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Cashe

Is LOOT the Bane of Teamwork ? EDIT - Suggested Teamwork Basics

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Cashe
Posted (edited)

Setting the stage for this thread with the following account shown in Quoted segment:

Quote

 

There’s going to be a parody made on YouTube about what happened last night.  3-man Squad landing North side of Paradise Resort.  The approach looks like Normandy, there’s 5 full squads landing Paradise everywhere except the Northside we targeted and landed on; unchallenged.  Great so far.  We have the basics of weapons; check.

I call out to hold our ground, let the 5 squads thin the herd amongst themselves, and anyone that comes to our North side can be ambushed by our Squad …  I’ve got a scope, so I’m set back looking South down the alley towards the 2-story balconies, and my mates are positioned closer without optics.

Good?  Well, for a minute it was.  Then my two mates start leaving the area on their own.  One to the East T-section, one into the two stories to the South and West.  Suddenly and without conversation it seems that our team felt that it was better to each go “Solo vs. 5  Squads.” 

How do we think that turned out?  Very quickly it became me the lone survivor vs. 5 squads.  Of course.  Now, we could have taken 500 alternative strategies, but we didn’t.  Just “Solo vs. 5  Squads” instead.  We could have let the crowd thin down, for example, as suggested and gone left outside perimeter, moving together.  We could have gone West as a team.  But we didn’t.  If we had, we might have found the remnants of the last group and taken all the loot Paradise had to offer from corpse's crates.  But we didn't.  We split up, and added 3 crates for someone else to loot.

 

What else can we do – stick together? :

I’ve recently taken a different tactic, and that’s not working out well so far either, most recently a couple sets of 8 or 9 rounds of goose eggs on kills.  But what I’ve tried to do is that rather than we all scatter at loot points and get caught as individuals, I’ve put LOOTING at the bottom of the list of priorities.  Instead, I follow teammates around, so that we’re at least “2 vs.” when we run into enemies.  Perchance to dream of "3 vs." or "4 vs."  I pick up the scraps others leave in their loot runs (and runs they are, often leaving behind closed doors with boosts and other things I find in them) as I “try my best” to keep teammates together in the same buildings as we go along.  So early on, following behind teammates as they loot,  I have no meds and very little on my weapons (weapons others leave behind), but teammates share meds and other excess gear pretty willingly later - if we’re still alive to share.

So the “2 vs.” strategy isn’t working as well as I think it might or could.  Usually, when we run across threats and as an example, I make sure I’m in the same building as someone to be “2 vs.” or better.  But the minute I look at the situation, out windows, other buildings for threats, I look back at the map and the person who was in the house with me has left again, now 1 or 2 buildings over, continuing to loot usually and not concerned with presenting a “2 vs.” threat to our enemies.  I can’t keep in the same building as a teammate for more than a minute, because the "loot priority" seems to drive behavior.  

Even though if we were to look at the bigger picture, if we successfully kill our enemies in the compound we will have all the loot to ourselves, and very likely in little corpse crates ready for us to pick and choose, since our dead enemy will have ipso facto helped us to loot the area.  And by running off and leaving me behind without a word in previous structures … we usually die against the (often) better coordinated attacks.  It’s not unusual to be rushed by two players simultaneously from different directions (like each from a window and a door at the same time.)  Why can’t we seem to coordinate like they do?

So the “2 vs.” and low loot priority isn’t working so well, maybe because I’m the only one in a Squad following that particular plan.  Hard to get a kill when you’re chasing others who one or more are running headlong into the enemy, getting killed or knocked solo while teammates are buildings away, and then I’m the rescuer running into the ambush with no teammates left standing, or any who are standing are on the opposite side of the town still because they took “not keeping together to another extreme.”  I’ll break off and loot, too, sometimes.  But certainly not when I saw enemies land in the same town, or next door and expect they’re hunting us.  But the minute I go into a house with a teammate to make a stand and work as a team, the teammate is jumping out a window to go somewhere else solo.

So…

This is Not a Playbook Thread.  That’s not realistic.  But there are some principles I’d like to put out there:

  • Play as a team, to be available to concentrate offense, to provide broader cover from openings, to readily pick up teammates and keep numbers up, to improve survivability of the whole Squad.
  • Put LOOT way down on the priority list- the bottom of the list, an afterthought even (at least after getting a gun in your hands):
  • Move as a team as best you can.  If you clear an area, town, or compound, you will have ALL the loot from that area.  Whereas the alternative, if encountering combat and not acting as a team, is that you are likely dead, with no loot to enjoy at all, round over.  The more teammates that are lost, the more all that loot you got from solo loot-racing is pointless when  later facing other Squads with diminished numbers.
  • If you survive the encounter, the utmost priority, all the enemy’s loot will be yours.

This one’s the real capper:  Better to raise the bar on teamwork, and survive more and more encounters, raise the Kills per round by factors of 2x or 3x or more, and discover that loot is no longer a problem when that happens.

More ideas:

  • Call your enemies with numbers, locations, descriptions, and distance as best you can every time.
  • Don’t split up more than 1 structure away from each other when “you know there are enemies in the same compound or town” – ever.  Move as a team.  Leave a building as a team.  Enter a building as a team.
  • Keep talking down to pure coordination when enemies are in the same compound or town, loot talk to a minimum.  You don’t need to tell someone there’s certain loot in the building, if they’re right there with you as a good teammate should be, they can see the loot for themselves.
  • Don’t race, clear rooms more methodically (for enemies not loot), which gives others chances to clear loot in the same buildings, too.  Cover doors and windows first, then look to loot.  When the enemies in the area are thought to be cleared, then efficiently share meds and loots before moving into a new area.

When I’m grouped, Squads generally seem to be disciplined at moving across the countryside (usually, unless there’s a loot structure coming up and the racing starts with someone), everyone kind of looking in all directions and covering our progress through the country, focus on enemies, guns drawn, at a measured pace.  If only that same discipline applied when at/inside loot buildings.

So, after putting all this down, seems like as I look at this, that "LOOT focus" is where it all falls apart, and IMHO it needs to be at the bottom of the list of priorities while having fun and trying to pull teamwork together as best we can.

Thoughts?  Other observations?  What works?

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EDIT Aug 15 - see THIS POST to see summary of Teamwork Ideas/Basics/Principles Suggested for feedback and discussion.

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Edited by Cashe

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Cashe

I've heard some say sometimes, that later in the round, you shouldn't be looting at all.  That it's a good way to die.

I've thought about that a number of times  as it coming up from time to time when playing with diff people.

Thinking about it, I agree with this if the compound is in a tactically poor location, like at a geographic low point surrounded by tree-lined hills where shots can surprise from any direction ... that even if we operated as a team, there's just no loot worth the risk of running into a fishbowl and getting slaughtered from any direction, or from inside the buildings, or both.  But any approach to a compound or structures should be done with teamwork, that rather than just the nearest guy making a bee-line to get there to loot first, no gun in hand.

Frankly, I'd like to see the squad "clear the building(s) for threats" before passing through them, or passing near them - rather than passing them uncleared and getting shot in the back because we didn't clear them.  Either stay well clear of any buildings if passing by, or clear them before leaving them behind you.

If you must loot them, it should not be overly risky in nature (geographically, circle and remaining numbers...?)  It should be an easy mark for a Squad using teamwork to clear.  If you can't say that's the case, then stay clear of the structures and pass at a distance, with cover, etc.

 

 

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Colt51

I will definitely agree about looting later in the round.  There have been times where I've caught myself following the siren call of what appears to be an untouched 3 tier without considering the fact that I have 2 guns (fully kitted) with 200+ rounds for each, a vest, a helm, and plenty of meds and boosts.  There comes a point where you have to follow the old Russian saying about never letting better be the enemy of good.  As for your OP, I like the 2 vs. strategy.  Whenever I rotate back to PUBG I want to do that.  In my experience during the early game phase 2 or 3 guys with pistols/shotguns/uzis working together tends to beat one guy with an AR. 

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R3D34GL3

Well put together. We play a few games together. I do agree with most of your thoughts. 

The one thing i can add is that gathering information is key in this game especialy if our team has landed in the same compound as one or two other teams. I dont like being in the same building as my team mates and i will explain why.

First i would like to get something better than a shotgun or pistol and if possible helmet and vest level one. Often that is the difference between winning an early fight or not. 

Also on many ocasions if one building has no gun but i have two in mine that makes two of us having guns because i call it out then my teammate comes in and gets it. Last night we landed in Bravo and two our team members were running around with fists cause we landed in same building and it had 2 guns only.

One of the most important reasons is sound when my team is running aroundon top ofmy head i can not position enemy footsteps. Now if there is a bit space then i can hear my team is on the right for ex. So that sound on my left is an enemy. Or we can surround the enemy with flanks.

Spotting is key if we are within close dince but not in same building we can have dif view points of the battle so if i can not see then my be smb else can and then we can create a course of attack.

What i have noticed is that we die because of lack of information. Enemy knows exactly where we are and we dont plus we dont hear or enticipate their aproach. I believe thats the reason why they can plan an attack and we get caught with our pants down.

I dont know may be im wrong its just my opinion.

But if i see a guy he sees me we have guns and he kills me that means my shooting is bad. My team has nothing to do with that. Sure it will be great to be 2v1 but thats extremly rare only end game when smb is the only survivor from his team. Thats luck if we encounter a guy like that.

Just my opinion if i dont win i learn. If i win then i think back what went well so i can do it again.

 

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Cashe

If I'm reading that right, there's no room for teamwork, and its all solo.  It doesn't seem to see the value in:

  • being there to concentrate fire,
  • to pick up a fallen teammate (instead of watching them be knocked elsewhere to die because there's nobody there to pick them up), which leads to...
  • ... having fewer numbers survive to win either that battle or the rest of the round due to all the above

I can hear footsteps other than the teammates standing at a window or moving from one window to another, turning music off may help you there 🙂

How many times do we fight where we knock some guy, and its his buddy that then immediately knocks us as we're reloading - because they have the "2 vs." advantage.  Happens regularly.

If 4 of us land together, I sure don't expect us to find 4 weapons in one building, but we can land 2 to adjacent buildings as we often target in landing, and then quickly move in coordination quickly to the next building.  A shotgun in "2 vs." or even better, "4 vs." is deadly.  And again, winning the battle means all the loot is ours for the taking, with all still alive in the squad ideally.

The idea of everyone for themselves looting alone when there's squads who landed nearby who are coordinating to take us down and moving in concert ... seems far from what we'd want to do with any intention of winning the battle, or winning the battle with 4 still standing.

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Cashe

Kind of boggled by that response tbh.  Not understanding how coordinated teamwork and the value of that is not observed, as if SWAT teams should not move in teamwork, and should show up on sight and disperse to all do their own thing and see who survives... ?

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Cashe
Posted (edited)

Another reason came to mind after experiencing it as to why not to loot late in the round...

Because it's a distraction as the circle is tighter, groups/threats are tighter (or smaller maps in general), and we shouldn't be F'ing around with our gear at that point.  So, people lag behind passing thru and looting buildings, pick up stuff, change out gear... too late for that, should be (focus on) covering Squad, keeping up with the Squad, being present in the map with Squad.  Squads get wiped out as a result.

Edited by Cashe

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R3D34GL3

I do agree with ur remarks and i did send u p.m. 

At the same time swat teams have their loot on arival with info on hand and park their vehikle in safe location before they storm in!

Pardon my english.

We are pressed by time which is circle so i can focus on my actins and only mine i can not control other team mates.

If I do well I can conribute.

So thats why I focuse on me. I listen, see, and take cover plus cover angles from known enemies.

Way tooo often get shot resing in the smoke.

Which most ppl think is an enemy nade

 

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R3D34GL3

And yes everybody knows after the fact what each of us can do better and we can all teach and preach and be disapointed. Its always the choice. But  the how is the missing link. 

The how is the key. Usualy in military there is rehearsed situations that when the sht goes down ppl execute without thinking. Same in sports. When sht goes down rehearsed actions come in play and chain of command.

At the same time just played game on Miramar where everybody dropped 5 blue story not many ppl in Pecado. One team on motel. One team member decides to go casino on his own to kill and cut them off but whithout word. So i say hey he is in casino on his own by the time i say that he is dead. So sht happens. Then eventually we get picked of one by one. But end of day is dont drop 4man in Pecado if ur not Pros cause u will die. I learned.

Step by step. 

I learned to use smokes. I learned to not loot too much. I learned to flank. I learned to call correct info. Its about learning and not having great expectations of ur team. And contributing as much as possible and not expecting much in return. Is my philosophy.

Unless u play all the time together and u have goals set for each game. Knowing the strenghts and weaknesses of each team member it realy does not work like clockwork. 

Im just trying my best to contribute to the topic of the forum.

I really do apreciate the elaburate way u express ur ideas which have helped me get better. 

And yes i do believe if I can get better I can help the team. If the other team mates dont do well thats their journey. Im not team manager or team captain so i dont speak from team perspective. If that confused u.

 

 

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R3D34GL3

Just for kicks the coach that says there is no "I" in Team is the worse possible coach in the world. 

In my experience there is as many "I" s in the team as there is team mates.

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Cashe
Posted (edited)

Oddly, you and I play every day just about, and it's when different players enter the mix that things can fall to hell.  So, don't think that necessarily you or my teamwork is the issue, and other than a mistake here or there in reading intentions of the team or execution, which happens, think our game was getting better on a curve.  So this isn't pointed at you, or really any one person, though I am surprised by some of the comments that seem anti-teamwork on things that I think are ... finding a word, indisputable principles?

But something is missing, for me.  When people join who constantly talk, even during combat, so you can't get a word of coordination in, or can't hear the enemy.

Or I could give a thousand examples of this ... here's just one ... when we're pushing past Boot Camp, pushed by the circle, on that strip of land where we have Boot Camp on one side, and the rocks and water on the other side, where I know with certainty that players will be coming up our ass, come up behind us, and I even said, "hey I'm setting a faster pace through here so we don't get pinched by people coming up behind us and people ahead of us."  (Which is EXACTLY what happened, again.)  And one guy ignores that and stops to snipe at someone camping in Boot Camp.  So almost immediately, that guy lags behind by 200 yards/meters, and I immediately think, 'he's going to get knocked. and we're going to have to run all the way back to revive him, and we're going to die by being pinched here on this strip.'  Which is exactly what happened as it played out.  All predictable, calls were made to avoid that situation, but - and here's the repetitive kicker - some people take those ill advised opportunities to score kills for the one, but then the whole Squad suffers the consequences

And that's how it plays out time and again.  One person's actions to score kills or loot for the one, gets everyone killed in the end.  And I don't find that enjoyable.  To play all that time, go all that distance, to be wiped or slowly wiped with a steadily diminished in numbers team because the Squad didn't act like a Squad in principles and teamwork.  You sometimes ask at the start of a round, (and this isn't pointing a finger at you either), "are we playing to Win," or something else that I don't know what is meant.  I'm always playing to Win as a goal going into a round, what else is there?.  I remember for a while there as my own shooting skills improved that I was taking those ill advised opportunities and my kills and K:D were going up quickly, and I'd sometimes hear from team-mates, "why'd you do that? cause look what happened."  They were right, and I turned to teamwork, what gets the team to the win, not kills for the one.  But immediately when I turned to teamwork I'm getting no kills again, just killed, because like that Boot Camp example, there's a thousand more examples just like it by those filling out a Squad that gets one mate killed, or two killed until we have little chance for a Chicken Dinner or wiped entirely long before that could even happen.

Seems like the bar needs to be raised on some basic principles for teamwork to have a chance in PUBG.  If we're here whoring for kills or loot at the expense of the team, or if we think that by killing a bunch of players individually and having dismal Win scores makes a "good player", that's not for me.  If that's what PUBG is, that's not for me.

0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10

If on a scale of 0 to 10, where 0 is someone who plays on a Squad solely for racking up individual kills and loot, and 10 is a finely tuned killing teamwork Squad who marches to Chicken Dinner more than most and the Circle Jerk blue zones allow, I'm not saying we all have to be 10 all the time, but I would expect that we have some basic principles to not ride an average of 2 to 3 on that scale, and ride more "right of 5 on that scale" as a norm.  Basic principles takes some leadership, some standards... some community training even?  We don't seem to have any as a community.

That all aside, as I last mentioned the circle mechanism.  When combined with all the teamwork problems, the circle mechanism is almost intolerable.  I fully understand the need for a circle mechanism in what is otherwise a really well executed landscape and gameplay mechanics.  However, too often the Win (and getting close to the Win) is determined by the Circle pushing, rather than by allowing teams to play out their gameplay against each other.  It's too rushed, too imbalanced.  I'm not a fan of turning the game into a camping festival, but at the same time, when you've got two to three Squads in a remaining traditional sized FPS Map (smaller circle) squaring off against each other, it's time to let the Squads fight it out, and give them some reasonable time to do it.  Reasonable time to execute movement as a Squad, take positions, move in.  Inevitably, there's one Squad in the advantage circle, and one or more being pushed by the circle.  Not reasonable time to communicate, formulate a plan, execute a plan for either the map, the position of enemies, and now we have the additional dimension of what the circle just ladled on the teams that got fucked by the circle.  Not fun, not balanced.

So, the lack of basics of teamwork principles, the circle mechanisms, the variability of players rotating in and out with their behaviors and different lack of basics of teamwork... I'm not feeling it.

Edit - P.S. about the Casino comment.  The problem was not the Casino, that caused nothing, it was an early move.  The problem as it played out was that I spotted "at least 2 of the 4 players" we saw land with us and called them out, from a building other than the Casino.  I called it out, and called it out again, and again.  I stayed to observe them, making sure their location was contained, that we didn't lose them to stumble in to them again without the advantage.  They stayed in that gas station a long time.  Our Squad was meanwhile (as near as I could tell) dealing with one member of the same enemy Squad somewhere else, never sent me back up, particularly someone with an optic.  So, when the pair (they moved as a pair interestingly enough, a team, and it won them the round as you say) finally moved from the gas station about 250 meters away from my window, crossing the road and field in the open, my mistake was fearing to lose track of them and hoping to contain them until help finally arrived (it didn't, it took longer than I anticipated for 3 to take 1) I opened fire without an optic.  They had an optic, and teamwork operating as a pair, and quickly dropped me.  By that time of the evening(s), I had long since abandoned the idea of teamwork and any notions of pairing off or better.  I just communicated as best i could the situation so the team could act if it was within them to do so, thinking the location of at least 2 of the 4 enemy would be of value.

 

Edited by Cashe

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Cashe

More reasons not to loot late in the game.

This post boils down to two reasons in addition to the previous posts:

  • The Squad loses its focus on the situational awareness and responsiveness, having to babysit awareness and positioning related to where their mate is who is off looting, plus
  • It delays the team from progressing to their ideal position relative to terrain and circle movement, which leads to MORE being in motion when being in motion is MORE risk, and being out of ideal position is MORE risk.

A couple of cases to illustrate, first being short:

1 - We're riding West on the top of the ridge of the tall mountain overlooking down on Pai Nan to the South.  We need to get along and down off the West end of the mountain, and off to the ideal circle placement.  We're making progress and then suddenly, a Squad mate is all the way off the mountain into a small compound before we get parallel to Pai Nan, a good 300 yards/meters away and behind us.  We have to stop our progress, slow down.  "Now is not the time to be looting," I say.  "It is when you don't have 556 ammo for your gun," he responds.  Well, at this stage of the game, we've passed tons of 556, so assuming there was a late (loot) weapon change that now required a late need for different ammo.  Regardless of that assumption, he could have asked for 556 without running off on his own (itself a high risk move to be solo in the open field low lands), and I'm sure between a couple of us we could have spared 100 rounds.  So, he finally catches up, the long delay (risk) hit to our previous expedience is taken, and we end up getting wiped as we meander our broken group at the end of the mountain.

2 - Moving West along the SW end of Quarry, heading to where a rock ridge blocks progress along half our tragectory behind a couple houses.  I'm in front, say, "I'm going to clear the houses, not loot, so we can push past them up the slope, follow the upper rocks along the circle."  Thankfully, someone comes with me to help clear.  I do my jump look to see if I can spot someone, and then climb through the window at the near end, proceed to clear the building and out the other end window.  I then do a jump look into the other smaller structure with no door, and see nobody, and without going in to look at the loot keep going out of the little compound and up the hill, just as I said, no looting.  Team is behind me, mostly.  Some guy stays behind and is dilly dallying in the buildings.  I climb the slope up and around the rock ridge behind the compound, and start going North along the ridge line and circle line.  I'm crouched, moving and looking in all directions cautiously, someone is close by doing the same, the 3rd guy is following not too far behind.  We get all the way to end of the high ground rock ridge, halfway across the short West end of Quarry, and I look and the guy is still in those F'ing houses.  "Let's keep together".  No response. 

We're moving slowly, starting to spread out now, as I guess the three who act like a Squad start to make decisions about how to stick together with someone trailing so far behind, and not liking where we're stuck waiting at the end of Quarry.  At this point, as we're starting to be spread out, delayed from progress, a full Squad comes down out of the nearby treeline, in a tight group, no more than 6 yards/meters between any of the 4 enemy players (teamwork), they're going directly for the center of circle while we're riding the circle perimeter, so we're suddenly crossing paths at a 90 degree angle and I'm the one who's dead center in their forward path.  I yell out, "Full Squad right on me East".   Knocked immediately.  At this point, if my Squad had been working and moving together, it would have been an interesting gun fight, I may not even have been knocked if they were surprised by the sudden presence of a full Squad in turn.  They didn't kill me, and ignored me really after knocking, because there was someone off to their hard left (my nearest teammate) who caught their attention with gunfire, and then presumably the 3rd player in our Squad.  But 4 vs 2 ... we got wiped.

So the above points of this post - not only a distraction of situational awareness trying to babysit the situation of a member of the Squad not in formation, not moving with the group, but it delays us, slows us down from getting strategically into the ideal spots after a circle adjustment, and once there, to cease movement in ideal positions.  Being the ones not moving in an ideal spot is certainly an advantage; being in motion to be seen by those who are parked and not easily visible is clearly a disadvantage.  I can't count the number of rounds where the Squad is not moving together and there's someone running off to side buildings for late looting - it's too frequent to count.  Huge distraction, delays to team, and makes the team loose total focus on situational awareness while migrating to map locations.

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R3D34GL3

I agree fully. I realy enjoy reading this because is about our games. And its all true.

If i can add something is that i have not played team based games for a long time so it took me a while to learn some basics. I would assume its same for others aswell.

I think that first we should have a decision maker or captain. Each game diferent like when pick spots. I have noticed that we ask questions and everybody is nice so they say ill do whatever im ok. When that happens everyone starts making their own decisions.

Another thing that i can add is being ok holding houses. Compounds have cover. A lot of ppl say i dont like houses one nade and ur dead. I believe houses can be held very easy. Also if u are early there it gives u time med up look at the map and make new plans.

Circle idea is. We go a lot on the edges. Which means by default less ppl but prety much guaranteed that we have to move out. If we land more central we rarely have to chace circle. Using vehicles can help us to move faster into an early great position then holding it. A lot of good players think that taking damage from blue is stupid waste of meds.

Also we can avoid early fights which we have never done. The mentality is usualy we saw them land lets go kill them. If we are playing for the win we should be extremely careful especialy early cause if we loose a guy in the beginning that means all game we play at disadvantage. Somebody is always dying early because they think somehow they are better shot than another kid doing same thing.

And last but not least is that having an expectation to win is recipe for disapointment. We are only 4 out hundred players that try to do the same thing. So in squads my expectation is to win 1 out of 25. In duo 1 out of 50 and solo 1 out of 100. That helps me not get upset.

Great topic i truly enjoy reading and writing in it.

I hope its helpful.

 

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R3D34GL3

https://youtu.be/hI3x_nFopAE

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R3D34GL3

 

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Cashe

Good ideas you posted.  Good points.  I think those would make a difference.

The OMG teamwork echos a lot of things I posted, and some things we talk about in game.

The challenge I think is adopting and then integrating some basics into UWS fundamentals we share as a community through reference sticky and training events.   Basics/policies we can all share to raise the bar for all players and allow for easy Squad groupings of any UWS players.

Or absent that community leadership and common/shared approach, that if we're all on our own to stumble through adopting which basics and how, and left to somehow share uncommon basics for every ad hoc Squad formed with Random UWS players rolling in each day and hour.

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Cashe
Posted (edited)

Here's kind of a summary of things shared:

  • Land "as center" in map as possible, to have more loot time, and ease of getting to ideal circle placements quickly with the least amount of movement.  Movement is higher risk of being caught in open and dead.  Also, least amount of challenge by blue circle sustains meds and health.
  • Ride the confluence of circles at narrowest point, to have less concentration and traffic of incoming players.
  • Generally good to hold at houses. Compounds have cover; inside and outside.  High ground is also generally an advantage.
  • Avoid contact, let the herd thin itself for better Squad survival to endgame.  Losing Squad member(s) in the beginning is a handicap the rest of the round through endgame.
  • When enemies are spotted, remember previous ... avoiding contact is the ideal.  If the Squad agrees to attack, wait until the full Squad is in position (such as the triangle) as much as possible before attacking, even if one member thinks they have an ideal shot at that moment in time.
  • Stick together and travel as a Squad, within eyesight, not close enough for a grenade to wipe, but close to provide coverage, reviving, concentration of fire, common situational awareness, and spotting/engaging/avoiding enemies relevant to all in the Squad.  Spreading out too much, having stragglers in the Squad, later straggling looters, creates 4 vs. 2 and other disadvantages for those caught in combat without full support of their Squad; a Squad that should be fully focused on the group situational awareness.
  • Picking up knocked members are a priority as long as it makes sense.  More numbers is a distinct advantage.  If the enemy is 100+ yards/meters away, don’t hesitate because you don’t have a smoke grenade - if you act quickly, you’ll have them up before someone reaches you.  Sound will tell you If that’s not the case (hear yourself being pushed).  But if it was scoped fire (distant), or the knocked player is next to you, get them up quickly, smoke or not.
  • Use triangle formation when moving, put your best shooters in the front.  When holding a position, can send a Scout in various directions nearby to determine if threats are present or approaching, to avoid surprises or gain intel.
  • Keep meds down to a reasonable numbers, a couple to a few of each, more room for grenades.  Grenades are our friends.  Redistribute meds as needed for those who’ve taken fire.
  • Using vehicles can be useful to getting to good spot and holding it.  Don’t ride in the same vehicle, send one as Scout in forward position who can identify threats so the rest of Squad following behind can avoid the same route.  Vehicles are not as effective in smaller map, too many players in smaller area.
  • Keep chatter to a minimum.  If there’s gunfire, essential communication ONLY.  As brief and concise as possible.  Number, Location, Distance, and further description/situation as needed.  We don’t care about that great shot yet, how lame some other player was, or to hear a replay, or whatever, when combat is going on.  Essential coms ONLY during combat or known threats nearby.
  • If you’re sticking together when looting (hopefully in at least groups of two when early looting and enemies are in the same location), advisable, don’t need to call out loot since the Squad should see it for themselves when traveling in pairs.  If it’s a rare item (ex. extra suppressor, cheek pad, 4x Scope, L3 Vest or Bag) keep chatter very brief.  If enemies in area, pick up rare items if can to be shared later, without speaking at all.  People need to listen for nearby enemies as priority.  When sticking together looting can be imbalanced, so share when it’s safe to do so, suppressors, meds, etc.
  • Don’t loot in later stages when moving as a group.  Squad situational awareness, focus, cover, avoidance, and getting quickly and safely to ideal locations is the priority - to eliminate delays to high-risk movement across the map.  Make due with the gear you have at that point, or loot safely from bodies.
  • Fool’s Alert:  If you can’t hear distinctly what direction gunfire or footsteps are coming from, something is wrong with your sound, get it fixed!
  • If the "avoidance" strategic gameplay makes your Squad feel rusty in combat, or pent up for some kills ... take a break and do a round in a hot spot, and then go back to playing to win.

Wonder if we can get these into a general consensus with UWS Squadees.

Edits, additions, changes?

Edited by Cashe

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