How to play guide for Post Scriptum
This page serves as basic How to Play guide for Post Scriptum for beginners in the game.
- 1 Start Playing
- 2 Game Modes
- 3 Basic Gameplay
- 4 Wounds and Death
- 5 Guide to Infantry section
- 6 Guide to Logistic section
- 7 Guide to Armored section
- 8 Guide to Platoon Commander
- 9 Other
Start Playing[edit | edit source]
1 - Pick a side :[edit | edit source]
At your first connection into a server, you'll have to pick a side, more precisely a regiment. The servers being protected by an autobalance, you might not be able to join the regiment you'd like if you joined the server in the middle of a game.
2 - Pick a section :[edit | edit source]
You are presented with a screen showing the map of the battlefield at the center showing the different ongoing actions and you have set of tabs in the top left. Now that you have selected a team you should then select the Squad tab and join one of the squads with a free slot for this check the page gear where all the sections are explained. The options you have in roles and equipment depend on the squad you join and the numbers of player in that squad. You won't be able to create a squad by yourself and still have access to all equipment options.
3 - Pick a loadout :[edit | edit source]
Once you have joined a squad you can now select a loadout. There will be another tab just right of the section one, click it and the panel of roles will appear and you will be able to pick a role and its loadout, the shaded roles mean that it has already been taken (or too many specialist taken). You'll be equipped with the gear going alongside the role you just picked (you have the detail as images when you click on the role).
Once that's done, you can finally, select a spawn location directly on the map. These appear as yellow markers, you can have up to 4 different spawn type (Main base spawn, Mobile spawn, FOB spawn and Rally point spawn) each of those have a different respawn timer if you die, the mobile and a fob spawn are longer than the main base. Also, be warned that these locations can be overrun by the enemy if they discovered your respawn points, listen to your squad or watch the map to choose the best respawn at a given time. Once you have selected a location, click the spawn button at the bottom right of the screen.
Game Modes[edit | edit source]
The match is played across a number of objectives in sequence.
Offensive :[edit | edit source]
The favorite mode of the community. One team is starting from its main base and it has to conquer all the defender flags to last one or until tickets of one team are depleted.
Attacking side :[edit | edit source]
To capture an objective one of the teams has to be outnumbered in the cap zone, then the flag of the defenders will slowly go down, once it's fully down, the flag becomes white and the attacker flag will slowly go up until the capture is complete. If you succeed to capture a flag entirely, it will be locked and the enemy won't be able to take it back. And you'll just have to push on the next objective that will become available after a timer (shown on the objective on the map).
You are not restricted in your movement around a map so its not uncommon for squads to flank around and prepare a Forward Operating Bases (FOBs) or rally point near later objectives. They often also ambush between spawn location and objective to cut off resupply lines.
Defending side :[edit | edit source]
As defender, try to keep a good defense position alongside your squad. Listen to your squad leader and don't go too far from a flag cap zone if an enemy is near the objective. Also, if you're too far from your squad, medics won't be able to revive you and your team will lose 1 ticket and 1 man in the cap zone.
Your goal is to bleed the attackers troops by depleting completly their tickets. Look around the objective and try to detect large enemy force coming from one side, it could mean that a FOB / MSP / rally is placed in this direction and give the intel to your squad leader. Advise your squad leader if you think that the enemy will break your defense on one side and that you need back-up.
Advance and Secure :[edit | edit source]
The two side spawn at their main base and all the other flags are white waiting to be captured. At the beginning the two teams will rush for the further objective leaving 1 soldier on each first objective in order to set a frontline as far as they can.
In this mod there won't be attackers and defenders, because both side will attack the enemy flag at the same time trying not to lose their. It's more chaotic than the Offensive mod.
Random Advance and Secure (RAAS) :[edit | edit source]
A new game mode was introduced with 4.21 called Random Advance And Secure (RAAS). Random Advance And Secure works much the same way as the regular Advance And Secure game mode does with both teams attacking and defending capture zones across the map.
With Random Advance And Secure capture zones are randomized each time the game mode is played, making for a much more diverse and replayable experience. On top of that, the capture zones that you can’t capture are hidden in a fog of war, making them invisible until you are allowed to capture them. Once they are revealed on the map they will stay permanently visible for the rest of the game.
Basic Gameplay[edit | edit source]
This game is made for realism, so you'll have to take into account bullet drop and breathlessness if you're out of stamina.Use vegetation and buildings as cover. Stay with your squad near your medics. You'll be more accurate if you shoot while proned. To restore your stamina, every soldier in his loadout has a canteen, use it and your stamina will resplenish.
Before shooting, be sure of your target, When you aim a target its player names will show up but sometimes it doesn't when its too far, try to confirm taking out your map or with the uniform because team-kill is enable in the game. In case of TK don't hesitate to appologize.
When shots land near you, your screen will darken indicating you're being supressed and your character is being shocked. This means that it is possible to "suppress" targets and make it difficult to fight back and aim properly. You can help your team assaulting an objective just by firing in the direction of the enemy and creating a fire cover.
Main controls :[edit | edit source]
LMB to shoot and to chamber a new round in a bolt action
RMB to aim and SHIFT to hold breath/zoom
"R" to reload a clip or magazine
"X + mousewheel" to set range and adjust distance
"C" to set up bipod for MG/LIGHT MORTAR.
Wounds and Death[edit | edit source]
When you are wounded you can make use of the bandages in your kit but it will only heal you back to 60%, the medics are the only one that can heal you back up to 100%. Select the bandage and then hold secondary mouse button to use it. It has an animation to complete for the job to be done so don't let go of the mouse button until is stops or it says you are healed. You can bandage someone else using the primary mouse button.
If your screen has a red tinge then you are bleeding. You must apply a bandage soon or you will die.
Medics are able to revive "dead" players many times with morphine seringe but every player has 1 seringe in their loadout making them able to revive 1 player (a medic or the SL is the best choice). The seringe will wake up the wounded but he will still be wounded. As said before, only the medic will be able to heal back completly someone. Medics can see icons in their field of view and on the map to indicate wounded and "dying" players. When a player dies he will see if any medic is in a 50m range around him and gets an idea if the medic is coming to help by coming closer. If there is no chance of help, the dead player can "Give Up" and spawn again, this will make your team lose a ticket so try not to give up when your team is near 0 and wait for help.
Guide to Infantry section[edit | edit source]
Squad Lead[edit | edit source]
In Post Scriptum tactical teamplay is everything. The squadleader has the key-role in it. He coordinates the roles of his squad and its actions and movements on the battlefield. If he misroutes his unit, the squad will have no effect on the match or be responsible for the loss of tickets. A good squadlead on the other hand can turn the tide of a battle.
Communication is the squadleaders main task. He has access to the Squad-, Command- and direct Squadlead-Channels. This leads to a huge load of information to be handled and passed. To reduce the load of information in the Command-Channel, he should adress the Platoon Commander and other squadleaders as often as possible over the direct channels (default Num-Pad-Keys).
In addition to communication the squadleader also has to lead and coordinate his squad on the battlefield. He has to set Group-Recalls (coll. "Ralleys" or "Ralley-Points") which serve as respawn points for his squad. To set one (default T) you need a radio, radio-operator or at least 3 teammates nearby. Group-Recalls have to be placed with caution. Nearby enemies block the spawn function and can destroy it. To replace a Group-Recall you have to wait for a cool-down. Every Group-Recall has a timer which has to be extended over a radio (default T).
Also over the squadlead menu (default T) you can set markers for your team and commander. It is very important to fill the map with usefull information like confirmed enemy positions, especially tanks. Combined with voice communication you can ask for offmap artillery and airstrikes by your commander or for mortar fire by your logistic section. You can also avoid running into friendly fire if you observe the map attendtively. Stay in contact with the tank sections. They can help break through critical defenses and fight off enemy tanks. But only if the infantry sections help them locating enemies and giving cover against enemy AT infantry.
Last but not least a key task of a squadleader is Motivation. He has to communicate with his squad and ecourage it in difficult phases. He has to have an open ear for critics and ideas but also has to sustain discipline. A squadleader is no squadleader if his squad is scattered over the battlefield.
Also watch tutorials and gameplays for further information.
Regular infantry[edit | edit source]
The regular Infantry is the backbone of the teams in Post Scriptum. Regardless of the specific role, the main duty of every infantryman is to stick with his squad and follow the squads actions. The key to success is communication. Every infantryman has access to the Local-Channel and the Squad-Channel. It is important to communicate enemy positions, friendly wounded players or deaths and help the squadlead to keep the general view over the situation. The different roles are essential to the squads success in different situations. It is crucial to play the role the way it's need to be. After joining a squad, every player should ask the squadlead for needed roles and the general strategy.
The roles in Post Scriptum are dependent on the map and team. Some factions have different roles than other ones. But the following list should be applicable to the most roles and factions:
Rifleman: The most common role in the game. The riflemans task is to bear the brunt of the battle. He has to engage the enemy and play the objective. Most riflemen are able to drop some ammunition for teammates and build small sandbag walls.
Field Medic: One of the most important roles in a squad. The medic is responsible for saving the squads fighting strengh through healing and reviving fallen players. Revive unconcious players with the syringe and heal wounded players with bandages. Prioritize on squadleaders, radiomen and other medics when it comes to reviving. The medic is important and should always be the last in the squad being shot.
Automatic Rifleman/ Machine Gunner: This role needs to be handled with awareness of the general situation. The machine gun is important for suppressing enemy squads. It is the key for offensive movements of the squad and for defending critical positions. A machine gunner on the wrong position can lead to a failed attack, caused by missing support fire and unsuppressed enemies. A single good machine gun can suppress several squads and support friendly approaches or drag enemy attention from the real advance for diversionary tactic. Stay in contact with riflemen for ammunition supply.
Marksman: The marksman role is best to be played as recon. Moving distant to the squad but in the function as a scout, the marksman can save his squad from running into ambushes and support it by sniping enemy machine gunners or snipers. Due to missing support by medics the marksman has to be very careful and should not reveal his position by too much use of his rifle. If released by his squadlead a marksman is a valuable support for friendly tanks too. He can hunt down enemy AT infantry and spot enemy tanks.
Anti Tank Infantry: The AT is responsible for destroying enemy vehicles. He should stick to the squad and support it but should be released by the squadleader for hunting enemy tanks when necessary. It is important for the AT to know the enemy vehicles and their weakspots.
Sapper: The Sapper is carrying a heavy load of explosives. He is the man to destroy key objectives or heavy enemy emplacements. Even if the sapper often gets a submachine gun, he should not be used too offensive when there are objectives to be destroyed.
Grenadier: The grenadier has some extra grenades and sometimes rifle grenades. He is able to set a lot of smoke and suppress enemy squads by indirect grenade fire.
Radioman: The radioman is the second in command and should always stick to the squadleader. Without a radio the squadleader can't refresh group recalls and has issues setting new ones.
Guide to Logistic section[edit | edit source]
Squad Lead[edit | edit source]
Regular infantry[edit | edit source]
Guide to Armored section[edit | edit source]
Tank Commander[edit | edit source]
Driver[edit | edit source]
Gunner[edit | edit source]
Guide to Platoon Commander[edit | edit source]
To use the commander abilities like bomber, fighter or artillery, the commander needs to be near a radio. You will always find a radio at your main spawn, but you are also provided with a command car that has a inbuilt radio. You can use the radio while in the car as well. FOB or infantry radioman will also enable you access to the offmap artillery. To access these, you'll first have to bring up the map by pressing 'Enter'. Right click on the minimap where you want to use your call-in. It'll bring up a menu that shows abilities and cool downs. The commander has access to 3 fighters, 2 bombers, smoke and HE artillery support. The fighter strafing run works by the marker being the end of the strafing run. By using the tin compass also on the map you pick the direction it'll strafe. You can use the numpad to talk to a specific squad.