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MultiSquid

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Everything posted by MultiSquid

  1. June 2018 Recap

    It might get even harder to find squad leaders if you increase the number of people they'd have to babysit. I'd say upwards of 90% of playerbase already actively avoid leading squads, let's not make it any less appealing than it already is.
  2. June 2018 Recap

    You might remember that in PR there was a time limit before you could change kits after each time you requested a new kit, you couldn't just do it over and over. Also there are no supply crates in Squad, not in the way they were in PR. Changing a kit at the ammo boxes and resupllying costs ammunition from the FOB, so you can't do that indefinitely either.
  3. Fob gameplay idea

    I remember battles over superFOBs being some of the most boring experiences I've had with Squad. Spawning and attacking one area with a FOB and tons of defenders over and over often during the better part of a round basically reduced the entire large map full of possibilities into fighting over one spot - I just didn't find that fun. I think the superfobbing really started dying only after the introduction of mortars and I see no problem with that. I can see the return of ol' breacher kit from PR work in Squad, why not. As the OP observed, it might give defenders more time to save the FOB while at the same time it could make super sneaky FOB takedowns a possibility. One thing I also liked in PR was that the first explosive only damaged the FOB structure and it started slowly bleeding it's health and collapsing. As a breacher you had a choice - either putting down two explosives to make sure FOB got completely destroyed or saving one explosive and risking that the FOB will get repaired before it has collapsed completely.
  4. New mechanic for kits and team play

    I don't think this is a good idea. On the positive side, it would make players value their virtual lives more, wait for a medic instead of instantly giving up etc., but with people switching kits every few deaths I don't see a way for the SL to ensure his squad has all the kits it needs at any given time. I wouldn't want to end up in a situation where I've been actively attacking a point with my squad, everyone died a few times and suddenly nobody can take the LAT we might desperately need right at that moment, because we all ran out of points. The second variant is reminiscent of the PR's cooldown on all the "special" kit options that needed to be grabbed from supply crates and might work, but I can imagine it being somewhat difficult to balance well and it still runs into the same problem - the kit simply might not be available when you need it most. Overall both of these options seem like they would make trying to retain a combat-effective squad with the right kits unnecessarily complicated. I like the idea of SLs being able to lock kits so people can't take them or even locking kits in place so people can't switch around willy-nilly when the SL isn't looking, but I guess that's kinda the opposite of the OP's proposition.
  5. New Revive ability

    I wouldn't knock it until I see it in action. Even if I'm geting a bit of PUBG vibe from this particular revive system. Over the time I've spent here I've seen tons of threads doubting the upcoming features and I'm pretty sure majority of those threads turned out to be wrong in the end. The developers are not bashing rocks together, if they're adding substantial gamechanging mechanics to the game it's usually after a lot of forethought and testing. I'll happily be the first to call it out if it turns out badly, but for now let's just look forward to the changes and see where they lead. People just don't want to play medic now, that I think we can all agree on.
  6. Performance took at hit after 10 release?

    This is probably the best running version of Squad for me yet, did you try all the usual stuff such as clearing your cache?
  7. BTR, Striker, Warrior ambush

    If that bothers you, perhaps try picking up the AT role more often. Also, inexplicably, about 85-90% of people I've met in Squad so far can't grasp the simple notion of avoiding vehicles if they don't have the means to destroy them or scare them away. Just put some walls between you and the vehicle, hide in some shrubbery and you'll be fine. Instead of peeking at vehicles and presenting targets for them to shoot, play dead and let the crew get bored and leave. If the vehicle has stuff it can shoot, it will probably stay in the area and shoot. If it doesn't, it might decide to leave instead. Think of Squad as a rock-paper-scissors kind of a game instead of a run of the mill FPS. Not everyone is supposed to be able to deal with vehicles.
  8. BTR, Striker, Warrior ambush

    I think that's more of a Hollywood thing than a real-life occurence. You'd have to be really desperate to try something like that irl and you'd most likely fail - there are about 5 things that could go horribly wrong just off the top of my head. Since players aren't worried about losing their virtual lives, they'd try to do it all the time just for the lols. Not a great gameplay mechanic in my book.
  9. Squad is indeed much faster than PR in it's current state, this is not exclusive to free weekends. This might change further down the way during the developement, but right now it is what it is. The same goes for (un-)willingness to coordinate with other players, but that can be remedied if you're willing to delve into the clan scene and find yourself some proper teammates. Playing Squad alone in public server and playing Squad with clanmates you know and trust are pretty much two different games entirely. Also some servers enforce cooperation more than the others, it's up to you to find out which ones best suit your style of playing. Once you find a server that suits you, hang around, get to know some of the regular players and you'll have a better experience even without having to join a clan. Being able to predict where the enemies are coming from comes with experience, there is no workaround there. Some players seem to think that lowering your graphics settings helps with spotting enemies, and it might on some maps and some cases, but I can tell you from experience that it's not universally true and many times having lower settings actually works to your disadvantage. Once you play more you'll realise that people generally tend to go to the same exact spots all the time and once you get to that stage it's really easy to anticipate them. Since you say you've played PR I'd wager you've already experienced the same there as a new player.
  10. Stryker M1296 ICV-D and thermal optics

    The official forum FAQ says "not at this stage, might be subject to change" about night vision, with no mention or connection to thermals. While thermals irl probably do see more use during the night, they should be capable of working during the day as well, since they aren't dependent on light conditions anyway. I see why we probably won't need or have night vision since the night maps just didn't work well in Squad but as they say - this ain't that.
  11. Stryker M1296 ICV-D and thermal optics

    Do you have a source on this? This is the first time I'm hearing about it.
  12. Separate Tickets Armour

    Wouldn't this encourage more reckless behavior and vehicle wasting, since you wouldn't be able to lose the game for your team by wasting high ticket value vehicles? I've got a feeling this would decrease the value of armored assets and I'm not sure how it would make the game better.
  13. Fix Bullet Physics

    Looks like you're hitting the first guy in the arm, not the chest, and the same thing probably happened with the russian in your earlier video (the blood splatter seems to originate from the shoulders). There's a delay between anything you see and what is actually happening according to the server, that's simply the nature of online gaming (and the server always has the last say). Some games seem to be better at handling it so it isn't as obvious, in some it's more visible, but the delay is always there either way. Squad had varying success with this issue from version to version and there still is a lot of space for improvement right now. That said, nothing good comes from being overly emotional about this issue, especially since the devs are already aware of it. The game will improve. If you feel like it isn't enjoyable for you at it's current state, there's nothing wrong with that. Just take a break and check back later, I'm sure you'll find a better Squad waiting for you.
  14. 3000hrs+ suggestions

    Cleaned up the thread, please stick to the topic at hand.
  15. Battlefield V

    Absolutely ridiculous trailer. I just can't see the appeal.
  16. M249 bullet drop

    /locked
  17. K/D RATIO

    Squad is supposed to be a team game, each win a concentrated team effort. With that in mind, let's just for a moment consider not showing kills for individual players at all, only k/d total for each squad. Even better, let's also consider only displaying ticket value of each squad - how many tickets they lost and how many they "took" from the enemy team. Hell, I'd even be down for displaying the ticket value for individual players instead of K/D as a low-impact option. Not only would this help players understand more about how well they actually played during the game and the way ticket system works, it would also semi-accurately show each squad's contribution to the result of each round. The guy from the OP would be able to see that even if he felt like he was doing pretty good, in reality he only amounted to a measly 2 ticket advantage for his team. Of course that won't ever happen in vanilla Squad for fear of severe backlash from the community. I'm not that delusional, don't grab your straitjackets just yet. Included in some kind of hardcore mod however, this might be one part of a larger, more complicated solution for the selfish gamer mentality. It might not solve the self-gratifying behavior, but I'm positive it would be a step towards discouraging it. I'd like to say I've already heard all the possible rebukes for this proposal and I'm not expecting to see any original ones here. If you're hovering over the keyboard, ready to write an unpleasant reply right now, it might be worth first taking a moment to think if you wanting to see your k/d so badly isn't part of what's causing this problem in the first place.
  18. Audio problems in the game!

    I think this might be an issue of language barrier... @Walkietalkie444 try checking the language-specific parts of the forums or using google translate, nobody will help you if we can't understand what's the problem.
  19. competitive mode

    I'm not sure I see the connection between allowing players to create squads composed of only grenadiers/LATs and competitive gameplay. In my imagination it looks more like some weird Squad/Doom crossover where everything is exploding.
  20. Perma-death on headshots?

    As far as I know only headshots from heavy machine guns and 30mm cannons instakill people now, other weapons still put you in the wounded state.
  21. Bolt sniper role?

    I've seen plenty of snipers in PR and about 90-95% of them were exactly what you've described - BF style players who wanted nothing more than to sit on a hill and kill infantry all day, without any regard for anyone else in their team. What I don't think I've ever seen is one legitimate argument from the sniper fans describing what this kit could possibly bring into the game that would either contribute to the teamplay or couldn't be done by a regular infantry squad or a vehicle.
  22. The delay. The delay. Getting constantly shot by people who haven't even peeked the corner on my screen (and seemingly come around it with their guns trained on my head, blasting me to hell full-auto) makes me wanna strike down upon my screen with great vengeance and furious anger every time.
  23. bipod for sniper fusil, please

    The machine gunners needed a bipod because their weapons were extremely hard to control when outside of prone, making them somewhat useless and unable to fulfill their intended purpose - that is suppressing enemies with bursts of accurate fire. In comparison, marksman rifles are easy to steady and shoot accurately at the moment, so from a balance perspective I don't see any need for bipods there, other than for the cool factor (and looking cool is pretty much the only thing marksmen have going for them anyway). I would agree with this suggestion only if marksmen were adjusted so it's significantly harder to shoot with an unsupported rifle, other than that - nah. Also, what's a "fusil"? Anyone?
  24. Lose the Medic role

    I guess the thread has ran its course then. /locked
  25. How do i get decent frames on a old setup?

    I've /hidden all of the other threads you've created except this one, that might do the trick.
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