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About Para94

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  1. Ticket Bleed

    I think one of the reasons why defending the Middle flag or one flag after is still a good way to win a game is because usually you lose far more tickets attacking an objective than the other team is losing. Yes it is now 60 tickets but if you don't succeed in the first few tries it usually ends in the attacking team loosing most of their tickets to take one flag. Especially when the teams are well balanced
  2. VERY Concernd about the TOW missle

    USo if we are talking about realism most modern armies and the us/Russia especially have active defense systems on most of their modern/modernized vehicles already. This means the TOW missile usually gets destroyed before even hitting the target Leaving that aside the vehicles should get a higher initial acceleration to easily fall back behind an obsticle. Also the Speed of vehicles of road is currently let's say a bit unrealistic. Mostly because of the either unrealisticly steep hills or the unrealistic speed of vehics going on those hills. The reason why tows are so good is because they are hitting stationary targets most of the time and if there is a driving one the vehicles are very slow
  3. Tickets for TOW-Missile

    And if you let the btr/stryker to get close enough you are using it incorrectly. Certainly it is harder on some maps than on others but it is very effective on Kohat, yehorivka and fools road if you know where to place them... Oh yes and mestia as well. And that is only where I've tested them
  4. Tickets for TOW-Missile

    Close enough is within 1500m(tows max range) for example on kohat. And yes there are ways how not to get hit but what I am doing on the Russian side atm is taken three guys and a logi and place a tow somewhere on a hill with eyes on radio, Malak Abad and the southern roads. Two are spotters one is on the tow. We after we shot the first wave of Bradleys we reposition and wait until the move in again. Everything with 1 50/50 logi. If we would do it with ammo I would go at least to 500-750 per rocket including the first one you usually get for free. Why? Because you need to be really bad when you aren't hitting. At least atm. Like on normal rockets you still have to judge the distance, zero it properly in. With the tow you just need to hold a cross hair onto a vehicle which my grandma could do who never had a pc.
  5. Tickets for TOW-Missile

    yeah I know what they are made for and why they exist. But this is still a game and stuff should be adapted to make it more enjoyable. I know the ammo is for balancing that. But I mean you can just place it kind of close to main on a hill on certain maps and have logi runs for it. And also with one run you get 8 shots(so can easily kill 4 amoredvehics and a few infantry/+ you need just very minimal skill to use it (like in real life i know). I thought giving it tickets would balance it against the more teambased ways to take vics out... Also I mean it wasnt a really thought through I just thought it might be cool. But yeah I get where you are coming from maybe make it to 500 per missile and/or make it so it costs ammo as well to build it(thats sth I really dont get why they havent done that yet for every emplacment. or at least have them empty after the building.) I mean you litrally get a shot for free just by building it
  6. Hello my fellow squaddies and maybe devs, Like stated in the title, I have kind of a silly idea about the TOW-Missile. I see it quite often used against infantry (at least atm) which would in real life just never happen(mostly because it is just to expensive). Any other game would just reduce the splash radius but i think that would be super stupid. I would rather suggest giving the TOW missle 3-5 Tickets. This would have two benefits: First of all the TOW is currently quite strong against vics, what is good but also an very easy kill. So the "less" skill/teamwork based kill would give you less of an ticket advantage over the vic-vic combat or the AT infantry. Secondly it would really make you think on what to shoot it at -> shooting at infantry would definitly be no choice anymore, also depending on the tickets the lower tier vehicles. That is just an idea and I know there will be some people who are totally against it. But atm without thinking to much about it it seems like a really cool thing for me... Feel free to discuss it. I mean I am very open to critism and to the flaws of this.
  7. I did a little search on the forum here and didn't find anything about this. Therefore I am sorry if this already came up. I drive quite a lot of vehicles and there is sth that really bugs me: The key bindings. One thing is that if you are gunner in a vehicle the smokes is either on 2,3,4 depending on the vehicle. This makes it really hard to quickly reach for the appropriate key in a combat situation. And I am very sure every gunner in the real world knows exactly which key to press to pop Smokes. This could easily be fixed with a fixed key layout like you have as infantry. Something like this: 1= AP 2= HE 3= LMG 4= smoke And this stays consistent with all vehicles. If they don't have one of those it stays empty like if a kit doesn't have a pistol. Just to keep in mind with tanks coming, it might really add to the playability. Something that would be nice to be implemented, but is most likely also harder to implement are dedicated the ability to add dedicated keybindings to vehicles. Yes there are already a few, but it would be nice to switch up the "change weapon keys" to a different layout I have as infantry (i.e. Set the smoke to a mouse button for the gunner) The last thing I wanna add, which would be cool to be implemented but what I think it will most likely not is to have an kind of advanced driving setting for tracked vehicles which makes you able to control each track separately and gives you more control/ flexiblity over the normal system (like a faster turn on spot and maybe better control in difficult off road situations)
  8. New Generation's community content night

    Event will start in about 3 hours
  9. New Generation’s Community Content Night Are you tired of always playing the same old maps? Do you want a change to the everlasting battles over train tunnel or central DC? Then join us and bring your friends with you to our open for all community content night.The mods will provide you with new possibilities and new gameplay. This event will provide you with a steady flow on new playable content from the modding community, to get over the current very stale game state. The work the modders in this community do is incredible. They provide us with great maps and mods. Not to forget that Squad itself is a spiritual successor to a great mod; Project Reality. We would kindly ask you to fill out a short survey(about 5 minutes) after the event to further help them improve their content. We aim to run this event every second Sunday, starting with the 8th April. The events will be completely organized on our discord. Key information on the upcoming event Additional information For content creators: If you think your map/mod is ready to be tested and you want us to host it in one of the events, you can direct message @Para94 on discord. For clans You can get reserved slots for the event. But you need to reapply each event. The maximum of reserved slots per clan is 9(=1 squad). All of this will be handled in the #requests discord channel. For streamers You can get admin cam access if you want to stream the event from admin view. This will also come with a reserved slot. Please contact @Para94 for this on discord. If you have questions or suggestions feel free to ask @Para94 on the discord
  10. Suggestion | Battle of Marawi

    I think this would be a rather great thing to mod instead of making it official. As you said it's "only" the character model
  11. Pretty sure the custom mapvarients don't show up in the examples of the console cause I am pretty sure those commands are totally coded. You need to type it yourself... So adminchangemap my_custom_map_layer
  12. It does exist. You can test your maps offline(load into shooting range, open the console and type "adminchangemap <mycustommaplayer>" but you need to have your map properly exported
  13. After a long time I started playing Squad with V10 again. While I am still missing my helicopter (especially an attacking one) I really like the state of the game compared to it about 1 year ago. Ok the new movement system sometimes really bugs me especially as there is no weapons resting(which in my case would really fix the system). No to my real point. The passing of mag+ maybe bandages. There are often times(especially when you survive for a longer time) when you only got orange/red mags left and need to run a far way to get new ammo (or my preferred way as the penalty for dying is so low, get aggressive->die->respawn) an easy way to combat that is to make it possible to get mags from your squad mate with the same ammo/magtype. In return that guy gets an empty mag. Another thing I find really stupid is when you can't revive someone who is on the ground although he still got 2 bandages himself. Instead of taking one of his. (maybe in return give the medic only 4 bandages)
  14. FPS:25-40 CPU: I7 2670QM GPU: GT540m RAM: 8gb 1333MHz Res: 1366x768 Settings: Low(except View Distance High) Fucking Awesome that I can still Play it on my old Laptop. But can't wait to play it on my real Desktop :)
  15. As the topic states, i want to talk about key-combinations. As I use a Laptop to Play Squad I have a few Problems finding enough easy accessable Keys, as I don't have a Num-Pad. Especially the additional channels for Squadleaders are difficult to assign to a specific Key. In Project Reality I could use combinations for them. Would be great to see it in Squad to. Might be not high prioity but hopefully we will get it.