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About plissken

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    Squad Leader

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  1. 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
  2. ^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?
  3. @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?

    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
  5. 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:
  6. 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:
  7. 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.
  8. **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!
  9. BROADCAST STARTS IN TWO HOURS Stream-link: https://www.twitch.tv/kkonorr 19:00 UTC | 12:00 PDT | 05:00 AEST Sunday
  10. 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/
  11. 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!
  12. Revisiting Squad Leader Options

    What I would really like is the ability to draw on the map, so at least my squad can see. Would make it a lot easier for me to initiate newer players about the importance of "making a line/perimiter", "scouting out this area", "use these entry points", etc.
  13. Points-Based Asset Allocation System

    Ah, Im in favour of keeping systems as similar as possible between public and competitive settings. Sounds good to me, although I was under the impression that certain of the suggestion were especially coined at solving issues related to public games (which might be counter-productive for organized games). With this system, would you recommend lowering the amount of ticket-loss when losing an asset? So the team doesnt take a double-whammy in the form of both losing an active asset+heavy ticket loss (instead, its mainly the individual who lost the vehicle who is penalized). If ticket-loss was lowered for assets, then it might make more sense to have "increasing points accrual based on flags capped".
  14. Points-Based Asset Allocation System

    @Tartantycocould you say something about how the mechanic would work for competitive matches? Or is the point-based asset allocation system intended for public servers only? I see a potential for this to work in competitive matches aswell, similar to the buying system in Counter-Strike. You could even add mechanics such as losing team having slightly higher rate of point-accumulation (after bleeding for some time), to encourage comebacks and to even the game out slightly (the better team should would still win). This is analogous to how the losing team in Counter-Strike increasingly earns more money at the start of each round, if they lose multiple rounds in a row.