He was so desperate to get passengers that he attempted to land on the helipad next to me, destroying both choppers in the process. Is it with it? Delaying all the players for so long just because you didn't want to wait your turn? Really frustrating.
    Transport pilots like to have fun too. I appreciate that every minute that ground troops spend getting ferried between places is a minute that they aren't doing anything, but you need to let pilots have their fun also. I'm sure I can speak for a majority of pilots when I say that we LIKE to try new landing areas, we LIKE to test our own limits with some terrain-hugging flying, and we LIKE to not be crashed into when waitngi for passengers. And most of all, we like to be in control of our own vehicles, and very often, typing in caps "JUST LAND US ON THE HILL I MARKED" is not only a redundant waste of your energy and time, but also very frustrating for the pilot.
    Sorry for the long post, but I can relate.
    #PilotsArePeopleToo
  10. Like
    Buglet got a reaction from LightningKillTV in Helicopter Flight Models.   
    I can guarantee that EU 1 & 2 use the stock flight model. I have heard that EU 3 uses advanced, however I've always assumed that it's a client-side decision whether or not to use the advanced flit model.
  11. Like
    Buglet got a reaction from Mattadee in [IN DEVELOPMENT] AhoyWorld Invade & Annex Trailer   
    Hello everyone!
    Amongst other things, I have an interest in video editing, and I am always interested in creating trailers for games and communities such as this. It is because of this interest that I am embarking on an objective as follows:
    Objective: Make Trailer
    Area of Operations: my computer (and fridge, if I get hungry)
    Aims: to create an awesome trailer for AhoyWorld Invade & Annex so that outsiders can see what they're missing
    Intel: Invade & Annex is awesome, therefore, this trailer must be awesome
    In all seriousness, I have asked Mattadee to collaborate with me in making this. I aim to spend a few weeks on it, perhaps more. This time will include planning, playing the game, gathering footage, editing, playing the game some more, perhaps playing some more, and then uploading.
    Firstly, I would love ideas. I already have a good idea of how I want the trailer to be, however if anyone has some suggestions I'd be happy to talk to you guys about them.
    Secondly, I'd love a voice actor or two. I need someone who has a good mic, and who can do a real nasty, gruff soldier voice. You'll probably be asked to say something like "buckle up soldier", "mortar incoming!", "honey, I'm home!", or "ooh that dress SO suits you!". If you think that's you, drop me a message and perhaps we can hash out a deal!
    I hope I can make this awesome, and I'll keep you all updated here!
    Harry
  12. Like
    Buglet got a reaction from Josh in Ahoy people!   
    Hey guys!
    My name is Harry, however I tend to go by the alias of Buglet (long story...). I've actually known AW since I got ArmA 3 back in its early beta stages, and some of you might known me from the teamspeak (Old Greg is usually my name there). I've decided to finally make an account.
    I look forwards to teaming up with all of you, on minecraft as well as ArmA, and I hope you all have a good day!
    Buglet
  13. Like
    Buglet got a reaction from LightningKillTV in Ahoy people!   
    Hey guys!
    My name is Harry, however I tend to go by the alias of Buglet (long story...). I've actually known AW since I got ArmA 3 back in its early beta stages, and some of you might known me from the teamspeak (Old Greg is usually my name there). I've decided to finally make an account.
    I look forwards to teaming up with all of you, on minecraft as well as ArmA, and I hope you all have a good day!
    Buglet
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