Standard Qualification 1: Difference between revisions

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* Do not refer to the enemy 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 ==
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=== ACE interact ===
=== ACE interact ===
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, yet 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}}.
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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To lower your weapon, press {{Key press|LCtrl}} x2. Repeat this to raise it back up.  
To lower your weapon, press {{Key press|LCtrl}} x2. Repeat this to raise it back up.  


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 key bind for this is {{Key press|LCtrl|` (Tilde)}}. Use the bind again, or change the fire mode with {{Key press|F}}, to disable it.
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 ''and'' a red-dot or iron sight. To switch between the 2, press {{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 "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 give 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}}.
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}}.


Firearms may jam. To clear it, use ACE self-interact.
Firearms may jam. To clear it, use ACE self-interact.
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=== 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.]]
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. Only needing to press {{Key press|G}} once to throw a grenade is too easy to do accidentally.  
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 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.
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.
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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]].
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 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.
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 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.
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.
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=== Cross-fire ===
=== 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.
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 ===
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=== 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.]]
The terms ''spacing'' and ''interval'' are the same, and 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.
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 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)
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==== High-low ====
==== 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 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 at a direction while requiring only the space of 1 person. EDC discourages this tactic due to the high-potential for friendly fire.
[[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 ===
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* '''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.
* '''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 danger is imminent.  
* '''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 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.
** 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.
* '''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.
* '''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 riflemen if you consistently give an alert, orientation, and description.
You are doing fine as a rifleman if you consistently give an alert, orientation, and description.


=== Buddy system ===
=== Buddy system ===
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==== 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 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 be 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.
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, since one element is always able to engage contact with minimal cross-fire potential.
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.
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# Triage Card {{Emdash}} Lists all prior treatment.
# Triage Card {{Emdash}} Lists all prior treatment.
# Examine Patient {{Emdash}}Check pulse or blood pressure on the selected limb.
# 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.
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# 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.
# 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. CPR requires clicking the chest, you must select a ''limb'' to check pulse, etc.  
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.  
The menu has other elements, but they are not relevant for SQ-1.  
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'''PAKs''' restore a player to a fully healed state, as if they were never injured, and are used solely by medics.
'''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 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.
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 ====
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==== Ally treatment ====
==== Ally treatment ====
{{Note|Checking for pulse while CPR is on-going will cause a false positive. Checking for pulse on a tourniqueted limb will cause 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}}


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.  
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.  
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* 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 is better ''mechanically'' at healing and reviving. A riflemen ''cannot'' bring themselves or another person to a fully healed state. Riflemen ''can'' revive, but not to full health, and it's slower.
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 ====
==== Self-assessment and treatment ====