What this is about
Indoors distances are short, sight lines narrow and reaction times tiny. Take a door or corner wrongly and you lose before your weapon is up. The fight is decided at doors and corners, not in the middle of the room.
Preparation
- Pick the right weapon. Indoors handling beats range.
- Clarify light. A flashlight shows you the room and shows you to the opponent. Agree beforehand who switches it on.
- Set the order. Who enters first, who covers?
- Set the fire mode. At short range the question is not whether you hit but how fast.
Tasks and roles
In room combat there are only ever two roles: the one entering and the one covering. They swap from room to room. Anyone trying to be both stands in the doorway – and the doorway is the most dangerous spot in the building.
Equipment
Short weapons for rooms, longer ones for corridors and yards. Which weapons exist and what the blueprints say is in understanding weapons. Armour indoors is a compromise: heavier protects more and slows you down – the values are in armour.
Leaning, crouching, going prone, flashlight, fire mode – indoors these are the functions that decide visibility and hit placement.
| Game action | Default keyboard/mouse | Default joystick | Trigger |
|---|---|---|---|
| Move Forward | W | not bound by default | hold |
| Move Backwards | S | not bound by default | hold |
| Move Left | A | not bound by default | hold |
| Move Right | D | not bound by default | hold |
| Sprint | Left Shift | not bound by default | toggle |
| Crouch | C | not bound by default | toggle |
| Prone | Left Ctrl | not bound by default | toggle |
| Lean Left | Q | not bound by default | hold |
| Lean Right | E | not bound by default | hold |
| Firearm - Attack | Mouse left | not bound by default | hold |
| Aim Down Sight | Mouse right | not bound by default | hold |
| Reload | R | not bound by default | single press |
| Change Fire Mode | B | not bound by default | single press |
| Holster Weapon | R | not bound by default | toggle |
| Weapon Select Radial Menu | 1 | not bound by default | hold |
| Flashlight (Toggle) | T | not bound by default | toggle |
| Helmet (Equip) | Left Alt + H | not bound by default | toggle |
| Wipe Helmet Visor | Left Alt + X | not bound by default | single press |
Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.
HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.
Sequence
- Stand beside the door, not in it. To the side, against the wall.
- Lean instead of stepping out. Leaning shows you the room without putting you in the frame.
- Take corners in slices. In small steps around the corner instead of all at once.
- Entering means going through. Whoever enters takes two steps in and moves aside – does not stop.
- Call the room. “Clear” or “contact”, immediately.
- Next room only when this one is held. No skipping.
- Goal
- Take a room as a pair without anyone standing in the middle of the doorway.
- Preparation
- Two players, a building with several rooms, no opponents. A third observes.
- Task
- Take five rooms in sequence: one enters, one covers the door, then swap. The observer calls out every time someone stood in the doorway for more than a second. Then the same against the clock.
- Success criterion
- You take five rooms without a single call from the observer.
- Partner
- required
- Functions needed
- Move Forward
- Move Backwards
- Move Left
- Move Right
- Sprint
- Crouch
Risk and reward
Interiors are the environment with the most losses and the shortest warning time. Three things cost most often:
- Standing in the doorway. You are framed, you are lit, you are hit.
- Taking a corner all at once. You see everything at the same time – and everyone sees you.
- Reloading without cover and without a call.
The return: working cleanly indoors lets you take bunkers and interiors with fewer people than someone relying on aim.
Typical mistakes
- Stopping in the doorway. The most expensive mistake indoors.
- Flashlight permanently on. It is an aiming point.
- Two through the same door. Both are blind for a second.
- Not calling the room. Then someone enters it a second time.
- Aiming instead of moving. Indoors position decides, not the reticle.
Next step
Several fireteams in one building at once is a task of its own: coordinated assaults.