Jump to content

Cavazos

Member
  • Content count

    136
  • Joined

  • Last visited

About Cavazos

  • Rank
    Squad Leader

Profile Information

Recent Profile Visitors

707 profile views
  1. Squad Level Autobalance

    I wasn't aware that this was a thing experienced squad leaders do. I actually prefer going over to the losing side to have more of a challenge. I will recognize squad leaders but I never make an effort to get on the winning side. When it comes to clans then that is different. They always try to get on the same side. But to have random SLs, when it seems half of them are always insulting other SLs, try to get on the same side just doesn't sound like a thing that really happens. But perhaps I am wrong. I just don't see much value in an easy victory and having landslides after landslides are not good for keeping players on a server. As for the original post, that seems reasonable. I think it's very important to keep the teams balanced on a skill level.
  2. The grid calculator is also off when you get to the border lines.
  3. In the video they talk about working on suppression. Now they don't say exactly what will be implemented. They have a page of thousands of ideas on how to implement it and they definitely want it to enhance the tactical nature of the game while not being too debilitating. SgtRoss said it would be kind of like Red Orchestra suppression and I think he also said it would have some physical effect. Which may or may not be flinching or could be to a certain degree. The idea is they have so many ways to do it and are trying to capture the feel of combat. This is understandably not an easy thing to portray in-game.
  4. This is an awesome video. That recon of next objectives idea sounds really good! If the AAS layer is randomized and you can't see the next flags until your own are captured, then it is impossible to rush! All you can do is use a reconnaissance force to monitor troop movements and rush based on that. That would be really interesting!
  5. VERY Concernd about the TOW missle

    Check this guy out. He is running a squad of two 30mm BTRs but handles dealing with Strykers and an emplacement TOW very well:
  6. VERY Concernd about the TOW missle

    Ah, I see. The easiest way is to set up a TOW or SPG in a hidden position that covers open areas the vehicle is likely to travel. Use flanking fire on it so it doesn't easily see you but if your choices are limited, set it up behind cover or just around the corner of a building where it isn't standing out in the open. If your position is discovered, you MUST reposition. You can use other tactics as well by coordinating SPG techies, mines, and RPGs. However, to get the best bang for your buck you can have a small 3 man team set up a hidden SPG position on the map. That way you can use your team's manpower on objectives.
  7. VERY Concernd about the TOW missle

    You have to do recon and locate where the enemy may be setting up. You can do part of this by looking on the map and imagine where would YOU put a TOW for maximum benefit? With Squad, it's made easier because you play the same maps over and over again. With that in mind you can predict EXACTLY where they will set up with experience. Besides guess-a-mating where it can be, you work with infantry as a screening force. In open or closed areas infantry act as recon except in the open they would have their own vehicles (armored recon or in our case, MRAP infantry). Now either way rather the infantry are on foot or mounted, they are your protection against TOWs and they can actually handle the TOW by themselves. Once they locate the TOW, a single rifleman can keep eyes on the position and kill whoever gets on it. In real life you can use an anti-material rifle (.50 Cal sniper) to disable equipment. In Squad I think some things can destroy equipment. Maybe .50 Cal's but I'm not sure as people never really cared to "disable" emplacements until now.
  8. VERY Concernd about the TOW missle

    Amen brother. I personally don't agree with OP's suggestions, but we should all be able to discuss what we like and dislike without being disrespectful to one another. Oh wow, this pretty cool to read! This is the kind of info that is hard to come by but gives you a good understanding of the strengths and weaknesses of tanks.
  9. VERY Concernd about the TOW missle

    The reason I play squad is because it's more realistic than all the other FPS shooters out there. I like how dangerous weapon systems are. Most players are just not used to it because of all these other games. But there are tactics and techniques you use to overcome dangerous weapon systems, and those who know how to are rewarded.
  10. Defenses

    Deployables are useful when they are invisible to the enemy but have a wide field of view on them. You do this by placing them in flanking positions of where the enemy will travel. These are called keyhole positions. Reference: Machinegun Defense in Urban Terrain Anti-Tank Tactics for Infantry Units
  11. Tickets for TOW-Missile

    Yeah, I think the ammo cost is the best way to handle limiting TOW spam.
  12. Looking for milsim

    Give http://10sfg.com a look. They are a great MILSIM unit.
  13. What makes you think the devs are going to add suppression flinch? People say a lot of things, but that doesn't make it true. Squad's average player count rises.
  14. What is a milsim server?

    MILSIM servers are just like any other. They have rules, and each server the rules are a little different. But don't expect a strict military chain of command type of atmosphere of rules you have to follow. They have server rules just like any other. The reason it says MILSIM is because it helps promote the group and tells you that if you join the unit, you can expect a military-like atmosphere when playing in squads.
  15. Where Did My FPS Go?

    OWI Devs, give me back my frames! - Augustus Caesar
×