OneMadPanda Posted February 23, 2017 Report Share Posted February 23, 2017 (edited) This thread will replace the old Cheat-Sheet Post. It is the Updated version with Proper Indexing. As always, contents are subject to change due to rule changes, added Mods, etc. All References given here are for the (as of now) usual NATO Missions! If there is ever a need, I'll make seperate Posts for OpFor / Indy / IFA (if it ever returns) ---------------------------------------------------------------------------------------------------- INDEX 1. Things to Do and Don't... 1.1 During Briefing 1.2 During Overwatch 1.3 On the Radio 1.3.1 Longrange 1.3.2 Shortrange 1.4 Moving as Infantry 1.4.1 On Foot 1.4.2 With Vehicle 1.4.3 With Armor (Knight) 1.5 Moving as Knight 1.5.1 As the Tank 1.5.2 Outside the Tank 2. The Arsenal and You 2.1 Guns and more Guns 2.2 DMR 2.3 Prophet 2.4 LAT 2.5 MAT 2.6 LMG 2.7 MMG 2.8 AA 2.9 Turrets 2.9.1 M2 HMG 2.9.2 Mk19 GMG 2.9.3 TOW 2.9.4 Mk252 3. Oh heck yeah we got... 3.1 Tanks and Trucks 3.1.1 MBT (Main Battle Tank) 3.1.2 IFV (Infantry Fighting Vehicle) 3.1.3 MRAP & LAV 3.1.4 Other 3.2 Planes and Helis 3.2.1 Helicopters 3.2.2 Drones 3.2.3 Jets & Planes 3.3 Boats? 4. Infantry Loadouts 4.1 Blank Infantry 4.2 Commander 4.3 LMG 4.4 MMG 4.5 LAT 4.6 MAT 4.7 AA 4.8 Medic 4.9 ---------------------------------------------------------------------------------------------------- 1. Things to Do and Don't... 1.1 Things to do during Briefing Check your gear: Do you have the right radio? (AN/PRC-152) Are you in the right radiochannel? Assistants, ask your gunner's needs. Do they want you to bring something special? Is there useless weight on me? Does it suddenly get dark? (If so, you might need NVG's) If you are the rifleman: Maybe offer to carry some Ammo for an MAT or the LMG. Use your spare weight! Watch the map. You don't have to, but it makes it easier if you watch the Briefing drawing on the map. That can clear up things more, then just look at the jumbled mess it every now and then is. Talk shit. You had to shut up during Slot-Up, might as well get it out of your system now. Establish your buddy system. Red goes with Red, Blue goes with Blue, etc. Assign a LAT/Rifleman as Green to stick with the Medic! If you get attachments that are new to the game: Show them the ropes. Explain ACE interaction menus. Don't be a dick and go "But everybody knows that!": Help them, they probably really don't!. Do not fire your gun to try it out. Do not throw any Grenades, Flares, ANYTHING. Do not deploy explosives. Do not plant any mines. Do not assemble turrets. Do not attend the meeting unless you are a Squadlead. Do not take any of the vehicles that might be at spawn. Stay around your Arsenal. When SL returns they want to get their briefing done with you, and not wait for you. 1.2 Things to do during Overwatch Secure your perimeter. Always look in the directions your objective is not in. Zeus is a cheeky one. Dig trenches. It seems obvious but you can never have too many of them. If you ever take Mortar or Tankfire the Squad can spread out across them and minimze damage. Spot for the gunners. As simple as it sounds. Call out targets and ranges for the specialists. Thats what they are there for. Make conversation. If you are not engaged, talking to your teammates can help alot. Ask questions. Maybe ask if the DMR will let you take 1 or 2 shots at a tree, teach you a thing or two? Be patient. You are on Overwatch, if being in Delta taught me anything, then this: Zeus hates you and WILL try to kill you. Check your gear, repack Ammo, reload your gun. Think, how next time you could be more efficient at this and plan out changes to your loadout. Overwatch can be exhausting, but be aware that usually, when in a situation like that, shit can turn sour in a minute and you might be the saving grace of your Platoon by shooting down that one MBT 1.3 On the Radio 1.3.1 Longrange Longrangechannels are (usually) set by a script to this: Infantry, Channel 1, Freq 69 Air, Channel 2, Freq 68 Armor, Channel 3, Freq 67 Adress whom you want to talk to: "Delta to Platoon.", then wait for a 'This is Platoon, send your traffic' Disregard this when it is important, like a Tank rolling up on a Convoy. Sometimes the message is more important then the way you deliver it. Keep the channels clear. Longrange is not for casual chatter. Ever. If you are taking over Longrange because SL and/or 2iC are dead, inform Platoon. If you are taking heavy casualties and need backup, inform Platoon. Be prepared for SitRep - Be aware of your losses and current numbers, it makes it easier on Platoon Air and Armor Channels are only for those assets and the RTO / FAC, not Infantry. 1.3.2 Shortrange Shortrangechannels are (usually) set by a Script to this: Alpha, Channel 1, Freq 110 Bravo, Channel 2, Freq 120 Charlie, Channel 3, Freq 130 Delta, Channel 4, Freq 140 Echo, Channel 5, Freq 150 Foxtrott, Channel 6, Freq 160 Platoon, Channel 7, Freq 170 Air, Channel 8, Freq 180 Armor, Channel 9, Freq 190 (Only available due to Scripts) Once you join in, make sure you joined your Squad's channel as listed above. Stay out of other people's Shortrange unless ordered otherwise. If you call an enemy, try to give a direction. That means: Degree's, not only "North by North East" or "Left". Sure, general directions help, but try and deliver the accurate one soon! During Mission, try and use Local-Talk over Shortrange, unless you need to relay important messages. During the meeting, do NOT ever use the Shortrange unless it is extremely important. Squadlead has to listen to the Meeting, not to you doing Com-Checks! 1.4 Moving as Infantry 1.4.1 On Foot Keep your gun down (Double-Tap CTRL). Call out if you need a Stamina Break. Stay of to one side of Roads, so Vehicles and Armor can pass. Never dig a Trench in the Road. Try and always be aware of nearby cover, in case you need it! 360° Security. You are never as save from a Russian with an RPK as you seem to think. Don't sprint unless you need to. Stamina is a non-infinite currency. 1.4.2 With a Vehicle If you are in a Convoy, ask the following: Which position is our Vehicle in. Is there a Speed-Limit. Do not get too close to other friendly vehicles, ArmA likes to make them dance and you don't want to be there when that happens Come to a full standstill. If the SL says dismount, wait for the Driver to give his ok. Otherwise you might get squished. Do not dismount unless you are told to dismount. Storeing things in the cars is possible, but also remember to take stuff out if you might leave the vehicle behind. Remember, sometimes you are armored but not immortal, so don't think you'll live through big hits. Do not park vehicles in the middle of the Road. Roads are reserved for moving vehicles, park to either side and keep a path clear in the middle. 1.4.3 With Armor (Knight) If you are advancing with Knight, try to not do the following: Go off road through a forest, yes they can run over trees, but it slows them down massively. Cross a river you have to swim through - they are multiple dozen tons of steel. They don't float. Expect them to charge in first. Yes they are a tank. But it only takes one good RPG to end them. The best way to guard armor is to either side of it. Form a line along the sides of Knight, they'll be cool with that. First and most important rule is: Do not stand in their way. If Knight is moving with you, stand clear of them, give them a good few paces of maneuverspace. Every now and then Tanks Breakdance - don't ever ask a TUSK for a dance, it's not very good and will step on your skull by accident. Do not stand in front or behind them, so they can advance, retreat and fire their maincannon without squishing you. Knight WILL squish you if you stand in it's way. If you think the Driver can see you: No. If you think the Commander can see you: No. If you are on OW and Knight rolls up behind you, try and clear their overpressure zone. (The areas around the Barrel) It's probably easier for you to scoot over a few meters then it is for them. 1.5 Moving as Knight 1.5.1 In the Tank Try and stick to the road. That way Infantry can expect your movement! If you get shot, backing the fuck up is never wrong. It's better to run, live and fight another day then to die a fool-hero. Thermal is your friend. Spot targets, check them with the map for friendlies, clear with RTO / Your commander that you are clear to engage. Remember your front-blast. It's bigger then you think. Do not fire the main cannon at everything. M240 for Infantry, M2 (If available) for LAV's and Jeeps and the Main cannon for Tanks and other Armor etc. APSFDS - (Armor-Piercing Fin-Stabilized Discarding-Sabot) better for heavy to medium armor (Tanks/BMP-s/BMD-s), MPAT - ( Multi-purpose Anti-tank) good for Light Armored or no armored vehicles (BTR-s/Trucks/Helicopters/GAZ etc.). You only have 8 MPAT Shells, so save them for when you need them. Engage infantry only with the M240, the maincannon is not very effective. Do not turn out in hostile territory. Yeah, sure, you might see more. But guess what. Your head is now outside the giant bulletproof armorbox. You can't access GPS while driving. So it's part of the Commanders job to do that for the driver. 1.5.2 Outside the Tank If you lost your tank, inform RTO of the loss. Find a nearby Squad and try to attach to them, check if RTO maybe has order for you to attach to someone in specific. Don't ping Zeus unless your Tank ArmA'd. If it got shot and died, it got shot and died. Maybe you get a new one with Respawns happening. ---------------------------------------------------------------------------------------------------- 2. The Arsenal and You 2.1 Guns and more Guns One of the first questions I get is 'What Rifle can I take?', so I decided to make a quick list of them. (It's not all 5.56 but it's a general look) I will not list every Sub-Variant. Otherwise I would photocopy half the Arsenal. The Rifle-Branch: AR15 Magpul Carbine AR15 Sanitised Carbine BCM 'Jack' Carbine Colt Carbine HK G36 M16A4 M4 Mk. 18 Mod 1 The Bullpup-Branch CTAR-21 F2000 Steyr AUG TAR-21 The Shotgun-Branch Izhmash Saiga 12k It carries only Buck or Slug, stop asking! M590A1 (Long / Short) No HE, Frag or Doomsday. 2.2 DMR DMR's (Designated Marksmen Rifle) are gived out only at the Squadleads discretion. Only one DMR per Squad. Only roles to become DMR: SL, 2iC, Rifleman (Not LAT) Usually the DMR uses a M14 Variant, but there is more choices then that! DMR's aside from MMG and Prophet are the only guns in 7.62 Caliber. They are also allowed to take the DMS (Designated Marksmen Sight). Remember to take a Range-Card 2.3 Prophet Take my recommendations with a grain of Salt here, I am not a regular Prophet, this is very vague. Weapons and Gear as Prophet: Sniperrifle of your Choice. M8531 Scope (With the AN/PVS-27 at night) Long-Range Radio. Plenty of Ammo. Rangecard Weapons and Gear as Spotter: DMR or Regular 5.56 Rifle. DMS / Default 4x. Spotting Scope. Spare Ammo. Rangecard 2.4 LAT Usually the LAT is: M136 HEAT Only the 2 Rifleman (LAT) are allowed to carry any 2.5 MAT Usually the MAT is: FGM-148 Javelin or MK153 SMAW The Smaw is a bigger, fuck-offier M136 with Ammo instead of disposeable. Aim, clear, fuck up a Tank. The Javelin is a lock on launcher: Rightclick to get into the Camera-View. Press N to engage thermal. Aim at your target, then hold Tab. The Target your be surrounded by 4 little brackets, marking the corners of the thermal outline. Holding Tab will cause a quiet, steady pulseing beep. Once the Lock-On is completed, the beep will change pitch, turning permanent and a vertical and horizontal line mark across the target. Press LMB to fire now The Javelin has 2 Firemodes 'TOP' and 'DIR', as marked in the Camera-UI TOP means: The missile will fly to the target, swoop up and then impact downward, onto the top of the vehicle, this is ideal for Tanks and Light Armor. DIR means: The missile will fly to the target in a straight line and impact into the side you can see. This is ideal of Jets, Helicopets and other Air-Vehicles. To switch Firemodes press CTRL + TAB, the indicators are on the Right 2.6 LMG Usually the LMG is: FN Minimi or M249 The M145 and M150 sights are okay'd to use, since they are using ACE Zeroing. Other then that: Ironsights 200 Rnd Tracer. Not Tracer-Ball-Mix. You want to see where you fire. Try getting one with a Bipod, of possible Bipod and Grip, that gets you more stability. Remember bringing one spare barrel. It's not needed, but it is an insurance. You find them under the 'Other Ammo' tab in the Arsenal. They don't show with your usual Ammo. Bring a Rangecard. 2.7 MMG Usually the MMG is: M60, Rheinmetall MG42 or the M240. Rules are similar to the LMG here. MG42 Tracer Ammo is marked with L'spur M60 Ammo is lighter then MG42 ammo, you can carry a lot of it for little weight. M240 can be equipped with the M150 / M145 Sights, the other two can not. Bring a Rangecard. 2.8 AA Usually AA is: FIM-92F ("Stinger") Do not take any of them unless it was specified by your SL. Way to shoot them is: Aim at Aircraft. Hold T. Wait for slow beeping to turn into a solid beeping. LMB to fire it and fuck up someones day. 2.9 Turrets 2.9.4 Mk252 Light Mk.6 Mortar 6x8 HE 6x8 Flare, white 6x8 smoke, white Unless you are Shelldrake (Mortar Callsign) you will probably never see it, but just in case, here you go. 2.9.3 TOW Wireguided Missile Launcher 4 Missile 2.9.2 Mk19 GMG Grenade-Machine Gun 48x4 HE Grenades Never fire it full auto, it will melt a server. Single shot or Doubleshot burst at most 2.9.1 M2 HMG Heavy .50 machinegun 4x100 Rnd Tracer (red) ---------------------------------------------------------------------------------------------------- 3. Oh heck yeah, we got ... 3.1 Tanks and Trucks 3.1.1 MBT (Main Battle Tank) M1A2SEPv1 (TUSK II) Better know as the M1A2 Abrahams or Tusk. 1 Driver, 1 Gunner, 1 Commander, 1 Loader. If turned out, Commander gets a M2 HMG 10x100Rnd Tracer, Red If turned out, Loader gets a M240 MMG 3x200Rnd The gunner gets: 120mm M256A1 - Main Cannon 8x MPAT (Multi Purpose Anti-Tank) 28x APFSDS (Armor-Piercing Fin-Stabili M2 HMG with Tracer, Red 7.62 M240 MMG M1A2SEPv1 (non-TUSK) The Cold-War-Era Abrahams Version. 1 Driver, 1 Gunner, 1 Commander, 1 Loader. If turned out, Commander gets a M2 HMG 10x100Rnd Tracer, Red If turned out, Loader gets a M240 MMG 3x200Rnd 3.1.2 IFV (Infantry Fighting Vehicle) M2A3 (BUSK III) Better known as the M2A3 Bradley or Busk. 1 Driver, 1 Gunner, 1 Commander, 6 Passengers in back. The Gunner gets: 25mm M242 3x230 M792 HEI-T (High-Explosive Incendiary w/ Tracer) 3x70 M919 APFSDS-T (Armor-Piercing Fin-Stabilized Discarding-Sabot w/ Tracer) 7.62 M240 2x 1100Rnds BGM-71 TOW Launcher 6x BGM-71E 2x BGM-71H "Bunkerbuster" 3.1.3 MRAP & LAV M113A3 1 Driver, 1 Operator (optionally Gunner), 11 Passengers Optional Weapon Variants: M2 HMG - 18x 100Rnd M240 MMG - 11x 200Rnd Mk19 GMG - 9x 48Rnd M1237 / M1232 Better known as the MRAP / Battlebus. 1 Driver, 1 Gunner, 9 Passengers 4 People in the back can turn out and fire their rifles Optional Weapon Variant: M2 HMG - 4x 100Rnd Mk19 GMG - 7x 48Rnd 3.1.4 Other M1078A1P2B / M1083A1P2B Better know as 'That big lightly armored Truck thing' 1 Driver, 1 Gunner, 12 Passengers Optional Weapon Variant: M2 HMG - 4x100Rnd M1025A2 Better known as the 'Humvee' 1 Driver, 1 Gunner (optional) 3 Passengers Optional Weapon Variants: M2 HMG - 6x100Rnd Mk 19 GMG - 7x 48Rnd 3.2 Planes and Helis 3.2.1 Helicopters: MH-6 Little Bird Small Transport Helicopter 1 Pilot, 1 Copilot, 6 Passengers AH-6 Littlebird Small CAS Helicopter 1 Pilot, 1 Copilot Twinlinked M134 Miniguns w/ 5000Rnd Ammo Hydra 70 Rockets w/ 24x 70mm HE Ammo CH-47F Better known as the 'Chinook' Large Transport Helicopter 1 Pilot, 1 Copilot, 2 Gunners (Crew Chief / Door Gunner), 25 Passengers 2x M134 Minigun w/ 5000 Rnd Ammo each Rarely used with Gunners aboard. Do not use the Guns unless briefing called for them! CH-53E Better known as the 'Superstallion' Large Transport Helicopter 1 Pilot, 1 Copilot, 24 Passengers AW159 Wildcat Better known as the 'Lynx' Medium CAS Helicopter 1 Pilot, 1 Copilot, 6 Passengers Twinlinked M134 Miniguns w/ 5000 Rnd Ammo Hydra 70 Rockets w/ 24x 70mm HE Ammo Available as 'Unarmed' version that is - aside from weapons - Identical to the CAS Version Sometimes used instead of Littlebirds UH-60M Better known as the 'Black Hawk' Medium Transport Helicopter 1 Pilot, 1 Copilot, 2 Gunners (Crew Chief / Door Gunner), 12 Passengers 2x M134 Minigun w/ 5000 Rnd Ammo each Rarely used with Gunners aboard. Do not use the Guns unless briefing called for them! Against expectation, rarely down. AH-64D (Multirole) Better known as the 'Apache' Flying Fuck-You Helicopter 1 Pilot, 1 Gunner Pilot gets: 38x LAU-61C/A Rockets Gunner gets: M230 Cannon, 1200 Rnd HE 4x AGM-114L Hellfire II Fire-And-Forget, seeks it's own target 4x AGM-114K Hellfire II Lock-On guided Air-Ground Missile Rarely used in missions, but not unheard of 3.2.2 Drones: Follows once I asked a drone-operator about these 3.2.3 Jets & Planes: A-10A (CAS) Better known as the 'Warthog' or 'That thing that goes BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT' "Actually a Gun" Plane 1 Pilot GAU-8 w/ 1170Rnd Puts the BRRRRRRRRRRRRRRRRRRRRRRT into 'That thing that goes BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT' 2x AIM-9X Sidewinder, Air-Intercept-Missile, Air-to-Air guided missile. 2x AGM-65 Maverick, Air-Ground-Missile, Air-to-Ground guided missile 14x LAU-61C/A Hydra-70, unguided HE Missiles 4x GBU-12 Paveway II, Laserguided Bombs C-130J Large Transport Plane 1 Pilot, 1 Copilot, 25 Passengers F/A-18 E Super Hornet One-Seater Jet M61A2 20mm Cannon w/ 578Rnd Ammo 2x AIM-9X Sidewinder, Air-Intercept-Missile, Air-to-Air guided missile. 4x AIM-120C AMRAAM Advance Medium-Range Air-To-Air Missile - Radarguided Air-to-Air Missile 2x AGM-65 D Maverick, Air-Ground-Missile, Air-to-Ground guided missile 4x GBU38 JDAM 500lbs Joint Direct Attack Munition, Laserguided 500lbs Bombs 1x 480 gal. fuel tanks They are fueltanks. You might need those. Just in case. (To be destroyed by Delta!) F/a-18 F Super Hornet Two-Seater Jet 1 Pilot, 1 Weapons Systems Operator (WSO) Pilot gets: M61A2 20mm Cannon w/ 578 Rnd Ammo WSO gets: 2x AIM-9X Sidewinder, Air-Intercept-Missile, Air-to-Air guided missile. 3x AIM-120C AMRAAM Advance Medium-Range Air-To-Air Missile - Radarguided Air-to-Air Missile 2x AGM-65 D Maverick, Air-Ground-Missile, Air-to-Ground guided missile 4x GBU38 JDAM 500lbs Joint Direct Attack Munition, Laserguided 500lbs Bombs 1x 480 gal. fuel tanks They are fueltanks. You might need those. Just in case. (To be destroyed by Delta as well!) 3.3 Boats? Assault Boat: 1 Driver, 4 Passengers: Just a little dinghy. No guns but fancy camos. Mk.5 SOC: 1 Driver, 4 Gunners, 1 Commander, 1 Technician, 26 Passengers Weapons: Port ("Left"): M2 HMG, M134 Minigun. Stbd ("Right"): M2 HMG, Mk19 GMG Motorboat: 1 Driver, 2 Passengers No guns. RHIB: 1 Driver, 7 Passengers No guns. SDV: Mini Submarine. 1 Driver, 1 Gunner, 2 Passengers Gunner = LasDes. Nothing more. Speedboat HMG/Minigun: 1 Driver, 1 Commander, 1 Reargunner, 8 Passengers. Commander gets a Mk19 GMG Reargunner gets either a M2 HMG, or a M134 Minigun Water Scooter: Jetski 1 Driver, 2 Passengers. ---------------------------------------------------------------------------------------------------- 4. Infantry Loadouts 4.1 Blank Infantry Primary: BCM "Black-Jack" Custom QD .300 BLK Supressor Bipod (Black) [NATO] UTG Defender 126 RCO (2D) Secondary: <NONE> Tertiary: <NONE> Utility: Rangefinder Map GPS AN/PRC-152 Compass Altimeter Watch Headgear: Enhanced Combat Helmet Vest: Carrier GL Rig 2x M18 Smoke Grenade (Blue) 2x M18 Smoke Grenade (Red) 2x M83 Smoke Grenade (White) 11x .300 BLK STANAG Magazine (147gr. FMJ) 30rnd Uniform: [VSM] Massif Combat Uniform Rolled Sleeves 4x Bandage (Elastic) 1x Tourniquet (CAT) 1x Morphine autoinjector 1x Epinephrine autoinjector 1x Entrenching Tool Backpack: <NONE> 4.2 Commander Primary: BCM "Black-Jack" Custom QD .300 BLK Supressor Bipod (Black) [NATO] UTG Defender 126 RCO (2D) Secondary: M320 GLM Tertiary: <NONE> Utility: Rangefinder Map GPS AN/PRC-152 Compass Altimeter Watch Headgear: Enhanced Combat Helmet Vest: Carrier GL Rig 2x M18 Smoke Grenade (Blue) 2x M18 Smoke Grenade (Red) 2x M83 Smoke Grenade (White) 11x .300 BLK STANAG Magazine (147gr. FMJ) 30rnd Uniform: [VSM] Massif Combat Uniform Rolled Sleeves 4x Bandage (Elastic) 1x Tourniquet (CAT) 1x Morphine autoinjector 1x Epinephrine autoinjector 1x Entrenching Tool Backpack: RT-1523G (ASIP) BWMOD 11x 40mm HE Grenade Round 4.3 LMG Primary: M249 (Squantoon Special) Flash Supressor (7.62 mm) Bipod (Black) [NATO] UTG Defender 126 RCO (2D) Secondary: <NONE> Tertiary: <NONE> Utility: Rangefinder Map GPS AN/PRC-152 Compass Altimeter Watch Headgear: Enhanced Combat Helmet Vest: Carrier GL Rig 2x M18 Smoke Grenade (Blue) 2x M18 Smoke Grenade (Red) 2x M83 Smoke Grenade (White) 1x M249 Belt (Tracer) 200rnd 5.56mm Uniform: [VSM] Massif Combat Uniform Rolled Sleeves 4x Bandage (Elastic) 1x Tourniquet (CAT) 1x Morphine autoinjector 1x Epinephrine autoinjector 1x Entrenching Tool Backpack: [VSM] Multicam Kitbag 4x M249 Belt (Tracer) 200rnd 5.56mm 4.4 MMG Primary: M60 Secondary: <NONE> Tertiary: <NONE> Utility: Rangefinder Map GPS AN/PRC-152 Compass Altimeter Watch Headgear: Enhanced Combat Helmet Vest: Carrier GL Rig 2x M18 Smoke Grenade (Blue) 2x M18 Smoke Grenade (Red) 2x M83 Smoke Grenade (White) 1x M60E4 Belt (Tracer) 100rnd 7.62mm Uniform: [VSM] Massif Combat Uniform Rolled Sleeves 4x Bandage (Elastic) 1x Tourniquet (CAT) 1x Morphine autoinjector 1x Epinephrine autoinjector 1x Entrenching Tool Backpack: [VSM] Multicam Kitbag 10x M60E4 Belt (Tracer) 100rnd 7.62mm 4.5 LAT 4.6 MAT 4.7 AA 4.8 Medic 4.9 ... ---------------------------------------------------------------------------------------------------- Update 2.3 - The Red & Blue Update aka. The "All the rules changed and I have to change so much, dear fucking god." Update Added Vehicles and started updateing my Loadouts in light of the new Rules. Edited March 3, 2017 by OneMadPanda 21 Link to comment Share on other sites More sharing options...
Recommended Posts