One tactic you demonstrated but didn't mention explicitly is at 5:28 when you use the tree as a target for the HE grenade. This was a good decision because you never expose your own body to danger when shooting because you don't need to peak. Shooting the grenade at objects near where you want the damage to be done is seemingly obvious but a lot of the time it's overlooked. The HE grenade launcher is good for clearing houses and windows, yes, but it does really well in environments like forests as well where you can pick trees to shoot at and essentially splash damage many different areas with ease.
Really good video, I think discussing things as they happen in a video can really show players how to think about a match or how they play a kit. You did a great job explaining the method of ranging the GL as well as some tactical decisions later in the game. I hope to see more of these videos covering more of the in game decisions you make and why
the live commentary is nice man. i think it really helps people that dont play the game as often with understanding what most experienced players do intuitively
Response to video: 6:15 One of the best parts of the GL Kit is being able to instantly deploy concealment for you and/or your team. 8:30 The commander rule ends up just being an asset holder, can't list the number of times I've said into command chat, "Hey someone pick up commander for asset timers" rather than an actually commanding role. 9:55 LOL 10:50 This for sure, when I command or even SL for that matter having competent FTL's / Squad Mates is amazingly useful. 12:50 Trizzler was def actually trying to command his team, he even noticed that his teams needs a MBT squad (says something in team chat) 14:20 The importance of a good FTL is so nice and noticeable in your comms, Im sure your SL appreciated it haha 16:00 More W FTL comms 17:00 More of that instant concealment goodness, although didnt work out in this case. 18:25 Painful to see that the HAB was directly on point when if spaced correctly you could fit 2-3 Hab locations around the point and use them as flanking positions and in support of the OBJ better imo than one directly on point. 18:36 W play, I would say 80% of players just click that re-supply all button 20:19 Those radio losses, ouch 12:40 Giveups man, Blueberry's just wait on ur medics. Overall good video, rough game that was mainly lost due to IMO the micro-game aspect although those radio losses did sure hurt.
A tip if you still suck at estimating range on the map, one square diagonally is roughly one and a half times it's width. so that 100m across square would be ~150m corner to corner. Also, keep in mind that if a target is lower than you it may slightly shorten the distance you have to set your sight, and if it's higher than you it may be longer.
After some time with this change I just feel like complaining a little into the void I like that the new US Army kit got a standalone GL w/ CCO rifle I hate that the Grenadier doesnt at least get to have the ACOG as that GL, had it been mounted, would better suit a rifle with an ACOG. I just wish it were a different kit really. I also wish there were a Squad lead kit with this standalone GL instead of a side arm. im just bitchin tho, this was an amazing video.
Nobody asked, but heres my opinion on how the commander role should be handled. 1) Commander role should be hard limited to 6 players and 3 roles. 3x Medics, 1x "Senior NCO" role with 4x frags, ammo bag with x60 ammo, rifle with CQB sight, binos, etc. 1x "FO/Radio Operator" 2. Add an additional phase before staging that lasts 60 seconds and allows the potential commanders to apply to be voted. Additonal idea, only allow Squad Leaders from the previous match to apply for command. Make this a team wide vote, not just for other SL's. 3. If Commander leaves or Desyncs the command role passes to the senior NCO in the comman squad, then a new vote begins that allows the other squad leaders to vote for a new command squad. If an infantry squad wins, they have to give up their heavy weapons and downsize the squad to 6 before the new commander can spawn in. If senior NCO steps up and takes command postion, then nothing needs to change. 4. Commander needs to be in close proximity of the FO/Radio operator to call in fire missions and airstrikes. New command assets should be added. Here are my ideas. A) Force respawn, usable 3x a match with 10 minute cooldown. Respawns all dead players at a hab or MSP of commanders choosing. B)Team wide rally, when in close proximity of Senior NCO and Radio Operator the Commander can place down a "Team Rally" that allows any squad to spawn in with 100 sec timer. C) Any squad leader can place a squad rally off of the Commander or the command radio operator. D)Senior NCO can place a squad rally for the command squad when next to the radio operator. If the commander places a squad rally down, it overrides NCO's rally with no timer. E) Commander can call in an erial ressupply that drops a crate with 2k ammo and 1k build anywhere on the map. 3x uses with a 15-minute cooldown. Add animation where the plane drops crates that parachute down. If the enemy "F" clicks on the supplies for 120 seconds, then they claim the supplies for their team. F) Commander counts for 3 chevrons on caps. If the full team is on the cap, it counts as full chevrons. G) Commander can initiate a vote kick of any squad leader/a force promotion of any squad mate to squad leader. Likewise, any squad leader can start a vote kick of the commander, vote kicks require supermajority to win and can be superceeded by admin. 5. Commander can allow and disallow squads from spawning in at certain Habs. The commander will not be able to disallow Squad leaders from spawning in, and if a squad leader spawns in, then the hab is automatically open for his squad mates to spawn in as well 6. Commander can "promote" squads with a once per match promotion that grants the squad increased fire support roles. This doesn't change the teams fire support comp. It just allows one squad to have an extra fire support/ specialist slot. 7. Radio operators can create call for fire marks 8. Commander counts for 4 tickets every time they are killed, but their respawn timers are twice as long. 9. Commander medics are equipped with 15 bandages and 3x grenades each, with one having 1x grenade and a x4 scope. 10. Commander can force respawn all vehicles once per match. Anyways, these are my ideas.
I definitely like the commanders rally and supply drop ideas because they’re straight from Project Reality. I also like the higher ticket cost. The other ideas I think come together in a very specific vision for command. I think limited player count means that we need to be careful about adding other special team roles - maybe two at most. Interesting ideas though.
@HaebyungDance Yeah I think essentially, the command squad would be entirely dedicated to managing spawns, assets, and team coordination. Letting command role also take up team support roles/heavy vehicles and such I think is a huge flaw. Command should be a team of roles that rely on each other to maximize potential, and Command should have some level of authority that is higher than any average squad leader. I 100% feel that commander should have some way to manage ticket loss, primarily through managing spawns. I think this could help stem the blueberry lemmings trains running 800m and insta dieing. Idk just some ideas. I think whatever happens, command role needs quite a bit more complexity.
I like the idea of having a platoon NCO, and forward observer. I do however think that the command squad, whilst it can be only 6 players, should be able to have other roles in it, as sometimes militaries organise this way. Edit: Forward Observer/RTO should also have a part in calling in fire missions, maybe commander authorises and sets targets and the radioman actually calls it in.
@carrott36 I like that idea, but the issue is that these systems have to also take into account AFK, non-communcative, low player counts, low IQ players etc. Otherwise it will have the opposite effect and make the game way less fun and more frustrating for people that are trying. I would heavily support an additional phase where commanders can be voted for, and everyone that isn't a Squad Leader is force muted.
should have been a choice: between a long range scope for your rifle with a slower loading GL, OR a CQB optic with said rifle with a faster loading GL.
IMO its such a downgrade from the underslung M203. Way, way too slow compared to the old version. You can’t carry it loaded or quickly swap back to your primary at all times like before. If you have a grenade loaded and hear someone pushing you’re screwed. I love the old version because you can just flip the sights up for GL or down and you’re ready to rock with the rifle.
The binos and several optics like the ACOG have built-in ranging features that can be very useful, but they're not standard throughout the factions and kits, and also aren't the best in some situations (for example, when enemies are only partially visible, or are in different stances). It also tends to be less precise than good map-based range estimate. But imo it's best to use all tools in combination to achieve the result needed, so I agree that learning to use the ranging hash marks on the binos is good.
I don’t know how to feel about it yet. On one hand IMO the game already looks good and a lot of the optimization and better features seem perfectly possible in UE4. On the other this seems like a long term upgrade upon which many of our hoped-for improvements will be introduced. UE5 seems to have performance issues, but optimization is documented as a chief concern for OWI in the port. Like you said, just need to wait and see.
If they could have mad the vehicle physics not completely dogshit on UE4 they would have done so, a change to that is absolutely essential for game health as it further emphasizes combined arms. What it desperately still needs for infantry gameplay post-ICO AND post-ICO rework is point shooting that doesn't feel like noodling a catfish, supported shooting for ALL long guns and more reliable bipods. IDK how they keep wildly overshooting the perfect medium that Red Orchestra, Rising Storm 2 and Squad 44 all absolutely nailed.
One tactic you demonstrated but didn't mention explicitly is at 5:28 when you use the tree as a target for the HE grenade. This was a good decision because you never expose your own body to danger when shooting because you don't need to peak. Shooting the grenade at objects near where you want the damage to be done is seemingly obvious but a lot of the time it's overlooked. The HE grenade launcher is good for clearing houses and windows, yes, but it does really well in environments like forests as well where you can pick trees to shoot at and essentially splash damage many different areas with ease.
Yes! I mention it in the live commentary but it’s a really good technique to use to take advantage of the HE blast radius
@@HaebyungDance You're right I missed you saying that at 13:20 my bad.
Really good video, I think discussing things as they happen in a video can really show players how to think about a match or how they play a kit. You did a great job explaining the method of ranging the GL as well as some tactical decisions later in the game. I hope to see more of these videos covering more of the in game decisions you make and why
Thanks Dark - really appreciate the feedback.
the live commentary is nice man. i think it really helps people that dont play the game as often with understanding what most experienced players do intuitively
That’s the goal. Challenging to do well though
Response to video:
6:15 One of the best parts of the GL Kit is being able to instantly deploy concealment for you and/or your team.
8:30 The commander rule ends up just being an asset holder, can't list the number of times I've said into command chat, "Hey someone pick up commander for asset timers" rather than an actually commanding role.
9:55 LOL
10:50 This for sure, when I command or even SL for that matter having competent FTL's / Squad Mates is amazingly useful.
12:50 Trizzler was def actually trying to command his team, he even noticed that his teams needs a MBT squad (says something in team chat)
14:20 The importance of a good FTL is so nice and noticeable in your comms, Im sure your SL appreciated it haha
16:00 More W FTL comms
17:00 More of that instant concealment goodness, although didnt work out in this case.
18:25 Painful to see that the HAB was directly on point when if spaced correctly you could fit 2-3 Hab locations around the point and use them as flanking positions and in support of the OBJ better imo than one directly on point.
18:36 W play, I would say 80% of players just click that re-supply all button
20:19 Those radio losses, ouch
12:40 Giveups man, Blueberry's just wait on ur medics.
Overall good video, rough game that was mainly lost due to IMO the micro-game aspect although those radio losses did sure hurt.
Thanks for the responses!
A tip if you still suck at estimating range on the map, one square diagonally is roughly one and a half times it's width. so that 100m across square would be ~150m corner to corner.
Also, keep in mind that if a target is lower than you it may slightly shorten the distance you have to set your sight, and if it's higher than you it may be longer.
Yeah it’s a little less than so leaning low on the estimate is usually best if you use the 1 : 1.5 rule because it’s closer to 1 : 1.4.
I love your thought process commentary. Watching your videos helps me get better at my game situational awareness.
That’s awesome to hear
If you have the skill with "rangeguessing" as I call it, then you dont even need to go to the map to find range
Yeah for sure - once you get the feel for it that’s the best. Map can still be useful for difficult or longer ranged shots.
The skill of knowing if you have the time or not to use the best method is the real skill
Yeah I find myself doing this a lot, hardly ever even zero the weapon, unless it's like 200+m.. I'm probably like 70/30 for accurate vs inaccurate
Just gotta eyeball that shit, can't eyeball it? Then shoot a ranging shot and hope to get lucky. :d
I can do this with most HATs and most LATs (but not the RPG26), but not GLs, MMGs or any of the Chinese weapons
After some time with this change I just feel like complaining a little into the void
I like that the new US Army kit got a standalone GL w/ CCO rifle
I hate that the Grenadier doesnt at least get to have the ACOG as that GL, had it been mounted, would better suit a rifle with an ACOG.
I just wish it were a different kit really.
I also wish there were a Squad lead kit with this standalone GL instead of a side arm.
im just bitchin tho, this was an amazing video.
Yeah the change has definitely been a controversial one. Glad you enjoyed!
great video, your thought commentary is very informative for noobs like me
Good to hear!
Great video love the live commentary
Thanks for the feedback
Nobody asked, but heres my opinion on how the commander role should be handled.
1) Commander role should be hard limited to 6 players and 3 roles. 3x Medics, 1x "Senior NCO" role with 4x frags, ammo bag with x60 ammo, rifle with CQB sight, binos, etc. 1x "FO/Radio Operator"
2. Add an additional phase before staging that lasts 60 seconds and allows the potential commanders to apply to be voted. Additonal idea, only allow Squad Leaders from the previous match to apply for command. Make this a team wide vote, not just for other SL's.
3. If Commander leaves or Desyncs the command role passes to the senior NCO in the comman squad, then a new vote begins that allows the other squad leaders to vote for a new command squad. If an infantry squad wins, they have to give up their heavy weapons and downsize the squad to 6 before the new commander can spawn in. If senior NCO steps up and takes command postion, then nothing needs to change.
4. Commander needs to be in close proximity of the FO/Radio operator to call in fire missions and airstrikes. New command assets should be added. Here are my ideas.
A) Force respawn, usable 3x a match with 10 minute cooldown. Respawns all dead players at a hab or MSP of commanders choosing.
B)Team wide rally, when in close proximity of Senior NCO and Radio Operator the Commander can place down a "Team Rally" that allows any squad to spawn in with 100 sec timer.
C) Any squad leader can place a squad rally off of the Commander or the command radio operator.
D)Senior NCO can place a squad rally for the command squad when next to the radio operator. If the commander places a squad rally down, it overrides NCO's rally with no timer.
E) Commander can call in an erial ressupply that drops a crate with 2k ammo and 1k build anywhere on the map. 3x uses with a 15-minute cooldown. Add animation where the plane drops crates that parachute down. If the enemy "F" clicks on the supplies for 120 seconds, then they claim the supplies for their team.
F) Commander counts for 3 chevrons on caps. If the full team is on the cap, it counts as full chevrons.
G) Commander can initiate a vote kick of any squad leader/a force promotion of any squad mate to squad leader. Likewise, any squad leader can start a vote kick of the commander, vote kicks require supermajority to win and can be superceeded by admin.
5. Commander can allow and disallow squads from spawning in at certain Habs. The commander will not be able to disallow Squad leaders from spawning in, and if a squad leader spawns in, then the hab is automatically open for his squad mates to spawn in as well
6. Commander can "promote" squads with a once per match promotion that grants the squad increased fire support roles. This doesn't change the teams fire support comp. It just allows one squad to have an extra fire support/ specialist slot.
7. Radio operators can create call for fire marks
8. Commander counts for 4 tickets every time they are killed, but their respawn timers are twice as long.
9. Commander medics are equipped with 15 bandages and 3x grenades each, with one having 1x grenade and a x4 scope.
10. Commander can force respawn all vehicles once per match.
Anyways, these are my ideas.
Edited to add more ideas
I definitely like the commanders rally and supply drop ideas because they’re straight from Project Reality. I also like the higher ticket cost.
The other ideas I think come together in a very specific vision for command.
I think limited player count means that we need to be careful about adding other special team roles - maybe two at most.
Interesting ideas though.
@HaebyungDance Yeah I think essentially, the command squad would be entirely dedicated to managing spawns, assets, and team coordination. Letting command role also take up team support roles/heavy vehicles and such I think is a huge flaw. Command should be a team of roles that rely on each other to maximize potential, and Command should have some level of authority that is higher than any average squad leader.
I 100% feel that commander should have some way to manage ticket loss, primarily through managing spawns. I think this could help stem the blueberry lemmings trains running 800m and insta dieing.
Idk just some ideas. I think whatever happens, command role needs quite a bit more complexity.
I like the idea of having a platoon NCO, and forward observer. I do however think that the command squad, whilst it can be only 6 players, should be able to have other roles in it, as sometimes militaries organise this way.
Edit: Forward Observer/RTO should also have a part in calling in fire missions, maybe commander authorises and sets targets and the radioman actually calls it in.
@carrott36 I like that idea, but the issue is that these systems have to also take into account AFK, non-communcative, low player counts, low IQ players etc. Otherwise it will have the opposite effect and make the game way less fun and more frustrating for people that are trying.
I would heavily support an additional phase where commanders can be voted for, and everyone that isn't a Squad Leader is force muted.
6:52 "I don't want to check my map 'cause I wanna maintain my awareness" followed by an enemy audibly walking into view :P
Ah yes audibly walking into view lol
Yeah, you need to remember that GL smokes disappear very fast comparing to hand thrown ones
should have been a choice: between a long range scope for your rifle with a slower loading GL, OR a CQB optic with said rifle with a faster loading GL.
Yeah even if they didn’t keep the M203 having the option to underbarrel your M320 with the tradeoffs you mentioned would’ve been cool.
@@HaebyungDance yes, I already miss the M4 M203, just for nostalgia reasons alone. :( hell give me an M203/M4 with a reddot if anything.
Also no matter your kid you should always be able to choose atleast irons instead of optic
15:11 how do you quick mark like that? Never figured it out, i always pull the radial menu.
You can set a keybind in the settings
IMO its such a downgrade from the underslung M203. Way, way too slow compared to the old version. You can’t carry it loaded or quickly swap back to your primary at all times like before. If you have a grenade loaded and hear someone pushing you’re screwed.
I love the old version because you can just flip the sights up for GL or down and you’re ready to rock with the rifle.
I’d like to see an underslung M320
@@HaebyungDance dont the brits get one?
Yeah on their L85s
Just as dumb as having to load/unload the RPG-7 every time you sling it. *THAT'S WHAT THE SAFETY CAPS ARE THERE FOR OWI* 🙃
Good vid, Dance.
Thanks Nexus
Never been this early to a video
Hell yeah
Is your squad unit open to apply? How do we do so? The discord link for the 7th seems to be outdated
discord.gg/7thrangers
Here’s an updated link. It’s not my unit btw just the one I’m a part of
@@HaebyungDance Thank you! Yes haha, the one you're part of is what i meant.
learn how to use the range scale on binos...saves a lot of hassle
The binos and several optics like the ACOG have built-in ranging features that can be very useful, but they're not standard throughout the factions and kits, and also aren't the best in some situations (for example, when enemies are only partially visible, or are in different stances). It also tends to be less precise than good map-based range estimate. But imo it's best to use all tools in combination to achieve the result needed, so I agree that learning to use the ranging hash marks on the binos is good.
I am NOT excited for UE5. There are many ways to improve the commander role, however we shall see what the devs do.
I don’t know how to feel about it yet. On one hand IMO the game already looks good and a lot of the optimization and better features seem perfectly possible in UE4. On the other this seems like a long term upgrade upon which many of our hoped-for improvements will be introduced. UE5 seems to have performance issues, but optimization is documented as a chief concern for OWI in the port. Like you said, just need to wait and see.
If they could have mad the vehicle physics not completely dogshit on UE4 they would have done so, a change to that is absolutely essential for game health as it further emphasizes combined arms.
What it desperately still needs for infantry gameplay post-ICO AND post-ICO rework is point shooting that doesn't feel like noodling a catfish, supported shooting for ALL long guns and more reliable bipods. IDK how they keep wildly overshooting the perfect medium that Red Orchestra, Rising Storm 2 and Squad 44 all absolutely nailed.
@BurntPlaydoh yes but you're assuming that the devs can get the game to run optimally on UE5.
qwertz
Appreciate the comment lol