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Kerri

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About Kerri

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    Fireteam Leader
  1. Anti Tank

    AT feels very underpowered. A vehicle crew has to be cognitively impaired to manage to get hit by 4 (FOUR) rounds, which is what it takes to destroy the various IFVs. In order for a IFV to be killed, supposing it's against a squad of infantry (ignoring HAT); - Enemy squad needs to be stacking double LAT - Needs to be close enough to hit with the poor range and lack of sight adjustments - Needs to have not been seen by the target vehicle, which has OHK weaponry and zoom functionality - Needs to have not been seen by the target vehicle's dismounted infantry, which only needs to take out a single LAT to render the squad ineffective against the vehicle threat - Needs to have a 100% hit rate with all 4 rounds of AT ammunition - Needs to fire all 4 of those rounds without the vehicle's gunner hosing them down (again, just taking out a single LAT before he connects with his second round is enough) - Needs to fire and hit with the 4th rocket before the vehicle does a 180 and speeds back to main to magically regenerate within 60 seconds, while it has no movement speed impairment due to just taking 3 AT rounds. Hitting with just 3 does absolutely nothing, will result in your entire squad being wiped, and the vehicle lazily driving back to base and will be back in the fight within a couple of minutes at most. AT needs to be either buffed (double the damage and half the capacity might work), or add some kind of module damage mechanic where a HEAT round to the turret could disable it until it's returned to base, track damage slows it down/immobilises it, hitting the driver compartment kills the driver, etc. People just need to realise that IFV/APCs aren't suitable for every location on a map. If you're pushing down the central avenue in Basrah, with enemies swarming all over the high-rises on each side of the road, then it might be best to either leave the Stryker at main base, or have it do some harrying around the outskirts of the map.
  2. Why aren't you playing Squad?

    I've just gotten back into it after a good few months away, but I'm starting to play less and less for a couple of reasons, like drop shotting, prone being useless because it neither hides you from the enemy (due to grass not rendering for them), and also blinds you (due to grass rendering for you). No weapon resting meaning SAW gunners are absolutely useless, combined with the above, some of the maps are just poorly balanced (Logar Valley either devolving into USA rushing MIL's first cap point with strykers, or setting up on the hillside with CROWS MRAPS and Strykers and being able to completely dominate the entirety of the map) And my biggest gripe is the ME maps, I don't know why but they're starting to both infuriate and bore me at the same time. I'm jumping around servers just to play on the Eastern Euros ones because they're better designed and much better balanced (with the couple of exceptions such as Logar mentioned above). I'd love to see some win/loss statistics for these maps.
  3. Vehicle, controlling speed

    I don't think gears are necessary, especially not if they require more keybinds for players to learn. It could be done with an automatic cruise-control type mechanic, you accelerate to 5km/h, your vehicle will hold that speed until you either speed up or slow down.
  4. Coming from Arma 3, where ACRE and TFR use is abundant, this kind of radio set up is pretty much essential. We always did left ear = squad comms, right ear = command comms. As much as I dislike the Arma playerbase coming to Squad and requesting useless features from that game which just add bloat and an unneeded learning curve, this one seems simple enough to understand and can be done entirely through the options menu (where it's optional), without adding more keybinds to learn. I don't want Squad to devolve into ACRE/TFR territory where every match has a 10 minute preamble where every squad has to set up their custom radio frequencies, make sure they're working, explain to the 3 new guys how it all works, etc. It takes about 2 minutes of getting used to but after that you really can't go back. Being able to instantly know, without knowing the voice or having to glance around the screen for an icon, whether or not a message is at the command- or squad-level is impossible to live without. To be honest, I don't even think the auto-mute is necessary. Local comms are usually quiet enough and self-regulate with distance. Squads can just be told to hold comms if they lack radio discipline, but to be honest, after a little while of playing with the left/right ear channels seperate, you learn to automatically prioritise traffic on the right ear anyway.
  5. Bullet hit noise vs Visual hit

    Speed of sound is modelled in the game, you see an explosion from an IED blowing up across the map up to a couple of seconds before you hear it, depending on the distance.
  6. We never got into TFR, but we used ACRE in Arma 3 and we set it up the same way. Left ear = Squad comms, right ear = command comms. It takes about 2 minutes of getting used to but after that you really can't go back. Being able to instantly know, without knowing the voice or having to glance around the screen for an icon, whether or not a message is at the command- or squad-level is impossible to live without. I don't want Squad to devolve into TFR or ACRE-territory, where every match spends 5 minutes at the beginning getting everyone on their own custom frequency, or even add more un-needed keybinds to the game, but an option in the game settings for 'Stereo Command Radio' would be great.
  7. Reduce mortar spam

    Whole point of mortars is to punish a team that becomes too static. I've not had any issue with mortar spam, if anything I'd agree with anti-mortar measures being put in place because of how useless they are the majority of the time. Eating up 2 players at every FOB (if they're placed everywhere), then you normally have at least a third guy per battery doing the spotting and adjustments. I've seen games where half the team was either mortaring or supporting the mortars somehow, and they always lost. I was chatting to some guys in-game the other day while en route to a cap point and we were talking about how the game's meta has evolved to the point where the first team to place mortars is the one which loses, because they just lose so much manpower and initiative. And then you have the situation where there's no ability to lock squads, and so the '3 man mortar' squads end up having 9 people in them who can't maneuvre using rally points because their squad leader is sat on the mortar, and so you can end up down to just a single fully functioning squad at the end of it.
  8. Why the medic aversion?

    I think you need to re-read my posts before replying. I stated the one thing I miss about playing a medic, since I do it so rarely nowadays, is the ability to see casualties on the map and inform the squad leader, since other medics seem to not do it the vast majority of the time. And again, you can't differentiate between downed regular players or squad members on your map, since they have the same icon. Even mousing over them doesn't indicate whether they're in your squad or not as both squad members and non-squad members have a green nametag (rather than non-squad members having a blue nametag)
  9. decoy stones ?

    Don't really understand what you would mark using the stones for friendlies. I believe, and I'm not entirely sure, that in PR you didn't have IED or mine markers on the map, and so when insurgents and the like would put tripmines at the top of stairs, they'd indicate it by putting the stones nearby for friendlies. I may be wrong because I didn't play a lot of PR. But in Squad, you do have those markers on the map, and so I can't think of what use the decoy stones would be for marking. Putting them in the middle of roads, where it's very obvious that they're there, can slow down a vehicle by making it inspect the stone or even detouring around it. I've seen BTRs get stuck in forests because they detoured around a decoy stone thinking it was a mine in the middle of the road. Putting the stone near or on top of a mine seems counter intuitive as the stone has a larger footprint and is easier to spot than the mine itself, once buried, and so the two combined are almost impossible to miss.
  10. Vehicle hit indicator

    Last patch added a health bar in the same style as the stamina bar for infantry. In real life, you'd know if you got hit by a frag round or an AT round, or a near miss vs a direct hit, because you'd have bits of shrapnel flying around the crew compartment, damaged modules, transmission wouldn't be working, you'd be half deaf, etc. None of that's in the game right now and so it makes sense to add some kind of mechanic to substitute for the lack of sensory input.
  11. Mines are fine, from what I recall they're AT mines and so most of the blast would be going directly upwards into whatever vehicle triggered it. However, I agree with both IEDs and mortars. I had 3 mortars land not 10m infront of me last night, and I didn't take a single hit from it. From what I recall, I wasn't even supressed. IEDs seem only large enough to kill people coming through a large doorway, with little to no damage outside of the immediate fireball. Since they seem to be based off a mortar round (at least the model), their damage is sensibly just as anaemic as the tube-fired mortar round. They could probably both do with a large damage and blast increase, with tube-fired mortars being balanced by a large increase in the initial build cost (they shouldn't be worth the same amount of points as a couple of ladders)
  12. 95% of the time if you go down, you're just wounded. Not sure of the exact mechanics that determine permadeath, but it's very obvious when it happens. When you're just knocked unconscious, the screen blacks out but you can still see that you're on the ground, can hear people around you, talk to you, etc. This is what happens almost all of the time. If you're insta-killed, it's noticeably different. You just warp out to a greyed-out view of the landscape (the one you see at the beginning of the match before you spawn). This usually only happens if you've been revived by a medic and get shot again before being healed up, although there may be other mechanics involved as well (I believe I've been insta-killed by vehicles blowing up and HMGs hitting me, although most of the time you survive them just being wounded, so I'm not entirely sure if it's just dependent on your health when they hit, and if they push you below a certain threshold (that isn't reachable at full health), they kill you outright. Not sure, though)
  13. Why the medic aversion?

    Ability to see casualty markers on the map is exclusive to medics, otherwise you're having to stare at individual markers long enough to see if they're moving, and even then they might just be stationary watching a doorway, etc. Edit; Another thing I'd like to see to make the medic class more playable is the ability to differentiate between squadmates that are down and regular players, and again with injured people. It might already be in the game with squadmates having slightly larger icons, but it's so minute I can't tell if that's really the case or not. It's not even the case that you can just mouse over them, because both squad members and blue guys show up with green (the colour of your squad) nametags in the map view. I know you should be picking everyone up, whether they're in your squad or not, but there are lots of reasons why you would want to know where your own squad is, and that's very hard to do when you're playing medic and their green arrows on them are replaced with generic injured markers.
  14. Wondering if there's anywhere on the website that lists all of the posts (in order) by developers on the forums. Would love to keep up to date with what's going on, without having to do it manually by finding a developer's name and looking in his history, or by just relying on the bi-monthly updates. Something like the 'recent posts' area on the main forum page, but just listing posts by developers. It might exist, but I can't seem to find it.
  15. Why the medic aversion?

    I used to always take medic if it was available, why wouldn't you? You have the same loadout as a regular rifleman with the benefit of being able to heal yourself and revive others. Even moreso with the last update that gave them a fragmentation grenade. But nowadays I'm doing it less often. Like the people above said, people are idiots, and I don't like having the responsibility to assist them all of the time. Sure, you can just ignore them, but at that point you might as well just be a regular rifleman and let someone else babysit them. The one thing I miss is the ability to inform my squad lead of mass casualty areas on the map, which can give us a lot more situational awareness, because neither other squad leaders nor medics call this out for some reason.
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