Standard Qualification 1

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Standard Qualification 1 (SQ-1) is a 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.

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


Ethos of play

In EDC there are some ideas which members are asked to abide by.

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.

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 — 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 AI 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, use Space Bar to select it.

ACE interact

EDC makes use of an addon known as 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, yet interaction options will stay still. Once close to an interactable object, options will appear as circles. Hovering over it will expand it out into further options (if applicable). To select an option, hover over it, and then release the ⊞ Win key.

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 utilizing it. 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 that is immediately visible when beginning self-interaction. 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 key bind 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, do 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 and is something 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 HUD.

Certain firearms may jam. To clear a jam, 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, such as G x2. Only needing to press G once to throw a grenade is too easy to do accidentally.

The advised way to regularly 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. Smokes come in many colors. Some units standardize a color's meaning across all 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 particular smoke grenade color that you spot mid-operation, do not hesitate to ask someone. You may just 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 addon that EDC uses is ACRE2 (colloquially called "ACRE"). It is an addon 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.

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 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.

  • 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 immediately stop (even if mid-sentence).
  • 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. Note that ACRE2 allows you to adjust the volume of someone in your proximity (Pre-Mix) or over the radio (Post-Mix) in it's settings.

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

If all of the above fails, "repair" TS3 on the mod screen, or reinstall the workshop addon 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 re-insert.

Zeuses are advised by EDC leadership 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' experience. 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

While the following concepts are more cerebral they are nonetheless important for play with EDC — even as a basic riflemen — and are likely going to serve you well in other units or groups.

Common formations

For SQ-1, we are going to go over 4 formations. While formations tend to be determined by leadership, it's good to know them so you can easily fall in easily and anticipate the situations your leadership is expecting.

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.

Unless stated otherwise, the default formation is a wedge.

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, they may make themselves combat ineffective. 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. These 2 columns combined are the staggered column. It is slightly safer as there is less possibility for cross-fire, but it's harder to maintain. It is used most often 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 are the same, and refer to the distance soldiers maintain between each other. Soldiers should maintain at least 5-10 meters of spacing at all times. This limits the effective 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)

Some environments make the desired spacing 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.

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

High-low

A common tactic 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 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 as you try to aim. Because kit weight and terrain is usually determined by leadership, it's important you properly manage your pace.

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.

Beware 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 danger is imminent. Prioritize giving a cardinal direction, then a clock bearing where the element's direction of travel is 12 o'clock, and then a relative bearing of "Right!", "Left!", etc.
  • Describe — Give a brief description of what the contact is. Infantry? APC? Tank? If not specified, often people will default to assuming 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 riflemen 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 bounding. Each variation can be done at the platoon, squad, and 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 be ever be at the same location, but instead be parallel to one another, similar to the line formation. The cycle repeats until the 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 parralel position ahead of them. Then Element 1 bounds up and past Element 2. The cycle repeats until the 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

At any given time, EDC may make use of 1 of 2 systems to handle damage incurred on your character: ACE medical or the 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.

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

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 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 -—Checks pulse or blood pressure on the selected limb. You will only ever assess pulse.
  3. Bandage / Fractures — Apply a bandage, splint, or tourniquet.
  4. Medication — Inject morphine, epinephrine, or another injector.
  5. Advanced Treatment — To 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 — 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.

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.

Supplies

In ACE medical, there are a variety of specific supplies.

  • 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 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.

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.

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.

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.

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

You cannot inject morphine or epinephrine into a limb with a tourniquet.

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.

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.

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.

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.

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 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.

  • 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, 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 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 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 a non-tourniqueted limb to a tourniqueted one until all limbs are bandaged.
  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 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.

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.

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 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.-

Armor plates system

The armor plates system, by design, is considerably simpler than ACE medical. In this system, the only pertinent supplies are:

  • Medikit — An infinite use healing and revival kit used solely by medics.
  • First Aid Kit — A single use healing and revive kit designed for use by non-medics. Your kit should possess roughly 5 of these.
  • Armor Plate — 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.

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

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 — 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:

  • 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.

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 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.

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.

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.

Footnotes