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Selecting weapons and equipment[ | ]

M4A1 is selected.

You select a weapon or equipment with the number keys 1 to 0 or your mouse-wheel.

Keep in mind that all weapons and tools require some time to equip, reload, and unequip. Some animations, such as reloading a rocket launcher or a Light Machine Gun (LMG), can be significantly lengthy. Plan your actions ahead of time to avoid being caught off-guard. You can cancel the equipping/reloading animation of a weapon at any time in order to quickly equip another weapon.

Certain weapons have the ability to transition seamlessly between one another. This includes:

  • switching between rifles and bayonets
  • changing ammunition types for the RPG-7 and Grenade Launchers
  • switching between rifles and Grenade Launchers.

When you press such key or move the mouse-wheel you will see your inventory HUD appear for a short duration.

The inventory HUD is divided into item groups. Each item group is accessed with a specific keyboard shortcut. As these groups are the same for all roles, you will not have to remember varying shortcuts for the different roles. The item groups are:

Some item groups contain multiple weapons/equipment – in the inventory HUD, this is indicated by a plus symbol ("+"). Press the same shortcut again to choose between items in this slot.

For guns, you will see the number of unused magazines as a number next to the selected weapon. If a role does not possess a weapon of a particular item group or you used up all ammo, it will be shown as greyed-out in the inventory HUD.

Changing to Alternate Rounds[ | ]

RPG-7 allows you to change from FRAG to HEAT rounds to achieve this you press again the 3 key this will change to the second weapon type. You can also use this technique to change smoke grenades with the Grenade Launcher, by pressing the 4 key again. Remember if the tube is empty you still need to reload before use.

Tip for RPG-Soldiers: Change to HEAT round before you move again, just in case you get surprised by enemy vehicles.


Handling weapons and equipment[ | ]

Guns, launchers[ | ]

Fire your gun with the Left-Mouse-Button. Aim down the sight of your weapon with the Right-Mouse-Button to drastically increase your accuracy (generally, aiming down sight with iron sights is faster than all other forms of sighting systems). While in aim down sight, hold Left-Shift to temporarily hold your breath in order to stabilize your weapon and zoom in (not possible with, scopes, grenades; also not possible if you are out of stamina or under suppressive fire). Change the firing mode of your weapon (if available) by pressing the Mouse-Wheel or by pressing the same weapon shortcut key again. Reload your weapon with R. Note that you can cancel the equipping/reloading of a weapon at any time and select another weapon extremely quickly.

The length of your weapon plays a factor in how you maneuver through tight spaces and fire from cover. When you are too close to an obstacle or a surface, your weapon will be forcibly lowered and you will be prevented from firing and aiming down the sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small spaces is ill-advised, whereas pistols will have a natural advantage in these tight spaces.

You can toggle aim down sight (ADS) in the settings under "Game Settings" (not under "Controls"!)

Weapon sway and recoil behave differently depending on your stance. Crouching will steady your weapon and improve accuracy. Crawling significantly improves weapon stability (and also reduces your silhouette, making you a smaller target.)

Deployable Bipods have been added to all Light Machine Guns (LMGs), General Purpose Machine Guns (GPMGs) (press C) and some sniper rifles. Bipods will allow machine gunners to set up on positions and put down a large volume of fire with terrifying accuracy. Bipods can be deployed on virtually any surface, including other players as long as they don't move.

A vast majority of weapons have the ability to adjust their sights to shoot at different ranges (default: X + Scroll Wheel). This includes grenade launchers, rocket launchers and rifles. Certain optics also have the ability to be adjusted, like the M110 SASS' scope, and the SVD's PSO-1 scope. For non-adjustable scopes, soldiers are expected to use the bullet drop compensator (BDC) marked on the reticle.[1]

Grenades from a grenade launcher and rockets from a rocket launcher will not explode on short distance. Make sure to fire at least 15 meters away.

Hint[ | ]

When using ADS (Aim Down Sight) you're looking through the optic, it should be noted that the barrel of your firearm, however, is below your optic and may be obstructed by geometry which can impede any rounds fired from your weapon. Before firing any weapon from cover it is advisable to make a note of this.[2]

"Remember, switching to your pistol is always faster than reloading." If your rifle runs out of ammo in a CQB situation, the pistol is usually the right choice. You will be surprised by how much damage a realistic pistol does!

Fatigue now effects your weapon sway, so make sure you're not in the red area on your fatigue bar.

Other equipment[ | ]

For melee attack all soldiers are equipped with knives. The knife is very useful for stealth kills from behind.

Throw grenades in a high arc (overhand) with the Left-Mouse-Button, roll grenades in a low arc (underhand) with the Right-Mouse-Button. The duration of holding the mouse buttons has no influence over the throw distance nor does it cook the grenade.

Use the binocular with the Right-Mouse-Button. Put away the binocular by hitting the Right-Mouse-Button again.

Use the shovel by holding down either the Left-Mouse-Button or the Right-Mouse-Button depending on whether you want to build or take down a deployable. Read more about it on "Deployable objects" page.

Use bandages and the medical Kit to heal yourself and others. For more on how to use medical equipment, see "Health Management" page.

Resupplying Ammo[ | ]

You can resupply your ammo at ammo crates and vehicles. Stand next to it, press F to interact with it, then select "resupply" with the mouse and click the Left-Mouse-Button.

434px animated comrose

Image above: Commo Rose[3] - Selecting a kit from Russian Ammo Crate.

There are four different choices that you can have

  1. Command and Support: This lets you choose from officer (squad leader) kits. When you have a full squad you also get the option of an optics gun on the Russian team.
  2. Rifleman: This will let you change standard kits.
  3. Fire support: This will let you choose from the RPG, Automatic Rifle, Marksman and Grenade Launcher kits.
  4. Resupply: This will restock your ammunition and other supplies.

Ammo crates can be placed by a SL within 150ms of a FOBs (see section "Deployables"). You will also always find ammo crates in your BCP. Ammo crates are also shown on the map (see "Using the map").

Besides resupplying, you can also change your role at an ammo crate – see section "Kit Role Selection".

Most vehicles supply several kits that can be switched to by interacting with the vehicle.

Suppression[ | ]

When coming under enemy fire, your vision will become blurred. During these situations, it is best to stay in cover until the incoming fire has ceased.

When being shot at, incoming rounds will interrupt your aiming by increasing the amount of sway you experience. The more rounds fired at you, the more suppression you will experience. Larger caliber rounds will generate more of a suppression effect on you. You will not experience suppression if the fire is coming in from less than 10m away. Friendly forces will not be able to suppress you.

If a shotdoes not penetrate, it has a chance to ricochet, depending on the angle fired and the angle the shot lands. Ricocheted shots don't deal damage but indicate to the gunner that the projectile did not penetrate the surface or armor. Shots with tracers rounds will also follow this ricochet.

See also[ | ]

References[ | ]

  1. Real-life militaries teach soldiers to keep at a "battlesight zero" at 200~300m, named because any shot aimed at center mass of a standing target below that range would hit (usually with an accuracy guarantee, e.g. US Army claims the shot would be impact at no more than 10 inches/25cm off the aim). In a game with enemies mostly at prone, the usefulness of such a maneuver is unclear.
  2. The sight is also not parallel to the barrel: for short ranges it points up, while for longer ranges it points down, as the bullet travels in an approximate parabola. For very short ranges (e.g. 25m/50m), a long sight range (e.g. 300m/200m) setting would paradoxically be correct as the bullet is still on the rising side of the curve. This also allows for zeroing a gun without taking a long shot in real life, as long as the cross-over points are known from the ballistics. NOTE: The 25m=300m battlesight zero is used by the U.S. Army; the 50m/200m zeros are by LTC Chuck Santose. Both are for M4/M16.
  3. (commo = communication, rose = it appears as a flower)


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