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Small-Scale Question Sunday for August 24, 2025

Do you have a dumb question that you're kind of embarrassed to ask in the main thread? Is there something you're just not sure about?

This is your opportunity to ask questions. No question too simple or too silly.

Culture war topics are accepted, and proposals for a better intro post are appreciated.

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You're welcome! Given how much I've played the franchise, since I was a wee bairn mucking around with the original Operation Flashpoint on my first pc, it would be weird if I didn't heartily endorse it. It's no Tarkov, the kinda game you have a love-hate relationship with but can't stop playing.

For many, it's an acquired taste. There are all kinds of official and fan-made game modes, from the comparatively frantic King of the Hill, which, if not Battlefield levels of intense, is still up there. Then there are full milsim servers, where you might spend half an hour of downtime before being cleared for a sortie, or a medevac crew waiting for a mass-cas event. People usually find their niche quickly, as a Zeus, I did a little bit of everything, even if the majority of the work was commanding the AI around and keeping players engaged.

The main frustration of players accustomed to more casual shooters (let alone Quake) is the downtime. Yet that downtime serves a very important purpose! It offers time for movement and maneuver, allows for wide flanks or ambushes. It makes death mean something, even if most servers won't have a one-life system. You are fighting the world's most dangerous game in PvP, and the pleasure of merking some poor fool arises includes the knowledge that he isn't going to immediately respawn in the building next door and be upon you in a few seconds.

But there is something enchanting with the picture you paint of the kind of fun you unlock when you can study infantry tactics manuals to get better at a game, or the way it forces teamwork in a way other games simply do not even try to.

I don't mean to oversell it, since the level of teamwork can vary considerably.

In organized operations, one can witness communication and coordination that rival professional military practice. Squads have defined roles, leadership structures are respected, and air assets are integrated with ground forces according to established procedure. It is a simulationist's dream. A lot of players are active duty or ex-military, and they love their day job so much they do it again when they're off.

On more casual servers, the dynamic is closer to a Battlefield match, but with a crucial difference. Players may initially operate as individuals, but the game's mechanics consistently pressure them towards cooperation. Almost everyone uses a microphone. A direct request for assistance or coordination is, in my experience, almost always met with a good-faith effort. An emergent cooperative equilibrium tends to form out of shared necessity.

Even when not playing with a clan, I always try to brighten days/induce PTSD by really getting it on in VC:

"I can't feel my legs" + realistic sobbing is a good one.

"Tell my mom I love her" I say, neglecting the fact I almost never actually call.

"Tell my wife that... I have another wife" always goes down well. Never fails to get a chuckle.

"I can see the light, are you an angel?" followed by kissing sounds when someone works on my dying corpse. Or "buddy, that's the sun" if someone pulls that line on me.

(My neighbors love me)

Anyway. Just a few years ago, I would have recommended another FPS that was, itself, well-placed between Battlefield and Arma. Squad, as the name suggests, is a team based milsim-lite, the spiritual successor to a Battlefield 2 mod. It is more rigid than Arma, but also more fast-paced. You play your class with a well-defined role, on a medium sized map. It has a higher skill floor and lower skill ceiling. You must work as a team to get anything done, but often because an individual is unable to do very much except shoot and move. You can't even drive a car without getting approval from your Squad Leader!

I can no longer recommend it very strongly. The developers, in an attempt to further incentivize teamwork by "slowing down" the gameplay, implemented changes to weapon handling that I found debilitating. The player's avatar now moves with the sluggishness of someone suffering from both advanced Parkinson's disease and severe asthma. The stated goal was to make gunfights more deliberate, but the result was a pervasive and frustrating clumsiness that felt less like tactical realism and more like a systemic handicap.

I no longer play it, but many still do. It might be worth checking out, you'll fit right in coming from Battlefield. I would still recommend Arma instead, but watch some gameplay videos to figure out what appeals to you.

RubixRaptor: Absolute chaos and tomfoolery.

Operator Drewski: More considered, tactical gameplay. My ideal.

Karmakut: My man, have you considered joining the Army?