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Everything posted by Kerri

  1. How to slow the gameplay

    Completely agree with the rally point mechanic, the overrun mechanic is already there as people have stated, but the problem with them is that they can be continually re-armed by the squad leader, essentially becoming an infinite spawn point for your squad until located (or someone messes up). It's the reason why there's no use for transport vehicles outside of the initial rush to the middle cap point. I believe I suggested this in another thread in response to you, but I'll state it again, I think the best way of remedying the RP problem (if it's deemed to be a problem by the devs), is to give the squad leader a single rally point to use, if he wants more he needs to either rearm or die, and it expires within 60 seconds. Infact just giving it a 60 second expiration might fix it without limiting his number of them, since he won't have time to respawn on it to replace it by the time it goes.
  2. Was just dossing about on a QFF server to seed it, went to find somewhere to lie down to AFK and found this, seems to affect a lot of the map since some of the compounds have identical layouts, and it seems to affect all the ones I tested (although some of them you can drop into at will, just not out of). You can see and shoot through the walls at vital entrances without being seen, can drop grenades into the rooms beneath you without taking damage from them, etc. Vid is still uploading and should be live at https://youtu.be/Mga4hO6zyB0
  3. I've just booted up the game and double checked, there's still a noticeable difference between the 30mm BTR-82A and the Stryker, it seems to have a similar gun depression to the regular BTR (the 14.7mm one). The turret height difference isn't as extreme but the Strykers still sits further above the hull than the BTR-82A's. The visibility itself out of the Stryker is improved, without the dirty, tinted lense of the russian vehicles. All together it adds up and the Stryker is normally the one to have first rounds on target. I haven't used the stryker in-game since the new update with separate AP, HE and coaxial options so that might change things, but pre-V10 I'd still have taken a Stryker over both versions of the BTR. I also could have sworn the ticket difference between the two was larger (I thought the 82A was worth 32 tickets for some reason, as opposed to the Stryker's 24. There's only a 4 ticket difference unless that info is out of date. I wish the ticket values of items were more readily available in-game through the map legend, though), which pushes me back towards the 82A.
  4. I would take a Stryker over a 30mm BTR any day of the week, due to gun depression alone. Unless you have time to set up in a position ahead of time, in which case you'll win the engagement anyway, the stryker has the advantage of being able to engage more quickly in a wider array of terrains than a BTR does. Stykers also have the advantage of the CROWs system being a fair bit taller, meaning they can engage over the top of a wider array of cover than a BTR can. In terms of small arms, Americans win on most, if not all, counts. I never knew there was a difference in smoke grenades other than visuals, though, that's interesting.
  5. Ideas For New Roles

    Not sure how I feel about vehicle crew kits, they were obtuse in PR and more of a pain than anything. The crew kit didn't really solve the problem of silly people getting into vehicles, it just killed them as a result. Although I guess it would aid in vehicles not being dumped as readily if the guy manning it was a dedicated crewman with just a sidearm or PDW. I think if any more kits do get added, they should be like the HAT and limited to very specific roles with an extremely limited amount per team, the bread and butter of a team should be the rifleman. The one class from PR I would love to see would be a breacher, the shotgun would be great, but the part I really miss about the kit would be the grappling hook; it would genuinely add another layer to the game than a slightly different sounding rifle. Other obvious ones would be a sniper kit, but that wouldn't really fit into the squad gameplay dynamic, they're much more of a solo/2-person class and wouldn't really be helping the rest of squad any more than a designated marksman would, if anything it would just weaken the squad because they'd have one less fire support kit actively helping them. And there's no real way currently for a 2 man squad to be set up as a sniper/spotter, due to the limitations on fire support kits. I'm not sure what adding a fireteam leader class would do, in order to have proper fireteams you'd really need some way of the squad leader diving the squad up (perhaps with the drop-down menu that's currently just for kicking players to change their green icon to designate their fireteam), and then I can't imagine their kit being very different. Perhaps just rename the limited ACOG rifleman kit to a fireteam leader.
  6. SL kit force

    Just kick people who aren't willing to change kits after being told, if they're willing to run around with a marksman kit while your squad is being hosed down by a BTR, they probably aren't going to be contributing much to the squad anyway.
  7. Ability to hold spawns at your rally point

    I never played much PR, but there was never a time when I joined a fully populated server and there wasn't a squad doing transport (although if I recall correctly, PR maxed out at 64vs64 so there were more players to play with, to be fair). However, in saying that, just yesterday I had my first experience as a somewhat of a dedicated transport driver, and it felt very rewarding to do. I was driving a APC (can't recall if stryker or BTR), did a little bit of harassing enemy logi runs, mixed in with covering a long stretch of road which I could prevent the enemy from either moving down or crossing. After that, my squad leader gave orders to relocate his squad, then ex filtrate a friendly squad that was pinned down at a capture point that was no longer cappable (but still contested). Racing in, they had just the second I arrived finished digging up their radio, picking them up (first time I've ever seen a squad jump into a vehicle without taking 30 seconds to do so) and racing out, leaving 2 enemy squads sitting 5 minutes behind the front line and freeing up a squad of our own to maneuvre with. Sure, the friendlies could have just waited out the firefight and then respawned somewhere else and we'd only be a handful of tickets worse off, but it sure felt worth it. If rally points are nerfed, I think naturally transport will be seen as a much important role in a match and you'll see people levitate towards it. Right now it's kind of pointless with how hard it is to wind up without a spawn and needing to spawn at base, as such 98% of the time there's no transport squad, and transport vehicles are just left haphazardly about the map.
  8. Other than the few times when there's a clan who does the right thing and voluntarily changes team, because they want a challenge, I think the only way to fix it is hope that the V10 changes and the nerf to rushing helps balance things and make slightly less organised teams more forgiving. What I don't want is automatic team scrambling after every match, at least not without group queuing or something. Long-form games based on teamwork are absolutely unplayable if you need to spend 20 minutes trying to change teams to be with your friends because you got scrambled, and it doesn't result in a fairer game for the other team (the opposite, they're now one man down because he's spamming the change team button)
  9. Marker restriction is absurd

    Radiomen are great in something like Arma where you're playing with a clan, I guess even if there are milsim clans playing Squad, but for public matches they'd be an absolute shitshow. It's hard enough getting enough people to step up during a match to squad lead (just about 4 per side), nevermind needing to double that for a radioman for each squad who has just as much responsibility. *snip* Just wrote 6 paragraph essay about my issues with map markers, radio comms and the vehicle claiming system, especially on ME maps, which I'll spare everyone. As an aside, ME maps tend to be so cramped together, with muddy colours, and a thousand mud huts and walls everywhere, combined with the fact that the average squad is so bad at covering their sectors, that calling out a contact's position can actually be the worst thing you can do, because suddenly you have everyone in the squad checking that direction (which the contact probably isn't even in anymore), and leave yourself wide open to someone else running up to you *snip* Another change that could be made is having every rifleman be able to mark contacts on the map, but have them only visible to the rest of the squad (to keep things from getting out of hand). Squad leader markers being able to be seen by everyone (perhaps different colours, etc.) This is similar to how it's done in Arma, but has its own whole host of issues that I don't see worthwhile in it being implemented, especially not when there's more important and substantial things the devs could be spending their time on.
  10. Optics ballance

    In real life, if your eye is a centimetre too high or low, left or right, near or far, you won't see much other than the inner walls of the optic body tube. You really can't use a powered optic while moving effectively. Any shakes or movement of your hands or body is amplified through the scope.
  11. Longest Squad gaming session?

    On weekends, I basically play until INS pops up in the rotation, or I get pissed at a successful enemy rush. I think my record is maybe 7 hours.
  12. Required experience for being a SL

    You can normally tell how competent a squad leader is within the first 10 seconds of joining his squad, he should be on the ball with requesting medics, LAT and grenadier are filled, decided on the vehicles to take and should be giving a quick plan of action after he's coordinated with the other squads ("we're dropping one rifleman, playerx, at Y zone, everyone else will stay in the vehicles until we reach Z, which we're going to FOB and hold until the rest of the team advances past us") If I'm not leading, I'll hop between squads at the beginning of the game until I get someone who does something like that. If you join a squad and the squad leader doesn't mumble a word during the entire countdown, leave. Saying that, I don't want any in-game mechanic preventing someone from making a squad. There are plenty of people with far less played time who are more competent at squad leading than me, and there are some who have hundreds of hours more but who always pick fire support roles, are extremely competent with their class, but have no experience with squad leading itself. The only mechanic I'd like to see related to making squads is a cooldown period before someone can transfer squad leader after making a squad. I'm sick of people making squads, then giving the SQL role to someone else so they can take a marksman kit. It throws the whole squad into disarray and it can lose the match before the prep timer is even up, having 25% of your team stuck at base because they're busy passing squad leader between each other because no one wants to do it.
  13. Logi V10

    To be fair I tend to switch weapon via mousewheel because I'm sick to death of equipping the wrong RPG or healing device, it's always the one you don't need that you pull out. Squad of infantry climbing a hill, all clumped up? Press 3 and you magically equip your HEAT warhead. Enemy HMMWV circling your squad, pinning everyone down? Press 3 and you magically equip your frag warhead. Then you need to sit through the 20 seconds of animation slowly opening the collapsible sights and then slowly closing them before you can equip the right one.
  14. Logi V10

    I haven't played V10, missed the testing due to overtime at work over xmas, but the long post by @elerik makes it seem rather complicated, hopefully it's easier to understand in game. I think the simplest way to do it would be to have the driver be able to select ammo and supplies as he does weapons (1 equips supplies, 2 equips ammo, etc.). Holding left click slowly 'sucks' up supplies from either main base or the current FOB that you're at. Holding right click slowly deposits any supplies/ammunition to the base/FOB. That might be how it is right now, like I said I haven't play tested.
  15. Rally Point

    There's another thread discussing rallies and current issues surrounding them that I've replied to but I'll post my suggestions here. a) Rallies expire after a period of time, that period of time being longer than it takes for the squad leader to respawn and reset it. b) Alternatively, or as an addition to the above, rally points need to be finite. A squad leader gets one he can place, if he uses it and it is either discovered, used up or expires, he'll need to either re-arm at an ammunition crate or respawn. However, in order to effectively implement the second (one-use) suggestion, you'd need to first fix the abuse of FOBs and ammo crates (squad leader can currently place a radio, use the starting points from the radio to place an ammo box, rearm himself, and then have the radio dug up. This whole thing results in a squad effectively having infinite ammo without having to rely on either a fixed base of operations or even logistics trucks)
  16. Ability to hold spawns at your rally point

    What about if the rally point is a one-use item? Cannot be placed again until you either die or re-arm. (Ofcourse, in order to do this you'd need to fix the FOB/Ammo crate exploit I outlined in the last post).
  17. People creating squads at the beginning of the game and then giving someone else squad lead (bonus points if they make the squad, wait until it fills up, then kick whoever took the LAT kit so that they can quickly swipe the marksman kit). If I see this happen, I just instantly change teams or servers because I know at least one squad (nine whole players) are going to spend the first 10 minutes of the game yelling at each other and passing squad leader and will be totally uninvolved in the actual game. People who dump transport/logis in inaccessible places (10 minutes walk from the nearest spawn point) so that they're unusable for the rest of the game. Bonus points if we lose a FOB and as a result of the above, the whole team is stuck at main with no transport. As OP said, other squads who don't give sitreps. I've got no idea if they're successful in taking an objective and I should bound past them to the next, if they're wiping and I should back them up, or they're about to lose the objective and I should fall back in preparation for defending the next one. Medics who don't assist in solving the problem with the above squad leaders by giving reports on friendly casualties. A medic who calls out that 90% of the defenders on a flag are dead are a godsend, but very few actually do it, even fewer do it without being continually reminded. Squads who insist on taking every vehicle, the more expensive the better, and parking them in urban environments without infantry support. They lose that 28 ticket 30mm BTR by parking it next to an enemy high rise that is FOB'd and essentially has an infinite amount of RPGs flying from it? Don't worry, there's another one at spawn they can take to see if they fare better next time
  18. Ability to hold spawns at your rally point

    I'd increase the required number of squad members to at least half the squad, so that it functions as an actual rally point for rallying stragglers and not just a way to cheese the game (taking a single motorbike with SQL + Rifleman, parking behind a building and 3 seconds later there's a 9 man squad popping out). Would result in transport squads actually occuring (haven't seen a single one in Squad, in PR they were a staple of every game), transport trucks being valuable assets (right now they're used for the initial rush to the enemy's first cap point and then dumped for the rest of the game as it's impossible for a squad to lose their rally point unless they **** up massively). Balance the need for more people with a larger radius in which squad members need to be, but also the space in which an enemy can prevent it being placed. But even that change probably isn't needed, if rallies expire and the rally timer is long enough, I don't think people would be willing to sit about waiting to replace a rally point. They'd either rely on transport vehicles or FOBs more often. There's lots of issues with the game right now that hopefully get resolved in the near future, rally point and FOBs being a massive one right now. Such as a squad leader can place a radio, spend the initial crafting points on a ammo crate, rearm his squad, dig the radio up, and repeat. Infinite ammo with no requirement for logistics resupplies.
  19. Ability to hold spawns at your rally point

    The solution to people using up the last spawn is to change the mechanic all together. Right now it basically acts as an infinite spawn point until it's discovered, squad leaders can just refresh it every time they wipe. Should be more like in PR, lasting 60 seconds, perhaps requiring more people (half a squad?), giving you the ability to rally the few stragglers, not as an infinite spawn point, but it almost certainly needs to expire before the squad leader can spawn on it again.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.