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One is the "tactical support, @Vitdom mentioned.
The other one is the class, "Support"
For the tactical support, what @Vitdom said.
And for the class, just grab alot of ammo of different types. Essentially carry extra mags for the other players.
And the best weapon would be a LMG, just like @Sponsky said.
No need for tons of grenades or FAK, if you have a grenadier and a medic in the squad.
Medical/MEDEVAC: For servers with enough slots and you want to be an isolated support unit, grab an empty medic slot in a completely empty group( so you aren't disrupting any group play. Maybe have another player with you as a rifleman or general helper( pilot, vehicle driver, someone to help cover, etc).
Check your map and the game objectives and just communicate. If you are going to rescue allies, remember your priorities: reviving or healing. If you can't do those things, work on creating a situation where you can. Sometimes that means driving your vehicle between your team and the enemy fire so they can regroup and take cover. Other times that means working with the group eliminate threats completely.
When you're working as a group medic, pay attention to your group's health by asking for their staus( "anyone injured?") and simply walking up to people( if they need to be healed, you typically get the medic symbol on your screen as primary action. simply tell them to stay still so you can patch em.) Find what ammo your team is using, and try to take a few extras. if you lose a guy, it's quite possible they ran out. take what you need to kill enemies( take an RCO at minimum for the basic range it provides, vs irons or ACO/HOLO) and really...don't risk it. Let your teammates peak around the corners. Let them suppress enemies, let them go into that house first, etc. Yes, add your firepower when you can, but you certainly should never be the first one into the fray, and if you can help it pending the flow of battle, you may not always want to be the last guy either.
Machinegunner-Autorifleman:
Your role is about aggression and shooting more bullets at more people.Period. Depending on server/mods, consider taking the 7.62 zafir, if only because it punches through a lot more materials. Otherwise, as Blufor the MX SW is nice because of mag-sharing with your team's 30 rnd 6.5 mags. i say take more tracers than standard, to help you visually walk shots, as well as allow your team to easily focus their attention and their fire on the areas you're targeting. If your group is moving cover to cover, you , the marksman, and perhaps the medic(see above) will be staying at the current cover spot scanning and engaging enemies while your team moves on to the next spot. Focus on finding positions that allow you to aim your weapon toward as many enemies as possible without taking fire, but be willing to soak up some damage as humans and AI alike will probably focus on you a bit more than your less aggressive partners. A marksman or rifleman probably wants to wait for an enemy to pop his head out of cover. You shouldn't care. Fire around that area to unsteady your opponent's aim(gameplay mechanic), convince the opponent not to peek while your team may be moving to flank,/retreat/advance(suppression. mostly a pvp thing, as AI give zero ♥♥♥♥♥), and snatch a kill as unlucky opponents try to dash for cover, pop up to view the situation, etc.
Note: Did your opponent throw up a wall of smoke? So ♥♥♥♥♥♥ what. SATURATE the area. You probably have a general idea of the scene before smoke went up. The opponents are relying on your aim to be less accurate with smoke blocking your sight. Accuracy is about volume, and precision. What you lack in precision, your weapon allows you to make up for in volume.
Marksman:
Different than a sniper. MXM or the MK18 ABR will suffice here. You aren't shooting 1km shots here. What are you doing? When the firefight starts, you're focused on taking down the other team's marksman, medic, machine-gunner, AT, lead, or anything else your team is vulnerable to. You may not get as many kills, but the kills you want are the important ones. Get the machinegunner before he vomits bullets everywhere. Get the medic before he heals. Get the leader before they can give instructions. Get the AT before he hits yoru APC/Tank/Transport. Basically, you should have better accuracy than your teammates. Maybe take a DMS with you so you can hit a target out to 500 accurately with fewer follow up shots needed. In closer ranges, your sight lets you identify your opponents so you can possibly choose which ones need to die first.
Like the machinegunner, you want to possibly stay in the middle/back of the group. When you all come to a stop, you're the best suited to pull your scope up and do a quick 360 scan of the area/horizon. See anything? Even if you did, your team probablydidn't, or can't actually identify it.
Now we move on to the roles that are more solitary, or at least aren't direct combat units.
Resupply: Whether by helicopter, boat, road vehicles, or sending a UGV, this role is simply you asking the groups in the area what supplies they need, loading thos supplies up, and somehow transporting those good over. DO NOT GET YOURSELF SHOT DOWN, BLOWN UP. DO NOT DAMAGE YOUR VEHICLE. Your cargo is your sole purpose, and you need to treat it as such. Make your delivery and go. Servers with Arsenal/VAS may be easier. Slingload the box, haul it, drop it off.. Otherwise, back yoru vehicl up the the box, and manually load that stuff. You just joined fedex@war.
Artillery: For the love of god, let your team know when you've fired, how long your shells have until they reach, and which areas/grid are gonna get hit. If you have a good team, they will also ask you to fire in order to help them out. Most of your team will prefer if that's how you use the artillery, and with so many friendly fire incidents in Arma, I think you can appreciate that.
JTAC/Recon/Spotter/Sniper: Laser designator should be part of your equipment. In the case of JTAC, you may be with other infantry, in a small vehicle like a quad, or on your own. Your job is to make sure pilots and even artillery are hitting their marks, either with voice assistance, or by marking things on the map. designating targets lets your attack helo and CAS jet use their missile and BOMBS with better precision. Otherwise, as JTAC, you are playing normally. I don't recommend being too close to the targets you call a strike on though. You can also bring colored smoke to mark areas. (friendlies in green smoke, fire on red smoke, fire on red smoke), but unless you have a grenade launcher, you may find the smoke a bit too close for comfort.
Recon is similar, except the goal is less on combat, more on finding out where enemies are, marking them, and moving on. Keep your weapon suppressed so if you have to kill, it won't be as noticable. In some missions you may go into the area first to take down certain groups or units, like AAA, AT, leaders, or whatever, but you are mostly there to either observe, or soften the defense a little.
Spotter/Sniper is a LOT like the Marksman. Observe your target/group. Prioritize. Does the area have a mortar team? sniper team? EOD/explosives team? if you have anti-materiel rounds, what about soft vehicles like transport trucks, quads, helicopters, etc. A few rounds can disable the engines of these vehicles, or, you can wait for unsuspecting units to board, and swiftly engage. If you are workign within their territory, consider placing AP mines near you as well. If enemies get close, you'll score a quick kill or 2, and now know you need to move( unless you are observing, you shouldn't be camping in one spot. generally try to have 3 or 4 spots lined up) When you are a sniper/spotter pair, spotter may take the Mk18, while sniper takes one of the larger rifles. Spotter helps identify targets as well as give range information.
AT/AA:
You're the squishy foot soldier David taking on armored Goliaths Every. ♥♥♥♥♥♥♥. Moment.
personally, I recently discovered a mod called MDH topdown attack. It adds in some much needed top-down guidance for the titan AT. In general: You want to hit tanks from the back and the sides, or with the topdown mod so you hit the turret. if they ever decide to model it, the PCML is considered "soft-lauinch", so it can realisticallybe fired in a room without you dying to backpressure. For Jets, I honestly say do not bother unless you can score either a head-on or rear aspect shot. they all move to fast for a good horizontal intercept. A decent human or AI will use CMS though. Helos tend to go down easier..Especially the MH-6 Hummingbird. If you see one, that's an easy hit since it has no defenses. Due to its open design, a side shot on an MH-6 with passengers may net you a few kills on the spot. For CAS helos, fire from its sides or rear, then hide so the gunners won't use NVG/FLIR to immediately ruin your day.
Pilot: Fighter jock, bomber mafia, transport king. Whatever you do, whoever you do it for, YOU ARE IN CHARGE. Countless pilots have incompetent players insist on Landing Zones that are outright suicidal. You aren't obligated to do it( barring roleplay, CSAR, etc.). Feel free to take suggestions, but it's up to you to set it down and get it up. Have more than 1 LZ picked out and marked in case one has enemies, or is otherwise unsuitable. Learn how to read the map so you know whan the area is a hill, valley, mountain peak, etc., and use the terrain to your advantage( Approach an area from the opposite side of a large mountain or hill so AA can't target you, infantry can't move to engage, etc.)
As a fighter, fly ahead of your friendlies and engage the enemy fighters/CAS that could pose a threat first. Go after unarmed units if they seem to be offloading, but only after you've dealt with other armed air units.
As a bomber, it's a lot like artillery. try to communicate your attacks, and work with JTAC to use designated laser/smoke targets to keep the fight in your team's favor.
*I know this is a loong read but bear with me comrades. I know I've obviously skipped some semi-important roles, such as Repair specialist/EOD/Explosives Spec, driver/crew, UAV/UGV, squad/fireteam leadership, and most of the special forces(divers/recon, UV support crews).
I believe the repair is similar enough to medic but for machines, while eod/exp is self-explanatory: carry a detector to find mines, carry mines to block/funnel units.
Divers all do the same thing as other units once they surface, and in games that allow the carryall, I specifally carry a plate carrier, 6.5 rifle, and camo uniform to swap into once I hit shore.
UAV/UGV typically play close enough to the manned units. UAVs coordinate so you aren't bombing/lasing friendlies, whereas UGV course plotting and enemy engagement can happen automatically. In fact, a UGV can be used sort of as a mule if you merely let it move slightly ahead/behind a group.
Leaders at squad/FT levels tend t odo as much fighting as the next guy, but they are also coordinating with other players in a weird RTS style. Such as checking if one squad made it to their objective, telling their marksman to focus on a specific enemy type, etc.
I'm not a pro, not real life military, so I'm possibly fudging information here, though I've tried to be faithful not only to the real life roles and philosophies, but the very nature of the Arma 3 game( see the machinegunner notes above for example in regards to AI and suppression tactics)
My experience in Arma 3 is certainly not everyone's. Other than JTF2, which was a fantastic group last I checked, it's rare to find a server that has global, and side chats disabled, which is specifically where the command channel comes into play. It is the only server I've been on since Arma 3's release where I made extensive use of it. Most of the other roles are a mix of public games, private games with friends in both casual and serious moods, and trying to learn a bit more in terms of strategy and tactics from the hard copy of this information:
http://ttp3.dslyecxi.com/
It dawns on me that after typing all of this information, I may have missed the intended focus of the OPs original question, and if so, hopefully I will be able to answer better with further information I may have missed.
wow thanks for all the tips and same to everyone else
1. You're not just there "to make sure that the pilots and even artillery are hitting their marks", you're also there to:
- make sure that they do not hit your force
- keep your teammates or at least your group leader aware of the status of friendly aircraft (i.e. which aircraft are available and what weapons and "ammo" types they have left)
- account for and warn pilots of anti-air threats before and/or when sending them in
2. A pilot needs line-of-sight to an IR Grenade or the laser spot from a Laser Designator in order to lock onto it, so for example a pilot can't see or lock onto an IR grenade or laser spot that's on the other side of a tank from the pilot's aircraft. Have the pilot(s) head in from a direction from which they could see the IR grenade or laser spot, i.e. roughly the same direction as where you're facing the target from... but have them fly parallel to where you and your friendly forces are, never overhead!3. Do not only use green smoke to mark friendly positions, but also/at least tell the friendly aircraft (and map mark if allowed) where your friendly positions are!
4. Maybe you threw/launched all your smoke/IR grenades and you somehow lost the Laser Designator, but as long as you still have your Map, you can least tell the pilot what the target is and where to find it (mark the target's position on the map with the in-game marking system, and/or tell the pilot the grid coordinates of the target's position), then once the pilot can see that position with their own eyes, verbally guide them to finding the target[www.users.on.net].
Very good, and CRITICAL information I left out! Also, I have seen players guide bombs on themselves by getting the laser stuck on the bush they are hiding in, on the wall/cover they are using, etc.
Maybe as more people read, we can some more in-depth response on some of the other roles?
Admittedly I chose to focus exclusively on close air support because "9-lines" and "5-lines" (and even AC-130-specific instructions) can be found on the Internet, but I also found them much more readily comprehensible than an artillery 'call for fire' (although there are standardized forms for those too) and there's even video of a CAS 9-line 'translated' for Arma... and that's the key, ultimately.
Oh, and it should be noted that there ARE instructions for pilots/gunners ("aircrew") with regards to CAS as well -- for example, "checking in" with 'their' JTAC with such things as what weapons they have and in what quantities, how long they'll be available, how many and what aircraft they are... Looking forward to more focused input on the aspects that I didn't cover!
EDIT: Snips-Boson Particle, I'll have some tips on the aircraft portion before long, there's a bunch more that needs saying for them! For starters, "YOU ARE IN CHARGE" is a "transport king" thing, not so much the "fighter jock" or "bomber mafia"...