Squad/Squad Core Mechanics

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About

This Is a guide for everyone to get familiar with the mechanics of Squad. This guide needs te be read and learnt in order to be eligible to take the first academy course available basic infantry course.

Factions

Check the following link link for factions and their uniforms. Due to patches coming regularly there might be some outdated information.

Vehicle Claiming System

The squad vehicle claiming system in its first iteration will function primarily as a way to strengthen the role of the Squad Leader and eliminate the ability of players to go rambo and take a vehicle without any responsibility for its usage. The system is entirely passive but also considered an advanced system.
Only SL will interact and be notified as to the claim states. Only a Squad leader may claim a vehicle. The SL claims the vehicle by attempting to enter the vehicle or by approving a vehicle claim on his minimap made by members of his Squad. He will get one of several messages depending on the vehicles current claim condition.

  • "Only Squad Leaders may enter unclaimed vehicles." - You are not an SL.. Nice try!
  • "You must have the Squad Leader role to claim a vehicle." - Go get an SL kit
  • "Must have at least 3 members in your Squad to claim vehicles." 3 members - 1 vehicle can be claimed 6 members - 2 vehicles can be claimed 8 members - 3 vehicles can be claimed
  • "Must have at least 2 squad members nearby to claim a vehicle." Much like our FOB and Rally Point systems you need to have your Squad with you to claim a vehicle. (2 additional members) Vehicles can also be approved for claim by approval on the minimap by a Squad Leader
  • "Unable to enter due to another Squad's claim on this vehicle." This vehicle is already claimed. Please try a different vehicle or radio for a ride.
  • "Vehicle Claimed." - Great Job! Your Squad can now enter the vehicle and have a happy battle!


In addition, a squad leader can claim a vehicle by approving a claim made by his Squad members. If 2 squad members are near an unclaimed vehicle and the Squad has claimed slots available they can request a claim by attempting the enter the vehicle. They will be notified to Radio their Squad Leader for approval. Squad leaders can open their minimaps and approve the claim. (provided they have a claim slot available)

Active VS Passive claims and how it affects your Squad. The system maintains a chain of possession of claimed vehicles through Active Claims (You have a squad member actually in the vehicle) and Passive Claims(Your squad claimed and used the vehicle but currently have no members of your squad occupying a vehicle seat) Active Claims always give you complete control over the vehicle seats and the driver position. Players not in your squad cannot enter the driver seat of your actively claimed vehicle (but they can enter the other seats). In order to maintain an active claim you must have a squad member somewhere in the vehicle. Any Squad member may also bump a friendly from an occupied seat by switching to that seat. (via the F keys) Passive Claims are maintained even when the vehicle is not manned. Your Squad members can enter and exit the vehicle freely and the driver seat will still remain locked to the owning Squad. However.. A passive vehicle can be claimed by another Squad Leader provided he has the ability to do so. (This can be done in person via attempting to enter the vehicle or remotely via a group of 2 squad members)

Vehicle Seat Switching

You can switch seats using F1,F2,F3,F4....

F1.jpg


Game Modes

Ticket Mechanics

In the top right-hand side of the screen you see the ticket counter. At the start of the match each team starts with a set amount of tickets (the number of tickets depends on the map and game server's settings). Ticket loss occurs for a team as following:

  • Player goes into incapacitated state: -1 (this ticket cannot be recovered through reviving);
  • Player death/giving up: -1 (only this ticket can be prevented if player is revived);
  • Suicide: -1
  • Captured Control Point: +10 (applies to game mode Advance and Secure);
  • Lost Control Point: -30 (applies to game mode Advance and Secure);
  • Lost Forward Operating Base: -20
  • Cache destroyed: +30 for BLUFOR forces (game mode Insurgency only);
  • Ticket Bleed: Owning more CPs than the opposing team will begin to incur a slight bleed penalty; the more CPs owned, the more bleed the opposing team incurs (applies to game mode Advance and Secure);
  • BTR -30
  • Crow Hmmv -16
  • Hmmv -12
  • Logistics truck -8
  • Logistics Technical -4
  • Armed technical -8
  • Squad Wipe -9
  • Rally -2
  • Important: Please note that none of these numbers are set in stone and we are constantly refining and fine-tuning them to improve balancing and gameplay.

In most game modes, as soon as a team hits 0 tickets, they have lost the match. You cannot see the opposite team's ticket count – you only see your own ticket count. If the timer runs out, the team with more tickets wins. These are the tickets loss and gain based on number of flags.


NOTE:

Ticket bleed is not known,and this also can be changed with every update.


Bleed 3 & 4 Flag Layer 3 tickets per 1 minute Example: 2 of the enemy's flags = 6 tickets a minute.

5 & 6 Flag Layer 2 tickets per 1 minute Example: 3 of the enemy's flags = 6 tickets a minute.

Time to Cap Near Main: 60 All others: 120

Minimum Number of Players to Cap 3

Rally Points

Rally Points (RPs) are squad-specific spawn points. Each squad can have one rally point to spawn on. Other team members cannot spawn on another squad's RP. Spawn times on RPs are longer than on FOBs. The purpose of RPs are to bring the squad back together after a firefight or to provide a spawn for players that just joined - they are not intended as permanent Spawn Points. The RP is placed by the squad leader by pressing T and selecting "Rally Point". However, the SL cannot deploy a RP alone - to place the RP one additional squadmember is needed within 8m to the SL (a team member cannot help with this). If the SL has not chosen the Squad Leader/Cell Leader/Group Leader role, he can still place a RP, but he will need three additional squad members in his vicinity. If enemies are within a 50m radius, the RP cannot be placed. Once placed, the RP is represented in-game by a heap of backpacks.

The RP is destroyed and disappears if enemies are nearby. There can be only one RP for one squad – as soon as you place another RP, the previous RP will disappear. There is a cooldown timer of about 2.5 minutes (2 minutes if placed too close to enemies) after you place a RP (cooldown timer is reset to zero if the SL respawns). There are only 9 spawns available per RP, it will disappear when all spawns are used.

This is the US Rally Point

This is the OPFOR Rally Point


Spawns left.jpg On the map the RP shows the squad number of the squad who placed it. You can only spawn on the green RP of your own squad (other squad's RP appear in blue). If you mouse-over a RP, you will see the number of remaining spawns. Make sure to place a new Rally Point when this counter runs low. Team members should point this out to the Squad Leader if he does not notice so he can act on it.

FOBs

Forward Operating Base (FOB) is the spawn point where the entire team can spawn. Deployables can only be placed inside the range of a FOB. Spawn times on FOBs are significantly shorter than on Rally Points.

FOBs are placed by the Squad Leader, but The SL cannot deploy a FOB alone – he needs two additional team members within 5-10m to place a FOB. You cannot place a new FOB within 400 meters of another friendly FOB. In-game the FOB is represented by a radio.


NOTE:

Any team member from any squad can assist the SL in placing a FOB. Use local voice chat to call over nearby team members.


Forward Operating Bases gain an active spawn point after having been placed for 7 minutes. Forward Operating Bases get an active spawn point if a friendly (loaded) logistics vehicle comes close to the radio. Bypassing the 7 minutes of waiting time.


The FOB is taken down by the opposite team the same way a Control Point is taken down.

For this, two or more players from the opposite team need to stand within a 75m radius of the FOB to start taking it down. When this starts happening, the FOB icon on the map will turn red and spawning on this FOB will take an additional 15 sec longer than normal. Once the progress bar of the FOB reaches zero, the FOB disappears. FOB icon on the map as of v7 is a small castle icon.

When a team loses a FOB, it also loses 20 tickets.

You can accelerate the take down process by de-shovelling the enemy radio/hideout (Right-Mouse-Button with shovel selected).

  • Passive supply rate is 1 per second
  • A FOB can now hold a total of 2000 Supplies and 1000 Ammo.
  • Bringing a loaded logistics truck to a Forward Operating Base and unloading supplies near the FOB radio will deposit 1000 supply points and 1000 ammo points to the base. Logistics technical will supply a base with 500 of each rather than 1000.

Health management

Health management is an important part of Squad and the Medic plays a vital role in this. Every player your revive, is one ticket kept for your team. Every wounded player brought back to full health, will stay in the fight longer than a low health player. Not only will a dead player have to wait until he can respawn, he also has to come all the way back to its squad first to bring it back to full fighting strength. All of this combined will make the difference between winning and losing a fight, and at the end of the day, an entire match.

The health condition of a player can go through the following states:

  • Healthy – unwounded;
  • Wounded – reduced health due to falling or weapon damage. When you are wounded, your vision deteriorates (screen darkens). Only medics can heal your wounds. Medics can also heal themselves. Massive damage can immediately lead to the incapacitated state or death.
  • Bleeding – when you have less than 75% of health and take more than 20% damage, you will start bleeding. When bleeding, your vision will increasingly deteriorate (screen darkens) and you will hear your heart beat. You are losing health at -5 HP per second. Bleeding out will eventually lead to the incapacitated state. Bleeding is stopped by the application of a field dressing. This can be done by yourself, others (non-medics) or medic.
  • Incapacitated – either through damage or bleeding out, your player reached the incapacitated state. When going into this state, you player will scream out in agony – this is heard by other players, including the oppositing team. You are unable to move and your screen is very dark and fixed into one direction, however you can still talk to the radio or in local voice to direct a nearby medic to your location. Only a medic can revive you. Other players see your character on the ground moving in a simple animation. You have the choice to wait until you are revived or give up and respawn. To give up, go to the spawn screen and press "GIVE UP" at the bottom of the map. If you remain in the incapacitated state, you will die eventually. Time spent in the incapacitated state will reduce the respawn timer.
  • Dead – you died, you have to respawn. When you die, your player will let out a death scream – this is heard by other players, including the opposing team.

In the squad list there is also colour coding to show you the status of your squad mates Not spawned in/Dead - White Spawned in and not bleeding - Green Bleeding - Yellow Incapacitated/Revivable - Red


Wounded.jpg Medics see this icon over team players that are wounded.The inner symbols shows they need healing, the outer circle indicated their current health level. When healing is applied, the circle fills up.
Healthy.jpg The color indicates the level of health. Red being more critical, green being on the better side. When full health is restored for the other player, this icon disappears.
Healing.jpg When a player is being healed by a medic, the player will see an icon appear in the middle of his screen – it indicates that he is being treated at the moment. The color shows the current level of health.
Healed.jpg The green color appears when healing is completed. Then the icon disappears, healing is finished. You are back to full health.


  • Heal your own wounds by holding the Right-Mouse-Button until you are fully healed.
  • Bandage bleeding other players by selecting your field dressing, walk up to the player and apply it to him with the Left-Mouse-Button. You will hear a sound effect during bandaging. All players can also apply bandages to oneself with the Right-Mouse-Button.
Bleeding.jpg The medic will see a icon with a drop of blood on players that are either bleeding or incapacitated. The icon will flash between the drop symbol and the circle health bar that shows the current health level. You need to bandage the player until the wounded symbol appears, then continue treatment until full health is restored.
BleedingCircle.jpg |This is the circle health bar. Both the circle and the drop of blood symbol fade in and out.


Reviving

Revive players from the incapacitated state:

  • Players that are bleeding need to be bandaged first. After being bandaged, the player is still incapacitated.
  • Then apply the medic bag with the Left-Mouse-Button. This will bring the player back from the incapacitated state to the wounded state with a low level of health. The player can now move again. You should seek cover before continuing the healing process.
  • Now heal the player back to full health with the medic bag.
  • Important: a player that has been revived will instantly die for the next two minutes when his health reaches zero again – he will not go into the incapacitated state again. After two minutes expire without being severely wounded, his health is normal again and the will go to incapacitated should he be shot again.
  • Tip: Even though normal players cannot revive incapacitated players, they can still stop their bleeding and extend the time they will hold out until a medic arrives.
  • Friendly fire hurts team members, so watch your fire and where you throw grenades.