Standard Qualification 1: Difference between revisions

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'''Standard Qualification 1''' (SQ-1) is a [[Certifications|certification]] that teaches basic skills necessary to play Arma with others. It is followed by [[Standard Qualification 2]] (SQ-2) and is necessary to elevate to cadet.
'''Standard Qualification 1''' (SQ-1) is a [[Certifications|certification]] that aims to teach some basic skills necessary to play Arma with others. It is part of a series of 2 certifications which are part of advancement in the Arma unit. It is followed by [[Standard Qualification 2]].


{{Infobox cert
{{Infobox cert
| creator = Sirdog
| creator = Sirdog
| desc = The basic information the Endurance Coalition believes is needed to play Arma with others. Required to progress to cadet.
| desc = The basic information the Endurance Coalition believes is needed to play Arma with others. Required to progress to cadet.
|contributors=* Fleff}}
|contributors=
* Fleff
| source = https://google.com
}}
== Ethos of play ==
== Ethos of play ==
In {{Abbr|EDC|Endurance Coalition}} there are some ideas which members are asked to abide by.
=== Role expectations ===
=== Role expectations ===
Members are expected to play within the spirit of their role. This means only using equipment your role would have. As an example, binoculars are restricted to very specific roles to avoid groups of players having binoculars out rather than their ''gun''. So, in situations where you have the potential of getting equipment (e.g an arsenal, looting bodies), only take items your role would need or have.
Members are expected to play within the spirit of their role. This means only using equipment your role should have. As an example, binoculars are restricted to specific roles to avoid players having binoculars out rather than their ''gun''. So, in situations where you have the potential to get equipment (e.g an arsenal, looting bodies), only take items your role should have.


=== Character roleplay and immersion ===
=== Character roleplay and immersion ===
While EDC is not interested in hardcore roleplaying, the idea aspired too is immersing ourselves as soldiers and attempting to meet the mission maker's objectives to the best of our abilities. As a participant, you should be pretending {{Emdash}} to a degree {{Emdash}} that you are a soldier and not a person playing a video game. In this vein, certain behavior is discouraged.
While {{Abbr|EDC|Endurance Coalition}} is not interested in hardcore immersion, the idea is to act as soldiers and attempt to complete mission objectives to the best of our abilities. As a participant, you should be pretending {{Emdash}} to a degree {{Emdash}} that you are a soldier and not a person playing a video game. In this vein, certain behavior is discouraged.


* Do not refer to the enemy AI as AI.
* Do not refer to the enemy as AI.
* Do not discuss Arma mods, weapons that are out of universe / beyond the given time period, or other things which clearly break the suspension of disbelief.
* Do not discuss Arma mods, weapons that are out of universe / beyond the given time period, or other things which ''clearly'' break the suspension of disbelief.
* Do not discuss when or how an operation will "end". For concerns of an operation going on too long, contact a Zeus privately, or as a last resort covertly speak to your immediate "superior" (e.g fireteam leader, squad leader, etc).
* Do not discuss when or how an operation will end. For concerns of an operation going on too long, contact a Zeus privately, or as a last resort covertly speak to your immediate "superior" (e.g fireteam leader, squad leader, etc.).


== Basic interactions ==
== Basic interactions ==
[[File:GQI1-ace-interact.png|thumb|Use of ACE interact on a supply crate.]]
[[File:GQI1-ace-interact.png|thumb|Use of ACE interact on a supply crate.]]
In Arma, the default means of interacting with the environment will be the scroll wheel. This is how vehicle inventories are accessed, door are opened, vehicle engines turned on and off, and so on. Once the desired option is highlighted, use {{Key press|Space Bar}} to make the selection.  
The default means of interacting with things is the scroll wheel. This is how vehicle inventories are accessed, doors are opened, and so on. Once the desired option is highlighted, press {{Key press|Space Bar}}.  


=== ACE interact ===
=== ACE interact ===
EDC (and a lot of Arma units) makes use of an addon known as '''[https://steamcommunity.com/workshop/filedetails/?id=463939057 ACE]'''. It's difficult to describe what ACE does succinctly (and it will be referenced frequently), but one of the many things it does is introduce an interaction system. This is accessed via holding the left {{Key press|Win}} key. Movement of the mouse will move the cursor, slightly move the camera, but any interaction options available will remain in place. When you are close to an object that can be interacted with an interaction option will appear in the form of a circle. Hovering over it will expand into further options (if applicable). To select an option, hover the mouse over the option, and then release the {{Key press|Win}} key.
EDC makes use of the mod '''[https://steamcommunity.com/workshop/filedetails/?id=463939057 ACE]'''. ACE does many things, including a custom interaction system. This is accessed by holding the left {{Key press|Win}} key. Moving your mouse will move the cursor, slightly move the camera, but interaction options will stay still. Once close to an interactable object, options will appear as circles. Hovering over a circle will expand it out into further options (if applicable). To select an option, hover over it, and then release {{Key press|Win}}.


ACE interaction is used for many things, including:
ACE interaction is used for many things, including:
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* Opening a crate's inventory
* Opening a crate's inventory
* Entering and exiting vehicles
* Entering and exiting vehicles
* Knocking on certain vehicles
* Knocking on vehicles
* Joining someone's group
* Joining someone's group
* Passing a magazine to another player
* Passing a magazine to another player
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=== ACE self-interact ===
=== ACE self-interact ===
[[File:GQI1-ace-self-interact.png|thumb|Use of the ACE self-interact feature.]]
[[File:GQI1-ace-self-interact.png|thumb|Use of the ACE self-interact feature.]]
ACE similarly allows interaction with the ''self''. This is done by holding {{Key press|LCtrl|Win}}. This will work in most any situation, including while your map is opened. This is used for many things, including:
ACE allows interaction with the self. This is done by holding {{Key press|LCtrl|Win}}. This is used for many things, including:


* Checking your medical state
* Clearing a jammed gun
* Clearing a jammed gun
* Changing your team color
* Changing your team color
* Renaming your group
* Quick detaching/attaching attachments
* Quick detaching/attaching attachments
* Dig a trench
* Dig a trench
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=== ACE interact settings and keybinds ===
=== ACE interact settings and keybinds ===
There are certain settings that ACE provides which may be pertinent to look into changing. These are not required but highly advised, and knowledge these settings exists is required for certification.
There are certain settings that ACE provides which may be worth changing. You are not required to use these settings, but certification requires you know they exist.
{| class="wikitable"
{| class="wikitable"
!Setting Location
!Setting Location
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|ACE Interaction Menu (Self)
|ACE Interaction Menu (Self)
|''Move to root''
|''Move to root''
|Allows moving certain interactions from a sub-menu to the main list that is immediately visible when beginning self-interaction. Advise adding '''Clear Jam''', '''Earplugs In/Out''', and '''Wipe Goggles''' to root.
|Allows moving certain interactions from a sub-menu to the main list. Advise adding '''Clear Jam''', '''Earplugs In/Out''', and '''Wipe Goggles''' to root.
|}
|}
Some default keybinds are...
Some default keybinds are:


* '''Wipe Goggles''' is {{Key press|LCtrl|Shift|T}}.
* '''Wipe Goggles''' is {{Key press|LCtrl|Shift|T}}.
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=== Firearms ===
=== Firearms ===
While moving, to lower your weapon, press {{Key press|LCtrl}} x2. This will also reduce your stamina usage while moving which will be described further later. Do {{Key press|LCtrl}} x2 again to raise the gun back up.  
To lower your weapon, press {{Key press|LCtrl}} x2. Repeat this to raise it back up.  


It is advisable to enable your weapon's safety, primarily when tabbing in and out of the game to mitigate an accidental discharge of your gun. The default key bind for this is {{Key press|LCtrl|` (Tilde)}}. Use the bind again to remove the safety, or simply change the fire mode with {{Key press|F}}.
All weapons have a safety which will cause it to not fire when you {{Key press|Left Click}}. This is useful when you tab in and out to avoid accidentally firing your gun. The default keybind for this is {{Key press|LCtrl|` (tilde)}}. Use the bind again, or change the fire mode with {{Key press|F}}, to disable it.


Some firearms may have a scope that also has a red-dot or iron sight. To switch between the 2, do {{Key press|LCtrl|Right Click}}.
Some firearms may have a scope ''and'' a red-dot or iron sight. To switch between the 2, press {{Key press|LCtrl|Right Click}}.
[[File:GQI1-rested.png|thumb|HUD icon for a ''rested'' weapon.]]
[[File:GQI1-rested.png|thumb|HUD icon for a ''rested'' weapon.]]
[[File:GQI1-brace.png|thumb|HUD icon for a ''braced'' weapon.]]
[[File:GQI1-brace.png|thumb|HUD icon for a ''braced'' weapon.]]
In Arma, a weapon may either be ''braced'' or ''rested''. A weapon is ''braced'' when a tripod attachment is used to "mount" the gun to cover, or the ground. This ''dramatically'' increases the stability, and decreases the spray intensity, of the firearm. This must be done manually by pressing {{Key press|C}}. A weapon is ''rested'' when Arma detects that you are holding the gun over cover, in which Arma simulates you "resting" the gun and/or your arms on the cover. This increases stability, and decreases spray, but to a lesser degree than properly ''bracing'' would. As has been insinuated, this is automatic, and requires no manual engagement from you. Whether a weapon is ''braced'' or ''rested'' is show visibly at the top-right of your HUD.
In Arma, a weapon may either be ''braced'' or ''rested''. A weapon is ''braced'' when "mounted" to cover or the ground. This increases stability and decreases spray intensity. This is done by pressing {{Key press|C}}. A weapon is ''rested'' when you hold your gun over cover. This is detected by Arma automatically. This gives the same benefits as bracing but to a lesser degree. Whether a weapon is ''braced'' or ''rested'' is shown visibly at the top-right of your {{Abbr|HUD|Heads Up Display}}.


Certain firearms may jam. To clear a jam, use ACE self-interact.
Firearms may jam. To clear it, use ACE self-interact.


=== Grenades and smokes ===
=== Grenades and smokes ===
[[File:ArmaIII_grenade_interface.JPG|none|thumb|The ACE grenade throwing interface.]]
[[File:ArmaIII_grenade_interface.JPG|none|thumb|The ACE grenade throwing interface.]]
Grenades and smokes are a staple of infantry warfare. By default, a grenade can be thrown by pressing {{Key press|G}} and switching between the various grenades in your inventory is done via {{Key press|LCtrl|G}}. Certification '''requires''' that you go into your settings and ''unbind'' the default grenade throwing key, or set it to something far more difficult to use, such as having to press {{Key press|G}} x2. Without doing this, it is far too easy to throw a grenade negligently, would could be catastrophic to group play.  
By default, a grenade can be thrown by pressing {{Key press|G}}, and switching between your grenades is done by pressing {{Key press|LCtrl|G}}. Certification '''requires''' that you go into your settings and ''unbind'' grenade throwing from {{Key press|G}}, or set it to something harder to do, like {{Key press|G}} x2. Throwing a grenade by needing to press {{Key press|G}} only once is too easy to do accidentally.


The advised way of interacting with grenades at all is via ACE, done by pressing {{Key press|Shift|G}}. This presents a graphical UI showing the anticipated arc of the grenade, a clear visual of the grenade you are holding, and clear button prompts on how to interact with it. This same interface is also used for smoke grenades.
The advised way to use grenades is through ACE, done by pressing {{Key press|Shift|G}}. This presents a UI showing the selected grenade, it's expected arc, and gives clear prompts on how to interact with it more.


Smoke grenades tend to be used as long-range signaling, such as giving an air asset your location to pick you up or giving said asset a location of a target to engage with heavy firepower. Smokes come in a variety of colors. Many Arma units standardize the colors unit-wide, meaning any usage of a particular color in ''any'' operation the unit engages in has the same meaning. EDC does ''not'' do this. Whether a grenade color has any significance will be determined by the operation leader or otherwise someone in the chain of command in the operation. If you are ever confused about a particular smoke grenade color that you spot, do not hesitate to ask someone. You may just spot an ''enemy'' smoke.
Smoke grenades are usually for long-range signaling, such as giving a helicopter your location for pickup, or obscuring visibility to enemies. Smokes come in many colors. Some units standardize a color's meaning across operations. EDC does not. The meaning of a smoke grenade's color is determined by the mission creator and, if not specified, then all colors are equally unimportant. If you are ever confused about a smoke grenade color that you see mid-operation, ask someone. You may spot an ''enemy'' smoke.


== Basic ACRE ==
== Basic ACRE ==
[[File:GQI1-acre-speaking-volumes.PNG|thumb|The various colored bars which represent speaking volume. Level 0 is a whisper whereas level 4 is shouting.]]
[[File:GQI1-acre-speaking-volumes.PNG|thumb|The various colored bars which represent speaking volume. Level 0 is a whisper whereas level 4 is shouting.]]
{{Note|This certification will not explain the installation of ACRE2. For that, please see the [https://acre2.idi-systems.com/wiki/user/installation '''appropriate documentation''']. You should ''not'' perform a manual installation, and instead use the workshop addon. You may of course ask any willing EDC member for help.|type=reminder}}
{{Note|This certification will not explain the installation of ACRE2. For that, please see the [https://acre2.idi-systems.com/wiki/user/installation '''appropriate documentation''']. You should ''not'' perform a manual installation, and instead use the workshop addon. You may of course ask any willing EDC member for help.|type=reminder}}
Another very popular addon that EDC uses is '''[https://steamcommunity.com/workshop/filedetails/?id=751965892 ACRE2]''' (colloquially called just "ACRE" among members). It is an addon that hooks into TeamSpeak 3 and with it creates a proximity chat environment. Voices will be heard directionally, you will only hear voices in your vicinity, and, the feature it's ''really'' used for, it realistically mimics radio use. 
Another mod that EDC uses is '''[https://steamcommunity.com/workshop/filedetails/?id=751965892 ACRE2]''' (colloquially called "ACRE"). It is a mod that hooks into TeamSpeak 3 and creates a proximity chat environment. It also realistically simulates radios; some radios have longer ranges, terrain will impact signal quality and reach, etc.  
 
As an simple example, the AN/PRC-343 (colloquially called "343") is a short wave radio and will barely clear a kilometer in range. In contrast, the AN/PRC-152 (colloquially called "152") can easily clear 5 kilometers. Terrain is also a factor in a radio's effectiveness. While the 343 struggles to clear a kilometer, it might do so ''trivially'' in perfect conditions and with no terrain interference. By contrast, the 343 could struggle to transmit only 200 meters away if there is some solid Earth between you and your recipient.  
[[File:GQI1-radio-earth.jpg|thumb|So long as the man on the bottom remains lying down he will not hear the man above him. There is no line of sight for the radio, and the radio cannot travel through multiple meters of Earth.]]


Speaking volume in ACRE can be set manually by doing {{Key press|Tab|Scroll Wheel}} with scroll wheel ''up'' increasing your volume and ''down'' decreasing your volume. There are 5 speaking levels (starting at an index of 0) indicated via colored bars.
Speaking volume in ACRE can be set by pressing {{Key press|Tab|Scroll Wheel}} with scroll wheel ''up'' increasing volume and ''down'' decreasing volume. There are 5 speaking levels indicated via colored bars.


* Level 0 is a whisper
* Level 0 is a whisper
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* Level 4 is shouting
* Level 4 is shouting


The advised default speaking volume is 1 and should only increased if situationally appropriate and necessary.  
The advised speaking volume is 1 and should only be increased if appropriate.
 
While communicating, there are some things to keep in mind.


While communicating with your fellow members, there are some things to keep in mind.
[[File:GQI1-radio-earth.jpg|thumb|So long as the man on the bottom remains lying down he will not hear the man above him. There is no line of sight for the radio, and the radio cannot travel through multiple meters of Earth.]]


* ''All'' radios in Arma are what is called "half-duplex". In simple terms, this means it is not possible for 2 people to transmit on the same frequency at the same time. If attempted, anyone listening will hear the signal which is strongest the best along with ''plenty'' of static. With this in mind, radio messages should ''generally'' be brief.<ref>This is less-so important on the inter-squad radio (i.e AN/PRC-343) and becomes progressively more important higher in the leadership chain you are. This is because leadership tends to be directly correlated with access to radios with longer ranges, intended for speaking with other ''full squads'' or some kind of command element, depending on player count.</ref>
* ''All'' radios in Arma are "half-duplex". This means it isn't possible for 2 people to transmit on the same frequency simultaneously. If attempted, listeners will hear the speaker with the strongest signal, along with a lot of static.
* If a leadership role asks who needs ammo, please '''do not''' reply with "not me".  
* If someone asks who needs ammo or anything else, please '''do not''' reply with "not me".  
* If anyone invokes the term "combat comms", or contact against {{Abbr|OPFOR|Opposing Force}} is made, all non-relevant firefight communication should cease '''immediately''' (even if mid-sentence) and only resume once all contact is eliminated or disengaged from.  
* If anyone says "combat comms", or contact with {{Abbr|OPFOR|Opposing Force}} is made, all non-relevant firefight communication should stop '''immediately'''.
* Some operations ''may'' have limited to no radio use. In such situations, it is useful to ''parrot'' {{Emdash}} that is, repeat out loud {{Emdash}} orders given by superiors. This way it is more likely the entire element will hear and be made aware of the order.
* Some operations may have limited to no radio use. In these operations, it is useful to ''parrot'' {{Emdash}} repeat out loud {{Emdash}} orders given by superiors. This helps ensure the entire element hears it.


=== ACRE mix settings ===
=== ACRE mix settings ===
Some people have difficulty hearing one another while using ACRE2 despite utilizing the intuitively obvious options, like adjusting the volume knob on the radio or turning up or down global volume. ACRE2 allows you to adjust in it's settings the audio of someone when they are speaking in your proximity (Pre-Mix) and when they are on the radio (Post-Mix). If you can't hear someone next to you, or they are too loud, adjust your Pre-Mix volume. If you have these issues for someone speaking on radio, adjust your Post-Mix volume.
Sometimes people have difficulty hearing others despite utilizing the obvious options, like adjusting the radio's volume knob or adjusting global volume. In the ACRE2 settings, based on tested settings, the Pre-Mix bar will apply to both proximity and radio volume. Post-Mix will only apply to radio volume. These settings are not well documented, and this may not be ''completely'' accurate.


=== Radio manipulation ===
=== Radio manipulation ===
[[File:GQI1-PRC-343.jpg|thumb|363x363px|The AN/PRC-343 with the channel knob, handle, and volume controls identified.]]
[[File:GQI1-PRC-343.jpg|thumb|363x363px|The AN/PRC-343 with the channel knob, handle, and volume controls identified.]]
For the purposes of SQ-1 the only radio that is pertinent is the 343. This radio {{Emdash}} presuming the operation is in a modern setting {{Emdash}} is the default radio given to all infantrymen in a squad for inter-squad communication. It is likely you will spawn into an operation with this radio already on your person.
The only radio pertinent for SQ-1 is the AN/PRC-343 (colloquially called the "343"). This radio is the EDC preferred radio for inter-squad communication.
 
The bind for using this radio will likely be PTT1 in the ACRE2 settings, and by default, it's {{Key press|Caps Lock}}.


Speaking on the AN/PRC-343 will likely be your PTT1 key for ACRE2. This by default is {{Key press|Caps Lock}}.
To manipulate the radio, use ACE self-interact and select it. A 3D model of it will appear. The right knob changes the channel. This can be left alone unless operation leadership says otherwise. The left knob adjusts the radio's volume. To adjust the knobs, {{Key press|Left Click}} or {{Key press|Right Click}} on them.[[File:GQI1-PRC-343-BLOCK.jpg|thumb|361x361px|The AN/PRC-343 with the block knob exposed.]]
If you {{Key press|Left Click}} the handle you will be shown the channel block knob. Block 1 has 16 channels which directly correlate to the 16 options on the channel knob. If you switch to block 2, this switches to a different set of 16 channels.  


To manipulate the radio, use ACE self-interact and select the radio by name. Once selected, a 3D model of the radio will appear. The right knob changes the channel you are on. This can be left alone, defaulting to channel 1, unless you hear otherwise from operation leadership. The left knob adjusts volume in increments of 20% with a maximum of 100%. Volume is entirely preferential, though it obviously should be loud enough to be heard whenever a transmission is received. Both knobs are adjustable by left and right clicking the knobs themselves with your mouse.
In other words, channel 2 on block 1 is not the same as channel 2 on block 2.
[[File:GQI1-PRC-343-BLOCK.jpg|thumb|361x361px|The AN/PRC-343 with the block knob exposed.]]
If you click the handle an animation will play and you will be shown the channel block knob. Here you can change the block of channels used. By default, your 343 will be on block 1. Block 1 has 16 channels which directly correlate to the 16 possible options on the channel knob. If you switch to block 2, this creates an additional 16 channels. In other words, channel 2 on block 1 is not the same as channel 2 on block 2, and thus 2 different squads could have the same setting on the channel knob but have isolated frequencies.


=== ACRE troubleshooting ===
=== ACRE troubleshooting ===
[[File:GQI1-ts3-plugin-reload.png|thumb|439x439px|A visual of the plugin tab of TeamSpeak 3.]]
[[File:GQI1-ts3-plugin-reload.png|thumb|439x439px|A visual of the plugin tab of TeamSpeak 3.]]
Sometimes ACRE2 will appear to be installed correctly both on your TeamSpeak client and in Arma, yet when you join the Arma server and are in TeamSpeak, you will hear everyone speaking as if you are in a voice call. In other words, ACRE2 is not simulating directional or proximity based audio. This can also sometimes present itself as you being unable to hear anyone regardless of their proximity to you.
Sometimes ACRE2 will appear to be installed correctly both on TeamSpeak and in Arma, yet, when you join the Arma server and are in TeamSpeak, you will hear everyone speaking as if you are in a voice call. This could also present itself as you being unable to hear anyone at all.


The general order of operations for troubleshooting this is the following:
The order of operations for troubleshooting this is the following:


# Reload the addon on TS3 (see visual aid to the right).
# Reload the mod on TS3 (see visual aid to the right).
# Relaunch TS3 entirely and re-join the TS3 server.
# Relaunch TS3 entirely and re-join the TS3 server.
# Reload the addon again.
# Reload the mod again.
# Exit back to the role selection screen on the Arma server and load back in.
# Exit back to the role selection screen on the Arma server and load back in.
# Reload the addon again.
# Reload the mod again.
# Relaunch Arma entirely and load back into the server fully.
# Relaunch Arma entirely and rejoin the server.


If all of the above fails, it can't hurt to also "repair" TS3 on the mod screen, or to reinstall the workshop addon entirely. If ''nothing'' works, and you are sure you followed the steps above, report to someone you know is a Zeus for the relevant operation or the person on the server with administrator privileges.
If all of the above fails, "repair" TS3 on the mod screen, or reinstall the workshop mod entirely. If ''nothing'' works, and you are sure you followed the steps above, report to a Zeus or the person in the operation with administrator privileges.


=== Pinging Zeus ===
=== Pinging Zeus ===
Zeus is a real-time mode that allows spawning units and props, editing units and props, and otherwise flying around and having powers like the Greek God Zeus would theoretically have. It is used to curate the experience for operations in real time, similar to a [[wikipedia:Dungeon Master|Dungeon Master]] in ''Dungeons & Dragons''.
Zeus is a real-time mode that allows spawning units and props mid-operation. It is used to curate the experience for operations in real time, similar to a [[wikipedia:Dungeon Master|Dungeon Master]].


Individuals with Zeus access enter it by pressing {{Key press|Y}}. By default, anyone who presses {{Key press|Y}} ''without'' access "pings" the Zeus. The Zeus will see your name in a box on their screen and hear a specific sound. This is used for getting help when the game acts in a manner which is contrary to the experience that is attempting to be had. For example, a tank exploding due to an {{Abbr|AT|Anti-Tank}} round and it unrealistically flying around and then landing into a friendly squad. The Zeus can then use their tools to bring the situation to an acceptable status quo.
Individuals with Zeus enter it with {{Key press|Y}}. Anyone else who presses {{Key press|Y}} "pings" the Zeus. The Zeus will see your name in a box on their screen and hear a sound alert. This is used for getting help from the Zeus when the game glitches out and/or causes results which are immersion-breaking. For example, a Zeus would teleport a player killed from a glitch back to their squad so they do not need to reinsert.


Zeuses are advised by EDC leadership to only take a ping seriously if there are 2 in a row. This is because we are all human and hitting the key on accident is expected. This means, however, that you should not press {{Key press|Y}} twice in a row unless you think there is a genuine need for assistance that breaks the 4th wall. The point of operations is to suspend one's disbelief and be immersed in the military simulation. A Zeus' presence is incompatible with this, and they should only be summoned if needed.
Zeuses are advised to only respond to 2 back-to-back-pings. This is because people hitting the key on accident is expected. Do not press {{Key press|Y}} twice in a row unless you think there is a real need for the Zeus' presence. The point of operations is to suspend one's disbelief and be immersed in the military simulation. A Zeus' presence is incompatible with this.


== Basic drill ==
== Basic drill ==
While the following concepts are more cerebral they are nonetheless important for play with EDC {{Emdash}} even as a basic riflemen {{Emdash}} and are likely going to serve you well in other units or groups.
 
=== Cross-fire ===
Cross-fire is when an ally points their barrel at or over another ally in order to engage contact. Cross-fire should be avoided at all costs to avoid harming friendlies. This will be a concept mentioned below as being a downside of certain formations.


=== Common formations ===
=== Common formations ===
There are a large theoretical group of formations that exist which have arguable uses depending on the circumstances. For SQ-1, we are going to go over 4 of them. Generally speaking formations are decided upon by the fireteam or squad leader. The idea is to know them so you can fall into the formation with minimal assistance. Knowing their uses is also good for your general education and allows you to anticipate a situation your leadership may be expecting.
For SQ-1, we are going to review 4 formations. While formations tend to be determined by leadership, it's good to know them so you can fall in easily. [[File:GQI1-formation-wedge.png|none|thumb|359x359px|A visual depiction of a wedge formation.]]
 
A wedge is a good all-around formation. It is simple to form and it can easily shift to engage contact. This formation tends to be used when traveling in areas where contact can come from anywhere.
==== Wedge ====
[[File:GQI1-formation-wedge.png|none|thumb|359x359px|A visual depiction of a wedge formation.]]
A wedge is a good all-around formation that has favorable utility in most situations. The wedge is simple to form and the ability to shift the formation to more adequately engage contact is easily accomplished. This formation is advisable for when moving around areas where enemy contact could come from any direction.
 
Unless stated otherwise, the default formation is a wedge.


==== Line ====
==== Line ====
[[File:GQI1-formation-line.png|none|thumb|A visual depiction of a line formation.|358x358px]]
[[File:GQI1-formation-line.png|none|thumb|A visual depiction of a line formation.|358x358px]][[File:GQI1-formation-line-breakage.jpg|thumb|338x338px|A fireteam pushing in a line formation with an acceptable amount of deviation.]]A line is ideal for bringing the maximum firepower to bear on a position. The downside is that it's vulnerable to flanking. Also, if players focus ''too much'' on maintaining a ''straight'' line, their misplaced attention may leave them vulnerable to contact. With this in mind, some deviation in the line is expected, and it can sometimes morph into a mini-wedge.


A line is a good formation for moving towards a position known or anticipated to possess OPFOR and bringing the maximum amount of firepower to bear in as quick a time as is possible. The major downside is that there is little to no means to ward off being flanked, and if the formation is ''too'' tightly controlled, players may focus ''so much'' on maintaining the formation they fail to give adequate focus on the position they are going towards.
Leaders are advised against attempting to strongly correct deviation and instead focus on the ''idea'' of the formation {{Emdash}} maximum firepower, as quickly as possible {{Emdash}} and correct around that.
[[File:GQI1-formation-line-breakage.jpg|thumb|338x338px|A fireteam pushing in a line formation with an acceptable amount of deviation.]]
That said, it is natural for a line to not be perfectly straight and sorta morph into a mini-wedge as the advance progresses. Again, trying too hard to maintain a straight line can be detrimental. Focus on the idea of what the line is attempting to accomplish {{Emdash}} maximum firepower as quickly as possible {{Emdash}} and try to maintain the formation to meet that goal.


==== Column (standard and staggered) ====
==== Column (standard and staggered) ====
[[File:GQI1-formation-column-staggered.png|none|thumb|263x263px|A visual depiction of a staggered column formation.]]
[[File:GQI1-formation-column-staggered.png|none|thumb|263x263px|A visual depiction of a staggered column formation.]]
A standard column {{Emdash}} that is, a column which is not staggered {{Emdash}} is functionally a line formation but instead of being side-to-side everyone is back-to-back. Put another way, you simply follow the leader. It is incredibly easy to make and maintain, requiring little brain power, and so it's useful for quick traversal.  
A standard column is basically "follow the leader". Everyone is behind the other and the whole column follows a front-man. It is easy to fall into and requires little effort to maintain. Thus, it is ideal for quick land traversal.  


The staggered variation as shown in the above diagram is simply a standard column but half of the line shifts to the right or left, creating 2 parallel yet unequal columns which head in the same direction. A staggered column is classified as marginally safer than the standard variation given there is less cross-fire by it's nature. It is very likely going to be the formation used when traveling on a road.
The staggered variation takes half of the soldiers in the standard column and shifts them to the right or left. Then, the new column shifts up or down, that way a soldier in the new column is in the space between soldiers in the old column. The staggered column is slightly safer as there is less possibility for cross-fire, but it's harder to maintain. It is most often used when traveling along a road.


A column regardless of type is extremely vulnerable to attacks from the direct front and rear, given the inability for everyone to quickly engage due to cross-fire, but it is fairly resilient to attacks from the sides since everyone ''can'' engage without risk of cross-fire.
Both columns are vulnerable to attacks from the direct front and rear because of the cross-fire potential, but are more resilient to attacks from the flanks.


=== Spacing and interval ===
=== Spacing and interval ===
[[File:GQI1-dui-orange-interval.jpg|thumb|A visual depiction of the HUD showing the orange icon indicating violation of desired spacing.]]
[[File:GQI1-dui-orange-interval.jpg|thumb|A visual depiction of the HUD showing the orange icon indicating violation of desired spacing.]]
Various members may refer to this as "spacing" or an "interval". The terms are the same. It is the distance you are maintaining between yourself and the other people in your fireteam. It is advised, for everyone's safety, that you maintain 5-10 meters of spacing between yourself and any other member of your fireteam. This limits the effectiveness of ordinance with an area of effect, such as grenades or artillery.
The terms ''spacing'' and ''interval'' refer to the distance soldiers maintain between each other. Soldiers should always maintain at least 5-10 meters of spacing. This limits the effectiveness of grenades, artillery, etc.
 
A way to see if your spacing is appropriate is to look at the HUD at the bottom middle of your screen. When in a team through ACE interaction, the HUD will have arrows that show the location of each squad member and how they are facing. When you get too close to another person, your icon will turn orange. When you see this, you should correct yourself, unless there is a reason for it (e.g you are carrying an unconscious squad mate)


A very good way to see if your spacing is appropriate is to look at the HUD at the bottom middle of your screen. When in a fireteam or squad, you will see arrows representing your fellow soldiers that showcase their approximate position relative to you and where they are looking. These icons are white unless changed to another color at the direction of leadership. When you are too close, both you and the other person's icon will turn orange, and it will be abundantly clear you are both overlapping. This should be corrected immediately unless there is a valid reason for it (e.g you are carrying a downed person).
Sometimes the desired spacing is impossible. This is most common in urban environments. With so many possible attack vectors, it's better for a squad to use the cover they have, rather than maintain spacing but be in the open.
[[File:GQI1-high-low-nono.png|thumb|354x354px|A visual showcase of a ''high-low'' utilized by the men on the left. EDC does ''not'' use this tactic.]]
Note that the 5-10 meters of spacing is a guideline, but not a rule. There are some environments where it simply cannot be helped, or maintaining it is more risky than not. A very common example of this is clearing an urban environment. With so many possible hiding places for enemy troops, it is better to remain in what little cover is found {{Emdash}} even if bunched up {{Emdash}} than to maintain spacing but be in the middle of the street.


Peripherally related, a common military tactic seen in media is to have one riflemen stand while another crouches in-front of them, then they both shoot in the same direction. This theoretically allows double the firepower to be aimed in a direction while costing the same amount of space. However, the odds of this resulting in a teamkill or cross-fire is much higher than you think it is. Yes, even higher still. Thus, this tactic {{Emdash}} sometimes referred to as "high-low" {{Emdash}} is strongly discouraged in EDC.
==== High-low ====
[[File:GQI1-high-low-nono.png|thumb|354x354px|A visual showcase of a ''high-low'' utilized by the men on the left.|none]]A tactic most people know intuitively is to have one rifleman stand while another crouches in front of them, then, they both shoot in the same direction. This theoretically allows double the firepower to be aimed at a direction while requiring only the space of 1 person. EDC discourages this tactic due to the high-potential for friendly fire.


=== Pacing ===
=== Pacing ===
{{Note|There is a theoretical pace faster than sprinting, which is sprinting with your weapon fully put away by pressing {{Key press|0}}. This is idiotic in most situations and ''highly discouraged'', bordering prohibited.|type=error}}
{{Note|Fully putting away your weapon with {{Key press|0}} and sprinting is faster than sprinting with your weapon out. This is discouraged, bordering prohibited, as it is usually idiotic to put away your weapon in a warzone.|type=error}}


Stamina is a major factor in Arma. How you are moving (e.g pacing), the terrain you are traversing, and the weight of your kit all contribute to how fast your stamina depletes. When your stamina is fully depleted you will lose the ability to move at any speed other than a walk. The lower your stamina, the less precise you will be, as your character will realistically react to being out of breath in a manner that makes it difficult to aim or focus. You generally lack control over the terrain you cross, or what your kit is (to a degree), so it is imperative you learn to properly manage your movement pace.
Your stamina is affected by the terrain, your weight, and how you decide to move (i.e pacing). When stamina is fully depleted you are locked to only walking until it recovers. The lower your stamina, the less accurate you are, as your character will simulate being out of breath by coughing and swaying their upper body. Because kit weight and terrain is usually determined by leadership, it's important you properly manage your pacing.


Your stamina is represented by horizontal bars that are beneath the area of your HUD where your weapon ''bracing'' or ''resting'' was discussed. At full stamina, the bar is invisible, and denotes you are fully rested. As your stamina depletes, the bar will slowly become visible. Once reaching dangerous levels, it will begin to morph into a shade of red before denoting full depletion.
Your stamina is represented by horizontal bars that are beneath the area of your HUD where your weapon ''bracing'' or ''resting'' was discussed. At full stamina, the bar is invisible. As your stamina depletes, the bar will slowly become visible. As it gets close to depleting, it will turn red.


There are a total of 7 states of movement speed. The faster you are, the faster your stamina depletes. Your weapon being up depletes your stamina faster than not, regardless of speed. These factors stack.  
There are 7 states of movement speed. The faster you are, the faster your stamina depletes. Your weapon being up depletes your stamina faster than not, regardless of speed. These factors stack. See the below table for the movement states.
 
The 7 (with an index of 0) states of movement are:
{| class="wikitable"
{| class="wikitable"
|+
|+
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|Hold {{Key press|Shift}}
|Hold {{Key press|Shift}}
|}
|}
For certification and being a good basic riflemen, the speed levels to really know are 1 and 2. Getting comfortable switching between and using the others comes with experience.


=== Situational awareness ===
=== Situational awareness ===
In a warfare simulator, you are never ''really'' safe. A mission creator is within their rights to have you spawn into contact {{Emdash}} it's just rarely done. The point is, your head should always be on a swivel. By this, we mean you should be free looking by pressing {{Key press|LAlt}} ''liberally'' to continuously scan your environment for threats or anything else worthy of telling your fellow soldiers.
You should presume you are never ''really'' safe. A mission creator is within their rights to have you spawn into contact {{Emdash}} it's just rarely done. The point is, your head should always be on a swivel, done by using {{Key press|LAlt}} liberally.


This doesn't mean you ''never'' rest your attention {{Emdash}} this is still a game {{Emdash}} but there shouldn't be prolonged periods of mindlessness. If you are walking in a column, chatting with your buds, and you are deciding what you want for dinner in an hour and have zoned out, you are likely messing up.
This doesn't mean you ''never'' rest your attention {{Emdash}} this is still a game {{Emdash}} but there shouldn't be prolonged periods of mindlessness. If you are holding a standard column, chatting with your mates, and you have zoned out deciding what you want for dinner, you are messing up.


This applies even at a stationary place, like a compound, and you aren't one of the lucky ones clearing it. You should then be maintaining security of the compound's surroundings. This means you find a sector (e.g general direction) no one is covering, then cover it by focusing on it and scanning it for threats. If you notice everyone around you goofing off, it is entirely acceptable to politely remind your mates to find sectors to secure. This is important to avoid ambushes or contact getting close unexpectedly.  
This applies even at a stationary place, like a compound, and you aren't clearing it. You should then maintain security of the compound's surroundings by holding a sector (i.e general direction). If you notice everyone around you goofing off, politely remind them to find sectors to secure.  


Something to become aware of, however, is tunnel vision. This is very common when actively engaging contact, where an entire's squads focus is on said contact. While the squad should be engaging to eliminate them, if ''no one'' is bothering to look around or keep in mind other sectors, that might spell disaster for the squad. This becomes progressively more important the higher on the chain of command you are.
Be cautious of tunnel vision. This is when you focus on something to the exclusion of all else. This is common during firefights where everyone is only focusing on the direction of contact. While the squad ''should'' be engaging to eliminate the contact, if ''no one'' is bothering to keep in mind other sectors, that might spell disaster. This becomes progressively more important the higher on the chain of command you are.


=== Reporting contact ===
=== Reporting contact ===
You have spotted the enemy. When you do, you should do the following:
When you spot an enemy contact, you should do the following:
 
* '''Alert''' {{Emdash}} Notify your element you see contact
* '''Orient''' {{Emdash}} Give a direction of the contact and, if they are close, an indication danger is imminent
* '''Describe''' {{Emdash}} Give brief description of what the contact is
* '''Expound''' {{Emdash}} Other information immediately useful to the element
 
First, '''alert''' your element. Some ways of doing this include yelling "''Contact!''", "''Enemy!''", "''Red air!''", and so on. If the contact isn't an immediate threat (e.g they are sky lining a hill multiple hundreds of meters away), you should still alert, but you can be less dramatic to set the tone. This sobers everyone up.
 
Second, '''orient''' your element to the direction of the contact. In order of preference, it's: cardinal direction (e.g "''North!''", "''South east!''"), clock bearing where element's direction of travel is 12 o'clock (e.g "''3 o'clock!''"), and then relative bearing (e.g "''Right!''", "''Left!''"). If the hostile is close enough to where it's an imminent threat, append ''any'' kind of phraseology that gives off urgency. This is normally done by yelling "''Close!"''.
 
Third, '''describe''' to the element the contact type. By default, without this, it's assumed the contact is infantry unless there is context to the contrary.<ref>This isn't good or bad, per say, just an observation of typical behavior.</ref> Examples of this include "''Infantry!''", "''APC!''", "''Tank!''", "''Armor!''", "''Helicopter!''", etc. The more specific you are capable of being, the better.


Lastly, '''expound''' on anything pertinent. What to add here will come with experience. You are doing more than fine as a riflemen if you consistently give an alert, orientation, and description. As an example for '''expound'''... is the contact approaching the element or going further away? If you spotted infantry, and your buddies are in a vehicle, do you see anyone with AT? Things like that. If you didn't give a range during '''orient''', ''now'' is the time to do it {{Emdash}} range is '''required''', even if it isn't ''specific'' (e.g saying "''Medium!''" or "''Far!''" is fine).
* '''Alert''' {{Emdash}} Notify your element you see contact ("''Contact!''", "''Enemy!''", "''Red air!''"). If not an immediate threat, still alert, but adjust tone to indicate less severity.
* '''Orient''' {{Emdash}} Give a direction and range of the contact. If close, give an indication that danger is imminent.  
** If the element is on the move, you can either give a clock bearing where the element's direction of travel is 12 o'clock, or a relative bearing of "''Right!''", "''Left!''", etc.
** If the element is stationary, you can give a cardinal direction for the general location or a specific bearing if needing to point out a particular contact among many.
* '''Describe''' {{Emdash}} Give a brief description of what the contact is. Infantry? APC? Tank? If not specified, people will often assume it's infantry.
* '''Expound''' {{Emdash}} Other information immediately useful to the element. What to include here comes with experience. If you didn't give a range during '''Orient''', do so now.
You are doing fine as a rifleman if you consistently give an alert, orientation, and description.


=== Buddy system ===
=== Buddy system ===
In almost all situations, it's preferable to make use of the buddy system. This when you and a single other soldier decide to be "buddies" and enable the feature by use ACE interaction on one another. Once you are buddies, the idea is you keep tabs on your buddy, and they do the same to you, so that you keep one another safe. At a bare minimum, once a firefight concludes, you should briefly survey the element and verify your buddy is up and has received care if needed. The intent of this system is to mitigate the risk of a soldier going down and being left behind by the element, or a soldier who is overwhelmed or otherwise needs assistance never getting it.
When possible, it's best to be "buddies" with another soldier using ACE interact. The goal here is that you keep an eye on your buddy, and vice versa to you, so they aren't left behind or forgotten about. The bare minimum responsibility is, after engagements, checking they are alive and well.


=== Bounding overwatch ===
=== Bounding overwatch ===
A popular means of advancing on a position while attempting to maintain the safety of friendly elements is ''bounding overwatch''. There are 2 variations: successive and bounding. Note that both types are feasible at the fireteam, squad, and platoon levels. At a platoon level, elements are squads. At the squad level, elements are fireteams. At the fireteam level, elements are groups of 2-3 soldiers.
A common tactic to advance on a position and maintain security is ''bounding overwatch''. There are 2 variations: successive and alternating. Alternating is the default for the squad and platoon levels. Successive is the default at the fireteam level.


==== Successive ====
==== Successive ====
[[File:GQI1-bounding-overwatch-successive.png|none|thumb|437x437px|A visual depiction of how successive bounding overwatch works.]]
[[File:GQI1-bounding-overwatch-successive.png|none|thumb|437x437px|A visual depiction of how successive bounding overwatch works.]]
Successive bounding is when 2 elements approach a position by having ''Element 2'' sit still and maintain security, then having ''Element 1'' move up (i.e bound up) to a position ahead. Then ''Element 1'' takes over security at the new position while ''Element 2'' bounds up to ''Element 1'' in a manner where they are roughly in line with ''Element 1'' but not on top of them. This cycle continues.
Successive bounding is when 2 elements approach a position by having ''Element 1'' sit still and maintain security, then ''Element 2'' moves up (i.e bounds up) to a position ahead. Then, ''Element 2'' takes over security at the new position while ''Element 1'' bounds up to ''Element 2.'' The elements won't ever be at the same location, but instead be parallel to one another, similar to the [[Standard Qualification 1#Line|line formation]]. The cycle repeats until the final destination is reached.


This variation is slower, but grants a high degree of security, as there is always an element that can ''immediately'' engage a contact without risk of cross-fire.
This variation is slower, but grants a high degree of security, since one element is always able to engage contact with minimal cross-fire potential.


==== Alternating ====
==== Alternating ====
[[File:GQI1-bounding-overwatch.png|none|thumb|437x437px|A visual depiction of how alternating bounding overwatch works.]]
[[File:GQI1-bounding-overwatch.png|none|thumb|437x437px|A visual depiction of how alternating bounding overwatch works.]]
The same principles apply here, except instead of maintaining a line with each other, instead, elements continually pass ahead of one another. So ''Element 2'' holds for security while ''Element 1'' bounds up. Then, ''Element 1'' holds for security while ''Element 2'' bounds up '''and passes''' ''Element 1'' to another position ahead. The cycle continues.
The only difference here is, when ''Element 2'' bounds up to an ''Element 1'' maintaining security, they '''pass''' ''Element 1'' to a parallel position ahead of them. Then ''Element 1'' bounds up and '''past''' ''Element 2''. The cycle repeats until the final destination is reached.


This variation is faster, but security is sacrificed, given that cross-fire caused by being ahead or behind one another may reduce the ability to suppress contact.
This variation is faster, but security is sacrificed, given that cross-fire potential has increased.


==== Engaging contact while bounding ====
==== Engaging contact while bounding ====
If contact occurs in the middle of bounding, regardless of type, the idea is that the element remaining stationary will put down heavy fire on the anticipated position of the contact so that the element in motion can focus on getting to the next area of cover. Then, once the element in motion makes it, they will assume putting down fire so the previously covering element can move up. Functionally, this results in bounding continuing, but the stationary element is always engaging.
If contact is made during either bounding technique the element maintaining security will suppress the contact so that the element moving has a chance to reach their destination. Then, once the element in motion arrives, they will assume suppression so the previous element can catch up. This allows bounding to continue until the final destination is reached.


The end goal is once a defensible position is reached that makes bounding no longer necessary, one element {{Emdash}} usually one with an autoriflemen {{Emdash}} will assume suppressing fire, while the other element maneuvers to flank and destroy the contact.
Once the final destination is reached, one element {{Emdash}} usually the one with an autoriflemen {{Emdash}} will assume suppressing fire, while the other element maneuvers to flank and destroy the contact.


== Medical ==
== Medical ==
At any given time, EDC may make use of 1 of 2 systems to handle damage incurred on your character: ACE medical or the '''[https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 armor plates system]'''. The remainder of this certification will be giving a very basic run through of how to handle yourself in both systems. ACE medical is used for operations where EDC is desiring immersion, whereas armor plates are more used in casual operations, or operations where a primary goal is speed of action. 9 times out of 10, if armor plates is not explicitly specified, an operation is using ACE medical.
EDC may use 1 of 2 systems to handle injuries: ACE medical or the '''[https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 armor plates system]'''. ACE medical is the most often used and works to simulate injuries more realistically than vanilla Arma. The armor plates system is less complex, and is used more in casual operations, or operations themed around a fast pace.
[[File:GQI1-ace-medical-healthy.png|thumb|380x380px|The ACE medical menu with a fully healed/non-injured player after pressing {{Key press|H}}]]
[[File:GQI1-ace-medical-healthy.png|thumb|380x380px|The ACE medical menu with a fully healed/non-injured player after pressing {{Key press|H}}]]


=== ACE medical ===
=== ACE medical ===
Once again discussing ACE, another thing it introduces which is ''very'' popular among Arma units is a medical system. Interacting with ACE medical can be done in 1 of 2 ways. You can use ACE self-interact, or, you can open the medical menu by pressing {{Key press|H}}. On the top left, right under "EXAMINE & TREATMENT", there are a row of icons. From left to right, these icons are:
ACE medical can be interacted with in 1 of 2 ways. You open the medical menu by pressing {{Key press|H}}. On the top left, right under "EXAMINE & TREATMENT", there are a row of icons. From left to right, these icons are:


# Triage Card {{Emdash}} Lists all prior treatment.
# Triage Card {{Emdash}} Lists all prior treatment.
# Examine Patient -{{Emdash}}Checks pulse or blood pressure on the selected limb. You will only ever assess pulse.
# Examine Patient {{Emdash}} Check pulse or blood pressure on the selected limb.
# Bandage / Fractures {{Emdash}} Apply a bandage, splint, or tourniquet.
# Bandage / Fractures {{Emdash}} Apply a bandage, splint, or tourniquet.
# Medication {{Emdash}} Inject morphine, epinephrine, or another injector.
# Medication {{Emdash}} Inject morphine, epinephrine, or another injector.
# Advanced Treatment {{Emdash}} To perform CPR.
# Advanced Treatment {{Emdash}} Perform CPR.
# Drag / Carry {{Emdash}} Gives the option to drag or carry the individual. Can also be done with ACE interaction.
# Drag / Carry {{Emdash}} Gives the option to drag or carry the individual. Can also be done with ACE interaction.
# Switch to self / Switch to target {{Emdash}} Allows easy switching between looking at your own medical menu, or someone else's. Useful for when you need to see yourself but people are around you and so ACE keeps showing them and not you. You can tell who you are looking at by looking at the name directly above the 3D model's head.
# Switch to self / Switch to target {{Emdash}} Switch between evaluating yourself or a person close to you. Useful for when you want to evaluate yourself but someone is too close. To easily check, see the name above the human body diagram.
 
Depending on the limb you click on for the human body diagram, certain actions will and will not be available. This depends on the server settings.  
 
The menu has other elements, but they are not relevant for SQ-1.  


Other aspects of the menu not discussed are not pertinent for SQ-1. When you are wounded, the medical menu will show your limbs as being different colors. In order of severity, limb color is: grey (perfectly healthy), blue (all wounds have bandages and/or are stitched), yellow (untreated wounds are present), followed by orange and then red, which indicate there are a lot of wounds and/or wounds present are causing considerable bleeding.
When you are wounded, the medical menu will show your body parts as being different colors. In order of severity, the colors are: grey (healthy), blue (all wounds have been bandaged/stitched), yellow (untreated wounds exist), followed by orange and then red, which indicate a heavy concentration of wounds and/or bleeding.  


==== Supplies ====
==== Supplies ====
In ACE medical, there are a variety of specific supplies.
The following supplies exist in ACE medical.


* Bandages
* Bandages
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[[File:GQI1-ace-medical-left-arm-wound.jpg|thumb|A visual depiction of ACE medical showing a wounded left arm. There is only 1 wound, medium in size, and it's type is velocity.]]
[[File:GQI1-ace-medical-left-arm-wound.jpg|thumb|A visual depiction of ACE medical showing a wounded left arm. There is only 1 wound, medium in size, and it's type is velocity.]]
'''Bandages''' are applied to open wounds to ''temporarily'' seal them so bleeding stops. There are 4 types: field bandages (basic), packing bandages, elastic bandages, and quick clot bandages. As a basic riflemen, you are likely only going to have basic bandages and quick clots. When you select a wounded limb, in the "OVERVIEW" panel on the right of the medical menu, you will see a sub-section that declares the limb you are looking at, and then the screen will tell you the type, amount, and size of wounds.  
'''Bandages''' are applied to open wounds to ''temporarily'' stop bleeding. There are 4 types: field bandages (basic), packing bandages, elastic bandages, and quick clots. You are likely only going to have basics and quick clots. When you select a limb, in the "OVERVIEW" panel on the right of the menu, you will see a sub-section that indicates which limb is selected. Below that is a list of wounds, their type, size, and how many.  


When bandaging, you should use the basic bandages until only partial or small wounds are left, which you can then cover with quick clots. ACE medical will apply bandages in order from the largest wound to the smallest ''regardless'' of the bandage you select. So, for SQ-1, just understand quick clots cover a smaller area of wounds than basic bandages, and so they should be reserved for ''finishing up''. If you ''only have'' quick clots, obviously use them, but alert someone that your medical supplies are low.
When bandaging, use basics until only small or partial wounds remain, then switch to click clots. For SQ-1, simply know that quick clots cover less of a wound than basics, but are better at closing than basics, and ACE always applies bandages to the largest wound on a limb regardless of bandage type. If you ''only have'' quick clots, then use them, but alert someone your medical supplies are low.


Bandages are ''temporary'' because, eventually, the bandage will break open and bleeding will resume. Wounds can only be closed ''permanently'' by a medic. If there is downtime after you have bandaged yourself, please ask for a medic so they can stitch your wounds.
Bandages are temporary because they have a chance to re-open. To eliminate this chance, a medic must stitch the wound. If you have non-stitched wounds that are bandaged, when an appropriate time comes, ask a medic to stitch.


'''Tourniquets''' can be applied to your arms and legs and, regardless of your wounds in that limb, ''all'' bleeding will stop. This is used to buy yourself time so you can bandage your head, chest, and then the other limbs you can't tourniquet.uy.
'''Tourniquets''' are applied to limbs to stop all bleeding, regardless of the number or severity of wounds. This is to buy you time to bandage limbs you cannot tourniquet (usually because you are out of them), and/or to bandage your head and chest, without bleeding out. Do not leave a tourniquet on for longer than 5 real minutes, otherwise your character will experience pain, causing you to become less effective in combat.


'''Splints''' address fractures and, functionally, return the relevant limb to it's non-fractured state. You may use them immediately upon observing a fracture.
'''Splints''' correct fractured limbs entirely. You may use a splint immediately upon seeing any fracture.


{{Note|You cannot inject morphine or epinephrine into a limb with a tourniquet.|type=reminder}}
{{Note|Do not use an autoinjector on a tourniqueted limb, otherwise, the effect will not occur until the tourniquet is removed.|type=reminder}}


'''Autoinjectors''' come in 2 forms you have to care about: ''morphine'' and ''epinephrine''. Simply understand that ''morphine'' will reduce your pain and it should be used when your character's pain is so overwhelming that, without the morphine, you are not combat effective. Never take more than 1 morphine every 10 real world minutes, otherwise, you may cause yourself to have a heart attack. For ''epinephrine'', simply understand that it's used on a player who has gone unconscious to increase their chances of waking up after they have been stabilized.
'''Autoinjectors''' are medications that are inserted via needle. There are 4 types: morphine, epinephrine, adenosine, and atropine. You only need to care about 2: morphine and epinephrine. For SQ-1, simply know that morphine reduces pain temporarily, and that you can only take 1 morphine every 10 minutes safely. For epinephrine, understand it's used on a stable unconscious patient to increase their chances of waking up. For concerns regarding when to use morphine again, speak to a medic.


'''Sutures''' are not useful to ''you'' per say, but are on your person for use by medics so they can stitch you up and not have to carry enough sutures on their person for ''everyone'' they are responsible for.
'''Sutures''' are used by medics to stitch wounds. You carry some because sutures in your inventory are used first before the medic has to use their own.


'''PAKs''' are only used by medics, but understand for your education they take a player in a stable state and simply restore them to a state as if they had never gotten injured at all.
'''PAKs''' restore a player to a fully healed state, as if they were never injured, and are used solely by medics.


A standard load of medical supplies for a riflemen will be roughly 10 basic bandages, 6 quick clot bandages, 1 morphine, 1 splint, 5 sutures, and 1 or 2 tourniquets. Having a little more than this is usually alright, but if you have ''less'' than any of the aforementioned you should double check with leadership that doing so was intentional.
A standard load of medical supplies for a rifleman is ''roughly'' 10 basics, 6 quick clots, 1 morphine, 1 splint, 5 sutures, and 1 or 2 tourniquets. Having less than this is cause for concern unless leadership states it's intentional.


==== Self-assessment and treatment ====
==== Self-assessment and treatment ====
When you have been harmed, it is likely occurring in a firefight. The primary goal is to ''finish the fight'', as the number 1 way to reduce injuries is to eliminate the source of them. So, when you are harmed, quickly duck and open up the medical menu with {{Key press|H}}, ensure you are looking at ''yourself'', and make a quick determination: can your wounds wait, or be tended too very quickly, so you can keep fighting? Or will you die imminently if you don't treat yourself and/or get help? A variety of factors play into this. Here are some helpful rules of thumb.
When you get hurt it's likely during a firefight. The primary goal is to ''finish the fight'', as that is the best way to reduce further injury. When you are harmed, quickly get to cover and evaluate yourself in ACE medical. The question to answer is whether your injuries can be quickly addressed, or ignored, or will you go unconscious and/or die unless you do something ''now''?
 
Here are some helpful rules of thumb.


* If your bleeding indicator says "moderate" or is more severe than that, you need to take time to address yourself, or you may bleed out.
* If your ''only'' wounds are on limbs you can tourniquet, simply tourniquet and return to the fight. If ''after'' you tourniquet you still have "moderate" or worse bleeding, bandage until bleeding stops.
* If your ''only'' wounds are on limbs you can tourniquet, simply tourniquet and return to the fight, even if some limbs remain without one. If ''after'' you tourniquet you still have "moderate" or worse bleeding from limbs, bandage until bleeding stops.
* If you ''only'' have wounds on your head or chest, and they are yellow, remain in the fight and address later.
* If you have wounds on your head or chest, your bleeding is minimal, and they are just yellow, remain in the fight and address later.  
* If your chest or head are orange or red, immediately duck down ''and'' call for help while you bandage.
* If your chest or head are orange or red, immediately duck down ''and'' call for help while you bandage.


If you do need to address yourself or a safe time has come to where you can, you should ''always'' treat yourself in the following order:
If you do need to address yourself, or a safe time has come to where you can, you should '''''always''''' treat yourself in the following order:


# Tourniquet bleeding limbs.
# Tourniquet bleeding limbs.
# Bandage wounds on your head and chest.
# Bandage wounds on your head and chest.
# Apply splints.
# Apply splints.
# Bandage wounds on limbs. Prioritize a non-tourniqueted limb to a tourniqueted one until all limbs are bandaged.
# Bandage wounds on limbs. Prioritize non-tourniqueted limbs first.
# Remove tourniquets.
# Remove tourniquets.
# Apply morphine if ''needed'' and ''safe to do so'' (remember the 10 minute rule).
# Apply morphine if ''needed'' and ''safe to do so'' (remember the 10 minute rule).
Line 365: Line 355:


==== Ally treatment ====
==== Ally treatment ====
{{Note|Checking for pulse while someone is doing CPR will result in a false positive. Checking for pulse on a limb with a tourniquet will result in a false negative.|type=reminder}}
{{Note|Checking for pulse while CPR is ongoing will cause a false positive. Checking for pulse on a tourniqueted limb will cause a false negative.|type=reminder}}
As a riflemen, you should only be giving medical assistance to your allies out of desperation. If you are assisting a friendly soldier who is conscious, you should really only be rendering aid if they indicate that without someone else's assistance they will imminently bleed out or go unconscious. In this situation, listen to where they have indicated you need to bandage, and always declare the limb you are bandaging if you ever switch.  
 
Unless you are a medic, giving medical assistance to an ally should be out of desperation, wherein without it they may imminently go unconscious or die. In this situation, listen to where they have indicated you need to bandage, and always declare the limb you are bandaging when you switch.  
 
If an ally is unconscious, alert your element, tourniquet the amount of wounded limbs you can, then check pulse. If there is none, yell this with urgency and call for a medic. If in a firefight, after that, return to the fight. If not in a fight, begin CPR immediately, and when the medic arrives, await instructions. 


If you see a friendly soldier is ''unconscious'', alert your element that the individual is down, tourniquet all injured limbs that you can, and then check their pulse. If you get ''no pulse'', you need to yell this information and call for a medic. If you are not actively in a firefight, begin CPR immediately, then when the medic arrives listen to their instructions. If you ''are'' in a firefight, yell for the medic still, but then return to the fight unless you are explicitly asked to help by the arriving medic. If the person has a pulse, after you tourniquet and alert your element, return to the fight. Once the fight is over, the medic should be prioritizing them over everyone else, so you can let them handle it.  
If there is a pulse, after you tourniquet their wounded limbs, if in a firefight, return to it. If not, begin rendering aid in the order described in the previous section until a medic arrives.  


If for some reason which may exist you need to treat the person, ensure they have a pulse, then follow the order of operations from the self-treatment section on the individual unconscious.-
Regardless if you are in a firefight or not, if a medic asks for your aid, render it as best you can.


=== Armor plates system ===
=== Armor plates system ===
The armor plates system, by design, is considerably simpler than ACE medical. In this system, the only pertinent supplies are:
{{Note|Healing is not possible in vehicles. Reviving is, however.|type=error}}
 
In this system, the only pertinent supplies are:


* Medikit {{Emdash}} An ''infinite use'' healing and revival kit used solely by medics.
* Medikit {{Emdash}} An ''infinite use'' healing and revival kit used by medics.
* First Aid Kit {{Emdash}} A single use healing and revive kit designed for use by non-medics. Your kit should possess roughly 5 of these.
* First Aid Kit {{Emdash}} A single use healing and revive kit for non-medics. You should have roughly 5 of these.
* Armor Plate {{Emdash}} A single use disposable plate designed to restore your armor.
* Armor Plate {{Emdash}} A single use disposable plate designed to restore your armor.


A medic in this system is better ''mechanically'' at healing and reviving. A riflemen is physically incapable of restoring themselves or a battle buddy to a fully healed state. Riflemen ''can'' revive, but it's slower, and the revived person does not come back to full health.
A medic is better ''mechanically'' at healing and reviving. A rifleman ''cannot'' bring themselves or another person to a fully healed state. Rifleman ''can'' revive, but not to full health, and it's slower.
 
An oddity of the system is that it's not possible to treat wounds in a vehicle, so you or the patient will need to get out in some way before treatment can be administered.


==== Self-assessment and treatment ====
==== Self-assessment and treatment ====
Look at your health bar on the top right of the screen. If your health is over 2/3rds, you really shouldn't use a first aid kit, as you aren't getting much benefit {{Emdash}} no matter what, you aren't getting yourself to a fully healed state without a medic. If it's ''below'' this state, consider the following:
If your health is over 2/3rds, no treatment is usually necessary. If below, consider the following:
 
* Is your medic close? Can they just quickly pop over to you and do it themselves?
* Are you actively engaging contacts?
* ''How far below'' 2/3rds are you?
* Do you need to imminently cross dangerous terrain?


If you determine it's best to heal yourself, simply use the scroll wheel and select the appropriate option. Your health bar will immediately raise.
* Is the medic close? If so, can you get them to heal you?
* Are you in a firefight?
* How far below 2/3rds are you?
* Do you need to cross dangerous terrain soon?
If you determine you need to heal yourself, use the scroll wheel interact system. It'll be an option.


Your armor is a blue bar that exists in rough proximity to your health bar. If your armor is below 1/2, you may consider replacing it with a new plate by pressing {{Key press|T}}. Doing this ''above'' 1/2 is considered inefficient, as the old plate will be wasted entirely, and the old and new plates will not combine together.
Armor is a blue bar that is roughly adjacent to the health bar. If armor is below 1/2, consider replacing the plate with {{Key press|T}}. Doing this ''above'' 1/2 is ill advised, as the plates will not stack, and the old plate will be discarded entirely.


==== Ally treatment ====
==== Ally treatment ====
The only time you even consider treating someone else without being a medic is if they are not conscious. Remember: medics are faster than you, can heal fully, and they can revive someone to a fully healed state. If a medic is nearby, and someone is down, you really should have ''them'' revive the individual. If a medic is not nearby, or God forbid the medic is down themselves, you then ''may'' consider reviving them yourself. You can do this using the scroll wheel or ACE interact.
Only ever consider this if the ally is not conscious. Remember: medics are faster, do not consume resources, and restore someone to full health. If a medic is nearby, they ''really'' should be the one doing it. If the medic is not nearby, or God forbid is ''down'', then consider doing it yourself. This can be done with ACE interact or the scroll wheel.


In a situation where there are multiple causalities, and the medic is occupied, you can use the scroll wheel to press on a downed person's wound. This functionally just keeps the person from dying on the ground from "bleeding out", giving the medic time to revive them.
In a situation where there are multiple casualties, and the medic is occupied, you can use the scroll wheel to press on an unconscious soldier's wound. This keeps the person from dying on the ground from "bleeding out", giving the medic time to revive them.


== Footnotes ==
{{Reflist}}
[[Category:Arma certifications]]
[[Category:Arma certifications]]

Latest revision as of 19:28, 29 May 2025

Standard Qualification 1 (SQ-1) is a certification that teaches basic skills necessary to play Arma with others. It is followed by Standard Qualification 2 (SQ-2) and is necessary to elevate to cadet.

Standard Qualification 1
Certification Information
Created bySirdog
Certification ChecklistLink
Contributors
  • Fleff
DescriptionThe basic information the Endurance Coalition believes is needed to play Arma with others. Required to progress to cadet.


Ethos of play

Role expectations

Members are expected to play within the spirit of their role. This means only using equipment your role should have. As an example, binoculars are restricted to specific roles to avoid players having binoculars out rather than their gun. So, in situations where you have the potential to get equipment (e.g an arsenal, looting bodies), only take items your role should have.

Character roleplay and immersion

While EDC is not interested in hardcore immersion, the idea is to act as soldiers and attempt to complete mission objectives to the best of our abilities. As a participant, you should be pretending — to a degree — that you are a soldier and not a person playing a video game. In this vein, certain behavior is discouraged.

  • Do not refer to the enemy as AI.
  • Do not discuss Arma mods, weapons that are out of universe / beyond the given time period, or other things which clearly break the suspension of disbelief.
  • Do not discuss when or how an operation will end. For concerns of an operation going on too long, contact a Zeus privately, or as a last resort covertly speak to your immediate "superior" (e.g fireteam leader, squad leader, etc.).

Basic interactions

Use of ACE interact on a supply crate.

The default means of interacting with things is the scroll wheel. This is how vehicle inventories are accessed, doors are opened, and so on. Once the desired option is highlighted, press Space Bar.

ACE interact

EDC makes use of the mod ACE. ACE does many things, including a custom interaction system. This is accessed by holding the left ⊞ Win key. Moving your mouse will move the cursor, slightly move the camera, but interaction options will stay still. Once close to an interactable object, options will appear as circles. Hovering over a circle will expand it out into further options (if applicable). To select an option, hover over it, and then release ⊞ Win.

ACE interaction is used for many things, including:

  • Opening a crate's inventory
  • Entering and exiting vehicles
  • Knocking on vehicles
  • Joining someone's group
  • Passing a magazine to another player
  • Tapping a player's shoulder

ACE self-interact

Use of the ACE self-interact feature.

ACE allows interaction with the self. This is done by holding LCtrl+⊞ Win. This is used for many things, including:

  • Clearing a jammed gun
  • Changing your team color
  • Quick detaching/attaching attachments
  • Dig a trench
  • Insert and remove hearing protection
  • Repack magazines
  • Enabling the light to see your map at night

ACE interact settings and keybinds

There are certain settings that ACE provides which may be worth changing. You are not required to use these settings, but certification requires you know they exist.

Setting Location Setting Name Rationale
ACE Interaction Menu Always display cursor for interaction Detaches movement of the mouse from the camera for the default ACE interaction, making it function similarly to self-interaction.
ACE Interaction Menu Display interaction menus as lists Instead of having the options be a circle, it'll be a list on the left or right (see first image of this section). Some members prefer this to the circle.
ACE Interaction Menu (Self) Move to root Allows moving certain interactions from a sub-menu to the main list. Advise adding Clear Jam, Earplugs In/Out, and Wipe Goggles to root.

Some default keybinds are:

  • Wipe Goggles is LCtrl+⇧ Shift+T.
  • Take Prisoner is ⇧ Shift+F1.
  • Show Names is LCtrl but it's advised to re-bind to LAlt so it matches the free look key. There is no downside to doing this.

Basic weapons

Firearms

To lower your weapon, press LCtrl x2. Repeat this to raise it back up.

All weapons have a safety which will cause it to not fire when you Left Click. This is useful when you tab in and out to avoid accidentally firing your gun. The default keybind for this is LCtrl+` (tilde). Use the bind again, or change the fire mode with F, to disable it.

Some firearms may have a scope and a red-dot or iron sight. To switch between the 2, press LCtrl+Right Click.

HUD icon for a rested weapon.
HUD icon for a braced weapon.

In Arma, a weapon may either be braced or rested. A weapon is braced when "mounted" to cover or the ground. This increases stability and decreases spray intensity. This is done by pressing C. A weapon is rested when you hold your gun over cover. This is detected by Arma automatically. This gives the same benefits as bracing but to a lesser degree. Whether a weapon is braced or rested is shown visibly at the top-right of your HUD.

Firearms may jam. To clear it, use ACE self-interact.

Grenades and smokes

The ACE grenade throwing interface.

By default, a grenade can be thrown by pressing G, and switching between your grenades is done by pressing LCtrl+G. Certification requires that you go into your settings and unbind grenade throwing from G, or set it to something harder to do, like G x2. Throwing a grenade by needing to press G only once is too easy to do accidentally.

The advised way to use grenades is through ACE, done by pressing ⇧ Shift+G. This presents a UI showing the selected grenade, it's expected arc, and gives clear prompts on how to interact with it more.

Smoke grenades are usually for long-range signaling, such as giving a helicopter your location for pickup, or obscuring visibility to enemies. Smokes come in many colors. Some units standardize a color's meaning across operations. EDC does not. The meaning of a smoke grenade's color is determined by the mission creator and, if not specified, then all colors are equally unimportant. If you are ever confused about a smoke grenade color that you see mid-operation, ask someone. You may spot an enemy smoke.

Basic ACRE

The various colored bars which represent speaking volume. Level 0 is a whisper whereas level 4 is shouting.
This certification will not explain the installation of ACRE2. For that, please see the appropriate documentation. You should not perform a manual installation, and instead use the workshop addon. You may of course ask any willing EDC member for help.

Another mod that EDC uses is ACRE2 (colloquially called "ACRE"). It is a mod that hooks into TeamSpeak 3 and creates a proximity chat environment. It also realistically simulates radios; some radios have longer ranges, terrain will impact signal quality and reach, etc.

Speaking volume in ACRE can be set by pressing Tab ↹+Scroll Wheel with scroll wheel up increasing volume and down decreasing volume. There are 5 speaking levels indicated via colored bars.

  • Level 0 is a whisper
  • Level 1 is speaking softly
  • Level 2 is regular speaking volume
  • Level 3 is a raised speaking volume
  • Level 4 is shouting

The advised speaking volume is 1 and should only be increased if appropriate.

While communicating, there are some things to keep in mind.

So long as the man on the bottom remains lying down he will not hear the man above him. There is no line of sight for the radio, and the radio cannot travel through multiple meters of Earth.
  • All radios in Arma are "half-duplex". This means it isn't possible for 2 people to transmit on the same frequency simultaneously. If attempted, listeners will hear the speaker with the strongest signal, along with a lot of static.
  • If someone asks who needs ammo or anything else, please do not reply with "not me".
  • If anyone says "combat comms", or contact with OPFOR is made, all non-relevant firefight communication should stop immediately.
  • Some operations may have limited to no radio use. In these operations, it is useful to parrot — repeat out loud — orders given by superiors. This helps ensure the entire element hears it.

ACRE mix settings

Sometimes people have difficulty hearing others despite utilizing the obvious options, like adjusting the radio's volume knob or adjusting global volume. In the ACRE2 settings, based on tested settings, the Pre-Mix bar will apply to both proximity and radio volume. Post-Mix will only apply to radio volume. These settings are not well documented, and this may not be completely accurate.

Radio manipulation

The AN/PRC-343 with the channel knob, handle, and volume controls identified.

The only radio pertinent for SQ-1 is the AN/PRC-343 (colloquially called the "343"). This radio is the EDC preferred radio for inter-squad communication.

The bind for using this radio will likely be PTT1 in the ACRE2 settings, and by default, it's ⇪ Caps Lock.

To manipulate the radio, use ACE self-interact and select it. A 3D model of it will appear. The right knob changes the channel. This can be left alone unless operation leadership says otherwise. The left knob adjusts the radio's volume. To adjust the knobs, Left Click or Right Click on them.

The AN/PRC-343 with the block knob exposed.

If you Left Click the handle you will be shown the channel block knob. Block 1 has 16 channels which directly correlate to the 16 options on the channel knob. If you switch to block 2, this switches to a different set of 16 channels.

In other words, channel 2 on block 1 is not the same as channel 2 on block 2.

ACRE troubleshooting

A visual of the plugin tab of TeamSpeak 3.

Sometimes ACRE2 will appear to be installed correctly both on TeamSpeak and in Arma, yet, when you join the Arma server and are in TeamSpeak, you will hear everyone speaking as if you are in a voice call. This could also present itself as you being unable to hear anyone at all.

The order of operations for troubleshooting this is the following:

  1. Reload the mod on TS3 (see visual aid to the right).
  2. Relaunch TS3 entirely and re-join the TS3 server.
  3. Reload the mod again.
  4. Exit back to the role selection screen on the Arma server and load back in.
  5. Reload the mod again.
  6. Relaunch Arma entirely and rejoin the server.

If all of the above fails, "repair" TS3 on the mod screen, or reinstall the workshop mod entirely. If nothing works, and you are sure you followed the steps above, report to a Zeus or the person in the operation with administrator privileges.

Pinging Zeus

Zeus is a real-time mode that allows spawning units and props mid-operation. It is used to curate the experience for operations in real time, similar to a Dungeon Master.

Individuals with Zeus enter it with Y. Anyone else who presses Y "pings" the Zeus. The Zeus will see your name in a box on their screen and hear a sound alert. This is used for getting help from the Zeus when the game glitches out and/or causes results which are immersion-breaking. For example, a Zeus would teleport a player killed from a glitch back to their squad so they do not need to reinsert.

Zeuses are advised to only respond to 2 back-to-back-pings. This is because people hitting the key on accident is expected. Do not press Y twice in a row unless you think there is a real need for the Zeus' presence. The point of operations is to suspend one's disbelief and be immersed in the military simulation. A Zeus' presence is incompatible with this.

Basic drill

Cross-fire

Cross-fire is when an ally points their barrel at or over another ally in order to engage contact. Cross-fire should be avoided at all costs to avoid harming friendlies. This will be a concept mentioned below as being a downside of certain formations.

Common formations

For SQ-1, we are going to review 4 formations. While formations tend to be determined by leadership, it's good to know them so you can fall in easily.

A visual depiction of a wedge formation.

A wedge is a good all-around formation. It is simple to form and it can easily shift to engage contact. This formation tends to be used when traveling in areas where contact can come from anywhere.

Line

A visual depiction of a line formation.
A fireteam pushing in a line formation with an acceptable amount of deviation.

A line is ideal for bringing the maximum firepower to bear on a position. The downside is that it's vulnerable to flanking. Also, if players focus too much on maintaining a straight line, their misplaced attention may leave them vulnerable to contact. With this in mind, some deviation in the line is expected, and it can sometimes morph into a mini-wedge.

Leaders are advised against attempting to strongly correct deviation and instead focus on the idea of the formation — maximum firepower, as quickly as possible — and correct around that.

Column (standard and staggered)

A visual depiction of a staggered column formation.

A standard column is basically "follow the leader". Everyone is behind the other and the whole column follows a front-man. It is easy to fall into and requires little effort to maintain. Thus, it is ideal for quick land traversal.

The staggered variation takes half of the soldiers in the standard column and shifts them to the right or left. Then, the new column shifts up or down, that way a soldier in the new column is in the space between soldiers in the old column. The staggered column is slightly safer as there is less possibility for cross-fire, but it's harder to maintain. It is most often used when traveling along a road.

Both columns are vulnerable to attacks from the direct front and rear because of the cross-fire potential, but are more resilient to attacks from the flanks.

Spacing and interval

A visual depiction of the HUD showing the orange icon indicating violation of desired spacing.

The terms spacing and interval refer to the distance soldiers maintain between each other. Soldiers should always maintain at least 5-10 meters of spacing. This limits the effectiveness of grenades, artillery, etc.

A way to see if your spacing is appropriate is to look at the HUD at the bottom middle of your screen. When in a team through ACE interaction, the HUD will have arrows that show the location of each squad member and how they are facing. When you get too close to another person, your icon will turn orange. When you see this, you should correct yourself, unless there is a reason for it (e.g you are carrying an unconscious squad mate)

Sometimes the desired spacing is impossible. This is most common in urban environments. With so many possible attack vectors, it's better for a squad to use the cover they have, rather than maintain spacing but be in the open.

High-low

A visual showcase of a high-low utilized by the men on the left.

A tactic most people know intuitively is to have one rifleman stand while another crouches in front of them, then, they both shoot in the same direction. This theoretically allows double the firepower to be aimed at a direction while requiring only the space of 1 person. EDC discourages this tactic due to the high-potential for friendly fire.

Pacing

Fully putting away your weapon with 0 and sprinting is faster than sprinting with your weapon out. This is discouraged, bordering prohibited, as it is usually idiotic to put away your weapon in a warzone.

Your stamina is affected by the terrain, your weight, and how you decide to move (i.e pacing). When stamina is fully depleted you are locked to only walking until it recovers. The lower your stamina, the less accurate you are, as your character will simulate being out of breath by coughing and swaying their upper body. Because kit weight and terrain is usually determined by leadership, it's important you properly manage your pacing.

Your stamina is represented by horizontal bars that are beneath the area of your HUD where your weapon bracing or resting was discussed. At full stamina, the bar is invisible. As your stamina depletes, the bar will slowly become visible. As it gets close to depleting, it will turn red.

There are 7 states of movement speed. The faster you are, the faster your stamina depletes. Your weapon being up depletes your stamina faster than not, regardless of speed. These factors stack. See the below table for the movement states.

Speed Level Name Use How to Engage
0 Walking, Weapon Lowered Roleplaying.
  • LCtrl+C to get to Walking
  • LCtrl x2 to lower/raise gun
1 Walking, Weapon Raised Clearing interior structures.
2 Combat Pace, Slow, Weapon Lowered General purpose movement pace out of combat.
  • LCtrl+C to get to Combat Pace
  • C x2 for Combat Pace variants
  • LCtrl x2 to lower/raise gun
3 Combat Pace, Slow, Weapon Raised Getting to cover while maintaining fire at OPFOR.
4 Combat Pace, Fast, Weapon Lowered General purpose cover-to-cover movement.
5 Combat Pace, Fast, Weapon Raised Cover ground quickly but don't want to exert stamina that will be lost by sprinting.
6 Sprinting Traverse massive danger zone quickly to get cover or concealment, such as an open field. Hold ⇧ Shift

Situational awareness

You should presume you are never really safe. A mission creator is within their rights to have you spawn into contact — it's just rarely done. The point is, your head should always be on a swivel, done by using LAlt liberally.

This doesn't mean you never rest your attention — this is still a game — but there shouldn't be prolonged periods of mindlessness. If you are holding a standard column, chatting with your mates, and you have zoned out deciding what you want for dinner, you are messing up.

This applies even at a stationary place, like a compound, and you aren't clearing it. You should then maintain security of the compound's surroundings by holding a sector (i.e general direction). If you notice everyone around you goofing off, politely remind them to find sectors to secure.

Be cautious of tunnel vision. This is when you focus on something to the exclusion of all else. This is common during firefights where everyone is only focusing on the direction of contact. While the squad should be engaging to eliminate the contact, if no one is bothering to keep in mind other sectors, that might spell disaster. This becomes progressively more important the higher on the chain of command you are.

Reporting contact

When you spot an enemy contact, you should do the following:

  • Alert — Notify your element you see contact ("Contact!", "Enemy!", "Red air!"). If not an immediate threat, still alert, but adjust tone to indicate less severity.
  • Orient — Give a direction and range of the contact. If close, give an indication that danger is imminent.
    • If the element is on the move, you can either give a clock bearing where the element's direction of travel is 12 o'clock, or a relative bearing of "Right!", "Left!", etc.
    • If the element is stationary, you can give a cardinal direction for the general location or a specific bearing if needing to point out a particular contact among many.
  • Describe — Give a brief description of what the contact is. Infantry? APC? Tank? If not specified, people will often assume it's infantry.
  • Expound — Other information immediately useful to the element. What to include here comes with experience. If you didn't give a range during Orient, do so now.

You are doing fine as a rifleman if you consistently give an alert, orientation, and description.

Buddy system

When possible, it's best to be "buddies" with another soldier using ACE interact. The goal here is that you keep an eye on your buddy, and vice versa to you, so they aren't left behind or forgotten about. The bare minimum responsibility is, after engagements, checking they are alive and well.

Bounding overwatch

A common tactic to advance on a position and maintain security is bounding overwatch. There are 2 variations: successive and alternating. Alternating is the default for the squad and platoon levels. Successive is the default at the fireteam level.

Successive

A visual depiction of how successive bounding overwatch works.

Successive bounding is when 2 elements approach a position by having Element 1 sit still and maintain security, then Element 2 moves up (i.e bounds up) to a position ahead. Then, Element 2 takes over security at the new position while Element 1 bounds up to Element 2. The elements won't ever be at the same location, but instead be parallel to one another, similar to the line formation. The cycle repeats until the final destination is reached.

This variation is slower, but grants a high degree of security, since one element is always able to engage contact with minimal cross-fire potential.

Alternating

A visual depiction of how alternating bounding overwatch works.

The only difference here is, when Element 2 bounds up to an Element 1 maintaining security, they pass Element 1 to a parallel position ahead of them. Then Element 1 bounds up and past Element 2. The cycle repeats until the final destination is reached.

This variation is faster, but security is sacrificed, given that cross-fire potential has increased.

Engaging contact while bounding

If contact is made during either bounding technique the element maintaining security will suppress the contact so that the element moving has a chance to reach their destination. Then, once the element in motion arrives, they will assume suppression so the previous element can catch up. This allows bounding to continue until the final destination is reached.

Once the final destination is reached, one element — usually the one with an autoriflemen — will assume suppressing fire, while the other element maneuvers to flank and destroy the contact.

Medical

EDC may use 1 of 2 systems to handle injuries: ACE medical or the armor plates system. ACE medical is the most often used and works to simulate injuries more realistically than vanilla Arma. The armor plates system is less complex, and is used more in casual operations, or operations themed around a fast pace.

The ACE medical menu with a fully healed/non-injured player after pressing H

ACE medical

ACE medical can be interacted with in 1 of 2 ways. You open the medical menu by pressing H. On the top left, right under "EXAMINE & TREATMENT", there are a row of icons. From left to right, these icons are:

  1. Triage Card — Lists all prior treatment.
  2. Examine Patient — Check pulse or blood pressure on the selected limb.
  3. Bandage / Fractures — Apply a bandage, splint, or tourniquet.
  4. Medication — Inject morphine, epinephrine, or another injector.
  5. Advanced Treatment — Perform CPR.
  6. Drag / Carry — Gives the option to drag or carry the individual. Can also be done with ACE interaction.
  7. Switch to self / Switch to target — Switch between evaluating yourself or a person close to you. Useful for when you want to evaluate yourself but someone is too close. To easily check, see the name above the human body diagram.

Depending on the limb you click on for the human body diagram, certain actions will and will not be available. This depends on the server settings.

The menu has other elements, but they are not relevant for SQ-1.

When you are wounded, the medical menu will show your body parts as being different colors. In order of severity, the colors are: grey (healthy), blue (all wounds have been bandaged/stitched), yellow (untreated wounds exist), followed by orange and then red, which indicate a heavy concentration of wounds and/or bleeding.

Supplies

The following supplies exist in ACE medical.

  • Bandages
  • Tourniquets
  • Splints
  • Autoinjectors
  • Sutures
  • Personal Aid Kits (PAKs)
A visual depiction of ACE medical showing a wounded left arm. There is only 1 wound, medium in size, and it's type is velocity.

Bandages are applied to open wounds to temporarily stop bleeding. There are 4 types: field bandages (basic), packing bandages, elastic bandages, and quick clots. You are likely only going to have basics and quick clots. When you select a limb, in the "OVERVIEW" panel on the right of the menu, you will see a sub-section that indicates which limb is selected. Below that is a list of wounds, their type, size, and how many.

When bandaging, use basics until only small or partial wounds remain, then switch to click clots. For SQ-1, simply know that quick clots cover less of a wound than basics, but are better at closing than basics, and ACE always applies bandages to the largest wound on a limb regardless of bandage type. If you only have quick clots, then use them, but alert someone your medical supplies are low.

Bandages are temporary because they have a chance to re-open. To eliminate this chance, a medic must stitch the wound. If you have non-stitched wounds that are bandaged, when an appropriate time comes, ask a medic to stitch.

Tourniquets are applied to limbs to stop all bleeding, regardless of the number or severity of wounds. This is to buy you time to bandage limbs you cannot tourniquet (usually because you are out of them), and/or to bandage your head and chest, without bleeding out. Do not leave a tourniquet on for longer than 5 real minutes, otherwise your character will experience pain, causing you to become less effective in combat.

Splints correct fractured limbs entirely. You may use a splint immediately upon seeing any fracture.

Do not use an autoinjector on a tourniqueted limb, otherwise, the effect will not occur until the tourniquet is removed.

Autoinjectors are medications that are inserted via needle. There are 4 types: morphine, epinephrine, adenosine, and atropine. You only need to care about 2: morphine and epinephrine. For SQ-1, simply know that morphine reduces pain temporarily, and that you can only take 1 morphine every 10 minutes safely. For epinephrine, understand it's used on a stable unconscious patient to increase their chances of waking up. For concerns regarding when to use morphine again, speak to a medic.

Sutures are used by medics to stitch wounds. You carry some because sutures in your inventory are used first before the medic has to use their own.

PAKs restore a player to a fully healed state, as if they were never injured, and are used solely by medics.

A standard load of medical supplies for a rifleman is roughly 10 basics, 6 quick clots, 1 morphine, 1 splint, 5 sutures, and 1 or 2 tourniquets. Having less than this is cause for concern unless leadership states it's intentional.

Self-assessment and treatment

When you get hurt it's likely during a firefight. The primary goal is to finish the fight, as that is the best way to reduce further injury. When you are harmed, quickly get to cover and evaluate yourself in ACE medical. The question to answer is whether your injuries can be quickly addressed, or ignored, or will you go unconscious and/or die unless you do something now?

Here are some helpful rules of thumb.

  • If your only wounds are on limbs you can tourniquet, simply tourniquet and return to the fight. If after you tourniquet you still have "moderate" or worse bleeding, bandage until bleeding stops.
  • If you only have wounds on your head or chest, and they are yellow, remain in the fight and address later.
  • If your chest or head are orange or red, immediately duck down and call for help while you bandage.

If you do need to address yourself, or a safe time has come to where you can, you should always treat yourself in the following order:

  1. Tourniquet bleeding limbs.
  2. Bandage wounds on your head and chest.
  3. Apply splints.
  4. Bandage wounds on limbs. Prioritize non-tourniqueted limbs first.
  5. Remove tourniquets.
  6. Apply morphine if needed and safe to do so (remember the 10 minute rule).

The above order-of-operations is a direct certification requirement. Remember it. Live by it.

Ally treatment

Checking for pulse while CPR is ongoing will cause a false positive. Checking for pulse on a tourniqueted limb will cause a false negative.

Unless you are a medic, giving medical assistance to an ally should be out of desperation, wherein without it they may imminently go unconscious or die. In this situation, listen to where they have indicated you need to bandage, and always declare the limb you are bandaging when you switch.

If an ally is unconscious, alert your element, tourniquet the amount of wounded limbs you can, then check pulse. If there is none, yell this with urgency and call for a medic. If in a firefight, after that, return to the fight. If not in a fight, begin CPR immediately, and when the medic arrives, await instructions.

If there is a pulse, after you tourniquet their wounded limbs, if in a firefight, return to it. If not, begin rendering aid in the order described in the previous section until a medic arrives.

Regardless if you are in a firefight or not, if a medic asks for your aid, render it as best you can.

Armor plates system

Healing is not possible in vehicles. Reviving is, however.

In this system, the only pertinent supplies are:

  • Medikit — An infinite use healing and revival kit used by medics.
  • First Aid Kit — A single use healing and revive kit for non-medics. You should have roughly 5 of these.
  • Armor Plate — A single use disposable plate designed to restore your armor.

A medic is better mechanically at healing and reviving. A rifleman cannot bring themselves or another person to a fully healed state. Rifleman can revive, but not to full health, and it's slower.

Self-assessment and treatment

If your health is over 2/3rds, no treatment is usually necessary. If below, consider the following:

  • Is the medic close? If so, can you get them to heal you?
  • Are you in a firefight?
  • How far below 2/3rds are you?
  • Do you need to cross dangerous terrain soon?

If you determine you need to heal yourself, use the scroll wheel interact system. It'll be an option.

Armor is a blue bar that is roughly adjacent to the health bar. If armor is below 1/2, consider replacing the plate with T. Doing this above 1/2 is ill advised, as the plates will not stack, and the old plate will be discarded entirely.

Ally treatment

Only ever consider this if the ally is not conscious. Remember: medics are faster, do not consume resources, and restore someone to full health. If a medic is nearby, they really should be the one doing it. If the medic is not nearby, or God forbid is down, then consider doing it yourself. This can be done with ACE interact or the scroll wheel.

In a situation where there are multiple casualties, and the medic is occupied, you can use the scroll wheel to press on an unconscious soldier's wound. This keeps the person from dying on the ground from "bleeding out", giving the medic time to revive them.