Squad Core Mechanics

ABOUT

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

 

Certain timers, numbers or mechanics might be prone to change and may be outdated or incorrect. 

FACTIONS

Check this 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 Due to patches coming regularly there might be some outdated information.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 the SL will interact with and be notified of vehicle claims. 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/she will get one of several messages depending on the vehicles current claim condition.

  • "Radio your squad leader for a vehicle approve claim." - You are not an SL.. Nice try!
  • "You must have the Squad Leader role to claim a vehicle." - Go get an SL kit
  • "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!
  • Vehicles can also be approved using a keybind (default Page Up)
  • The amount of vehicles that can be claimed by a squad depends on the squad size: Minimum of 2 members to claim a vehicle, 2nd vehicle unlocks at 3 members, 1 claim extra per 2 members (non-match servers only)

In addition, a squad leader can claim a vehicle by approving a claim made by his Squad members. If 1 squad member is near an unclaimed vehicle and the Squad has claim slots available they can request a claim by attempting to enter the vehicle. They will be notified to radio their Squad Leader for approval. Squad leaders can open their minimaps and approve the claim, or use the aforementioned keybind (provided they have a claim slot available).

Active versus 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/gunner (exceptions) 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 member of the squad who has claimed the vehicle is able to forcibly switch seat with a team member whom is NOT in your squad (by holding the F1 to F12 key, if the vehicle is full). 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, an empty vehicle can be claimed by another Squad Leader provided he has the ability to do so.

VEHICLE SEAT SWITCHING

You can switch seats using the F-keys (F1 to F9)

GAME MODES

Below you can see the basic game modes

Press the link for further detail

 

 

TICKET MECHANICS

In the scoreboard you can 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 differs per game mode, but some values universally apply:

  • Player goes into incapacitated state: no ticket loss
  • Player death/giving up: -1 (0 if revived)
  • Suicide/giving up: -1
  • Lost/Gained a Control Point: Gains and losses of tickets depend on the Gamemode , only upon FULL loss/gain of the flag, not neutralizing and recapture. 
  • Lost Forward Operating Base
  • Ticket Bleed: +/- 60 per minute if all flags (when flags are available) are taken
  • Vehicle destroyed: Between 1-15 tickets are lost, depending on the vehicle.

If you ever need a refresh of the various ticket costs/vehicle respawn times, the right-hand button on the in-game map shows an overview of what things cost/gain what amount of tickets.

Important: Please note that none of these numbers are set in stone and the devs are constantly refining and fine-tuning them to improve balancing and gameplay.

In every game mode a team loses as soon as they hit 0 tickets. You cannot see the opposite team's ticket count – you only see your own ticket count. If the timer runs out, the team with the most tickets wins. 

 

RALLY POINTS

Rally Points (RPs) are squad-specific spawn points. Each squad can have its own RP, and only one at a time, on which players can spawn. There is no limit on the number of times players can spawn on a rally point, however players spawning on a rally point will be limited to spawning together as a wave every 60 seconds.

The Squad Leader can’t place a rally point alone. To place an RP, the SL needs another member of the squad within 15 metres of him/her (3 other members if Lead Crewman or other non-SL kit). If enemies are within 50 metres of the desired location, the rally point cannot be replaced, and the timer for placing a new one will be reset to 2 minutes. The SL can only place an RP every 150 seconds.

RPs are a useful spawn tool, as they don’t require any form of logistics to create or maintain, however they have drawbacks. A unit spawning on an RP spawns with only the ammunition they had when they died (but a minimum of three rifle magazines and 2 bandages) and must seek somewhere to resupply. In addition, the RP can easily be taken down. An enemy soldier must come within 30 metres of the RP in order to remove it.

The rally points of all the sides (GB not included)

 

 

 

On the map the rally point icon (a numbered flag) shows the squad number of the squad who placed it. You can only spawn on the yellow rally point of your own squad (other squads’ rally points appear in blue).

 

A new game mechanic introduced in version 14 is the “buddy rally”, a squad leader that is completely dead can place a rally on another squads rally, with no cooldown or penalty, apart from losing the current rally. 

FOBS & HABS

A FOB (Forward Operating Base) is one of the key elements of Squad. Designated by a radio on the battlefield, and marked on the map with a castle icon, the FOB allows construction of a number of structures, fortifications and emplacements designed to sustain troops on the battlefield as well as offer fire support options.

In order to place a FOB, any Squad Leader can do so with 2 allies (from his own squad or others) within 15 metres. A FOB cannot be placed within 300 metres of another FOB, or within 150 metres of main base. Once placed, the SL can place various structures anywhere within 150 metres of the radio (assuming he has enough supplies). Included in this is the HAB, a more robust option for spawning.

The HAB is a large structure made of Hesco blocks, allowing all players on a team to spawn with a 45 second delay (from the time of being incapacitated). There are no limits on the amount of players who can spawn, and, unlike a Rally Point, no wave system. It is, however, possible to prevent spawns on a HAB. If there are 2 enemy soldiers within 30 metres of a HAB, the HAB becomes ‘overrun’. Its map icon will change to red, and players will be unable to spawn there until the enemies have been cleared out. If anyone damages or deconstructs the FOB to a certain threshold the HAB also becomes ‘overrun’. 

Both the HAB and the FOB, along with any constructed structure, emplacement or fortification, can be destroyed or removed. HABs can be removed with shovels, infantry-carried explosives, or high power vehicle weaponry. Radios can be damage and removed with shovels or any weapon more powerful than an infantryman’s primary weapon - including frag grenades, .50 caliber machine guns, and vehicle weapons. Keep this in mind. HABs can be ‘disabled’ by damaging them sufficiently that they no longer appear fully built.

Speaking of structures - a single FOB can hold up to 20,000 each of construction supplies (yellow wrench icon) and ammunition supplies (red ammunition icon). These supplies are delivered usually using logistics vehicles, most commonly the logistics truck, which can hold a total of 3000 supplies, split by the SL requests, though there are also logistics technicals/LUVs holding 1400 supplies, and most other vehicles (with the exception of MBTs) which hold varying amount of ammunition.

 

FOB-related controls:

  • Left click and hold with a shovel to build/repair a structure
  • Right click and hold with a shovel to remove a structure
  • Hold F and select “unload” or “load” for ammo or construction points
  • T as a Squad Leader to activate the radial menu required to place all structures

1.1 Different HAB`s of different factions

(GB, CAF not included)

HEALTH MANAGEMENT & STAMINA

Health management is an important part of Squad and the Medic plays a vital role in this. Every player you 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, they also have to come all the way back to their 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 (certain heavy caliber hit or explosives;
  • Bleeding – when you have less than 75% of your health left and take more than 20% damage, you will start bleeding. When bleeding, your vision will increasingly deteriorate (screen darkens) and you will hear your heartbeat. You are losing health at a slow rate per second. Bleeding out will eventually lead to the incapacitated state, but depending on your health level it can take a short or long time (seconds to minutes). 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, your player will scream out in agony – this is heard by other players, including the opposing 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.  Any role has the ability to revive a downed comrade, using the Field Dressing (‘5’ to select). 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 your HAB spawn timer (not rally!). Your bleedout timer can be shorter or longer depending on what caliber of weapon hit you and/or where it hit you. 
  • 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.
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Medics see this icon over team players that are wounded.The inner symbol shows that they need healing, the outer circle indicates their current health level. When healing is applied, the circle fills up.

 

 

The color indicates the level of health. Red being more critical, green being closer to full health. When full health is restored for the other player, this icon disappears.

 

 

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.

 

 

The green color appears when healing is completed. Then the icon disappears, healing is finished. You are back to full health.

 

  • Bandage your own wounds by holding the Right Mouse Button until you are fully patched. You can confirm this by looking at the lower right of your screen and seeing if the stance character is no longer blinking orange.
  • Bandage other players who are bleeding by selecting your field dressing, walk up to the player and apply it to him with holding the Left Mouse Button. You will hear a sound effect during bandaging. When any player has their field dressing out, they can see if people are bleeding and the health level of bleeding players.
  • As a medic, using the medic bag, you can heal your own wounds by holding the Right Mouse Button until you are fully healed or heal other players who are not bleeding by holding the Left Mouse Button while standing close to them.

 

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.

 

 

|This is the circle health bar. Both the circle and the drop of blood symbol fade in and out. When the circle health bar is empty the player died and will have to respawn.

 

1.1 Stamina bar

You will find the stamina bar on the bottom right of the screen.

The stamina bar shows the player how much stamina the player has left. The stamina bar will go down when the player is sprinting, vaulting, crawling or jumping. It will go down even faster if the player is fast crawling or fast crouching. Stamina regenerates over time by standing still, being crouched or being prone. It will also regenerate while walking but at a slower speed.

 

| This is a fully regenerated stamina bar

 

 

| This is a stamina bar on 75% You will start to notice your weapon sway

 

 

| 50% You will notice some medium weapon sway

 

 

| between 25% and 0% Your weapon will sway heavily

 

REVIVING

Revive players from the incapacitated state:

  • Any player with any role can bandage a downed ally, restoring their ability to move and fire. However, the revived player has very low health and will not restore stamina, drastically reducing their combat effectiveness. As such, revived players need to find a medic, who has the ability to fully heal them.
  • Much like with the bandage, the Medic can restore a player’s health using the medic bag by holding left-click while close to them.
  • Important: Permadeath can occur when being headshot or blown-up by certain high-caliber weapons (.50 or above) or explosives (IEDs, mines)
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