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Haebyung Dance
United States
เข้าร่วมเมื่อ 25 มิ.ย. 2023
Haebyung = Marine (in Korean) | Dance = my usual gamer tag. You can call me Dance.
Video essays and gameplays. I like to study real-world theory then try and put it into practice in virtual environments.
Republic of Korea Marine Corps prior-service infantryman.
Business inquiries: haebyungdance@gmail.com
Video essays and gameplays. I like to study real-world theory then try and put it into practice in virtual environments.
Republic of Korea Marine Corps prior-service infantryman.
Business inquiries: haebyungdance@gmail.com
Become Deadly Accurate With Your Grenade Launcher in Squad
Haebyung = Marine (in Korean) | Dance = my IG
Squad gameplay. Public match. 7th Ranger Regiment Operation Quicksilver server.
Join my channel's discord: discord.gg/s3D9V6TC
Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance
Follow me on Twitter: x.com/HaebyungDance
#gaming #milsim #tacticalshooter #playbellum
00:00 - How to Use the GL
04:06 - Gameplay w/ Live Discussions
12:27 - The Part Where I Use the GL & Rangefinding
19:51 - Scoreboard Breakdown
Squad gameplay. Public match. 7th Ranger Regiment Operation Quicksilver server.
Join my channel's discord: discord.gg/s3D9V6TC
Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance
Follow me on Twitter: x.com/HaebyungDance
#gaming #milsim #tacticalshooter #playbellum
00:00 - How to Use the GL
04:06 - Gameplay w/ Live Discussions
12:27 - The Part Where I Use the GL & Rangefinding
19:51 - Scoreboard Breakdown
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This Upcoming Milsim Game Has a Striking Vision | Bellum First Devblog Released
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Haebyung = Marine (in Korean) | Dance = my IG Covering the 1st Devblog for the upcoming game Bellum Join my channel's Discord community: discord.gg/8XtVPGafA3 Link to the Dynamic Direction video: th-cam.com/video/U7oEzhg6lg0/w-d-xo.htmlsi=_R6Aq_b-Fu72vYQ_ Link to the original Devblog and GAMEPLAY FOOTAGE: th-cam.com/video/HiyxvW88FdQ/w-d-xo.html Bellum Discord: discord.gg/playbellum Bellum Webs...
The Definitive 24/7 War Simulation in Arma III
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Haebyung = Marine (in Korean) | Dance = my IG Arma III Gameplay. Karmakut Community Liberation 24/7. PvE (with some PvP when KOGFOR is active) Join my channel’s Discord community: discord.gg/8XtVPGafA3 Link to Ironbeard's "The Curse of Knowledge" - th-cam.com/video/Oxs9mfcN5bg/w-d-xo.htmlsi=iSpmOluu9eX4Bi_9 Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance Follow me on Twitter...
How We Created the Most Coordinated Defense Plan Ever (Pt. 2)
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Haebyung = Marine (in Korean) | Dance = my Squad IG Squad Gameplay. Private Event. 50 vs 50. Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance Follow me on Twitter: x.com/HaebyungDance Join the 7th Ranger Regiment: discord.gg/7thrangers Join my channel’s Discord community: discord.gg/8XtVPGafA3 #gaming #milsim #squad #tacticalshooter #squadgameplay #joinsquad #playsquad #gefor...
Mastering Maritime Warfare: The Six Cornerstones That Guarantee Victory | Sea Power
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Come join my discord server! discord.gg/8XtVPGafA3 The theoretical principles of naval warfare. B-roll captured in Sea Power: Naval Combat in the Missile Age References: - Fleet Tactics and Naval Operations, Third Edition by CPT Wayne P. Hughes Jr., USN (Ret.) and RADM Robert P. Girrier, USN (Ret.). - Pacific Crucible: War at Sea in the Pacific, 1941-1942 by Ian W. Toll - The Conquering Tide: W...
Explaining REAL-Life Platoon Organization and Whether It Works in Squad
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Squad Tactics Discussion. Explaining REAL-Life Infantry Tactics. Previous discussion videos: Suppression: th-cam.com/video/QwVaHdxssEY/w-d-xo.html Assault tactics: th-cam.com/video/VNjX-qYLenU/w-d-xo.html Communications: th-cam.com/video/nl6AXEPF8Kg/w-d-xo.html Defense tactics: th-cam.com/video/rE6HzmDW2vM/w-d-xo.html Room clearing tactics: th-cam.com/video/Gk1qnP73cBE/w-d-xo.html Squad Assault...
How to Squad Lead - Supporting the Team from Behind Enemy Lines
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Haebyung = Marine (in Korean) | Dance = my Squad IG Squad Gameplay. Pub Match. 50 vs 50. Commentary on how I squad lead to help new players. Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance Follow me on Twitter: x.com/HaebyungDance Join the 7th Ranger Regiment: discord.gg/7thrangers Join my channel’s Discord community: discord.gg/8XtVPGafA3 Music: Remember by Anno Domini Beat...
Why Infantry Formations Are More Than Just a Useless Shape
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Squad Tactics Discussion. Explaining REAL-Life Infantry Tactics 2017 Ranger Handbook: www.moore.army.mil/Infantry/ARTB/4th-RTBn/content/pdf/TC 3-21.76 Ranger Handbook.pdf ATP 3-21.8 INFANTRY RIFLE PLATOON AND SQUAD: armypubs.army.mil/ProductMaps/PubForm/Details.aspx?PUB_ID=1028215 Previous discussion videos: Suppression: th-cam.com/video/QwVaHdxssEY/w-d-xo.html Assault tactics: th-cam.com/video...
How Organized Teams Use Helicopters to Win
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Haebyung = Marine (in Korean) | Dance = my Squad IG Squad Gameplay. Admin Cam. Private match. 49 vs. 49 Scrimmage Join the 7th Ranger Regiment: discord.gg/7thrangers Join my channel’s Discord community: discord.gg/UUqNdaJEqf #gaming #milsim #squad #tacticalshooter#squadgameplay #joinsquad #playsquad #geforcenow #macgaming Music: Still Standing by Anno Domini Beats 00:00:00 - Match Info 00:02:28...
Using OUTDATED Weapons to Destroy MODERN Vehicles
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Haebyung = Marine (in Korean) | Dance = my Squad IG Squad Gameplay. Pub Match. 50 vs 50. Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance Follow me on Twitter: x.com/HaebyungDance Join the 7th Ranger Regiment: discord.gg/7thrangers Join my channel’s Discord community: discord.gg/8XtVPGafA3 Music: Eyes of Glory by Aakash Gandhi Chariots of War by Aakash Gandhi Borderless by Aa...
The Most UNDERRATED Gamemode in Squad
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Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance Haebyung = Marine (in Korean) | Dance = my Squad IG Squad Gameplay. Pub Match. 50 vs 50. 7th Rangers Raid Night. Join the 7th Ranger Regiment: discord.gg/7thrangers Join my channel’s Discord community: discord.gg/UUqNdaJEqf #gaming #milsim #squad #tacticalshooter #squadgameplay #joinsquad #playsquad #geforcenow #macgaming 00:00...
How to Use APCs - the Most UNDERRATED Vehicles in Squad
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Like what I do? Become a channel member or join my humble Patreon: www.patreon.com/haebyungdance Haebyung = Marine (in Korean) | Dance = my Squad IG Squad Gameplay. Pub Match. 50 vs 50 . Join the 7th Ranger Regiment: discord.gg/7thrangers Join my channel’s Discord community: discord.gg/UUqNdaJEqf #gaming #milsim #squad #tacticalshooter #squadgameplay #joinsquad #playsquad #geforcenow #macgaming...
The Grenade Launcher Is an AMAZING Tool for Infantry
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Like what I do? Donate to my Patreon: www.patreon.com/haebyungdance Haebyung = Marine (in Korean) | Dance = my Squad IG Squad Gameplay. Pub Match. 50 vs 50 . Join the 7th Ranger Regiment: discord.gg/7thrangers Join my channel’s Discord community: discord.gg/UUqNdaJEqf #gaming #milsim #squad #tacticalshooter #squadgameplay #joinsquad #playsquad #geforcenow #macgaming 00:00 - The Ultimate Infantr...
How These Teams Used Combined Arms Warfare
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How We Hunted Enemy 120mm Mortars With “Creative” Methods
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Calling in 120mm Mortars Like We’re Helldivers | NEW v8.0 Update
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This Team Conducted the Most Difficult Attack Imaginable
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How We Created the Most Coordinated Defense Plan Ever
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Our Squad Executed a Textbook Squad Attack
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What Manuals Don’t Teach About Infantry Tactics
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The CRAZIEST Start to a Squad Match You’ve Ever Seen
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Winning the Fight BEFORE it Even Begins
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Russian Naval Infantry STORM the Norwegian Coast
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Explaining REAL Life Infantry Tactics (Pt. 3)
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Explaining REAL Life Infantry Tactics (Pt. 3)
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.
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!
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
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.
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.
The problem with all fpv is that what is and is not visible has never been replicated. A helmet does not look like a helmet at 400 yards. a person is smaller, more visible, and harder to hit quickly than any game has ever come close to showing at every distance.
qwertz
Appreciate the comment lol
Nobody asked, but heres my opinion on how 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 sec 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 other SL. 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 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 radio operator. If 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 15 minute cooldown. Add animation where plane drops crates that parachute down, if 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 cant disallow Squad leaders from spawning in, and if a squar 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 doesnt change the teams fire support comp, it just allows one squad to have an extra fire support/ specialist slot. 7. Radio operator 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.
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
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.
Great video love the live commentary
Thanks for the feedback
I love your thought process commentary. Watching your videos helps me get better at my game situational awareness.
That’s awesome to hear
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.
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
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
after years of SL'ing, i just defaulted to saying "stay within VOIP range since a big blob is scarier than a few dudes. Also dont shoot at EVERYTHING that moves, sometimes we dont need to to do our job"
Never been this early to a video
Hell yeah
Not gonna waste money on “ Early access “ or “ pre-alpha” . You either bake something worth Hours or for me is a big nono. I learned it from GZW. Waste of money.
Best squad content !
best admin cam i have ever watched
There's two big factors that aren't being mentioned here: Moral and Injury. Basically, in a real life combat scenario, you're gonna be WAY more concerned about not getting shot than you owuld in a video game, for reasons that should be very obvious. Introducing life-or-death stakes into any situation will make the participants much more cautious, just as removing them in the form of a game or exercise will make them more bold. Secondly, if you DO get shot, even non-fatally, you're more than likely out of the fight in one hit. And your squad buddy can't pull out a medpack, wave his hands over you for six seconds, and restore you to full combat effectiveness; you're looking at weeks to months out of service assuming the injury doesn't cripple you for life.
so real milsim would be to wear this VR headset that actually kills you when you die 😀
tldw: "They are useful, but not quite as useful, because videogames are easier" There is maybe 30 seconds worth of information in this other than that. I know you need to pad for ad revenue but damn.
For those who don’t know the basics of formations, this serves as a 101. If you know, then you already know.
Im truly affraid military higher ups are disconnected with the reality of modern combat, and teaches soldiers irrelevant information. I have the expectation that realistic shooters are the ultimate sandbox for evolutive selection on combat tactics. Issue is those games take little to no consideration on survivability... I do not trust modern teachings, am i stupid ?
Instead of videogames striving to make realistic guns we're full circle and gunmakes are making videogame looking guns. Only natural the army should probably know about this.
Using VIDEO GAME TACTICS in REAL LIFE
Simple solution: Each member is assigned their Erea of Responsibility (AoR). Don't worry about formations, just ensure that everyone is covering their AoR and the formations will come naturally. When working with other units, flankers (left or right) shift forward when linked up with other teams. Rearguard always cover the rear, even when they're part of a 'middle' team (this provides more firepower in the case you do get flanked and hit from behind). But the most important thing (which was touched on) is _practice._ Get with your team _outside_ of a game and run through drills. Get with a squad and run through drills as well. This, of course, requires a game that lets you 'play' on a map unopposed, but it will allow you to operate more effectively while actually in a match. All that being said, I do see one major problem with your analysis: Your situational awareness is actually much less in a game than in reality. Those maps are nice, but they don't make up for the narrowed field of vision. In game, you are restricted to only what is on the screen; in reality, you have a much wider field of vision (FoV) and awareness of what's around you. The average person's FoV is 120 degrees horizontal and 90 degrees vertical, much more than what you get in a video game. In-game maps do _not_ replace this, as you have to pull up the map, focus on it and parse the information, all while _not_ seeing what is going on directly in front of you. Responding to what you see around you is natural and instinctive; you literally don't have to think, you just _do._ Those maps may give you battlefield awareness, bur they do not give you _situational_ awareness.
no vehicle combat ? meh
Do you think the Rangers will be adding this to their MilSim repertoire?
SQUAD COMPETITOR LETS FUCKING GOOOOOOOOOO
The basics of strategy are universal, many of the problems that real life formations exist to solve exist in one form or another in videogames and are often solved in similar ways. enfilating fire, friendly fire etc. are all things that exist in many games, and good players in shooters where those things exist know to position in ways that minimize these issues. Likewise people will learn to find ways to maximize firepower, develop roles that improve team efficiency, etc. Professional cs teams have roles, they understand to move as a unit rather than rushing in 1 by 1, they understand how to rapidly delegate jobs in order to allow individuals to focus on their assignment with maximum precision. As you mentioned, the noob mistake is to fixate on the wrong details; the shape of a formation for example, rather than trying to work out why the thing is the way it is and how it can be smartly adjusted to new contexts. A lot of people have said some variant of "videogames arent real so people dont play like their life is on the line" but in any game with decent matchmaking, the players implementing good strategies will naturally be stratified from those who don't. Natural selection exists in the elo system, just with less dire results.
Well said
2 main points for me 1 - Self preservation: In game you don't actually die if you get shot so people WILL always be reckless as hell. people will take dying if it means kill 3 opponents, obiously nobody that's not a Jihadist will do that IRL 2 - Physical abilities, even in the most realistic of games you can just zoom around the battlefield and fatigue isn't a thing, energy, hunger lack of sleep all do not factor so one would argue if all those things didn't matter IRL would the tactics be the same ? probably not.
formations are bad overall because its a by the books play you need something unpredictable in the same way hannibal would have fought or some of the greatest military minds of history. you have to work with the environment you're in and adapt as needed. of course going in a stright like or a wdge isn't going to do squat. its best to scout, confirm target, use artillary if possible to clear a large enemy area or if its a sensitive mission and you're after one or 2 targets its best to go in quick and come out clearing is going to be the thing thats going to be most needed not group formations. being aware of your surroundings and having a plan a-z.
pick up a sniper get a good choke and bow 20 to 40 kills a game some vehicle kills
Every game has potential, then they turn out to be cashgrab slop
I love Karmakut videos but I'm skeptical. It's PvP oriented so in order to really work they will need to introduce mechanics that encourage team work. That's pretty hard on its own. Secondly it seems they're already going really deep into detail and I'm worried it will be at the cost of a big picture gameplay. Level design for example seems a bit weird (sure, too early to tell but the flat map with trees and 1-story buildings looks underwhelming). All in all I see how it can compete with Squad and Arma in the sense it will drain the most hardcore playerbase from these titles. I don't think it will be enough.
loved this video
Thanks man
What scares me the most with this game is if it will find a player base interested in such depth towards realism
I can already see it not finding the player base. At least not large enough/sustainable. As much as we want Squad to play out better, right now is probably the best we can get in terms of population/quality of players. Server I usually play at can have some nice to good levels of communication between squads, and at least half of the blues would listen to you. Not perfect, but better than having low population of super dedicated players or overpopulation of “casual” morons.
@ yeah I share the same point of view unfortunately, players base will probably be only English speakers, and we’ll have to plan game sessions in advance through discord. Not sustainable in the long run I’m afraid :(
From practical video game experience, there is definitely a benefit to using different formations when dealing with groups of 20+ people
I use fire and maneuver at least, most of the time. Extremely effective. Even if my teammate isnt coordinated with me, I be leap froggin
Hope they will add detailed maps of West Russia soon, this would be very helpful.
They don’t have any plans to go outside of Africa currently
@@HaebyungDance It's deplorable though, they should not be afraid.
I think it’s a stretch to say they’re afraid when their vision is to portray assymetric low intensity conflicts in a COIN-type scenario
@@HaebyungDance that's one way to put it ;)
"Another one" - DJ Khaled
That's so cool - great video, thanks
There should still be some level of knockdown and damage in the armor simulation, especially for larger calibers against level IV plates.
The biggest variable here is the player(s). Karmakut events are fun to watch, because they are a community, just like Dsylecxi's video. Everyone knows their job and what role to play. Put in some randos in the mixed, you'll see solo rambo one man army sniper rpg gunner. That is my biggest concern.
watching Moidawg as a relatively casual arma PvE dork, I expected Squad to be way more hardcore but half the time two guys in an MBT drive deep into enemy lines and get tracked by AT they didn’t see ‘cuz they had no commander and were gunning the engine. I kinda wonder if the PvP nature of it makes people act more game-y, ‘cuz peeps would get a lot wackier in our PvP sessions.
now we can larp at maximum numbers!
1:56 it’s interesting that most games that feature the 249 or 240 like to reload the weapon systems by locking the bolt to the rear first. It isn’t wrong but then the player doesn’t maintain positive control of the charging handle as they reload the weapon. It really doesn’t matter but I wonder how prior automatic riflemen and machine gunners feel about it every time they play a game and they see that happen.
As long as you engage the safety the bolt will not move, and because it's open bolt the charging handle is just a loose piece at that point (at least it was on the K3)
@@HaebyungDancethe 240 and 249 are the same way. We were taught to maintain positive control even when the safety is engaged when the cover is open.
Gotcha - that’s interesting. I was taught reloading from open bolt (in an era when the K3 was falling out of use so who knows if that’s best practice) but I see the advantages of keeping positive control of the charging handle and I don’t think there’s a real drawback to it. The prospect of an ND for example while reloading is terrifying esp with the SAWs and their issues.
The choice not to do MBT is interesting. And judging by what you said about Dynamic Direction, logistics isn't really a concern too. Is's interesting, my biggest hope is for more QoL stuff for SLs and commander
Logistics was a big part of dynamic direction from the main base to the AO. Overall I think they’re looking to portray low intensity conflict
@HaebyungDance oh, I assumed there was just one main base for the blufor in the designated area. Looking forward to more news about the game!
Cant wait for this to launch in early access for $30 and after 2-3 years and minimal updates to announce that they have had a great journey with the community the next update will be the last one.
This perfectly sums up modern games.