Arctic Combat Tactics and Tips Guide by VraalAU
I’m going to keep this as simple as I can, but I may have to go into details. I have a few basic tips on how to be as effective as possible while playing Arctic Combat. As I am currently serving in the armed forces, I will share some very simple tips on how to gain combat effectiveness in Arctic Combat.
1. Aiming. This is self explanatory. Headshots are a guaranteed way to effectively neutralize your enemy. This will also conserve your ammunition for when it is well needed later on. If you are firing at a ranged target, the general rule is to aim for the centre of seen mass, as it is only the shape of a target you can see from such a distance. Taking the time to attempt a headshot with an Assault Rifle at long range exposes you to a sniper, or other soldiers who are attempting the same thing.
2. Sidearms. When you are out of ammunition for your primary weapon, or you are about to reload and an enemy appears all of a sudden, you have one emergency option – your sidearm. Drawing your pistol will save you 1/5 of the time that it takes you to reload, allowing you to quickly eliminate the enemy player while saving yourself from annihilation. The same applies for knives, if you are close to the enemy.
3. Movement. Always remain on the move, unless you have to defend a fixed position. Firing on a target and then relocating gives you the element of surprise for your assailant. If you are positioned in the same area for too long, the enemy team will develop an understanding of your movements, and as such, they will exterminate you quickly. Also, you should utilize your proning and crouching abilities. Proning will give you more accuracy, and more cover, to an extent. Crouching does half of what proning does, however, crouching allows you to stand up and move quickly if you are under fire.
4. Explosives. Grenades, RPG Weapons, and Mortar Strikes all have a kill zone, aka a blast radius. A lot of the time, with grenades, you will JUST have enough time to run away from the blast radius before it either kills you or wounds you severely. RPG Weapons, however, require an insane amount of luck to avoid you dying to them. Mortar Strikes will have their radius displayed on the minimap for 5 seconds before the mortars hit. This gives you enough time to get to cover or to exit the kill zone.
1. Offense. You are expected to attack the enemy positions at all times when you are not playing a defending role. To successfully achieve offensive capabilities, you have to use common sense. Stick close to the walls, always utilize what cover you can, watch the corners, check the positions of your team mates, and check your ammunition all the time. Situational awareness plays a gigantic role in the game, remember this.
2. Defense. While defending, you will need to apply the movement tactic mentioned above, but only in the area you have to defend. However, the biggest mistakes with defending players are a lack of communication, and their desire to abandon the objective to kill the enemy players. This is something that you must refrain from doing. Too many games have been lost because someone left the bomb site to kill someome, and they ended up dead.
3. Communication. Alright, in TDM and FFA, communication isn’t needed, as they are straight out deathmatch games. But with S&D, CTF, and DOM, you have to coordinate with your team. Don’t be the hero and try to capture all the positions by yourself. Use your team, use their skills, watch their backs, and they will do the same for you. I repeat – communication is paramount in objective-based missions. All competition-based games will require communication, no matter what the game mode.
4. Teamwork. Most people don’t know what teamwork is in the gaming world. You are playing a team game for a reason. Help each other out, do things together. It’s not about being the best on your team, it’s about winning as a team. It takes everyone to be the best. I have witnessed too many people lose team games because they thought they were legendary and tried to take on all of the RSA at once, and fail hard.
Weapons & Equipment
1. Close Range Weapons. Any sidearm, shotgun, and sub-machine gun are classed as CQB weapons (CQB = Close Quarters Battle), and should be used in small maps or maps with tight choke points. Except the shotgun category, most CQB weapons have a very fast fire rate, but have a small magazine size.
2. Assault Weapons. These are used by the majority of the players. They can be used at all ranges, but they are most effective when they are used at medium range. These should be used in maps that offer open battlefields. Assault weapons generally have a medium to fast rate of fire with a larger magazine size.
3. Sniper Weapons. A long to very long range weapon, sniper rifles have an extremely low rate of fire with a small magazine. They are extremely powerful and are most effective at long range. Sniper weapons tend to almost immediately eliminate the target.
4. Explosive and Suppression Weapons. Explosive weapons should be used to flush out enemy positions, and in areas where enemy concentration is high. They are designed to harass the opposition and the cause chaos on the battlefield. The same applies for suppression weapons, like smoke grenades and flashbangs.Other Arctic Combat Articles