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Once the UAV for the commander is implemented in Squad the commander will be mostly at main base like in Project Reality with the UAV camera computer and APC with UAV command. When I commanded conventional forces in Project Reality I would get UAV up, get as much intel as accurate as I could based off map landmarks. I use UAV till it runs out of fuel, when its close to empty I call for chopper to be ready to transport me. Once UAV is returned to refuel automatically I go to the defend cap zone from a safe side approach in helicopter walking from safe landing zone if I need to. UAV takes 15 minutes about to re-fuel, so that gives me time to chill with the defense squads and gather intel with binocs, radio chatter and markers. Sitting at main is lonely. But when UAV is close to being re-fueled fully I call chopper in and am on my way back to main once its reloaded. On my way back to main I deploy UAV to save time on the starting up, taking off and travel time to loiter destination. But this is Squad and it has more possibilities. One possibility is that the commander could set up his UAV camera control computer equipment and table inside a defense cap building or a defensive buildable Indirect fire bunker or sandbag structure. So if the developers of Squad wanted to they could put the commanders UAV computer with a table as a emplacement inside defensive flag perimeters. The UAV camera computer emplacement should work like a 2 man emplacement or vehicle, this way if a commander wanted to show a squad leader something as he is seeing it at the same time that's one possibility. I already consider the maps in Project Reality and Squad to be like satellite maps so lazing a selected target grid marker with the UAV or a satellite is not out of the question as well for commander strikes.
The option to change the key bindings on all the items individually would give everyone the option they preferred. Groupings allow the same keys to be used as standard throughout all the roles, if each usable item had a separate key swapping roles would necessitate the same keys being used for differing items and would lead to some confusion. Example: trying to pull my medic bag out using key 4 but forgetting I'm no longer playing medic (as been medic for last 3 rounds) instead pull out a rock (whatever is now on key 4) as I'm now a scout which has no medic bag option. But like most FPS players I rely on muscle memory rather than look, when first starting to play I did miss hit 2 instead of 3 and TK the poor dying guy
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Not currently. Currently all inventory items are stacked in keys #1-6 item categories. Some would prefer to use more keys over having all items stacked in 1-6 item categories, but the trend in games has been to move the items in groupings. What do you prefer?
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oTec replied to JaeceB's topic in VideosMan, those distance HAT kills are yummy. Good choice of music and solid editing too.
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By that logic, everyone on the planet has competency issues, because everyone has these moments - Can't do X by Y time, because unplanned/unforeseen Z delayed them. Devs at OWI obviously have deadlines set by their employers, they're just not made public in road-map form with dates. Like I said, to avoid a v7 type of scenario. We are going in circles here, it kind of seems like you want to argue for the sake of arguing and are just ignoring & disregarding everything that is being said. I'm just going to move on. I suggest reading through the AMA here, and whats planned for 2019 here and keep up to date with what's going on in Squad development + the plans. have a nice day.
would have saved all this by just doing a simple search and finding out lots of threads suggesting much of the same thing, with in the end, the same answer... A ranking system offers absolutely no merit to the game whatsover, there is a point where the community will be 80% one rank... and then what do you do? Ive got a squad of noobs... their not high enough rank to take x kit... so I kick the lot from my squad and wait to see if I get high enough ranked players ... My squad is named ..xxx rank or kick... At the extreme a ranking system could now cause this... SL leaves, we need an SL but no one is high enough rank to take it.. so the squad disbands and the team loses because 9 players suddenly become lone wolf blueberries... No one is high enough rank to drive a tank... so your left with RPG squads.. commence the 'we are getting wasted by one tank because they had a player that was the right rank' all your suggesting is, is a pavlovs dogs reward system...
Bad idea... Video games community are generally toxic themselves, any kind of ranking system would just enhance the toxicity... Sadly, people behind a keyboard online tend to be toxic. Now they would be toxic by saying "suck on my 4 stars you NOOB with only 2 insignias"..."i´m so much better look at my LIFE acomplishments, I have 4 stars I am so cool and succesful…" kind of stuff.
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I have cleaned the thread a little, keep on topic please. Keep opinions and personal thoughts on demographics out of it. Fuzzhead mentioned something about a ranking system in their AMA. "This is something that devs are a bit divided on when it comes to specifics, but most of us believe that there is probably a way with a clever implementation that ranks / progression could significantly benefit gameplay and player experience. We definitely would like to have something like that, we just don't have it implemented yet. Our hope is to make the general system for it so we can use it for both Squad and for future games, but it definitely won't be ready at launch. There are a few ideas that I think it would be worth exploring with the system. First is potentially the idea of a "recommendation system" (either for SL's or regular players), and providing rewards for good behavior. The second is finding some way for a ranking system to reward people working together, more a focus on teamwork score in that sense, since ultimately it is the core pillar of the game."
Factions have distinct characterisation though so an insurgent won't mistake another raggedy green man for a soldier because the entire look is different. An example of how it can all go wrong: Once upon a time there was a mod, it was called Project Reality. It was pretty neet. But one day the devs decided to have a winter layout for a popular map, with according winter loadouts for the forces upon it. These forces were the German Bundeswehr and the Russian Army. Though their gear was distinct they looked quite the same, even from up close and who could blame you for not spotting the shape of their helmet or the gun in their hands. This led to a lot of friendly fire incidents even from up close, as people running about move all about it can be hard to distinguish if they have the right kind of green on their tactical rigs but everything else looked vaguely the same. Eventually the devs made the uniforms more distinct to differentiate them a bit better, this helped but did not eliminate the problem. Even now you can hear cursing in those forsaken woods when a friendly accidentally pulls the trigger on another friendly.
Don't be a *** and overgeneralize or make false assumptions such as that only the scandinavians and germanics are against ranks. Contribute to the discussion instead of derailing the thread by "shitposting". We are here to talk about ranks not who supports them and who opposes them. To everybody else in this thread I would like to ask what ranks contribute. So far I've mostly seen something about seeing who has more hours in the game and possibly using it to pick squad leaders or seniority. Which I have seen others poke holes in to quite ferociously and add multiple problems that I have not seen addressed yet. IMHO at the moment it just seems like bragging rights, and a idea that would completely unbalance the game by adding ticket values to perceived time spent on the game. Furthermore it seems that there are general expectations set if someone has a high rank in the game if it would be implemented such as taking squad leader roles and being more knowledgeable about the game (though the game changes a lot so somebody who played tons early on could have outdated knowledge to pass on and thus his seniority is voided of experience). And I believe there was a point about vehicle use where more "experienced" members would get a VIP ticket to ride the tank or something. Which I myself are fundamentally opposed to as brilliant players could be left out in the dust to do nothing unless nobody else wants to play the asset and thus possibly depriving them of the experience that is supposedly needed to play it. Sure it's a shame if the tank is lost but new players also got to learn somewhere how to use those things as there are no tutorials for this kind of shit.
Would it be possible to replace the command tent with a command vehicle instead? It would add some mobility and a easier way to destroy it with anti vehicle assets and weapons without having to find a tent and check it. Maybe a bit like the OH-6 loach in Rising Storm 'Nam where the commander can sit in the helicopter as a forward observer but with a mobile base instead.
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