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About MultiSquid

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  1. You can't treat symptoms. Squad always had a steady influx of casuals, but most of them couldn't cope with punishing mechanics and left. Now that the punishing mechanics are gone and forgotten, more and more of them stay. That's why the game was able to increase numbers of players over the past year or so. The rapid decline in quality of gameplay is simply the sad, easily predictable result of casuals becoming a majority in Squad community. For better or worse, unless there is some kind of a radical change within OWI's priorities, you're stuck with these people. I don't have much of a hope for mods either, even for all the supposed support modders get, mod servers are a fringe part of Squad that goes completely unnoticed by most players.
  2. Making Squad tactical realistic. The overhaul.

    I like it. It's subtly educational and it keeps the player's options open - keep yourself out of the action a little while longer to make your squad spawn faster (like a big boy), or run off and fight on your own (since this is a game and you paid for it, to hell with everybody else). This honestly might be one of the best ideas I've heard in a long time, but knowing the devs they would probably calibrate the spawning times way too leniently and we would end up with people instaspawning all over the place. At this point I'm genuinely scared to offer suggestions as one can never be sure that his feedback can't be used to make the game way, way worse. I would like to add that while keeping the conversation going is definitely positive, I don't think squads not staying together is the issue preventing Squad from becoming a tactical masterpiece it once probably aspired to become. Some more important failures of game design in my opinion: firefights end too quickly, long distance shooting is much too easy (all shooting is too easy IMHO), value of individual player's lives is at an all-time low (we can go lower yet ;), people don't care about tickets, the scoreboard does not display relevant information (tickets lost vs tickets gained by player/squad), persistent ammo is ineffective (instead of actually running out of ammo, people always spawn with enough to go pew pew some more). Each of these could easily sustain a thread of its own, I just wanted to point out that what while squads not staying together as unit is a problem, fixing Squad the game would require a "big picture" approach that would mean a massive overhaul of several mechanics at the same time.

    Anyone here to say what needs to be said? No? OK, I'll do it again. If there is one constant rule of game design that has been true for the entire existence of Squad, it's the following: you are not allowed to take steps that would make people reluctant to use in-game comms and instead rely on 3rd party software. I'm not even going to go into details because this horse has been beaten to the death, and then some. You just can't do it.
  4. Giving up already affects the entire team, the point is nobody cares because it doesn't affect them personally. Individual punishment for bad decisions and rewarding good behavior by advantages, that's how you steer players to act like rational adults. Ain't nobody ever gonna spontaneously care about 40+ strangers they're never going to meet again, no sir. Players are selfish creatures, but they can be goaded into caring about others if doing beneficial actions brings personal rewards and at least an illusion of recognition. Squad has instead taken the path of literally rewarding failure and coddling players who make bad decisions, all in the name of "accessibility". Who could be surprised now that the most prevalent playstyle resembles a bunch of lemmings, endlessly spawning to run towards enemies and dying only to repeat the process until somebody runs out of tickets?
  5. The different ticket values per kit are unnecessarily complicated. SL 10, everybody else 5 - bam, easy. The suggestion to make players less effective when revived creates even more incentive to keep giving up immediately. Spawning absolutely needs to be nerfed, otherwise everyone will just continue with this unspoken agreement that tickets are to be ignored until there are maybe 50 left, after which they're suddenly important. Easy spawning right into the action is the core issue which will continue to poison all other aspects of gameplay unless solved. Once players no longer feel it is in their best interest to give up immediately after dying, then there can be discussions about ticket values and whatnot.
  6. Nerf scopes, butr actually buff them

    My bad. Still, would your suggestion simply make both the iron sights and scopes worse? There were several quality of life improvements to make the sights more visible and easier to read in the past, this feels like a step back.
  7. Nerf scopes, butr actually buff them

    I don't think I understand. Why exactly should scopes be good for close combat?
  8. Heavy sniper as in the game Project Reality

    The amount of wishful thinking Squad community is capable of can never be overstated.
  9. Can you Pickup a Grenade on the Ground?

    Because of the way Squad handles latency if you hear a grenade land next to you and it explodes about 1-1.5 second later, you were dead when you heard it land. The server already registers you have been killed by the time the information of a grenade landing has reached your client and the corresponding sound is played. There is no way you could possibly throw the grenade back as everything you see is delayed (and taking human reaction time into consideration as well). It's the same reason why trade kills occur, everything you see client side has already happened and you literally reacting to past events. The devs could increase the time for grenades to explode, but that would bring more problems than it solves, the grenades would seem to take way too long to explode thanks to the delay (the information going from client to server and back). Other than that, catching the grenade in flight towards you is a possible solution that would give you a split second advantage, but it's highly unlikely to be used and thus a waste of time to implement. In conclusion - I wouldn't get my hopes up.
  10. SQUAD could be amazing, but it lacks care

    You can't have the cake and eat it too. Either the game is supposed to be hardcore and niche (then the current player numbers would make sense) or it's going the casual way (in which case there is a huge cause for alarm, because for a casual shooter the numbers would indicate the game is practically dead, or on life support at best). Squad is a casual shooter that's trying its hardest to look like a hardcore one, but you simply can't have a casual game and think it will survive with a niche game's audience - the player retention is far too low for that. Would you care to share with us which games are similar to Squad in your opinion? I'm curious. 3000 over a million is a bad argument, but I don't think anyone can deny that the players are leaving squad roughly at the same rate that the new ones are coming in. The devs seem to rely far too much on hope that gimmicks such as commander will bring enough new players to offset the bleeding instead of fixing plethora of old problems plaguing the game. Helicopters were supposed to be one of the biggest changes since the introduction of vehicles, yet the player numbers barely moved, that's how little people now care about Squad. A game that is fundamentally flawed because it tries to lure people in with a promise of a teamplay oriented gameplay, but then lacks the courage to implement truly punishing mechanics to enforce cooperation. Nobody can blame the players for quickly becoming disillusioned and moving on - they're simply not getting what they paid for. No amount of sugarcoating and "everything is fine" attitude is going to save Squad from the simple fact that the game can't deliver on its main promise, and people won't stay around once the realization sets in. It might take a few months for some, because if there's one thing Squad is good at then it's pretending the game is much deeper than it actually is and projecting huge potential, but eventually the illusion breaks and another player is gone.
  11. This is probably your problem. 14 year old role-playing a soldier in comms is just pure cringe, you just can't sound good that way. Speak plainly, always weigh if what you're going to say really needs to be heard by everybody before using squad radio, otherwise keep 90% of your comms to local. I also find that young players generally speak way too much, just keep it cool and don't give in to the need to comment every single thing that is happening around you. You'll find much more people willing to keep you around this way. If not, change squads.
  12. Remove forced Tracers from SL kits

    Trying to treat symptoms instead of the root cause of a problem is a very shortsighted way of proposing changes. I agree with your premise that as things stand, tracers are nothing more than eye candy, and they're even detrimental to players whom are forced to use them. That said, simply removing tracers is just a drop in the bucket of problems and I would even dare say that when you consider the broader context it's a step backwards, not forward. Let's not dance, however - firefights are over too quickly, that's why tracers are useless.
  13. Remove forced Tracers from SL kits

    Sounds like there is a much larger problem than tracers here.
  14. A16 Helicopter First Impressions

    Perhaps you should Google stuff before posting solely based on your hunches and feelings about what "sounds unrealistic" You'd find that the tail rotor failure is manageable by the pilot and the recovery procedure is also simulated and taught when you actually learn to fly. There are tons of readily available video evidence as well.
  15. Don't use squad number as a callsign on radio

    Your suggested approach is just adding extra steps to the communication process with little to no benefit. That's it. SLs will call each other by name in competitive clan matches when they know each other and have already planned beforehand whom will lead which squad. Ain't nobody got time for that in public matches where the composition of squads changes by the minute. Better get used to pubbies calling your squad by its number, because it's not going away anytime soon.