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Everything posted by Tommy

  1. Is there a reason the British medic got the bum end on rifle distribution? Can they not at least get the same as the Officer iron-sight rifle, that has the forgrip/bi-pod attachment? Just seems a bit rough to get this versions, considering the rush for everyone to grab the medic kit over all others!! Thanks.
  2. The way we need to range a weapon by looking down the sight... is far from ideal. Why can't we simply have two keys.. one = range up, one = range down, simple. The present system of having to be looking down the 'sight' to range is, well, to put it bluntly.. wank. Thanks for listening.
  3. 50 vs 50 servers ?

    I don't think comparisons are needed or helpful. I play games that make PR makes look tiny. If you want to take Belaya as an example, 15km2 . The map size can easily accommodate 100 players with room for tactical shenanigans. I agree presently the layers/aas is crap, forcing us to fight the same spots, but that is a completely different subject. Personally I'd like a game design where a reasonable clear front-line / battle-line is apparent. Fighting over isolated spots on very large maps often becomes a game of wack-a-mole, as Squads cap and move on, back and forth. I hate that gameplay. It should be a challenge to get behind enemy lines, on the smaller narrower maps the gameplay is more engaging, for example flanking manoeuvres are very possible, but they are easier to defend against and therefore trickier to pull off.. this is good. More players would bring this to the 4kmx4km maps, much like we see on the 2kmx2km maps now. Bring it on! Anyway just my opinion.
  4. 50 vs 50 servers ?

    Tiny?... hmmm that word must have changed its definition. Is it like 'sick'?
  5. Hi all, admittedly this is not directly related to Squad, but I'd love a little advice on a hardware question on my gaming rig if possible. My rig is ageing, but ageing well IMO. CPU: i5 3570K oc to 4.4Ghz (water cooled) RAM: 8.00GB DDR3 (1600) Motherboard: ASUS P8Z77-V (LGA1155) GPU: GTX 780 (EVGA) 3071MB 238GB Samsung SSD 840 PRO 42' TOSHIBA-TV ([email protected]) My options to upgrade are limited, money is too tight for a complete upgrade right now, which would be ideal. So I'm considering getting some extra RAM, but it has some considerations. Is it worth it? Would i be better putting the money towards a future complete upgrade instead? Will it extend the life of my rig as a decent gaming PC? I'm really struggling to answer these.... Considering that....Not having enough RAM can be a big issue but having more than is needed does nothing to improve performance. My options are: £150 to get Corsair CMY16GX3M2A2400C11R Vengeance Pro Series 16GB (2x8GB) DDR3 2400Mhz CL11 XMP - Red £100 to get CMZ16GX3M2A1600C9 - CORSAIR Vengeance 16GB (2 x 8GB) DDR3 DDR3 1600 This is my present RAM is: CMZ8GX3M2X1600C7 - Corsair Vengeance DDR3 PC12800/1600MHz CL7 2x4GB I don't know what to do... I really don't want to waste my money. My knowledge on the finer points of RAM spec is limited.. I'd have to re oc my rig, that's gonna be a bit of a pain as the utility for the board to do it easily does not work with Win10.... I'm old and oc knowledge is very rusty! But on the flip side I'd spend a £150 in a heart beat if it propped up my rig for another year or two! Will going to 16GB @2200 from [email protected] be significant? I know its all a bit subjective... but I'd love some advice! What would you do? Thanks Tommy out.
  6. I'm struggling a bit with this on some maps. Shadows on 'high'. Some maps are too dark, some are too bright using the same settings. Ingame gamma setting help a bit, but its not great help. (it might be my old screen)
  7. Have you looked at your audio settings. A lot can be done with levels of effects & voip channels. Basically I have local voip at 200%, squad at 150% and effects something like 70%... basically i can always hear local well, its important to me. I think these settings are very important, tweak them so they work for you..
  8. Hello, Something has been bugging me for a bit that I wanted to bring up and hear the community & hopefully devs view on. There is one common theme in great games it's, immersion. Squad has it... but. Its the ever present emphasis on the cost of tickets of ones actions. I find it damages immersion in the gameplay in many ways. I wish tickets could be handled as unobtrusive and invisible as possible. Almost like your kills. But instead all round people talk about tickets for this and that, and blah blah blah. When your fancy pants APC/IFV gets whacked the radio shouldn't be filled with moaning about points, it should be moaning about the loss of support fire! Every time points gets mentioned my immersion level takes a little knock. I'd like to think the vast majority of us play the 'right way' for others reasons than tickets. I don't give up, it has nothing to do with tickets, I don't drive vehicles into stupid places, it has nothing to do with tickets. etc etc. But its ingrained in the community.. and in the DEVs, it was reading the change log that made me want to bring this up. Is it possible to to change how we view tickets? Can the DEVs handle them differently? They shouldn't be the motivation for ones actions! How do you feel about it?
  9. What moves Squad into Beta?

    This is not a criticism of Offworld Games in any way, but IMO alpha/beta/final release/patches/hotfixes... are all the same thing and hence meaningless, (until the game development is abandoned). Squad in alpha is 1000 times 'better' than many full release games, that is for sure.
  10. New V11 name tags?

    Sounds good. Other option I'd really like to see is a 'toggle' key for name tags. I'd like to be able to play with tags off 90% and flick them on when i need to know names quickly.
  11. Maybe a sound effect when you have 5% remaining. or Text in the spawn screen warning reinforcements are nearly depleted. or Nothing at all... would that be a bad thing? I agree about a bar... needs to be more ambiguous, just a warning that the match is nearly done. Personally I think that is all that is needed.
  12. That's a different problem. And not a problem that is hard to sort out.. certainly not one that incumbers me as a crewman.
  13. No it's not. It's role as an Infantry Fighting Vehicle is to support the infantry. If that means taking on armour so be it... but its role is to support infantry. (which can be done well within an infantry squad)
  14. Cheer for the input, appreciated. I'm on the fence.
  15. Sounds great. I feel a bit like the internal workings of the game are on the exterior at present. (which is understandable.. being EA/alpha/beta and all). The ticket system in itself servers its purpose, and does it well. But I wonder why we need to know how many tickets we have or any side on a map has, or what the costs of assets are on any particular layer, or if the loss of an assets is the same on different layers, or the bleed rate etc etc. The tickets numbers could be buried with ambiguity and variety. Different ways could be used to indicate when your side is running low of 'tickets/reinforcements'. Anyway I just wanted to open this area to a discussion. P.S Fuzz, I have fond memories of early PR days... great to see you in the Squad team!
  16. V11 Feedback

    NAMETAGS..... Turn them off... change their opacity...change their size/scale..... LOOOOOVE the options!
  17. I'm assuming we will always be unable to capture & use enemy vehicles for gameplay reasons and that got me thinking about a intel system as an alternative reward to 'capturing' assets. A little shower thought suggestion: If you capture and enemy vehicle it gives you relevant intel. i.e transports might give approx. location of the rally point of the last squad that used it, or their approx. present location. Logi might give you approx. location of where it last dropped its supplies. Maybe it should also work on destroyed vehicles within 60 seconds... 'save the intel before it burns'. Just a small idea to add a bit more to gameplay.
  18. Thanks for clarifying your view. I cant say 'digging' a vehicle to make it dissappear to gain points is a mechanic that appeals to myself. Personally i think battlefield intel could be an interesting mechanic to pursue. But the devil would be in the detail & implementation, that's for the devs to figure out! Salute. ("loose lips sinks ships" should become.. "loose trucks you should give'a****s" )
  19. Can't say i understand your logic or thinking on this or your heavy use of exclamation marks. How is walking up to an enemy vehicle, getting in it and being rewarded with some intel not acquiring it 'physically'? (Whatever that really means.) Not sure how that would affect your flanking tactics? The intel could easy be given just to the one person who performed the 'act', and it could be up to them how they share that intel with their team. I never prescribed in detail how to implement this suggestion as it was a broad idea that could be implemented in many different ways. IMO it would add a little something to gameplay and help penalise people abandoning vehicles, which is an issue. I fail to understand your negative view.

    Yes i have seen it myself.. but rarely. As Kitty said it takes a dedicated ammo logi runner to keep mortars constantly firing. 90% of mortar squads struggle to stay supplied, and 80% of mortar squads are completely ineffective. (nice made up %) IMO the vast majority of times mortars provide no advantage to their team. But we all love exceptions!
  21. Medic progression in Squad

    To OP: MEDIC ARE STILL THE MOST POWERFUL ROLE. Why?... while all the problems/nerfing you have described are all present and can't be denied, the medic can magically sense people being shot and incapacitated at a great range. This medical radar is incredibly powerful, far more than the loss of smoke or full auto or loss of bino etc etc. It gives you ridiculously good situational awareness, frankly one I find hard to play without. I'm greatly looking forward to the medic role having a big overhaul, I don't like how the role is presently, but it is still a overpowered role; your a rifleman with life reviving powers & magical radar senses. IMO people don't want to play the role as they don't play it right. Play as a combat medic not a fing nurse.
  22. That's a shame, i think it could help out squad leaders a lot in their workload. Gotta be a good thing.
  23. Well.. I THINK.. it was a combo of two things. Profiles don't seem to work 'reliably' when loaded from the madcatz profile editor interface. However they do work reliably when loaded from the notification icon for the profiler. Toe breaks seemingly don't work with single 'bands', setting up two bands on each seems to work better. (one of which is blank/unassigned). Or it might have been none of the above! If anyone wants this profile here it is: www.djow.co.uk/files/squad_madcatz.zip [ Main pedals = lean (q) left/right (e), right toe = freelook (h*), left toe = local chat (v)] (*reassinged freelook to be = H)
  24. Hi all, I've been using my flight pedals to lean (Q & E), this is working great. Using the 'madcatz' profile tool (, which is old but the latest version, to assign 'bands' to keytstrokes. The pedals are working fine, but i cannot get the toe breaks to assign & work. The profiler says its working, but the keystrokes are not being passed on. Not to notepad or my games. (If i use them generic in flight sims the toe breaks work and can be assigned.) Has anyone got these working? I want one to be freelook and one to be local chat. Any help greatly appreciated. Thanks edit: