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* CloseRangeCombatant: A few factions have a kit built around close-quarters fighting with an SMG or Carbine, taking advantage of their higher rate of fire than most of the service rifles.

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* CloseRangeCombatant: A few factions have a an exclusive kit built around close-quarters fighting with an SMG or Carbine, taking advantage of their higher rate of fire than most of the service rifles.
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** The USMC have a healthy contrast between their two standard-issue rifles: The modern and versatile M27 that doubles as both an infantry rifle and a fire support weapon, and the rapidly aging [=M16A4=], a weapon that dates its lineage back to Vietnam.

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** The USMC have a healthy contrast between their two standard-issue rifles: The modern and versatile M27 that doubles as both an infantry rifle and a fire support weapon, and the rapidly aging [=M16A4=], a weapon that dates its lineage back to Vietnam. Their vehicles are also notably older than the army's, as they still rely on the HMMWV and [=AAVP-7=] for light infantry support.
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* GlassCannon: The light, cannon wielding vehicles such as the US Army's Stryker Mobile Gun System and the VDV's Sprut. They are fast, manouverable, and can put down tanks if they get the drop on them. But any gun bigger than small arms can easily destroy them.

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* GlassCannon: The light, cannon wielding vehicles normally qualify, such as the US Army's Stryker Mobile Gun System and the VDV's Sprut. They are fast, manouverable, and can put down tanks if they get the drop on them. But any gun bigger than small arms can easily destroy them.



* MiddleEasternCoalition: The Middle Eastern Alliance, which is directly based on the TropeNamer from VideoGame/{{Battlefield}} and Squad's predecessor VideoGame/ProjectReality. Its real-life counter-part is based off of a mixture of Iran and Iraq; as they use German firearms (G3 variants and the [=MG3=] machinegun) and Russian vehicles--as well as the Simir, based on the Iranian-made Safir-- while their infantry uses US-made Six-Color Desert Pattern uniforms and PASGT helmets, simlar how Iraqi soldiers were armed post-2003. [[ArtisticLiscenceGeography To make matters more complicated, Squad Leaders and announcers speak in Arabic and the foot soldiers speakin Kurdish]].

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* MiddleEasternCoalition: The Middle Eastern Alliance, which is directly based on the TropeNamer from VideoGame/{{Battlefield}} and Squad's predecessor VideoGame/ProjectReality. Its real-life counter-part is based off of a mixture of Iran and Iraq; as they use German firearms (G3 variants and the [=MG3=] machinegun) and Russian vehicles--as well as the Simir, based on the Iranian-made Safir-- while their infantry uses US-made Six-Color Desert Pattern uniforms and PASGT helmets, simlar how Iraqi soldiers were armed post-2003. [[ArtisticLiscenceGeography [[ArtisticLicenceGeography To make matters more complicated, Squad Leaders and announcers speak in Arabic and the foot soldiers speakin Kurdish]].



* MightyGlacier: The [[MiddleEasternCoalition Middle Eastern Alliance]]'s MO, equipped with the supremely hard hitting [=G3A3=] battle rifle and normally backed up indirect fire capable [=IFVs=] and [=APCs=], they work best when they take up defensive positions and make their attackers miserable, either by picking them off from a distance, or by raining hell on them with rocket barrages. The cost of their excellence in that regard is having pretty slow vehicles overall and not being very well equipped for fast strike operations, as their weaponry isn't well suited for full-auto fire.
** The British armoured contingents are also quite effective in that regard, with the [=FV510=] IFV, which is literally impermeable to autocannon and light AT fire if hit from the front, at the price of being rather slow and having an [=L21A1=] RARDEN as its main weapon, a very unwieldy, semi-auto, clip fed autocannon that must be reloaded every 3 shots. Sometimes, however, the brits have access to the [=FV520=] IFV, which packs a fully automatic 40mm autocannon, along with stabilization and not too dissimilar durability, making it more or less the most horrifying IFV to run into.

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* MightyGlacier: The [[MiddleEasternCoalition Middle Eastern Alliance]]'s MO, equipped with the supremely hard hitting [=G3A3=] battle rifle and normally backed up with indirect fire capable [=IFVs=] and [=APCs=], they work best when they take up defensive positions and make their attackers miserable, either by picking them off from a distance, or by raining hell on them with rocket barrages. The cost of their excellence in that regard is having pretty slow vehicles overall and not being very well equipped for fast strike operations, as their weaponry isn't well suited for full-auto fire.
** The British armoured contingents are also quite effective in that regard, with the [=FV510=] IFV, which is literally impermeable to autocannon and light AT fire if hit from the front, at the price of being rather slow and having an [=L21A1=] RARDEN as its main weapon, a very unwieldy, an unstabilized, semi-auto, clip fed autocannon that must be reloaded every 3 shots. Sometimes, however, the brits have access to the [=FV520=] IFV, which packs a fully automatic automatic, stabilized 40mm autocannon, along with stabilization and not too dissimilar durability, making it more or less the most horrifying IFV to run into.
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** Their European counterparts, the Irregular Militia, are likewise this to Chechen insurgents, Eastern Ukranian separatists and former yugoslav paramilitary groups[[note]]although they do stand in for a number of paramilitary forces, such as Quebecois and Newfoundlander separatists (in the Canadian scenarios), neo-communist insurgents and Norwegian resistance fighters (when in maps depicting Norway)[[/note]].

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** Their European counterparts, the Irregular Militia, are likewise this to several Slavic armed groups, such as Chechen insurgents, Eastern Ukranian separatists separatists, and former yugoslav most prominently, Serbian speaking paramilitary groups[[note]]although groups that arose in the aftermath of the Yugoslav Wars[[note]]although they do stand in for a number of paramilitary forces, such as Quebecois and Newfoundlander separatists (in the Canadian scenarios), neo-communist insurgents and Norwegian resistance fighters (when in maps depicting Norway)[[/note]].
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* ElitesAreMoreGlamorous: Intentionally averted. No special forces units are present in the game, nor are there plans to introduce them. However, the British have the option to play as the Parachute Regiment, and the Russians have two Guard Airborne Regiments they can play as, though the only effect on gameplay is what vehicles they get.

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* ElitesAreMoreGlamorous: Intentionally averted. No special forces units are present in the game, nor are there plans to introduce them. However, There are some formations that can be seen as "elite" and that one may see in-game, such as the Russian VDV, US Marines, or British Paras, but they have the option to play as the Parachute Regiment, and the Russians have two Guard Airborne Regiments they can play as, though the only effect on very few, if any, gameplay is what vehicles they get.differences when compared to their "regular" counterparts.
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** Canada, the Middle Eastern Alliance and the Australian Defence Force use the Browning Hi-Power pistol, which began production ''before'' the Second World War. Additionally, while the Hi-Powers used by the MEA could be more modern ones, and the ADF ones are more modern, the Canadian ones are from the Second World War[[note]]FN only stopped production in 2018, and the Hi-Power is still produced under license in several countries. The ADF uses the upgraded Mark III variant, released in 1988. However, the Canadian ones would be Inglis Hi-Powers, all of which were built ''during'' the Second World War, after production was moved there following the occupation of Belgium, and most of them were made for the Chinese Nationalists, only for the order to be cancelled when the war ended before they could be delivered[[/note]]. This is TruthInTelevision, as the ADF and Canadian Forces still use them, and the Canadians have been trying to replace them for nearly a decade[[note]]Both the Australians and the Canadians began replacing them in mid-2023. Oddly enough, both chose variants of the Sig Sauer [=P320=] to replace them[[/note]].

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** Canada, the Middle Eastern Alliance and the Australian Defence Force use the Browning Hi-Power pistol, which began production ''before'' the Second World War. Additionally, while Additionally. While the Hi-Powers used by the MEA could and ADF seem to be more modern ones, and the ADF ones are more modern, manufacture models, the Canadian ones are from the Second World War[[note]]FN only stopped production in 2018, and the Hi-Power is still produced under license in several countries. The ADF uses the upgraded Mark III variant, released in 1988. However, the Canadian ones would be Inglis Hi-Powers, all of which were built ''during'' the Second World War, after production was moved there following the occupation of Belgium, and most of them were made for the Chinese Nationalists, only for the order to be cancelled when the war ended before they could be delivered[[/note]]. This is TruthInTelevision, as the ADF and Canadian Forces still use them, and the Canadians have been trying to replace them for nearly a decade[[note]]Both the Australians and the Canadians began replacing them in mid-2023. Oddly enough, both chose variants of the Sig Sauer [=P320=] to replace them[[/note]].
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** Vehicles with open topped turrets, have the glaring weak spot of having an exposed gunner, who can just be shot out with relative ease, temporarily impeding them from firing. As a result, even infantry can have an easy time at least scaring off such vehicles.
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* GlassCannon: The light, cannon wielding vehicles such as the US Army's Stryker Mobile Gun System and the VDV's Sprut. They are fast, manouverable, and can put down tanks if they get the drop on them. But any gun bigger than small arms can easily destroy them.
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** When it comes to helicopters, managing to take out either rotor while it is mid-air is a surefire way to net a vehicle kill, with the prized weak spot being the tail rotor, which is a tiny target, but may be taken out by repeated hits from small-arms fire.

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** When it comes to helicopters, managing to take out either rotor while it is mid-air is a surefire way to net a vehicle kill, with the prized weak spot being the tail rotor, which is a tiny tiny, moving target, but may be taken out by anything, including repeated hits from small-arms small arms fire.



** The MEA and Insurgent Heavy Anti Tank kits have the Russian made RPG-29 Vampir, a beast of a cannon that fires 105mm. tandem rounds and has a firing arc that is rather similar to most Light Anti Tank weapons, making it remarkably effective at long ranges. This, along with the fact that it comes with 2 tandem [=AT=] rounds instead of the regular 1, makes it a favourite among the playerbase.

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** The MEA and Insurgent Heavy Anti Tank kits have the Russian made RPG-29 Vampir, a beast of a cannon that fires 105mm. tandem rounds and has a firing arc and projectile speed that is rather similar to most Light Anti Tank weapons, making it remarkably effective at long ranges. This, along with the fact that it comes with 2 tandem [=AT=] AT rounds instead of the regular 1, makes it a favourite among the playerbase.
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Spelling/grammar fix(es)


** The Insurgents have access to the unique "Raider" kit, which is equipped with a Comes armed with a [=PPSh-41=] with drum and stick magazines and grenades, it excels as a CloseRangeCombatant class.
** The Irregular Militia's prolific anti-vehicle arsenal's strength comes from the large number of obsolete anti-armour explosives a Militia squad can carry, in the form of throwable anti-tank grenades, and rifle-grenades. Both methods are very low range, meaning playing Militia in an anti-tank role involves a lot more sneaking around and ambushing than other factions.

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** The Insurgents have access to the unique "Raider" kit, which is equipped with a Comes armed with a [=PPSh-41=] with drum and stick magazines and magazines, as well as grenades, it excels as a CloseRangeCombatant class.
** The Irregular Militia's prolific anti-vehicle arsenal's strength comes from the large number of obsolete anti-armour explosives a Militia squad can carry, in the form of throwable anti-tank grenades, and rifle-grenades. Both methods are very low range, meaning playing Militia in an anti-tank role involves a lot more sneaking around and ambushing than other factions.the usual factors such as ranging and positioning.



*** The main tracked IFV, the [=ZBD-04A=], which packs a rare double gun turret, with both a 100 milimiter cannon and a 30 milimiter autocannon being used concurrently. It also has its sights zeroed at 1 kilometer rather than the usual 300 or 400 meters most armoured vehicles have, which, when combined with the absurd velocity of its 30mm. gun and the wire guided missile it fires, makes it a terrifying opponent in extreme range fights.

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*** The main chinese tracked IFV, the [=ZBD-04A=], which packs a rare double gun turret, with both a 100 milimiter cannon and a 30 milimiter autocannon being used concurrently. It also has its sights zeroed at 1 kilometer rather than the usual 300 or 400 meters most armoured vehicles have, which, when combined with the absurd velocity of 400, meaning it requires some adapting for anyone crewing its 30mm. gun and the wire guided missile it fires, makes it a terrifying opponent in extreme range fights.gunner seat.



* MiddleEasternCoalition: The Middle Eastern Alliance, which is directly based on the TropeNamer from VideoGame/{{Battlefield}} and Squad's predecessor VideoGame/ProjectReality. Its real-life counter-part is based off of a mixture of Iran and Iraq; as they use German firearms (G3 variants and the [=MG3=] machinegun) and Russian vehicles--as well as the Simir, based on the Iranian-made Safir-- while their infantry uses US-made Six-Color Desert Pattern uniforms and PASGT helmets, simlar how Iraqi soldiers were armed post-2003. To make matters more complicated, Squad Leaders and announcers speak in Arabic and the foot soldiers speakin Kurdish.

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* MiddleEasternCoalition: The Middle Eastern Alliance, which is directly based on the TropeNamer from VideoGame/{{Battlefield}} and Squad's predecessor VideoGame/ProjectReality. Its real-life counter-part is based off of a mixture of Iran and Iraq; as they use German firearms (G3 variants and the [=MG3=] machinegun) and Russian vehicles--as well as the Simir, based on the Iranian-made Safir-- while their infantry uses US-made Six-Color Desert Pattern uniforms and PASGT helmets, simlar how Iraqi soldiers were armed post-2003. [[ArtisticLiscenceGeography To make matters more complicated, Squad Leaders and announcers speak in Arabic and the foot soldiers speakin Kurdish.Kurdish]].



* SceneryPorn: The new engine makes for some really pretty maps, featuring lush Eastern European forests, vast Middle Eastern deserts, hilly South-Asian woodlands, and packed urban sprawl.

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* SceneryPorn: The new Unreal engine makes for some really pretty maps, featuring lush Eastern European forests, vast Middle Eastern deserts, hilly South-Asian woodlands, and packed urban sprawl.sprawl, East-Asian beaches, or Canadian woodlands.



** The Insurgents have 2, the affront to common sense that is the technical truck with a [=BMP-1=] turret on it, which can almost flip itself from the recoil of firing its gun. A second example of this within the faction is the scavenged HMMV sometimes available to them, which, possibly due to the devs' [[ScrewedByTheLawyers difficult history with it]], literally named "shitty technical" andmade sure that it is visibly in poorer shape than other technicals.

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** The Insurgents have 2, the affront to common sense that is the technical truck with a [=BMP-1=] turret on it, which can almost flip itself from the recoil of firing its gun. A second example of this within the faction is the scavenged HMMV sometimes available to them, which, possibly due to the devs' [[ScrewedByTheLawyers difficult history with it]], literally named "shitty technical" andmade and made sure that it is visibly in poorer shape than other technicals.
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Spelling/grammar fixes and a bit of polishing


** The Turkish Land Forces has the [=M60T=] as their main battle tank, a Cold War-era M60 tank that, while extensively upgraded with the help of Israel for modern combat, is still a first generation Main Battle Tank from the 50s. They also the only BLUFOR faction that uses the older UH-1N Huey as their primary air asset. To put things in perspective, upgrades aside, these were standard pieces of US equipment during the [[UsefulNotes/TheVietnamWar Vietnam War]].

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** The Turkish Land Forces has the [=M60T=] as their main battle tank, a Cold War-era M60 tank that, while extensively upgraded with by the help of Israel Turco-Israeli Sabra Program for modern combat, is still a first second generation Main Battle Tank from the 50s. They are also the only BLUFOR faction that uses the older UH-1N Huey as their primary air asset. To put things in perspective, upgrades aside, these were standard pieces of US equipment during the [[UsefulNotes/TheVietnamWar Vietnam War]].
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* CloseRangeCombatant: A few factions have a kit built around close-quarters fighting with an SMG.
** Insurgents get the exclusive "Raider" kit, equipped with the potent [=PPSh-41=] for rough close-range encounters.
** The Irregular Militia get the "Infiltrator" kit as an equivalent, equipped with an [=AKS-74U=] with an extended magazine for a similar purpose.

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* CloseRangeCombatant: A few factions have a kit built around close-quarters fighting with an SMG.
SMG or Carbine, taking advantage of their higher rate of fire than most of the service rifles.
** Insurgents get the exclusive "Raider" kit, equipped with the potent [=PPSh-41=] for rough close-range encounters.
** The Irregular Militia get the "Infiltrator" kit as an equivalent, equipped with an [=AKS-74U=] with an extended magazine and muzzle break for a similar purpose.

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*** The Irregular Militia forces are a little more modern when compared to their Middle-Eastern counterpart, using a mixture of up-to-date and slightly outdated Warsaw Pact or early NATO small arms, but they still often rely on older weapons, such as the Soviet Era weapons like the SVD marksman rifle, in use since the early 60s, and M1942 divisional field gun, produced between 1941 and 1945, as well as outdated NATO weapons, such as the [=M16A2=], which has been phased out in favour of the [=M16A4=] and [=M4=] rifles, and the old-school [=FN-FAL=] designed in the late 1940s, shooting the large [=7.62x51mm=] NATO cartrige, and well on its way to retirement by the vast majority of its users.

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*** The Irregular Militia forces are a little more modern when compared to their Middle-Eastern counterpart, using a mixture of up-to-date and slightly outdated Warsaw Pact or early NATO small arms, but they still often rely on older weapons, such as the Soviet Era weapons like the SVD marksman rifle, in use since the early 60s, and M1942 divisional field gun, produced between 1941 and 1945, as well as outdated NATO weapons, such as the [=M16A2=], which has been phased out in favour of the [=M16A4=] and [=M4=] rifles, and the old-school [=FN-FAL=] designed in the late 1940s, shooting the large [=7.62x51mm=] NATO cartrige, cartridge, and well on its way to retirement by the vast majority of its users.users. Their main anachronism comes in their fondness for rifle-grenades and throwable anti-tank grenades, which were rendered mostly obsolete around the 1960s by the introduction of dedicated grenade launchers and the development of modern man-portable Anti-armour weapons such as the soviet RPG-7 and american LAW.


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** The Irregular Militia's prolific anti-vehicle arsenal's strength comes from the large number of obsolete anti-armour explosives a Militia squad can carry, in the form of throwable anti-tank grenades, and rifle-grenades. Both methods are very low range, meaning playing Militia in an anti-tank role involves a lot more sneaking around and ambushing than other factions.

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** The irregular factions, due to their nature as unofficial and underfunded formations using mostly ad-hoc equipment, are the kings of this. Both use older vehicles Soviet-era vehicles such as early russian [=BMP=] Infantry Fighting Vehicles and [=BRDM=] scout cars from as early as the 1960s, as well as PM Makarov and TT-34 Tokarev sidearms and making copious use of the old reliable [=DShK=] general purpose heavy machinegun, as well as the SPG-9 Kopye recoilless rifle.

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** The irregular factions, due to their nature as unofficial and underfunded formations using mostly ad-hoc equipment, are the kings of this. Both use are the game's most prolific users of older vehicles Soviet-era vehicles such as early russian [=BMP=] [=BMP-1=] Infantry Fighting Vehicles and [=BRDM=] scout cars from as early as the 1960s, hold onto early 20th century pieces such as well as the PM Makarov and TT-34 Tokarev sidearms and making make copious use of the old reliable [=DShK=] general purpose heavy machinegun, as well as the SPG-9 Kopye recoilless rifle.rifle for anti-vehicle and fire support duties.



** The 5 BLUFOR nations, the US, Britain, Canada, Australia and Turkey, all rely on the classic .50 cal. Browning M2 heavy machinegun, which, while somewhat modernized, still remains largely the same gun that was originally thought up shortly after World War 1 as an anti-tank weapon, before being adopted into its current role as a general purpose heavy machinegun shortly before World War 2. The Turks and the MEA also both use the [=MG3=] as their light machine gun, a weapon that is effectively a rechambered and slightly updated version of World War 2's [=MG42=].
** The Russian Ground Forces still rely on several pieces of Soviet-era armour, ranging from the fairly modern [=BTR-82A=] and [=BMP-2=][[note]]both adopted in the mid 1980s[[/note]], to the aging [=T-72=][[note]]adopted in 1973[[/note]] main battle tank and the quite old [=BRDM-2=] scout car and the [=MT-LB=] general purpose tracked vehicle[[note]]both in use since the 1960s[[/note]].

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** The 5 BLUFOR nations, the US, Britain, Canada, Australia and Turkey, all rely on the classic .50 cal. Browning M2 heavy machinegun, which, while somewhat modernized, still remains largely the same gun that was originally thought up shortly after World War 1 as an anti-tank weapon, before being adopted into its current role as a general purpose heavy machinegun shortly before World War 2.
**
The Turks Turkish Ground Forces and the MEA also both use the [=MG3=] as their light machine gun, a weapon that is effectively a rechambered and slightly updated version of World War 2's [=MG42=].
[=MG42=], which itself is an upgrade to the even older [=MG34=].
** The Russian Airborne and Ground Forces still rely on several pieces of Soviet-era armour, ranging from the fairly modern [=BTR-82A=] and [=BMP-2=][[note]]both adopted in the mid 1980s[[/note]], to the aging [=T-72=][[note]]adopted in 1973[[/note]] main battle tank and the quite old [=BRDM-2=] scout car and the [=MT-LB=] general purpose tracked vehicle[[note]]both in use since the 1960s[[/note]].
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Spelling/grammar fix(es)


* AttackItsWeakSpot: A crucial bit of information when fighting vehicles in Squad is where one must hit them, as bringing down armoured vehicles is a task that normally require multiple attackers and coordination. As a result, for anti-armour gameplay, there are normally three avenues of attack that require knowing the basic body plan of a vehicle.

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* AttackItsWeakSpot: AttackItsWeakPoint: A crucial bit of information when fighting vehicles in Squad is where one must hit them, as bringing down armoured vehicles is a task that normally require multiple attackers and coordination. As a result, for anti-armour gameplay, there are normally three avenues of attack that require knowing the basic body plan of a vehicle.
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Added example(s)

Added DiffLines:

* AttackItsWeakSpot: A crucial bit of information when fighting vehicles in Squad is where one must hit them, as bringing down armoured vehicles is a task that normally require multiple attackers and coordination. As a result, for anti-armour gameplay, there are normally three avenues of attack that require knowing the basic body plan of a vehicle.
** Shooting the turret: Equivalent of ShootingItOutOfTheirHands, killing a turret's ability to fire back or traverse will effectively render the vehicle mostly harmless, but able to escape
** Immobilizing the vehicle: The motorized equivalent of {{Kneecapping}}, it comes with either shooting the tracks, wheels or the engine, this will render the vehicle unable to escape, and thus, a prime target for repeated hits, fire support, or to [[SummonBiggerFish buy time for a bigger vehicle to get there and smash them for whoever immobilized it]]. Mind you, this will not impede a target from shooting back, but it is the best shot if you want to ensure a kill.
** Shooting the ammo rack: May result on a one hit kill, as the ammunition inside the vehicle cooks off and send the crew on a direct path towards the clouds. This is the riskiest approach, as ammo racks are normally the best protected part of the vehicle, and at a distance, may require some ImprobableAimingSkills.
** When it comes to helicopters, managing to take out either rotor while it is mid-air is a surefire way to net a vehicle kill, with the prized weak spot being the tail rotor, which is a tiny target, but may be taken out by repeated hits from small-arms fire.

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