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Squad Advanced Tips and Tricks

Wysłany dnia 06/24/202206/24/2022 Przez Sweet little lies Brak komentarzy NA Squad Advanced Tips and Tricks
  • Tytuł: Drużyna
  • Data wydania:
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Information about Squad is still incomplete. Pomóż nam wypełnić szczegóły gry za pomocą tego formularz kontaktowy.

A listing of advanced tips and tricks, gathered from hundreds of hours of Squad gameplay and related research.

Piechota

Below are tips and tricks that mainly concern infantry gameplay.

All infantry
  • Throw grenades in a tall arc to have them explode basically on impact
  • Many weapons that have burst fire variants, also have full auto variants with less magnifying scopes (much better for close quarters combat)
  • Jump right before crossing a low obstacle (knee / waist height) to prevent the vaulting animation, allowing much faster crossing of obstacles
  • Jump right before vaulting a medium obstacle (klatka piersiowa / head height) to prevent the slowest vaulting animation, instead allowing you to use a faster vaulting animation, allowing much faster crossing of obstacles
  • All weapons have a ranging function (range marked / adjustable reticle) up to at least 200 metrów
  • Lean (e/q buttons by default) to lower your profile significantly (head and upper torso are considerably closer to the ground)
    • Allows hiding behind some high obstacles while standing without crouching
    • Allows hiding behind some medium obstacles while crouching without going prone
    • Allows moving faster while in cover (since you’re not crouched/prone)
    • Allows much faster peeking from cover
  • Low stamina makes it impossible to shoot accurately past 10 metrów
  • Snajperzy (and some Insurgent riflemen) have bolt-action weapons that instakill to torso and head
  • Machine gunner is the most efficient kit for completely destroying light vehicles
  • Most kits have multiple team and squad limitations on how many can be picked at any point in time
  • Camouflage netting on buildables is one-way see-through
  • Fireteam leaders can place fortifications (same as squad leader)
  • Bandaging (ktokolwiek) or healing (lekarski) other players only requires the treating player to be within 2m range of the person being treated
    • Just look at the person to start bandaging/healing them
    • No need to keep looking at them
    • No need to stay still
    • No need to stay close (2m max)
    • Can easily walk with the person getting bandaged/healed (running cancels bandaging/healing)
  • Many/most vehicles work as ammo crates (can rearm / switch to any kit)
  • Switching kits costs ammo, equal to: [X – Y]
    • X = {80% of remaining ammo points in current kit}
    • Y = {100% of ammo points required to fully rearm the kit being switched to}
  • Most fields allow for effective hiding while crouching (no need to go prone)
  • If you vault while falling, no matter how high you were falling from, you will negate all fall damage (in real life you would really hurt your arms)
  • Cranes are climbable
  • You can stand on top of other players (vault very high obstacles, get special firing angles over obstacles)
  • Vault objects at a high/low angle (directly vaulting something would be 90 stopnie, high/low angle would mean ~20 degrees) to get a full vaulting animation, allowing you to stand on top of the object, where normally you would just vault over the object to its other side
  • Whatever weapon you’re holding while entering a vehicle / emplacement, is the same weapon you’ll be holding when coming out of the vehicle
  • Groups of small trees don’t block movement
  • Leaning while prone is often mistaken for a corpse, allowing for surprise attacks in some situations
  • You get revived with minimal health (any damage will kill you) and black-and-white coloring for 60 towary drugiej jakości
  • At very low health, you stop regenerating stamina, your aim starts to shake violently, and your vision pulses darker
    • Impossible to aim accurately past 10 metrów
    • No stamina
    • Pulsing screen
    • Might be better off respawning, if no medic nearby
  • Your gun’s sight is not at the same height as your gun’s barrel
  • Grenades are always thrown from your right hand, which affects the trajectory, especially at the beginning of the grenade’s throwing arc
  • Irregular militia have some M4s as primary weapon options, allowing you to effectively confuse enemies that play based on weapon sounds
Squad leader
  • Buddy rally / Remote rally
    • Need to be Insurgent
    • Need to be dead
    • Need to have an active rally in team
    • Right-click on rally on map to remotely place yours on top of it
  • Direct communication between individual squad leaders
    • Numpad number keys by default
    • Can be rebound in settings
    • Very useful for not cluttering the command voice channel
  • Strong kits
    • Bipods on primary weapon (Britain, Australia)
      • Low recoil
      • No sway
    • Automatic weapons (normally burst fire) (NAS, Irregular Militia)
  • IED drones
    • Available on Insurgents and Irregular militia
    • Commander asset
    • Use handheld drone (10 min cooldown)
    • Place IEDs (maks 5) on drone with sapper (highly advisable to be in the same squad with the sapper for communication)
    • Fly the drone next to a high value target (pojazdy, emplacements, large groups of infantry, itp.)
    • Tell Sapper to blow up IED (takes 5 seconds after detonation command)
  • Rally placement is prevented if an enemy is within 50 metrów
  • Rally is burned / lost if an enemy is within 30 metrów
Anti-Tank rocket launcher
  • Rockets have an arming range of at least 35 metrów, usually about 45 metrów, sometimes longer
  • Rockets deal the same amount of damage at all ranges
  • Rockets come in three variants: fragment, światło, heavy
    • Fragment
      • Mainly kills infantry
      • Can only hurt unarmored vehicles (logis, helis)
    • Światło
      • Can hurt all vehicles
      • Need at least 3 rockets to kill any vehicle larger than a bike
      • Mainly useful for destroying tracks, silniki, and wheels on armored vehicles (mobility kill)
    • Ciężki
      • Can hurt all vehicles
      • Generally instakills any vehicle weaker than an APC (logi, mrap/tiger, heli). Also the Scimitar (FV107, weakest IFV) instantly starts burning from a heavy rocket hit
      • Generally deals 80% health as damage to anything smaller than an MBT (target vehicle will have 20% health left after getting hit)
      • Generally deals 40% health as damage to MBT
      • Can instakill any vehicle, if you hit the ammo rack
  • British heavy rocket is unique
    • Much longer arming distance
    • No rocket drop
  • One of the russian heavy rockets is unique
    • Ranging only up to 200m
    • Sight can be confusing
  • Rocket backblast kills friendlies (i wrogowie)

Pojazdy

Below are all tips and tricks that mainly concern vehicle gameplay.

All vehicles
  • Vehicles take maximal damage when hit where the engine is
    • Logistyka: front of vehicle
    • Helicopters: just below main propeller
    • Armored vehicles: varies based on vehicle
  • Russian vehicles tip over very easily in turns at high speeds
  • Vehicle acceleration varies
    • Generally faster acceleration on road than off road
    • Slower acceleration while turning
    • Slower acceleration after losing grip with surface (skoki, driving on 2 koła, driving on very bumpy terrain)
    • Slower acceleration uphill
    • Faster acceleration downhill
    • Shooting with vehicles (MBT cannon, IFV autocannon) accelerates the vehicle in the direction

    opposite of the firing direction (shoot behind to accelerate forward)

  • Vehicle death explosion kills infantry, slightly damages other nearby light vehicles
  • Vehicles deal no contact damage (cannot kill enemies by running them over)
  • Vehicles start burning below 10% KM, making them slowly lose hp, requiring them to be repaired quickly, otherwise they’ll blow up
  • No part of a vehicle can be fully repaired by hand tools (except wheels/tracks)
  • Repair stations in main are twice as fast for rearming and repairing as any repair station on any FOB
  • All vehicles hold at least some ammo and allow changing to the kit required to operate said vehicle
  • All vehicles can survive driving through deep waters, as long as you don’t stay in the deep water for more than 5 towary drugiej jakości, since the vehicle will start to take 20% health as damage per second. This allows you to very easily sneak behind the enemy on many maps
  • The fastest way to stop a vehicle is to ram it straight into a wall, since there is no contact damage, and the vehicle will be fine
Armored vehicles / vehicle combat
  • All vehicle armor can bounce incoming shots off of it, with the likelihood of bouncing depending on the angle of attack between the shot and the armor, and the thickness of the armor compared to the kinetic energy of the incoming shot
  • BMP-1 main cannon cannot meaningfully penetrate MBT armor, despite its caliber
  • ATGMs always do good damage, regardless of ATGM type, regardless of range to target
  • MBT AP rounds are by far the easiest to use, but they are by far less damaging to light vehicles compared to MBT HE rounds
  • BMP-1 HE rounds are many times weaker than MBT HE rounds, despite the caliber
  • AP rounds deal significantly less damage the further away the target is
  • HE rounds deal the same damage regardless of range
  • M2A3 has the highest dps out of any vehicle, and will win every engagement, assuming it starts the fight with 2 TOW missiles
  • M1A1 and M1A2 have by far highest main cannon dps compared to any other MBT (25% faster fire rate)
  • The only MBT with ATGMs is the T72-B
  • Ramming into enemy APCs easily tips them over
Vehicle engagement table

Schody, and ranks within tiers. A higher tier vehicle always wins an engagement against a lower tier vehicle. Vehicles within a tier have mostly fair matchups against each other, but weighted based on rank. Smaller tier and/or rank number is better than larger tier and/or rank number. A vehicle’s capacity to do anything else but win a single engagement is not taken into account for this table. Również, a high level of driver and gunner skill and no one-manning are assumed.

Szczebel
Stopień 1
Stopień 2
Stopień 3
Stopień 4
Stopień 5
Stopień 6
Stopień 7
Stopień 8
Szczebel 1
T-72B3
M2A3
M1A1
M1A2
T-72S
2A6M
FV4034
T-62
Szczebel 2
FV520 CTAS
Szczebel 3
BMP-2
ASLAV-25
LAV 6.0
FV510 UA
FV510
Szczebel 4
BMP-1
BTR-82
Szczebel 5
M1126 M2 HB
FV107
MT-LBM 6MB
BRDM-2 Spandrel
BTR-80
MT-LBM 6MA
BRDM-2
Szczebel 6
Anything with covered .50 caliber weapon system and no windows
Szczebel 7
M-ATV TOW
Simir Kornet
Anything with covered .50 caliber weapon system and windows
Anything with 7.62 mm covered weapon system
Szczebel 8
Anything with SPG-9
Anything with AA-weapon system
Anything with open top .50 caliber weapon
Anything with any weapon
Szczebel 9
Every other vehicle

Game-wide

Below are tips and tricks relating mainly to game-wide features of Squad.

Console
  • Opened either via custom keybind, or by default by using for example the ‘J’-key, and erasing any existing text
  • Respawn-command allows suicide without outside help
Graphics card settings
  • Your graphics card settings, namely its gamma setting, can allow you to see many times further and better than other players
    • Accessible for example through NVIDIA Control Panel -> Adjust desktop colour settings
    • Turns dark maps into normal maps
    • Turns misty maps into clear maps
    • See further regardless of map (extremely strong for MBT and IFV gameplay)

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  • Tytuł: Drużyna
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  • Wywoływacz:
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