Post Scriptum – All Classes Guide

Looking to learn the basics or sharpen your skills in Post Scriptum? Here is a multi part guide covering the basics of each class in Post Scriptum. This guide is broken down by each class followed by a video for better description. Also each video includes basic tips and tricks for all players.

Guide to Classes

Intro

Post Scriptum is a tactical first-person shooter set during the height of the Second World War. Much like live combat, the game demands competence and communication to survive and thrive. If you are looking to learn the basics, or sharpen your skills, you have come to the right place.

The Rifleman

Intro

Lace up those combat boots and top off that canteen, because it is time to discuss the most basic, yet deceptively important class, the rifleman. Unlike the specialists, riflemen are not limited to one per squad. It is the only class that is always available. You will most likely find yourself in the boots of the rifleman when the other roles are occupied. Let’s first review the equipment you have at your disposal and how it is best implemented.

Equipment

Allied and Axis riflemen enter the battlefield with essentially the same loadouts.

  • A rifle with 7 to 12 magazines in reserve.
  • A knife for close quarters fighting.
  • Two fragmentation hand grenades and Two white smoke grenades – which we’ll explore soon.
  • Three field dressings – for restoring up to 75% of your health.
  • One morphine syringe – for reviving a fallen comrade.
  • An entrenching tool – for building and demolishing emplacements, boxes, and Forward Operating bases.
  • One ammunition crate – to completely resupply one soldier.
  • A camera – for wartime photography.
  • One stack of sandbags – to build a small bit of cover.
  • And a canteen with 7 sips – to recharge your stamina.

Each faction arms their riflemen with different primary weapons. The British Lee Enfield No. 4, the French Lebel 1886 M93, the German Kar98k, and the American Springfield M1903 are all bolt-action rifles. Alternatively, the American rifleman can also select the semi-automatic M1 Garand, the rifle that won the war. Each of these rifles have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.

When deploying grenades, there a few simple directions to follow. First up, remember that friendly fire is ALWAYS on and misthrown grenades can have dire consequences. Second, it is important to remember that you can throw both overhand and underhand. To throw overhand, hold the left mouse button and release at a 45-degree arc to achieve the farthest throw. When throwing underhand, hold the right mouse button and remember to aim up ever so to prevent dropping the grenade at your feet. Third, whenever possible, use local chat to announce your intentions to throw a grenade. This can help to alert allies around you to not rush ahead into danger as well as warn nearby players of the potential for a misthrow. Before you decide to throw a fragmentation grenade into a window, be aware of the teammates around you lest you miss and accidentally send a hail of sharp burning metal fragments into their bodies.

Roles & Responsibilities

As a rifleman, you are expected to work together with your squad members and follow your squad leader’s direction. While riflemen are not loaded with any special weapons, they have an important role as an emergency resupply for machine gunners or other specialists. Simply dropping off an ammo crate to an MG in need can be the difference between holding back an assault and being overrun.

Tips and Tricks

Suppression

Like many first-person shooters, Post Scriptum has an array of sights and sounds to enhance gameplay. First up is suppression. When being suppressed, your field of vision becomes narrowed by a dark ring, preventing you from aiming down sights effectively. When used correctly, this can prevent a defending player or squad from returning accurate fire on an assaulting team or vice versa. Successful squad leads will direct suppressing fire toward the enemy when doing things like moving positions or covering a medic.

Bullet Sounds

In addition, you will also be given an auditory clue when your bullets reach their intended target. If you listen carefully, you’ll hear a splat when you tag an opponent. *splat* Unless the opponent has been revived already, these hits result in a wound. However, if you tag an opponent in the head, a different audible sound can be heard. *ping* This ping indicates that your bullet killed the opponent, preventing them from being revived.

Heads up display (HUD)

Post Scriptum, like many realistic shooters, has an extremely limited HUD. While playing any class, you should pay close attention to the information on the bottom right of your screen. Here you will see your weapon or currently selected equipment, your weapon’s clip capacity (indicated by the white, yellow, or red bullet below your weapon name), your reserve magazine quantity, and stamina bar on the bottom. A white bullet reflects a full magazine. Yellow, a partially depleted magazine. And red, an empty magazine. If you have a gaming mouse, it can be helpful to alternately bind reload to a mouse button for more reload control.

Stamina

As you run, jump, crawl, and fight your way across the battlefield, you will no doubt use up your stamina. If depleted, you will move sluggishly and not be able to hold shift to zoom in during ADS. Your stamina regenerates slowly automatically but you can speed this up by laying prone or drinking from your canteen. A best practice would be to take a swig from your canteen in preparation of a firefight. Nothing is worse than aiming down your sights and lacking the stamina to zoom or hold your weapon steady while taking fire.

The Medic

Intro

Calling all brave soldiers looking for a greater way to contribute to your squad! If you want to heal as much damage as you deal, the medic class is for you. Limited to two per squad, the medic fulfills a desperately important role. Reviving and healing teammates will shift the battle in your favor. In this video, we will review the equipment, responsibilities, and show you some tips and tricks to play the medic class.

Equipment

Let’s first review the equipment you have at your disposal and how it is best implemented. Both Allied and German medics are equipped with essentially the same loadout.

  • A rifle with 7 to 12 magazines in reserve.
  • A pistol sidearm – for quickdraw close quarters matters.
  • A knife- for scalping your foes.
  • Two fragmentation hand grenades and Two white smoke grenades.
  • British and French soldiers are equipped with white phosphorus smoke grenades – we’ll be covering this in a moment.
  • Fifteen medic field dressings – for restoring a soldier to full health.
  • Unlimited morphine syringes – for reviving fallen comrades.
  • An entrenching tool – for building and demolishing emplacements, boxes, and Forward Operating bases.
  • Binoculars – for viewing enemies in the distance.
  • And a canteen with 7 sips – to recharge your stamina.

Each faction arms their medic with different primary and secondary weapons. The British supply their medics with the Lee Enfield No. 4 and the Enfield 2 pistol, the French rushed their doctors to the front lines with the MAS 36 and A P35A Pistol, the German medics were issued the Kar98k and a P38 pistol, and the American doctors went off to war with the M1 Garand and an M 1911 pistol. As stated in the rifleman tutorial, each of these rifles have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.

Healing and Reviving

Medics are equipped with the most effective field dressings in the game, returning players to full health. Successful medics ensure their patients are out of danger before applying first aid. Ask injured players to move behind cover or deploy smoke.

They are also equipped with fifteen morphine syringes. Medics should look for a red icon indicating a downed player and equip their syringe. Hold left click to administer the morphine. Once revived, a medic should look to heal the player, unless you are in immediate danger.

Roles & Responsibilities

A medic’s primary responsibility is healing the injured and reviving downed teammates. An experienced medic can turn the tables on a game by reviving teammates on a capture zone and keeping players alive. Equally as important as reviving is keeping yourself alive. Smart medics use cover and remain back in reserve during a full squad push. Communication is key for notifying the wounded of your intentions. Downed medics should always use voice chat to notify nearby players. Remember, medics have significantly more morphine than the other classes, so always call for a medic if possible.

Revive/Heal/Drink

The most efficient way to revive and heal a downed player looks like this: Use local chat to tell the downed player they’re about to be revived. When they come to, immediately begin healing them while telling them to sip from their canteen. You must tell them to drink while you heal because many players instinctively pull out a bandage after being revived. When done correctly, you can have a wounded soldier back on his feet in under 15 seconds.

Tips and Tricks

White Phosphorus

Not all white smoke grenades are created equal. The white phosphorus grenade, used by the British and French soldiers, can be a brilliant tool for concealment. This grenade explodes on impact, releasing instant smoke cover, great for obstructing enemy visibility. However, the white phosphorus fumes are dangerous to consume for about five seconds after deployment. Therefore, remember to wait a few moments before running through the smoke. It’s also important to remember so you don’t throw the poisonous smoke at a friendly and commit a war crime.

Medic Map Reading

There is a quick and easy way to see nearby injured and down teammates. By opening your map, you may see players with special icons covering them. If you see a red or yellow blood drip icon, that indicates an injured player in need of a bandage. The red and white heartbeat icon indicates a downed player in need of a morphine syringe. Efficient medics use their maps regularly to check on surrounding players’ health and attend to the wounded.

Rifle Zeroing

Like many realistic shooters, Post Scriptum has predictable bullet drop see video for more info.

Bayonet

When you find yourself in close proximity to an enemy, most weapons allow for you to fix a bayonet on the end of the barrel. A weapon with a bayonet has a longer melee range than the knife, allowing you to best a knife-wielding opponent. It does take a couple seconds to attach your bayonet so remember to do so before entering a close quarters area. Stabbing also takes a bit of stamina, be sure to take a sip before going hand-to-hand.

The Radioman

Intro

Listen up, soldier. Your entire squad is counting on you. If you can handle the pressure, you might just have what it takes to join the US Army Signal Corps. We’re looking for experienced and brave soldiers ready to take up the mantle of the mobile radio operator. Do you have what it takes? Ahem….sorry about that. What I meant to say is…today we’re going to discuss the vital role of the radioman. As the Squad Leader’s right hand man, the radioman is responsible for helping deploy and maintaining the squad’s rally. This class is only available once there are four soldiers in an infantry squad. In this video, we will review the equipment, responsibilities, and some tips and tricks to play the radioman in Post Scriptum.

Equipment

Let’s first review the equipment you have at your disposal and how it is best implemented. Both Allied and German radiomen are equipped with essentially the same loadout, which are…

  • A rifle or carbine rifle with 5 to 7 magazines in reserve, to ensure your opponents bite the dust first.
  • A pistol sidearm – for when you could use a big iron on your hip.
  • A knife- for slicing and dicing or for playing five finger filet.
  • Two fragmentation grenades – an explosive solution to any personnel issues.
  • As well as Two white smoke grenades – a chemical cover device that also has the downside of attracting a lot of attention.
  • Three medic field dressings – for healing up to 75% of your health or patching up a wounded teammate.
  • One morphine syringe – for reviving fallen comrades while the medic is off winning the war himself.
  • An entrenching tool – for building and demolishing emplacements, boxes, and Forward Operating bases so you can literally dig yourself out of a hole in combat.
  • Binoculars – for spotting enemy infantry and armor in the distance, a vital tool for a radioman when directing fire as acting squad leader
  • And a canteen with 7 sips – to recharge your stamina. Staying hydrated is such an important part of the game, whether you’re a German blitzing across Stonne, or an American storming the beach at Utah, and especially when you’re French and you’re retreating back to Paris.

  • Each faction arms their radioman with different primary and secondary weapons.
  • The British radioman enters the battlefield with the M1 Carbine rifle, as well as the Enfield 2 pistol sidearm.
  • The French radio operator orders general retreats while firing the MAS 36 and the PA 1935A pistol sidearm.
  • The German funker are issued the Gewehr 41 and a P38 pistol sidearm (Geh-vair Ein-un-vair-zig).
  • And the American radiomen head to war with the M1 Carbine and an M1911 pistol.

As stated in the previous tutorials, each of these weapons have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.

Roles & Responsibilities

A radioman’s primary role should be staying near the Squad Leader (or SL). A radioman or two squad members are required to be within 5 meters of your SL to deploy a spawn point known as a rally. Once placed, the radioman has the capability to maintain the rally by holding T and clicking “refresh” to add time to the countdown. Because they stay near the SL, radiomen are typically tapped as Assistant Squad Leader. In this role, you should assist the SL with planning, fighting, and communication to the rest of the squad. Sometimes, they even act as Temporary SL if the squad leader dies amid a firefight. If you aspire to play as squad leader, be sure to know the ins and outs of the radioman class first.

Rally Basics

A rally is a squad-specific spawn point. Limited to only one per squad, they are deployed by the SL with either a radioman or two other soldiers nearby. Each faction has a different looking rally point. German rallies appear as small camouflage tents while the brown/tan tents are Allied rally points. A well thrown fragmentation grenade should eliminate an enemy rally. Spotting and destroying enemy rallies can be backbreaking for the opposition.

It is a good idea to hide your squad’s rally behind bushes or inside of buildings to prevent the enemy from locating it. If an enemy soldier is nearby, the rally will appear red and restrict spawning until clear. Therefore it is necessary to keep your rally clear by eliminating threats that lock it down.

Once deployed, a squad’s rally will immediately start a countdown which can be viewed on the map. Radiomen should stay in contact with the SL about refreshing this timer because once refreshed, the SL cannot drop another rally for 60 seconds.

Tips and Tricks

Map Reading

In Post Scriptum, the most important tool in your kit is not a gun or explosive, but the map. Each soldier should be accustomed to checking their map regularly to check the progress of the ever changing battlefield. Squad leaders will update the map with special marks to communicate with other infantry squads, armor, logistics, and the commander. Knowing what the marks mean will most certainly give you an advantage over newer soldiers. A red diamond with an X through it indicates enemy infantry. A red diamond with a box reflects enemy armor. Blue and white numbered circles may also be placed to indicate Points of Interest. The commander may drop mortar or artillery marks on a target about to be bombed; as well as smoke marks to indicate the deployment of a smoke barrage.

Players should become accustomed to reading the map by coordinates as well. Each map is organized with a grid overlay. The coordinates are read by letter, then number. Each grid square is divided up into 9 smaller squares represented by numbers. These numbers start on the bottom left, moving left to right, down to up. For an even more accurate location, these squares are divided up into 9 more squares, giving you a third number (1-9). Hovering over any location with your mouse should display the accurate coordinates in the bottom right of your map. Knowing how to read these coordinates is crucial for many classes, especially armor and commanders.

Mobile Spawn Points (MSP)

Mobile Spawn Points, or MSPs, are valuable resources for your team. Identifiable by the wheel icon, an MSP looks like a standard cargo truck. Once parked, these trucks act as spawn points for your entire team and do not have time limits. Instead, they have location parameters. The MSP must be kept out of the “red zone”, a 150 or 250 meter area surrounding an active objective. While driving the MSP, this red zone will show up on your map. An MSP will not be active in these zones or if there is an enemy within 30 meters of it. At the start of a game, a squad will typically pile into one MSP and place it near the red zone of the first objective, moving it up only once they capture the objective. Successful MSP locations are behind buildings, inside dense foliage, or hidden in a city. MSPs can be destroyed with a standard AT mine or heavy explosives. When placing the MSP, be sure to stay off contested roads as there is a good likelihood that a mine is waiting for you.

W.I.P.

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