I've watched all 5 parts of this series now and I must say this is one of the best or even the best armor guide on youtube so far. Very detailed breakdown of the segments of armour in Squad. Maybe some more tipps on vehicles weak point (where to aim and so on) would be great but over all I really enjoyed watching this guide as a person who spent around 1k hours in aromor in Squad. I really appreciated your videos. Keep up the good work.
His points about the other squad leaders yelling at you are so incredibly true. People think that driving your large ungainly armored shitbox into a close in fight with AT armed infantry is a good idea when they’re not the ones in the shitbox.
@@AirGibsonsubstance of the videos completely outweighs any small mistake lol these are the BEST armor guides on TH-cam. But when I saw them MEA flag and you said their armor sucked, I was so confused.
point 4 can be really hard on public servers, yes helping infantry is really great, but on most maps you have to stay in kinda close proximity to help them properly, and good luck having friendly infantry actually push together with you or cover your flanks, you can play really careful while helping infantry, but they arent a shield bubble and will get you killed more often than not.
One thing that I often take into account on armored vehicles effectiveness is the ability to operate it without needing a crewman kit. I often am playing with a group of 4-6 other people, sometimes I'll open up the squad to public. Certain servers do NOT allow mechanized squads with vehicles requiring crewmen (for absolutely stupid reasons) So you can still operate things like an AAVP, a TLAV, or things like the MTLB-VMK without admins getting pissed at you. Can make an infantry squad DRASTICALLY more effective against armored or lightly armored vehicles. (I know your charts are only taking into account TTK and armor etc.)
Absolutely. The server rules, vehicle utility, vehicle requirements, crewman requirements, troop capacity, etc, etc... all are valid factors for other decisions.
Perfect video! Can we get a video on defensive vehicle strategy? I am really bad at defensive use of vehicles versus pushing with them. Should we be engine off and sit or always be moving on defense?
I get it. Your priority and many other armor SL's is to survive and live to fight another day and keep their squad ticket score positive. But ticketwise for the team as a whole, I still dont think its justified for armor to sitt on the edge of the map, like you advise on the Narva map in 28:40, and especially when it comes to the bigger open maps, I would call it a catastrophe, if armor is not helping on objective flags, when friendly infantry is getting bullied by the enemy armor. By the end of the day capturing middle flags trumps armor survival, because flag is worth 20-60 points and a tank is 5-15 points. I agree you should not position yourself directly in the killzone of enemy AT, but edge of the map is to far away. It should be possible to find a good (defensive) spot with a view on the objective flag. Many of the IFV's carry 600 ammo, which can be used by friendly AT's pushing. Especially on heavy city maps, just you supplying ammo to friendly AT's, is a deadly combo for the enemy armor. But other than that great breakdowns videos. Enjoy them a lot. Your are getting in BHM Captains league :)
That is the essence of the whole Kobayahi Maru section at 24:25 . If they embed the vehicle with your infantry and assist you, it makes it much easier for the friendly armor to get poached. Then, the enemy infantry simply respawn and the enemy vic helps them mop up. IMO, staying nearby (e.g. within 60 seconds) and hidden would be more optimal. Unlike real life, infantry can respawn immediately with full effectiveness, so their death is a very temporary detriment to the team. Not so with armor.
@@AirGibson On Goose Bay RAAS 2 you allready know the fourth flag is going to be Loading Dock. And since the Commander have a Radio/HAB and a firm grasp on the Train Yard cap, I would estimate that its not critical that I throw my armor in to help, allthough I get with the information in hand, that it initially seemed like some easy sniping kills of enemy infantry on east side of Train Yard. But I would probably have ignored that third flag alltogether and would be headed full steam to support the infantry on Loading Dock, where the game imo will be resolved. So as Captain Kirk says about Kobayashi Maru. I dont believe in no-win scenarios.
Think about it this way, if we die to armor or at you're still in the same position but 15 tickets less. It's better for you to immobilize that armor and give accurate call outs. Armor can't deal with enemy infantry and enemy armor at the same time. Especially if we're caught off guard without Intel on enemy armor and they get first shot on us or we take an ATGM or tandem.
BMP-1 *HAS* to be played as an ambush vehicle. If you play it well it's a lot of fun. You can use the slightest hill as a hull down and wait for the perfect ATGM shot. Trying to run in head to head as an IFV is suicide.
Totally agreed. Catching vics at enough range with the BMP-1 Malyutka can be an easy kill since you can hit that, and instantly switch to fire the HEAT that is already loaded for a 2-second ambush kill. Love that when the plan comes together. But if leading with the Malyutka isn't feasible for any reason, it plummets to the bottom of the pack for TTK as it will take you *17 seconds* total to kill a 1250 HP vic with three HEAT shots. Even when you land the first shot by surprise in an ambush using just HEAT, they still have enough time to turn and light you up. It only takes a LAV 9.5 seconds to completely kill a BMP-1. But yes, at range, leading with (and landing) the Malyutka, it is a different story.
Had a hilariously fun match on Yeho in a BMP-1. We sat waiting to ambush the Leopard just north of Novo. When he finally peeked from the town my gunner miss the Malutka shot. Leo didn't know where we were, but was turning our general direction so we backed into a ditch and engine off. He rolled up to the edge of the ditch, but had no depression to hit us. We waited for him to try to reposition, popped smoke and ran. He missed 2 shots into the smoke and was trying to catch us. Since he was in our engine smoke he didn't see us turn off between houses and engine off. Leo rolled past and spent probably 10 min patrolling the area trying to find us. 10 out of 10 pucker factor. Finally he left the area and we tried to hunt him for another ambush, but the round ended before we could catch him again.
Ok. As an infantry player. I don't understand why armor actively seeks out enemy armor instead of just moving with and defending infantry. Is is cause it's easier for enemy armor to catch you off guard if you are moving with infantry? I just passed 1000 hours and I see vehicles moving with infantry maybe 10% of the time and it's really frustrating to see them run off somewhere when we're being hammered
enemy armor is usually the biggest threat there is out in the field, if we're helping friendly infantry its very likely the vehicle we're in will be constantly marked and updated on the map, which allows the enemy assets to engage you from the perfect position (a enemy vehicle can be driving right next to friendly infantry and they wont call it out usually even on "experienced preferred" servers)
Babe wake up. It's armor level 5!
I've watched all 5 parts of this series now and I must say this is one of the best or even the best armor guide on youtube so far. Very detailed breakdown of the segments of armour in Squad. Maybe some more tipps on vehicles weak point (where to aim and so on) would be great but over all I really enjoyed watching this guide as a person who spent around 1k hours in aromor in Squad. I really appreciated your videos. Keep up the good work.
fr
His points about the other squad leaders yelling at you are so incredibly true. People think that driving your large ungainly armored shitbox into a close in fight with AT armed infantry is a good idea when they’re not the ones in the shitbox.
Fantastic vid,
NB: You've got that MEA flag for IMF
Yeah, embarrassing mistake
@@AirGibson No worries - the substance of the vid is grade-A for awesome
@@AirGibsonsubstance of the videos completely outweighs any small mistake lol these are the BEST armor guides on TH-cam.
But when I saw them MEA flag and you said their armor sucked, I was so confused.
@@AirGibson No, it's an attentiveness test)
Anyone who did not like a comment, means that they did not pay close attention to it and are blueberries)
point 4 can be really hard on public servers, yes helping infantry is really great, but on most maps you have to stay in kinda close proximity to help them properly, and good luck having friendly infantry actually push together with you or cover your flanks, you can play really careful while helping infantry, but they arent a shield bubble and will get you killed more often than not.
This stuff is crazy helpful
Why does this guy have less than 500 subs, this stuff is gold?!
Always get excited when I get the notification for another part of this great guide, thanks!
awesome quides dude really appreciate it
greatest squad guides and tutorials ever. really appreciate these! thank you for making this series.
another great video. that vehicle comparison especially is such a helpful resource.
Now this is more like it!
we are blessed once again!!!
One thing that I often take into account on armored vehicles effectiveness is the ability to operate it without needing a crewman kit. I often am playing with a group of 4-6 other people, sometimes I'll open up the squad to public. Certain servers do NOT allow mechanized squads with vehicles requiring crewmen (for absolutely stupid reasons) So you can still operate things like an AAVP, a TLAV, or things like the MTLB-VMK without admins getting pissed at you. Can make an infantry squad DRASTICALLY more effective against armored or lightly armored vehicles. (I know your charts are only taking into account TTK and armor etc.)
Absolutely. The server rules, vehicle utility, vehicle requirements, crewman requirements, troop capacity, etc, etc... all are valid factors for other decisions.
Perfect video! Can we get a video on defensive vehicle strategy? I am really bad at defensive use of vehicles versus pushing with them. Should we be engine off and sit or always be moving on defense?
I get it. Your priority and many other armor SL's is to survive and live to fight another day and keep their squad ticket score positive. But ticketwise for the team as a whole, I still dont think its justified for armor to sitt on the edge of the map, like you advise on the Narva map in 28:40, and especially when it comes to the bigger open maps, I would call it a catastrophe, if armor is not helping on objective flags, when friendly infantry is getting bullied by the enemy armor. By the end of the day capturing middle flags trumps armor survival, because flag is worth 20-60 points and a tank is 5-15 points. I agree you should not position yourself directly in the killzone of enemy AT, but edge of the map is to far away. It should be possible to find a good (defensive) spot with a view on the objective flag. Many of the IFV's carry 600 ammo, which can be used by friendly AT's pushing. Especially on heavy city maps, just you supplying ammo to friendly AT's, is a deadly combo for the enemy armor. But other than that great breakdowns videos. Enjoy them a lot. Your are getting in BHM Captains league :)
That is the essence of the whole Kobayahi Maru section at 24:25 . If they embed the vehicle with your infantry and assist you, it makes it much easier for the friendly armor to get poached. Then, the enemy infantry simply respawn and the enemy vic helps them mop up.
IMO, staying nearby (e.g. within 60 seconds) and hidden would be more optimal. Unlike real life, infantry can respawn immediately with full effectiveness, so their death is a very temporary detriment to the team. Not so with armor.
@@AirGibson On Goose Bay RAAS 2 you allready know the fourth flag is going to be Loading Dock. And since the Commander have a Radio/HAB and a firm grasp on the Train Yard cap, I would estimate that its not critical that I throw my armor in to help, allthough I get with the information in hand, that it initially seemed like some easy sniping kills of enemy infantry on east side of Train Yard. But I would probably have ignored that third flag alltogether and would be headed full steam to support the infantry on Loading Dock, where the game imo will be resolved. So as Captain Kirk says about Kobayashi Maru. I dont believe in no-win scenarios.
Think about it this way, if we die to armor or at you're still in the same position but 15 tickets less. It's better for you to immobilize that armor and give accurate call outs. Armor can't deal with enemy infantry and enemy armor at the same time. Especially if we're caught off guard without Intel on enemy armor and they get first shot on us or we take an ATGM or tandem.
could you post the spreadsheets in the description?
BMP-1 *HAS* to be played as an ambush vehicle. If you play it well it's a lot of fun.
You can use the slightest hill as a hull down and wait for the perfect ATGM shot.
Trying to run in head to head as an IFV is suicide.
Totally agreed. Catching vics at enough range with the BMP-1 Malyutka can be an easy kill since you can hit that, and instantly switch to fire the HEAT that is already loaded for a 2-second ambush kill. Love that when the plan comes together.
But if leading with the Malyutka isn't feasible for any reason, it plummets to the bottom of the pack for TTK as it will take you *17 seconds* total to kill a 1250 HP vic with three HEAT shots. Even when you land the first shot by surprise in an ambush using just HEAT, they still have enough time to turn and light you up. It only takes a LAV 9.5 seconds to completely kill a BMP-1.
But yes, at range, leading with (and landing) the Malyutka, it is a different story.
@@AirGibson Agreed. BMP-1 has 2 play modes. Ambush or *RUN!*
Had a hilariously fun match on Yeho in a BMP-1. We sat waiting to ambush the Leopard just north of Novo. When he finally peeked from the town my gunner miss the Malutka shot. Leo didn't know where we were, but was turning our general direction so we backed into a ditch and engine off. He rolled up to the edge of the ditch, but had no depression to hit us. We waited for him to try to reposition, popped smoke and ran. He missed 2 shots into the smoke and was trying to catch us. Since he was in our engine smoke he didn't see us turn off between houses and engine off. Leo rolled past and spent probably 10 min patrolling the area trying to find us. 10 out of 10 pucker factor.
Finally he left the area and we tried to hunt him for another ambush, but the round ended before we could catch him again.
Ok. As an infantry player. I don't understand why armor actively seeks out enemy armor instead of just moving with and defending infantry. Is is cause it's easier for enemy armor to catch you off guard if you are moving with infantry? I just passed 1000 hours and I see vehicles moving with infantry maybe 10% of the time and it's really frustrating to see them run off somewhere when we're being hammered
enemy armor is usually the biggest threat there is out in the field, if we're helping friendly infantry its very likely the vehicle we're in will be constantly marked and updated on the map, which allows the enemy assets to engage you from the perfect position (a enemy vehicle can be driving right next to friendly infantry and they wont call it out usually even on "experienced preferred" servers)
refer to 24:25 😆
Lol I eventually got there. Thanks for the videos bud! Super greatful.@@AirGibson
Ahhhhhhh that does make sense
I wish the armor was more modular.... like war thunder esque.
From my testing chinese vehicles have the best dps, i would put the chinese in a tier