This example ofcourse applies to a single operator.
As someone said above me, the more you move away from cover, you get a larger field of view, but say you can see both sides of a wall, now you have to keep track of two sides people can come from.
This is why lone wolfing sucks, and its great to function within a buddy team.
You can stand close to cover, keeping your sights on one angle, while your buddy covers your back/other angle so you can't get flanked.
There is never a 100% right or wrong in any tactical situation.
Say you move across the length of the wall, hugging it closely. You are now vulnerable to explosives hitting that wall.
However, if you move away from it, you get more angles from which you can be shot, so need to be checked.
The more angles you need to check, the higher the chance you'll die because you cant spot someone fast enough.
In the end, you need to adapt to situations, and you need to predict what you will encounter. If you expect lots of explosives to be used (say, RPG fire in a town) you could decide not to hug a wall, but if you expect sniper fire, it would be better to hug the wall.
There are no guarantees in combat, and you need to reavaluate and adapt constantly.
As someone said above me, the more you move away from cover, you get a larger field of view, but say you can see both sides of a wall, now you have to keep track of two sides people can come from.
This is why lone wolfing sucks, and its great to function within a buddy team.
You can stand close to cover, keeping your sights on one angle, while your buddy covers your back/other angle so you can't get flanked.
There is never a 100% right or wrong in any tactical situation.
Say you move across the length of the wall, hugging it closely. You are now vulnerable to explosives hitting that wall.
However, if you move away from it, you get more angles from which you can be shot, so need to be checked.
The more angles you need to check, the higher the chance you'll die because you cant spot someone fast enough.
In the end, you need to adapt to situations, and you need to predict what you will encounter. If you expect lots of explosives to be used (say, RPG fire in a town) you could decide not to hug a wall, but if you expect sniper fire, it would be better to hug the wall.
There are no guarantees in combat, and you need to reavaluate and adapt constantly.
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