HAY EVERYBODY! Just posting some stuff here that might be useful for guild ops in Planetside2 when it comes out. Reading a bunch of nerdy shit like this helped a lot in WWIIOnline and would probably help with Arma2 zombie bullshit as well. This will be updated.
Rules of Floralis a Gaudium:
1. Tell people about Floralis a Gaudium.
2. TELL PPLS ABOUT FLORALIS A GAUDIUM
3. If somebody tells you to do something YOU DO IT (Especially if you are Bhauk's squire!)
Good info on urban combat. "Pie-ing" method is something that nobody ever does right in Red Orchestra any game really.S-A-S. Speed, Aggression, Surprise.
There are various ways to clear a room. Even the various US Army Field Manuals on the topic seem to have a slightly different method in each.
One way is for the team to operate by a set routine. Each man is assigned a corner of the room to head for. He clears his corner of any hostiles then engages any other targets in the room.
No 1, or the Point man, goes through the door first, and heads to the left nearside corner. Certain sources claim that because most people are right handed the left nearside corner is the most likely position to attempt to ambush the unwary from. Once he has cleared his corner the point man turns to provide supporting fire to the other team members. For obvious reasons, the point man often has first choice on any body armour available.
No 2 enters second and heads for the nearside right corner.
No 3 (often the team leader) will head for the left far corner.
No 4 will head for the right far corner. Often the fourth man does not enter the room and instead handles rear security.
Ideally 1 and 3 will take up a start position on the right side of a door, and the "evens" on the left. If a team is forced to retreat it does so in reverse numerical order.
In short, the drill is
Know your corner
Clear your designated corner.
Occupy the corner.
Fire on any other hostiles in the room.
Pictures of most important stuff:
Moving Together (great for Left 4 Dead as well)
These let you avoid friendly fire which was extremely hard to do in Planetside1's tunnels. I figure we can implement this by just saying "Ok, Bhauk takes point, Kaga take left, I'm right. Mhotl is rearguard, LETS GO!"
Speaking of hallways, here's a great way to do that! (that nobody ever seemed to understand in PS1 or WWIIOnline)
The team configures into a modified 2-by-2 formation with the numbers 1 and 3 men abreast and toward the right side of the hall. The number 2 man moves to the left side of the hall and orients to the front, and the number 4 man shifts to the right side (his left) and maintains rear security. (When clearing a right-hand corner, use the left-handed firing method to minimize exposure.)
The numbers 1 and 3 men move to the edge of the corner and the number 3 man assumes a low crouch or kneeling position. On signal, the number 3 man turns right around the corner keeping low, the number 1 man steps forward while turning to the right and staying high. (Sectors of fire interlock and the low/high positions prevent soldiers from firing at one another.)
The numbers 2 and 4 men continue to move in the direction of travel. As the number 2 man passes behind the number 1 man, the number 1 man shifts laterally to his left until he reaches the far corner.
The numbers 2 and 4 men continue to move in the direction of travel. As the number 4 man passes behind the number 3 man, the number 3 man shifts laterally to his left until he reaches the far corner. As the number 3 man begins to shift across the hall, the number 1 man turns into the direction of travel and moves to his position in the formation.
As the numbers 3 and 4 men reach the far side of the hallway, they too assume their original positions in the serpentine formation, and the fire team continues to move.
The squad leader designates an assault element to clear the stairs.
The squad or team maintains 360-degree, three-dimensional security in the vicinity of the stairs.
The squad leader then directs the assault team to locate, mark, bypass and or clear any obstacles or booby traps that may be blocking access to the stairs.
The assault element moves up (or down) the stairways by using either the two-, three-, or four-man flow technique, providing overwatch up and down the stairs while moving. The three-man variation is preferred
1.Moving up with overwatch
2.The guy that just moved up now looks forward and covers the guy that had been covering him, until the second guy gets to a third position (not pictured).
3. They then continue "leapfrogging" to move forward, always under cover.
Team Member 1's responsiblity in clearing a room.
(a) The first man (point man), enters the room and eliminates the immediate threat. He has the option of going left or right, normally moving along the path of least resistance to one of two corners. When using a doorway as the point of entry, the path of least resistance is determined initially based on the way the door opens; if the door opens inward he plans to move away from the hinges. If the door opens outward, he plans to move toward the hinged side. Upon entering, the size of the room, enemy situation, and furniture or other obstacles that hinder or channel movement become factors that influence the number1 man's direction of movement.
(b) The direction each man moves in should not be preplanned unless the exact room layout is known. Each man should go in a direction opposite the man in front of him (Figure 3-27). Every team member must know the sectors and duties of each position.
(c) As the first man goes through the entry point, he can usually see into the far corner of the room. He eliminates any immediate threat and continues to move along the wall if possible and to the first corner, where he assumes a position of domination facing into the room.
(6) The second man (team leader), entering almost simultaneously with the first, moves in the opposite direction, following the wall and staying out of the center (Figure 3-2. The second man must clear the entry point, clear the immediate threat area, clear his corner, and move to a dominating position on his side of the room.
(7) The third man (grenadier IRL) simply goes opposite of the second man inside the room at least one meter from the entry point and moves to a position that dominates his sector (Figure 3-29).
( 8 ) The fourth man (Machine gunner IRL) moves opposite of the third man and moves to a position that dominates his sector
3 person clear
3 person corner clear
2 person clear
2 person corner clear
And now I've always done this in FPS games and it made me feel cool to know that it's a part of a military manual!
Shot Placement at close ranges In precision room clearing, enemy soldiers must be incapacitated immediately. Shots that wound or are mortal but do not incapacitate the target instantaneously are better than misses but may allow the enemy to return fire. While a solid head-shot is expected to instantaneously incapacitate the enemy, a target area of 5 by 8 inches may be difficult to hit when moving rapidly in a low crouch position.
(1) Members of clearing teams should concentrate on achieving solid, well-placed shots (controlled pairs) to the upper chest, then to the head (Figure 3-37). This shot placement increases the first round hit probability and allows for a second round incapacitating shot.
(2) This engagement technique is more reliable than attempting head-shots only and is easy for soldiers to learn, having been taught previously to aim at center of mass.
Windows. Very important part here.
In an urban area, windows provide convenient firing ports. The soldier must avoid firing from the standing position since it exposes most of his body to return fire from the enemy and could silhouette him against a light-colored interior beyond the window. This is an obvious sign of the soldier's position, especially at night when the muzzle flash can easily be observed. In using the proper method of firing from a window (Figure 3-44), the soldier is well back into the room to prevent the muzzle flash from being seen, and he is kneeling to limit exposure and avoid silhouetting himself.
You will *ALWAYS* see people in FPS games just walk up to the windowsill and be like "NARF IM A SNIPER!!!!!! BOOM BOOM!!! oh im ded ;("
Moving around corners
The area around a corner must be observed before the soldier moves. The most common mistake a soldier makes at a corner is allowing his weapon to extend beyond the corner exposing his position (this mistake is known as flagging your weapon). He should show his head below the height an enemy soldier would expect to see it. The soldier lies flat on the ground and does not extend his weapon beyond the corner of the building. He wears his Kevlar helmet and only exposes his head (at ground level) enough to permit observation (Figure 3-5). Another corner clearing technique that is used when speed is required is the pie-ing method. This procedure is done by aiming the weapon beyond the corner into the direction of travel (without flagging) and side-stepping around the corner in a circular fashion with the muzzle as the pivot point (Figure 3-6).
Not sure how useful these next bits will be outside of Red Orchestra/other realistic shooters
A common mistake when firing around corners is firing from the standing position. The soldier exposes himself at the height the enemy would expect a target to appear, and risks exposing the entire length of his body as a target for the enemy.
When firing from behind walls, the soldier must fire around cover and not over it
SOO much harder to hit people leaning around corners than dudes that pop their heads up over things.