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plissken

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About plissken

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    Squad Leader

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  1. The idea is to have FOB network as the backbone of the team, from which squads can re-arm the ammo (and supplies for respawns) on the rally. FOBs can also have HABs used by the squad to spawn on, if rally point is lost. So rallies are only operational in so far as your team has FOBs with supplies/ammo on relevant location on the map.
  2. Had a listen to the last roundtable (http://forums.joinsquad.com/topic/34286-october-feedback-roundtable/), and decided to post up some feedback and suggestions based on it. Rally-point How about adding the ability to re-arm from the rallypoint? The ammo in a rally can be re-charged at a FOB. Also, have the rally be something that must be picked up and dropped, instead of teleported around. If the SL drops a new rally, instead of moving the previous one, the ammo in the rally is lost. Essentially: turn the RP into a FOB for the squad, with greater placement ease. If you understand the FOB system, you understand the RP system, and vice versa. An implication of this would be to have similar rally-point take-down mechanics as with the FOB/HAB. Have the rally be destroyed in the same manner as a FOB, either by proximity over a certain amount of time, or by shoveling it. Of course the rally would not have as much "HP" as a FOB/HAB would. Also allow for spawn-disabling the rally-point, by having 2 enemies in proximity of it (same as FOB/HAB). Add a sound cue to the rally, to discourage "hidden ninja" placements of the rally. I believe this will make for far more enjoyable squad skirmishes in the game, have it be a great victory when you put that last shovel to the enemy squad's rally-point. You know that they will have to retreat to get more ammo before returning for another push, since they lose their extra ammo with the takedown of the rally. The current rally-stomping mechanics dont feel enjoyable at all, and I believe expanding that to 30m will only make it worse. Logistics of re-spawning If you are worried that this will make the rally too strong, then make it so re-spawning requires supplies, and the rally can only carry limited amounts of supplies, in addition to ammunition. This will force teams to create FOB/supply networks on the map, from which the rallies must be re-charged. Rallies simply would not be effective without them. But even without resource-based spawning, the ammo requirement in of itself is already an incentive to have a logistics network behind your rallies. Besides, if you do lose your rally, its good to have a HAB to be able to reset from. Logistics and FOB Now, if respawns did require supplies, then there would no longer be a need for the 300 meter limit between FOBs, since your ability to keep the HABs operational would be dependent on the supplies you can bring to them. This means we would see a lot more FOBs being placed, a lot more emplacements being used, and overall a logistics network would be easier to build. It would be self-balancing, spamming FOBs /HABs would mean that each of the HABs would have less spawning ability over time, so it wouldnt necessarily be a winning strategy. You could also remove the 3-man requirement to place a FOB, instead just think of placing a fob as just dumping supplies/ammo on the map; only thing needed being a logi truck, and a person inside. Also remove the 10 ticket value associated to the FOBs, so the only "cost" of losing them would be the time and resources it took to build them. It also follows that thered be no need to restrict a team from building more than 5 FOBs at a time. I believe changes such as these would give life to the logistics in the game, as well as produce more "logical" battle lines. As an example, magical spawns behind enemy lines will be very hard to sustain since the rallies require supplies from FOBs, and FOBs require supplies from main. If you feel that these changes would put too much emphasis on logistics, then you just have to tweak how much supplies a logi can carry, aswell as tweak the cost to respawn. You can also make it so Main Base gains supplies/ammo at a steady rate, instead of having infinite supplies. I believe this would naturally pace the logistics part of the game, aswell as solve any abuse of putting mortars right outside of main base (main base wouldnt produce ammo fast enough to sustain double tubes spam with such short supply route). Transport Also, if you feel the plurality of FOBs and rallies will take away from the transport side of the game, then make respawn timers dependent upon the distance between where you died and the respawn point you want to use. So if you want to spawn far away from where you died, your respawn timer would increase. This would pace a squads ability to move around on the map to more sensible values, and make them consider transport options over dying-respawning as a means of movement on the map. Having the spawn timer being dependent on distance would also increase squad cohesion: one of the main reason that a squad gets broken up, is because the game incentives players to spawn wherever their team needs them, at the expense of playing with the squad. So often you must split your squad, have half of them spawn at a defense flag thats in need of immediate assistance, while the rest continue to do a push with you from a rally-point. This leads to squads being split up, and squad members being split up/stranded between multiple flags.This would not have happened if teleportation across the map wasnt incentivised as it is now. It also lessens any incentive to use physical transportation in the game, such as transport trucks and APCs. I have the sense that the developer team are already considering similar ideas to these, and have generally been moving in this direction with the game. Most of these ideas are adapted (in some cases paraphrased from), and expanded on, in this thread by @Tartantyco :
  3. Universal Logistical System

    @Tartantyco I assume thered be a longer timer to respawn each time the rally gets picked-up or placed somewhere new, to disencourage very frequent movement of it, or? Also, isnt there a certain incentive here for SL to just stay back and keep the rally alive, instead of joining his squad in battle? How would you feel about letting any squad mate carry the rally point, if SL approves? What would you think about needing to shovel the rally to take it down / remain in its proximity over time, ie just like how a fob works, but obviously the rally would have less 'HP'? Then you give it a small sound cue like the fob has, so it cant be hidden in ninja-spots. All of these could be considered 'buffs' for the rally. I think the rally is absolutely key to for squad cohesion, and should be the main spawn point used. When FOB becomes the main spawn point for a team, then squad cohesion suffers, as we have seen in Squad so far, and especially in Post Scriptum. The FOB / supply dump should be crucial for the squads success, but not be used as the main spawn point, but instead as a 'reset' point for the squad to spawn from and ressupply from. Also curious what you think of the wave spawning system, aswell as how fob spawns should be different from rally spawns other than being team-wide and squad-wide spawns, respectively.
  4. RvN | RaveN

    RaveN RaveN consists of players who've been selected especially for their high abilities with the goal of competing at the highest level in Squad. We're an English-speaking team that formed in August 2016, and today consist of some 35 members. We've competed in several tournaments alongside our former partners LCP, including a 1st place finish in 12v12 Squad Masters; and 1st place in 24v24 ISKT Open. About us Our style of gameplay is influenced by fast-paced shooters such as Counter-Strike, Rainbow Six, and the Battlefield-series. It is characterised by aggressiveness, speed, coordination; however, we also very much enjoy the methodical gameplay found in titles such as PR and ARMA. That being said, we can be recognized as players who take the initiative, and who live by the adage "the best defense is a good offense". We have a no non-sense approach to our in-game communication, maximizing the usefulness of our comms. We wish to adopt all tactics and strategies that work and are effective in the current metagame of Squad, and discard that which aren't. Although matches against other clans is where we get our adrenaline kick from, we don't shy away from fooling around on public servers, or even try-harding to pull off some nice teamplay on public servers! I think we don't take ourselves too seriously, and like to tease each other whenever the opportunity present itself.. Currently we are eagerly awaiting new updates for Squad to re-ignite some spark. In the meanwhile we also play other games such as: Post Scriptum, RB6, CSGO, ARMA, Wargame, PUBG, Overwatch, EfT, and others. Recruitment We accept players from all around Europe, presuming you speak English. We also have a few east-coast NA players in our roster. We value mature players with respect for others. The competitive spirit is key, and so is the sense for teamplay. We look for players who have the ability and willingness to adapt and to learn. We are especially interested in players who knows, or has potential to learn, these roles: "Officers": Squad Leader, Commander, Strat maker Vehicle operators (APCs); gunning and/or driving Mortar operators (using visual calculator) If you think you'll be a good fit for our team, then you can get in touch with us through our Discord-server (contact RvN | Valkyr): https://discord.gg/WTSj7bc
  5. ^what Skul said. How do you imagine this could be implemented, on the practical level? So I need to aim at my enemy using my mouse, but how then to align the sights/picture?
  6. @KalithYo man, were actively using gametactics before scrims, but Ive discovered recently that the ruler / rangings in gametactics are off compared to ingame. 400 meters using the ruler in gametactics, isnt 400 meters ingame (tested on the map Operation First Light). Dunno if it was always like this, but it makes the tool somewhat less useful now, since I cant really use it to plan out where we wanna put our FOBS (which needs to be 400 m away from each other). It also cant be used to see how far mortars can reach anymore. Any chance of a fix?
  7. INTERNATIONAL SQUAD KNOCKOUT TOURNAMENT

    INTERNATIONAL SQUAD KNOCKOUT TOURNAMENT This week we'll see who will meet Fortis in the Premier Winner's Finals and the first two eliminations from the Premier bracket. In the Open bracket we'll have matches almost every day of the week the the teams battle through the group stage. Join Tartantyco, wF.Pliskin, and wF.Reynolds for a map analysis of the current map, Kohat Toi River Valley AASv1. ISKT Website | ISKT Discord | ISKT Youtube Premier Bracket October 15th 01:00 UTC Tactically Adequate vs. salt. The last chance for either of these teams to stay in the race as the loser will be eliminated from the Premier bracket. Waiting for the winning team in the next matcj is ParadiSe + Indies. Casted by: Alpha 12:00 UTC Finnish Squad vs. Full + ProG These two teams will fight tooth and nail to stay in the Premier Bracket. Only one team will continue, and the other will face either FFO or Mumblerines in their next match. Casted by: runningDuck 18:30 UTC Mumblerines vs. Fight on the ****ing Objective These two teams will be fighting for a sport in the Winner's Finals against Fortis. Last season's winners, FFO, will be facing stiff competition from the Mumblerines. Casted by: HAYNICK31 Open Bracket October 11th 18:00 UTC Queen's Fighting Force + The Last Rifles vs. Fear Academy Fear Academy are the underdogs in this match, having lost their match against whiteFox. Meanwhile, QFF+TLR are well-positioned to progress after defeating FC+tcD in their last match. Casted by: KennyT October 12th 18:30 UTC Hussaria vs. Zulu-Xray-Delta In their first match of the season, Hussaria will be facing off against group leaders ZXD. Casted by: runningDuck October 14th 00:00 UTC BigD Gaming vs. Army of Nine BigD will have to win this match to progress from their group after losing against Sigma Tactical+AlphaDogz last match. This will be Army of Nine's first match in the group. Casted by: JohnnyOmaha October 15th 18:30 UTC whiteFox vs.Full Contact + Tactical Combat Division After a close defeat last match, FC+tcD is looking for a win this time to progress from their group. whiteFox sits securely on top of their group after a big win against Fear Academy. Casted by: TBA ISKT Website | ISKT Discord | ISKT Youtube
  8. We recently did a "show-match" of the game-mode Conquest on OPFL, you can watch the full match below. I played as a Squad Leader in the match, and I can say it felt fresh and interesting. The gameplay (for SL) had a strong element of real time strategy, with emphasis on territory control. I had to constantly coordinate with the other SLs about where to deploy our forces, to respond appropriately to what the enemy did. - Round 1: - Round 2:
  9. Judge for yourself! Personally it was immensily enjoyable to play as a Squad Leader in this match. There was a strong element of Real time strategy / territory control, and a lot of decision about where to deploy forces to constantly be made. Watch the VOD here at your leisure: - Round 1: - Round 2:
  10. I think a lot of people would enjoy playing something similar to this Planetside 2 PAAS map layer: http://ps2maps.com/briggs/indar#120.75,116.625,2z Its basically PAAS, but with more lines of flags side by side, so youd get frontlines across the map.
  11. **BROADCAST LIVE!! STREAM-LINK:** https://www.twitch.tv/kkonorr Come watch CCFN Show Match between **[wF] WhiteFOX and [FSQ] Finnish Squad** on OP First Light, showcasing the Conquest Game Mode and testing its competitive viability!
  12. BROADCAST STARTS IN TWO HOURS Stream-link: https://www.twitch.tv/kkonorr 19:00 UTC | 12:00 PDT | 05:00 AEST Sunday
  13. Join us this Saturday at 19:00 UTC for a CCFN Show Match between [wF] WhiteFOX and [FSQ] Finnish Squad on OP First Light, showcasing the Conquest Game Mode and testing its competitive viability. Get ready for a competitive 24 vs. 24 player match unlike any other you've seen, featuring novel game mechanics that require innovative strategies and tactics from the teams. Insightful commentary is provided by casters [OMBD] Gec and Tartantyco, and we hope you'll join us with your own enlightening comments in the Twitch chat. Tune in this Saturday! 19:00 UTC | 12:00 PDT | 05:00 AEST Sunday Receive alerts on: ISKT Discord Reddit: - https://www.reddit.com/r/joinsquad/comments/7044wf/iskt_whitefox_vs_finnish_squad_conquest_mode_show/ - https://www.reddit.com/r/PlaySquad/comments/7043yn/iskt_whitefox_vs_finnish_squad_conquest_mode_show/
  14. Were looking to participate in this autumns season of International Squad Knockout Tournament (24v24), and were actively searching for potential recruits to join us in this pursuit. Come play with with us if you think this is something for you!
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