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About wavefunction

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  1. I was banned several months ago for arguing with competitive players. I don't want to go back to chat--I just want to get notifications etc. You don't even have to give me chat privileges!
  2. July 2018 Recap

    This recap combined with the last one represent a huge shift in the gameplay and meta. I've never been more excited for a Squad update than I am for v12 because of what it's going to mean for the gameplay. Gameplay improvements just don't translate into images/gifs as well.
  3. Game is getting better and better!

    Yes, this coming update is really going to separate the men from the boys by the sounds of it. Can't wait.
  4. It was posted in the /r/postscriptum subreddit but such a system could work in Squad as well, I think, because the layers are customizable and don't necessarily have to emphasize a WW2-style frontline in the same way. It's a long one, but it's well worth the read:
  5. Just wanted to chime in and say HLL's suppression mechanics are damn near perfect. I'd love to see something similar in Squad. It actually makes suppressing people a meaningful tactic and it changes the way firefights are paced out for the better.

    I don't get this. I have no desire to join the military whatsoever and never will; it's at the bottom of a long list of jobs I'd consider doing. If there were a war worth fighting I'd consider it, but when was the last time that happened? (WW2 and Korea for my country). That said, I want my games to be as "believable" (I won't say "realistic") as **** and I love when I'm so into it that my heart races and my adrenaline shoots through the roof. Games do this best when there are consequences for dying, like letting your team down, respawning far away, depleting valuable resources or some combination of the three. Squad definitely rewards respawn / run 'n' gun / respawn / run 'n' gun / respawn / run 'n' gun type play over meaningful, tactical gameplay because you can usually respawn close to where you died and individual deaths don't matter much unless you take a vehicle with you (even then). Tactics don't really matter much either as both teams spawn relatively close to whatever objective is in play and zerg rush it until one team arm wrestles the other into retreating. Individual skill matters more than tactics or teamwork right now. So yeah, Squad needs to be more "realistic" (believable) so it can be more intense and be more tactical. By believable, I mean objectives shouldn't feel arbitrary and lives need to have some kind of weight to them that deters team deathmatch-esque gameplay. I'm hopeful that it's headed in that direction, but we won't know until the devs actually rebalance the game.
  7. How to slow the gameplay

    Nice! I'm glad they seem to be on board with our concerns. I wasn't sure if the meatgrinders were a bug or a feature from their PoV.
  8. How to slow the gameplay

    I don't spend much time on these forums but on reddit or Discord, the same people always brigade this opinion by downvoting, saying "Squad is not PR 2.0" or something along those lines even when that's not what was being said or advocated. Basically whenever people bring this up on reddit and Discord, they get dogpiled by clan types who want to maintain the status quo. I tried to raise this question in #feedback on Discord, for example, and one of the QA Testers broke the rules just to shut down the few of us who agreed on this then the entire thing was deleted by a moderator. I don't think it's a conspiracy or anything, but this combined with the devs silence on the issue makes me think the worst. Well, I'll know for sure once the AMA questions are answered as someone else asked the same ones and managed to get upvoted instead of being brigaded like I was. I can sort of see that in terms of the core mechanics, like moving and shooting. I'm totally fine with them, but I know that it's probably a bit too punishing for people whom Insurgency is the most 'realistic' shooter they've ever played. I'm sympathetic to that even though I don't feel the same way. I don't even want to polarize this as a "milsim" vs "arcade" type thing because I'm in the middle myself. Squad should be right up my alley. I just think that the current way HABs/rallies are set up lead to "meatgrinders" near objectives/HABs where the teamwork aspect of Squad breaks down. Once it's a meatgrinder, the game feels a lot more like Insurgency than any kind of teamwork shooter. I've seen this echoed a lot by others. What I'm advocating is just to "nerf" or change the rules for rallies and HABs so that there are fewer meatgrinders. I think there are people on both sides of the spectrum who can agree with this because the gameplay gets downright silly as a result of it, particularly in and around HABs. I also think a lot of people won't realize this will make the game better until it's implemented. Just look at this thread and the other ones like it. Reminds me of RO2 all over again: Tripwire alienated a lot of RO1 fans with that by watering down the core gameplay and consulting CoD vets over RO1 vets during the game's design, kind of like what OWI is doing now with these testers who are all part of clans a lot of the community finds toxic. I know I'll only keep playing Squad if it moves more towards the centre of the milsim --- arcade spectrum, and I bet the same is true for a lot of people here. Right now it's leaning to the arcade side of that spectrum. There are a lot of people who consider themselves fans of the original PR who won't touch Squad because it's too fast-paced and arcadey, and a lot of these people aren't milsim types in the least.
  9. How to slow the gameplay

    I'm on the verge of just walking away from this community. I've seen a lot of support for those of us who want to see this change on reddit, here, and on Discord, but I also see certain QA testers and competitive players actively suppressing this opinion and ensuring their own vision of the game gets heard over ours. And they seem to be winning. Between that and the devs silence on the issue, I'm starting to think that the reason the devs haven't said a word about this is because they know we're not going to like what they have to say as I'm certain they've seen this opinion voiced numerous times even with it being suppressed. It's becoming abundantly clear they intend to embrace the casual, competitive and esport-focused side of the community at the expense of the original fans, like Tripwire did with RO2. I might just play with SquadOps and their future mod and ignore whatever Squad becomes. Thank god for mods.
  10. I agree that other developers have handled the Hardcore and Casual separation badly: DICE with BF1 and Tripwire with RO2 come to mind. Tripwire was the worst offender (and still is) for constantly trying to appeal to people who don't really exist while simultaneously turning their backs on people who loved RO1/DH for what it was. The difference here is that I'm not saying they should change the core mechanics like movement, shooting or even the HUD. All I and most other people are suggesting are alternative game modes with different rules that affect the way respawning works. Squad is already hardcore compared to other games insofar as the core mechanics are concerned, it's the gamemodes and respawn mechanics that make it feel too fast-paced compared to something like PR. As for mods, that is happening. SquadOps is making one for public servers that's basically exactly what I want. That said, I'd love for the vanilla game itself to also move in a slower direction.
  11. PR struck this balance a lot better than Squad is currently doing.
  12. Ridiculous accuracy.

    That's what I want to. I think subtle adjustments to things like alignment and the implementation of suppression that makes your character flinch (like in RO2) should help. What will help more is an actual fear of dying, which needs to be achieved through balancing/game mechanics. Currently it's completely absent in Squad.
  13. I think most people can accept that Squad isn't a direct sequel to PR, however I think it's fair to hold it to a similar standard in terms of teamwork and tactical gameplay even if the execution is different. The problem now is that it's not even on the same spectrum as PR in these regards, as evidenced by the state of public servers, and a lot of that is due to gameplay mechanics that don't facilitate the degree of teamwork and tactical gameplay we're looking for. I'm advocating separate hardcore modes in this post but I also believe that AAS itself is pretty flawed outside of the problems with rallies and HABs. Just about everyone, regardless of how casual or serious they are, has problems with the meta, even if many can overlook it because they enjoy the moment to moment gameplay. The problems with Insurgency and Invasion stem more from the HABs and rallies, though.
  14. I really hope they add an "Operations" mode or something.
  15. By 'resource scarcity' I basically meant tickets and the desire not to waste them. There's no sense of that at all in Squad. I'd say that if I felt the player base wasn't so diverse. The current state of things greatly pleases one group of people who prefer more casual/skill based/coordination-lite gameplay and it alienates people like me. If it were changed to please those of us that wanted something more hardcore, it'd alienate the former group. There's simply not enough commonality between both sides because we're looking for entirely different things.