![]() One time my squad leader decided to hunker down at an important FOB and make it our job to defend it. They need to be close to the action, but difficult to access for enemies. Because efficient redeployment is so powerful, strategic FOB placement is hugely important. Squad leaders have to construct FOBs (forward operating bases) for the team to use. You can't just respawn on a squadmate or at a captured objective. ![]() Squad's sheer scale is a crucial factor in what makes organisation and coordination paramount. ![]() Maps are so big, in fact, that it's common to chat with someone at the main base in the staging phase and then not see them again for the rest of the match. Teams are spread across the kilometres-wide map working towards different goals. ![]() Matches are long, two-hour struggles over territory where you don't know if you're winning until it's over. Squad is about being a cog in a grand machine. That is not how Squad, a tactical FPS soon leaving Early Access after years on Steam, sees teamwork. ![]()
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