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About jealco

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    Fireteam Leader

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  1. April 2016 Monthly Recap

    My .50 is almost here! God bless the faithful Ma Deuce. Just a thought, though, on those: we Marines actually sat with our feet braced on the tripod and our elbows on our knees to help keep the tripod from jumping around during firing. It's a bitch of a position to hold, but it provides a much more stable firing platform, especially on harders surfaces where the tripod's feet wouldn't dig into the ground as well. I can't wait to see all this in game! Now, if you'll excuse me, I need to go change my underwear....
  2. Squad Roles: yay or nay? [Infograph Inside]

    Door gunners. Door guns are manned by the helo crew, not the random infantry squad that's riding along.
  3. Funny player and squads names

    One of my buddies goes by Taintpuncher in some games. Always funny to see people get confused about that.
  4. Overly complex medical system

    The mantra our corpsmen beat into us was self aid, buddy aid, corpsman aid. Why? Doc's got a finite amount of bandages and tourniquets, can only be in one place at one time, and has a severely limited window to stabilize the wounded (aka, the current downed state is extremely generous considering how fast a man can bleed out in real life.) Patching yourself or your buddy drastically increases the window of time Doc has to apply more advanced care and triage the wounded. It's a critical reason as to why we have so many wounded vets coming out of Iraq and Afghanistan versus the number of dead. There's been a number of times I've been able to save a wounded guy who was stabilized by his buddy during a firefight, allowing the rest of the squad to focus on the most important part of the firefight first: the fighting. "Fire superiority is the best battlefield medicine." Once you have fire superiority, someone pops smoke and Doc goes and gets the guy. Once dragging is in, it'll be better, since you can have someone who isn't Doc go get the wounded guy, thus keeping your Doc in cover so he doesn't get whacked. The other features, like debuffs, will only add to the experience. My sole concern is the system getting to the point where ACE Wounds did in Arma 2: So complex and time consuming no one wanted to play as a medic OR wait for a medic, unless you were in a milsim server. Granted, the medic got the shaft in ACE Wounds, having to carry an excessive amount of bandages, medkits, morphine, and epipens to keep a squad alive for any period of time; add in the several minutes it could take to save one guy, plus the debuffs incurred on the wounded until evacced to base, and often they would just respawn instead of waiting for Doc to come by and save them. I think the best solution to that problem is a combination of the pacing of a single revive, and a solid timer incurred for giving up instead of waiting. Ensuring a revive requires only a minute or so of game time will help keep guys waiting for a revive. Add in a benefit in terms of not losing tickets (or their kit!) and a several minute timer for clicking "Give Up" when a Doc is within, say, 100m, may offer a partial solution. It still leaves the issues of lone wolfers, and certain kits (DMR, Recon, etc.) that mandate playing farther out from the squad, to be dealt with, but I think it's a good starting point.
  5. my hopes for mortars

    Mmmmmmm. Mortars. I did my second deployment with the Marines in an 81mm mortar platoon. One of the coolest things I ever saw was us doing a Final Protective Fire mission. We dropped ~200 rounds out of 8 tubes onto a hilltop in less than 60 seconds. I'm pretty sure we lowered the hilltop by about a foot. I kinda lost my motoboner for the MK-19 after that. 40mm just wasn't the same. It'll be nice to have them in Squad, especially after the FOB system is properly fleshed out. Right now, most FOB's fall to two main reasons: The defending squad(s) try to hide inside their walls, giving up all pretenses of maneuver, and therefore initiative, in exchange for a VERY false sense of security; or simply because they lack the heavy weapons emplacements to effectively cover avenues of approach. The first point is poor player mentality. A good squad that actively counterattacks during FOB sieges can and will hold a FOB indefinitely. Ask the guys on Chora who tried to kick my squad off our FOB on Market Hub. (Side note: We normally don't FOB caps, but the fight had stagnated and we said "Screw it!") We held that FOB against repeat, concerted assaults from multiple squads. They got one guy into our perimeter one time. If they had had mortars, that story would have been entirely different, as the guys providing the base of fire would have been vaporized, leading to our maneuver element being wiped. The second point will come later, when we get bunkers with MG's. Mortars will then have another use suppressing those bunkers so squads can close with the FOB. Bonus points if mortars can drop smoke for concealment, or fire illum to provide light or ground mark targets for CAS assets.
  6. Progression / Growth Idea

    No. One of the biggest things I enjoy about this game is NOT having to spend hours grinding to unlock that one good weapon, to spend more hours to make it actually good, all while getting wrecked by someone who already has it. It's a stale, cheesy method to keep people engaged. I stopped playing CoD after MW2, because the unlock system completely ruined MP for me. They'd started focusing more on unlocks, and introduced those damn perks, that detracted from gameplay by creating and supporting a has/has not feeling. Ditto Battlefield after BF2. The gameplay got worse as the progression system got "better." Those "games" aren't games; they're distractions that keep you playing by psychologically brainwashing players into a "Gotta keep playing to unlock that weapon/attachment/perk! It'll totally make me suck less!" Meanwhile, they're cursing and raging at the game as they keep getting wrecked by players with more things. I've been playing Squad for months. My one hiatus was around 2.0, when the game was so unstable and buggy that I just couldn't keep playing. Fallout 4 dropping didn't help that at all, I'll admit. In those months, I've made new friends, helped form a small community with a few other guys, and had a blast playing. Instead of logging on to try and get a new unlock, I log in to make a new story. Some of the best moments in the 15+ years of playing FPS' have been had in this game, and some of the tightest bonds I've formed with fellow players have been found in this game. I'll take that over unlocks any day of the week.
  7. No 3D spotting, please. This "difficulty" is what makes the game challenging. Real-world technique that works in Squad: ADDRAC. ADDRAC is an acronym that is designed to allow a SL/TL/A-gunner/anyone else guide their squad, and their fires onto target. It's quite versatile, too. Alert: Who? Your autorifleman, grenadier, entire squad, whatever. Direction: Compass bearing, or clock facing relative to squad. Description: Troops in the open, sniper in the cheese-grater house, squad on the middle hill. Range: Estimated range, in meters, to the target. Doesn't need to be precise, just close. Assignment of fires: Who is shooting where? Shmuckatelli, work left to right, Windowlicker, work right to left. Command: Fire at will, on my command, on my signal, at 1900 hours, whatever applies. A proper ADDRAC sounds like "Squad, 2-5-5 degrees, enemy squad on middle hill, 3-0-0 meters, Gun 1 from left to right, Gun 2 from right to left, on my command." That command, right there, would get a MG squad (two medium machine gun teams) on target, engaging the enemy with overlapping fields of fire. SL and A-Gunners would then correct fires onto target using the MG tracers. Only the first three steps are necessary to get a squad on target. The rest just makes their life easier. At the end of the day, though, accurate fire is a combination of the SL's direction and the individual shooters talents. A good ADDRAC can and will guide all but the nearly-blind onto target, in a few seconds. SL's must be capable of coordinating a squad with voice commands, just like reality. 3D markers are just an easy button for the lazy. Also, an SL's weapon should be the least-fired weapon in a squad, except possibly your medics. You exist to LEAD your squad. Directing your squads efforts and fires for maximum effect is vastly more important than being just another shooter. I've spent a hell of a lot of time running up and down my squad, using local comms to direct fires, while designating fire teams to maneuver on enemy positions, during long-range engagements. We tend to win them, and, in most of those fights, I've fired maybe 10-15 rounds to get tracers on target for my squad. They do all the heavy lifting. Lead your squad. Guide them onto targets, direct flanking actions, provide them with intel. Move, shoot, communicate. Win.
  8. No. Definite no to 3D spotting. It detracts from the realism that SQUAD has going for it, that differentiates it from CoD, BF, etc. We DO NOT need another visual aid dumbing down the experience. A good chunk of the tension for me is knowing roughly where to look, but still having to find the actual threat myself. It's a subtle but tangible throwback to my days in the Marines. SL's need GL's with smoke rounds (see http://forums.joinsquad.com/topic/8316-smoke-gls-for-squad-leaders/)to provide the 3D world mark. It's part of how it's done in the real world. Furthermore, Freisen, the "vague" descriptors you're talking about are exactly what goes down in actual combat. There is no clear-cut, easy way to walk people onto target in a dusty, smoky, hazy hellhole while rounds are flying. You give a bearing to a landmark, then rough direction and distance from there. "Contact, infantry, 255, 50m left of the crest of the hill." After that, it's on your team/squad to actually find and shoot the target. The real world doesn't get a fancy red pop-up near/on the enemy, just an short verbal command, and maybe some smoke or tracers, before relying on the individual shooter's eyes to direct accurate fire. The SL's job is not to pinpoint the enemy for his squad; his job is to orient his squad to the threat, and let them worry about pinpointing and killing the enemy. As for the pointing animation, that's one hell of a double-edged sword. Pointing makes the SL a target, the same as saluting an officer. It also is still incredibly vague on the battlefield, when you may be 40m from your SL, and viewing what he points at from a different angle. It's also a hell of a lot more work for the devs, as animations aren't exactly easy to make, especially for something most SL's aren't likely to use. Another rifle firing is infinitely more useful that flailing their arms about in a firefight. We need to give SL's the proper tools to guide their squads. A compass that gives an actual bearing (maybe like ArmA's compass model, or just an absolute bearing on the current one) and smoke GL's for semi-permanent marking. Everything else is there. It just requires the right mindset and a willingness to adapt to a different game.
  9. Better yet, give me a PIP knife-hands emote. That'll settle things quick. Socrates, a "knife-hand" is the common way NCO's/SNCO's in the military point at things. Take a good salute hand (knife-edge straight, thumb tucked), and just point it at the offensive person/object/location. Usually accompanied by a full-fledged, red-in-the-face screaming fit, though the scariest is inevitably the quiet guy who never raises his voice. Extra fear points if he actually DOES raise his voice. On-topic: Realistically speaking, active admins and a community willing to teach are the best way to combat lone wolves. Shark and I have converted a few guys to a team mentality. It worded as "You get a warning. If you choose to ignore said warning, then the punt happens." It's not that we're dicks or anything, just that, at the end of the day, we'll take a brand-new guy who's willing to listen, learn, and stick with the squad over a veteran who only wants to take a DMR/ACOG and rack up a body count. Most of the time, a firm, guiding hand and the odd threat of a kick are more than sufficient to show people how much more effective a squad is as a single unit than 9 random shmucks running all over Kohat. The way to combat the "elitist" mentality is by ensuring we welcome new players into the fold, and show them the ropes. Be firm, but supportive, and they'll follow. I've had Steam invites rained on me from brand-new players by doing so, and generally wrecking the enemy in the process. Just remember to keep them in the loop on what's happening on SL comms. The big picture makes everything make more sense. If their input isn't vialbe, tell them why it isn't, then, where viable, give them something similar that IS. If it's good, make them responsible for acting on those ideas. Having faith in them, no matter how new, does amazing things for encouraging team play, keeping them engaged, and showing those lone wolves how to "do their own thing" while still providing the squad a tangible benefit on the battlefield.
  10. You'd be better off taking it from the OTS standpoint. We respect your main as a safe spawn UNLESS you fire from it. What your rules do is ENCOURAGE camping in main, because then the other team gets kicked for fighting back, thus losing the match. Besides, several maps don't suit this (Logar, final cap is what, 200m from uncap, the CQ maps in general, Sumari in particular...) If you want a safe uncap, don't fight from it. OTS will respect your uncap. We'll even holler and scream at our team to pull back off the uncap. I've blown up SL comms a few times getting other squads to pull back, and I refuse to tolerate assault upon it from my squad. If we take fire from uncap, we return it. Assaults are still banned. Don't form rules that encourage bad play. Make rules that encourage smart play and good etiquette, and enforce those instead. Don't penalize a team that caps all flags by forcing them to sit under fire from uncap because its uncap. They played their asses off to get those flags. Respect their efforts. DO penalize those guys who keep closing with the uncap, especially when they keep doing it after being informed. They don't care, and they should be taught to care. The first step to preventing spawn camps is a community that understands that because it happened to you doesn't make it OK to do it back. Fail that, Sant Sasius' idea is the next best bet.
  11. Smoke GL's for Squad Leaders

    From a realism standpoint, and, honestly, from a gameplay standpoint, I'd prefer the smoke GL's. Anything that doesn't require the SL opening the map is a bonus, in my book. Even if it was done via a radial menu, like the BF series, I feel floating 3d markers popping up in the game world would detract from the feel of Squad. I've never really felt the need for the move/attack/defend markers showing in the game world, either. Most squads tend to move together, and the SL giving clear, consice direction on where to move yields the desired results. Plus, by not having them on the compass/in the game world, the only points showing are squad members, which serves as a quiet, subtle nudge to stick with your buddies. Having the markers in the game world may (and I stress the may) encourage people to run straight at them, when the SL would prefer to have their squad flanking an enemy/objective instead. Tracers have a downside, too. They work both ways. It's one of the several reasons you start an ambush with an M4/M16, beyond the notorious unreliability of the real-world SAW. It's much harder to backtrace the faint "dounk" of a GP/203 than a stream of tracers. Plus, tracers can be confusing when there's more than one squad engaging multiple squads. Granted, a good SL can overcome that with a bit of direction, but it's still an issue. I update the map, too. I find it to be an exceptionally useful asset when coordinating with other squads. That being said, anything that helps me or my squad stay heads-up and focused on the enemy, instead of looking at the map to find the enemy, is another little bit of situational awareness they keep. The map is a great tool, but it's an equally great distraction. I've died more than a few times because I was busy trying to update the map instead of staying mobile and aggressively seeking out the enemy. I've made great use of grenadier smoke. Yeah, it tells the enemy I have a grenadier, and they'll move to take cover. While they're doing that, my squad establishes fire superiority over them, and uses that to close with the enemy. Surprise 203's have a shock-and-awe factor, but they're not the end-all in a firefight. Besides, if the SL has the GL, who says the squad actually has a GL capable of firing HE now? That smoke MAY mean there's an HE round soon to follow, but it may not. That introduces another factor of uncertainty into a firefight, and uncertainty is what makes those firefights so tense. @Assifuah: Salient portion of OP is bolded as to why I feel the SL should have a smoke GL instead of just grenadiers. It's certainly more reliable than trying to mark the compound on the map or describe it to your squad. Much faster, too.
  12. Smoke GL's for Squad Leaders

    OP also states why SL having Smoke GL is more effective than trying to direct a grenadier onto target. Giving SL's HE rounds would break balance. I'm wholly cognizant of that fact. Two grenadiers can already rain HE on a position with frightening effect. Doesn't change the fact that it's still vastly faster and more effective to have the SL pop the smoke round to mark the target than the grenadier. That's a needless layer that drastically reduces the effectiveness of the mark. Oftentimes the target has changed position by the time the grenadier actually gets a smoke round off onto the target, leading to a dance of "Left of the smoke, enemy squad." that this thread is trying to avoid.
  13. Smoke GL's for Squad Leaders

    No HE for SL's, as stated in OP. You're promoted to OTS GL Troll, per Nass' direction.
  14. So, the more I've been playing this last week or two, the more I've been wishing SL's had a GP or 203 with smoke rounds for marking targets. Several times as a grenadier, vice trying to walk people onto a heading and specific landmark, I've simply shot a smoke round at the target and said "Enemies on the (color) smoke!" It has consistently proven faster and more effective at guiding squads onto target than describing markers, especially in the confusion of pitched firefight. Having a semi-persistent mark out that doesn't require opening a map allows your squad to stay heads-up and in fight. Things to note: SL's WILL NOT get HE rounds. SL's WILL NOT get HE rounds. SL's WILL NOT get HE rounds. The SL is there to lead the squad, not to be another grenadier. The grenadiers should, and will, remain the primary source of long-range HE firepower for the squad. The SL should be able to mark targets for his/her squad on their own. They're not part of the fire support element. Guiding a grenadier onto target with a smoke round =/= the SL having the smoke rounds. It takes the same amount of time, if not more, to guide one guy onto target to mark for the rest of the squad. You're still conducting the same steps as with the squad, just with one person. While I appreciate the idea of teamwork, that doesn't mean unneccessary layers add to the fun-factor of the game. Giving SL's more tools to easily and efficiently lead their squads into battle without requiring maps to be opened makes the game more accessible both to them and squad members. This should not affect the SL's choice of optic. It does nothing to boost his/her individual effectiveness, just that of their squad. Again: SL's WILL NOT get HE rounds. SL's WILL NOT get HE rounds. SL's WILL NOT get HE rounds. TL:DR: SL's should have GP or 203 with smoke rounds to mark targets, etc, for their squad. They will not get HE rounds with this change.
  15. Best place for a new guy to start?

    If VaaShark or I are running OTS squads, the doors are always open to newcomers. Grab a rifleman kit, and follow your SL around. Ask questions (just not when bullets are flying) follow orders, and have a blast! You'll get the hang of it pretty quick.