New in-game tactics: Squad v6.0 Combat Update
Explaining Assault Tactics In-Game | Squad v6.0 | Infantry Combat Overhaul
Squad v6.0 brings with it a revolutionary update to infantry combat, introducing new Assault Tactics and incorporating the Infantry Combat Overhaul (ICO) and Squad Tactics Overhaul (STO) updates. This article aims to provide valuable insights and information on these updates, giving players a comprehensive understanding of the new gameplay mechanics.
Infantry Combat Overhaul (ICO)
The Infantry Combat Overhaul (ICO) is a game-changer in Squad v6.0. It completely revamps the way soldiers engage in combat, making engagements more realistic and dynamic. Here are some key features of ICO:
Realistic Weapon Handling
Squad v6.0 introduces more realistic weapon handling mechanics. Soldiers now have to consider factors such as weapon weight, recoil, and sway, making each engagement a more tactical and immersive experience.
Improved Movement Mechanics
ICO introduces improved movement mechanics, impacting both walking and running. Soldiers now have a more realistic weight distribution and momentum, affecting their ability to change direction quickly or perform complex movements. This update adds a new layer of realism to the gameplay, requiring players to think strategically about their positioning.
Ballistics and Projectile Physics
With ICO, Squad v6.0 brings realistic ballistics and projectile physics to the game. Bullets now take into account factors such as gravity, wind, and velocity, making long-range engagements more challenging and rewarding. Players will have to adjust their aim accordingly and factor in environmental conditions to successfully hit their targets.
Advanced Suppression System
Suppression plays a crucial role in Squad v6.0. The advanced suppression system introduced in ICO accurately simulates the effects of suppressing fire on soldiers. Being under heavy fire will affect a soldier’s ability to aim, making it harder for them to return accurate shots. Team coordination and communication are now more important than ever to effectively suppress and maneuver.
Squad Tactics Overhaul (STO)
In addition to ICO, Squad v6.0 also introduces the Squad Tactics Overhaul (STO), expanding on the gameplay mechanics that focus on teamwork and coordination. Here are the key updates in STO:
Enhanced Weapon Deployment
STO introduces enhanced weapon deployment mechanics, allowing players to set up bipods, stabilize their weapons, and improve accuracy. This feature encourages players to find suitable firing positions and utilize their surroundings for maximum effectiveness.
Revamped Fortification System
The fortification system in Squad v6.0 has received a revamp, providing players with more options to create defensive positions. Sandbags, walls, and other fortification assets can now be constructed in a variety of configurations, empowering players to create custom defensive strategies.
Improved Communication Tools
STO introduces improved communication tools, facilitating better coordination between squad members. New radio features, including location markers, target designations, and more, enable squads to communicate effectively, enhancing their tactical abilities on the battlefield.
Updated Command Structure
The command structure in Squad v6.0 has been updated to further emphasize the importance of effective leadership. Squad Leaders now have access to improved tools and abilities, allowing them to better coordinate their squad and execute strategic maneuvers.
Frequently Asked Questions (FAQs)
Q: How will the Infantry Combat Overhaul affect gameplay?
A: The Infantry Combat Overhaul introduces more realistic weapon handling, weapon weight, recoil, and sway mechanics. It also improves movement mechanics and implements realistic ballistics and projectile physics, making engagements more challenging and immersive.
Q: What does the Squad Tactics Overhaul offer?
A: The Squad Tactics Overhaul enhances weapon deployment, introduces a revamped fortification system, improves communication tools, and updates the command structure. These updates encourage teamwork, coordination, and strategic play.
Q: How does the advanced suppression system work?
A: The advanced suppression system accurately simulates the effects of suppressing fire. Soldiers under heavy fire will suffer reduced accuracy, making it critical for teams to suppress enemies effectively while coordinating maneuvers.
Q: How does the revamped fortification system work?
A: The revamped fortification system allows players to construct sandbags, walls, and other defensive assets in various configurations. This feature empowers players to create custom defensive strategies and fortify their positions effectively.
Q: What improvements have been made to communication tools?
A: The Squad Tactics Overhaul introduces improved communication tools such as location markers and target designations. These tools enable squads to communicate more effectively, enhancing their tactical abilities on the battlefield.
In conclusion, Squad v6.0’s Infantry Combat Overhaul and Squad Tactics Overhaul updates greatly enhance the gameplay experience. These updates introduce realistic weapon handling, movement mechanics, ballistics, and projectile physics, as well as enhanced suppression systems and communication tools. Additionally, the revamped fortification system and updated command structure provide players with more strategic options. These updates make Squad v6.0 a must-play for fans of immersive and tactical infantry combat.
What are your thoughts on the grenadier and rifleman, their role, and tips and tricks to play them?
smoke generators are also extremely useful in the new update if you have a faster armored vehicle! especially w a 50. if you're getting ready for a push, and engage your smoke gen as your crossing directly perpendicular to the obj, you can provide a huge smoke wall that an entire team can push behind while you suppress them w your 50.
The double right click to raise your weapon is something I've been asking for but never realised was already in game! Thank you, it's great to see that it's a thing
I need to disagree with the Fire and Maneuver strategy. For a few reasons. 1. Which you mention your self, you trade speed. Often this is a heavily underrated advantage just getting to a position first before your opponent can be the deciding factor. 2. By Maneuvering you are more likely to be spotted and countered. 3. You seem to be under the impression that by maneuvering you can somehow alleviate all the issues with the other approach. This is often not the case, and the same issues of distance to cover and fire angles often still apply to any new position obtained. 4. Which is more of a philosophical point, its is too difficult to really effectively organize especially with pub players, which is the reality of 95% of all squad players. Your tactics needs to be as simple and effective as possible. Fire and Move to objective offers that, Fire and Maneuver (to a slightly more favorable position) is just too complex for the additional advantage it may offer. 5. People shy away from Fire and Move because they see if fail and then resort to believing it will never succeed. There are soo many additional things that can be brought into fire and move other then what you mentioned, vehicles support, mortar support, MG placements, Fortress placements, commander UAV support, commander arty, vehicle hot drop and lastly perhaps the most important, maybe attacking something which fire and movement (and likely fire and maneuver) cant capture isnt worth the risk of the tickets and the leader should just pull back and milk tickets with long range fire, instead of trying to get boots into the objective.
As a squad noob ive only really used the medic and rifleman class, but your videos are making me want to explore the others and use them to their best effects
you need more views sir.
A fact: Flanking is great in EVERY FPS game. Tarkov, Insurgency, BF, COD, you name it – people always look at last seen position. Always.
Cheers dude, your last couple vids have really helped me wrap my head around the new update 👌
Hey, can you make a video or briefly express your opinion in the comments on how to build effective FOB's? I am new to Squad with only 40 hours on record, and I've been thinking how to make good use of deployables, such as anti-tank weapons, machine gun bunkers, mortars, as well as cover elements like observation towers, HESCO blocks, sandbags, and razor wire. I am curious as to where I should install these deployables, how and when to use them effectively, and if there is any use of building them in the first place
Advanced shift W could just be called bounding… very common military practicce
Great video as always.
A lot of people rarely understand that not everything they do is "tactixxxx", and not every tactic is "boring yes sir no sir memesim".
Simple things that they do every single time, BUT properly named, practiced and focused on, can be incredibly effective, efficient, AND fun.
Keep em coming!
Feedback:
-The pacing was actually a lot better this time. (perfect ofc not but pretty good so gj there!)
-The text disappeared way too quickly, needing multiple pauses. (would be nice to at least catch a glimpse before it goes away)
I'm an advanced shift-Wer 😅
Love your videos!
Suppression in Squad v6 is a great thing, but for some reason since the release I have barely met with suppression. For all the time since the release, I have been suppressed only once so that I could not shoot at the enemy at a critical moment for the enemy.
I feel like I just watched the debrief before going to battle, now I'm ready for battle. Poor plebs won't know what'll hit em 😂
Watching this video reminds me of, "For the purposes of this demonstration…." line from Basic. 🙂
ATTENTION ALL PLAYERS
PLEASE STOP DUMPING ALL SMOKE AT POINT OF CONTACT OR DURING AN ASSAULT IT IS THE WORST POSSIBLE SOLUTION
8:50 just a quick addition
“stop, crouch, *shift*, bang”
You regain stamina a lot faster by holding shift.
6.0 was awesome, 6.1 is just as 5.0 but with a little more suppression. So super boring now.
There is no stamina management with bipods and iron sights/ red-dots. 6.1 ruined this.
I feel like I'm back in OSUT 🤣🤣 what you should teach people next is actually spacing a fireteam and not bunched up for that well placed rpg shot
Even in old squad you were marginally faster if you ran between 100 and 50 stamina than if you just held shift at 0 stamina, it was already worth it back then imho. With the ICO, this should be second nature.
Great content! I used to run with a milsim group way back in Arma 2 and learned FFF, Bounding, Peels, and more. It was pretty interesting stuff. If you haven't already, might be interesting to do a post about effective communication. Contact reports, ACE, etc.
Hey, just found your channel and loved these videos! Would you happen to have a source on the snippets you use in the video on doctrine/tactics?
Very good content bro!
I really like these videos.
Big kudos for from me for the amount of work you put to create such a HQ staff!
I don't play Squad, but I still enjoyed watching your video. That being said, I come from the Battlefield franchise (BF2 specifically), and I find that getting blown up by noob tubes – slang for grenade launchers – head-on is one of the lamest things a player can do, as opposed to engage in a fair, skill-based, gunfight. Oooh, and don't get me started on those (again, I'm talking Battlefield 2 here reader) who walk around with bazookas in their hands, to one-shot infantry soldiers: that is the worst man! ahah
Excellent work sir ! this video is professional AF !
This is so true.. Mostly you don't even need to understand the complex assault tactics to use your surroundings. Most players just rushing in like orcs because they are playing just for kills and objectives completely unimmersed. As soon as you imagine you are in the middle of battlefield and you could die – you will use landscape, won't run on top of the hill reveling your siluette and will slow down your passing organically
Isn't amazing what ICO enabled?
What happens if your flanking element runs into the enemies flanking element lol.
Okay I've watched a lot of videos about attack tactics and it's great but I'm wondering about defense now
Ayo can you do an area defense breakdown?
thanks man, starting squad today!
Shift + W attackers? More like NPCs 😆
I'll make sure to revisit your videos when i get squad! It wont be too soon though 🥲
So essentially Battle Drill 1A lol
Brilliant video good sir. Keep up the good work. we need an analytic oversight on tac shooters! getting tired of explaining this every other game lol
It will never work to many individual player you can't even get squad leaders to talk half the time
My conclusion:
– The grenadier is Demoman TF2, which means you should always get yourself extremely drunk while playing this role to be the most effective
– The rifleman is Soldier TF2, which you should get lead poisoning to excel in this role
These are all jokes, please do not try to follow the instructions above. I value your health and mental wellbeing. Substance abuse is bad.
Anyway, thanks for the video. One question though, why does Squad have no Breacher roles that have shotguns with them? I remember Project Reality have them, so why don't Squad have it? Is it a real role in the deployments you have been through, and is it a flexible one where riflemen just take it upon themselves?
Nice video. I think the biggest challenge to success in your described assault in practical terms is division of responsibility within the Squad. It's a lot to manage the entire assault as SL, seeing as you can only personally view the supporting or assaulting element depending on which you choose to stay with. This makes the leadership of the element without the SL important and must be assigned ahead of the assault by a willing player even if they do not have the fireteam leader roll in game. Finding people with the willingness to take on such a duty, let alone several, can be a challenge with random players. Decisions that need to be made like when to open fire, what path to take, and the pace of movement are all important decisions these leaders need to both make and also direct to the rest of their element, and then the rest of the team needs to comply. In pub games this can be a challenge but I believe it is doable.
welp i feel bad for all the average squadies that run into a squad im SL after watching a handful of your videos
A reminder of the difference between cover and concealment would probably help for those who don't already know (maybe you already covered it in a previous video, but for those who just see one video in the series.) A segment on risk assessment/management could be useful, too. A lot of newer SLs make daring plays over and over and get frustrated when it doesn't work. Helping them take a step back and find courses of action that are nearly as fruitful and involve less risk could help.
Here's my thoughts as a Day 3 Squad Noob on day 3 of a BINGE. I love the Fire and maneuver gameplay. Idk what it was like before ICO but this really seems like an incredible solution to the the run and gun arcade nonsense that is in literally every other shooter ever.
It feels really great to actually care about Stamina and Movement management. My Friends and I always complain we wish we had a slower paced more tactical shooter!! Well I feel that Squad has managed to make that a reality by enforcing realism constraints on their game.
I can't believe I never played this sooner!!!!
Edit: HOT DAMN THIS VIDEO IS JUICY!!! Wow I learned a lot. Took some great notes. Thank you!
Thank god someone finally pointed out riflemen kits having so many grenades. Stellar point I wish more people thought about.
Amazing. As a firearm instructor for some fighting rifle classes It's super interesting seeing a game like this & someone breaking down assault tactics in an instructor fashion is pretty impressive. Great work!!
Man your videos are so good
The grenadier role varies alot by faction. Some factions have a "grenadier" which uses frag rockets. Russian and Turkish Grenade Launchers can function as light mortars as well. For factions that have both the Grenadier and the Raider kit, it is usually better for the grenadier to be with the suppression team and the raider to be with the assault team since hand grenades are better in close quarters then the GL
Hey @haebyungdance where can we find you in-game? Looks like your discord link is expired. I've been in search of a server that has an above average amount of experienced players, and I've been making some tutorial videos on my page as well @omniprezident. I would love to link up with some like minded people man! Are you {7th} Dance in-game?
Used to use tactics like this in old arma clan. Seems tactics like this seem to be most effective way to assault fixed objectives in current game state