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Everything posted by plissken

  1. RvN | RaveN - currently recruiting

    Today Ive some clips of tank gameplay by our members RvN | Ajaxxo, RvN | P0is0nSpider, RvN | Alphacore and RvN | Beta. We're looking for players who are have an interest in vehicles (APCs, IFVs, MBTs). Feel free to apply to our team if you're interested in playing vehicles in a competitive setting, whether you are already proficient or even if you are kinda new to Squad but have experience from other games (War Thunder, World of Tanks, etc). We'll get you upto speed Check out the opening post of this thread for contact information.
  2. RaveN RaveN consists of players who've been selected specially for their abilities with the goal of competing at the highest level in Squad. We regularly compete in tournaments and scrimmages, along with playing on public servers. We recently finished 1st place in the 18 vs 18 ISST. Achievements 2017 - 12v12 Squad Masters Tournament - 1st Place (partnered with LCP) 2017 - 24v24 International Squad Knockout Tournament Open - 1st Place (partnered with LCP) 2018 - 18v18 International Squad Skirmish Tournament Season One - 1st Place 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 and coordination. We take the initiative and are always in the middle of the action. We have a “no nonsense” approach to our in-game communication, ensuring all members work together to maximise our performance. We adopt tactics and strategies that work in the current metagame of Squad, and discard those which don’t. We are constantly looking for ways to improve and we are vigilant to upcoming game changes and opportunities we can utilise. Competitive gameplay against other clans is where we get our adrenaline kick from and we regularly group up to play on public servers too. Alongside Squad, we have members who also play other games such as: RB6, CSGO, Post Scriptum, ARMA, Wargame, PUBG, Overwatch and EFT. Recruitment Most of our members are based in Europe, but we also have members from further afield including North America. Ability to speak English is a must. We value mature players with respect for others. A competitive spirit is key, and so is the sense for high quality teamplay. We look for players who have the ability and willingness to adapt and learn. If you think you would make a good addition to the clan, visit our Discord server, and speak to one of our team leads to find out more. Our Discord-server: https://discord.gg/WTSj7bc
  3. RvN | RaveN - currently recruiting

    Couple more clips, just random highlights from pubs:) By RvN | Sebban https://streamable.com/dgkvp By RvN | G1nst3r1
  4. RvN | RaveN - currently recruiting

    Update March 2018 Still engaged in Official Squad Showdown Skirmish Tournament, and we've played our last match in group stages. Happy to announce that we won all our games, and have qualified to the playoffs! Results from most recent tourney match: VOD from stream-cast: If this looks like something you want to be part of, you can apply to our team - we are currently recruiting! Check out the opening post of this thread for information about this.
  5. RvN | RaveN - currently recruiting

    II'll be sharing some gameplay videos created by our members, today's vid is created by RvN | happy
  6. RvN | RaveN - currently recruiting

    Update February 2018 We're currently engaged in Official Squad Showdown Skirmish Tournament: https://discord.gg/ZJaPrjv Recent tournament results from group stage: Next up will be a match against UVO, and then its hopefully off to the playoffs! VOD from our latest tournament match versus proG: - English: https://youtu.be/e818Xb5bblU - Russian: https://youtu.be/s6v5Otk-05E If this looks like something you want to be part of, you can apply to our team - we are currently recruiting! Check out the opening post of this thread for information about this.
  7. RvN | RaveN - currently recruiting

    After months of playing, RaveN has taken 1st place in ISST 18v18 Season 1 tournament. The Grand Final was played on Kokan Skirmish v1 against Mumblerines. We played two rough and even rounds, and in the end RaveN won the game by 111-91. We'd like to thank Mumblerines for a good game, and also ISST who organized the tournament! VOD from Grand Finals: ISST Season 1 Toornament page: https://www.toornament.com/tournaments/1780292832328425472/stages/2071337715544170496/#structure Announcement by ISST: RaveN Discord: https://discord.gg/WTSj7bc ISST Discord: https://discord.gg/2fnpPSb
  8. 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 :
  9. 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.
  10. 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.
  11. ^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?
  12. @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
  14. 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:
  15. 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:
  16. 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.
  17. **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!
  18. 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/
  19. BROADCAST STARTS IN TWO HOURS Stream-link: https://www.twitch.tv/kkonorr 19:00 UTC | 12:00 PDT | 05:00 AEST Sunday
  20. 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!
  21. Note: Raven Wing [wF / RW] is an English-speaking group in whiteFOX-clan, which is what this recruitment post is for. If you are interested in joining the French-speaking group in whiteFOX, check out this link. whiteFOX is a structure that aims to bring together groups of players from all European countries and wants to invest in the competition on Squad. Formed in February 2016 by the gathering of the teams Les Chats Pirates [LCP] and Yellow Ants [YA]. A recent addition is the team Raven Wing [RW]. This assamble of players defined its goal as being ambitious competitors that seek victory. That being said, we also wish to retain the fun and casual aspects of the game. Our first steps in competing were done in March 2016 when we played the first Squad Tournament (SquadLeague). After 4 matches, whiteFOX placed 3rd over 14 teams, thereby proving itself to be a competitor to be reckoned with. Since then we've been amongst the most active clans on the competitive scene, playing matches against other clans on a weekly basis. A video broadcast of the 3rd place final from SquadLeague can be found here. WhiteFOX clan trailer (happens to be in French since one of our squads are French-speaking) What is Raven Wing? Raven Wing is a group within the clan whiteFOX. It was formed in August 2016, by Pliskin (Norwegian), snikeren (Norwegian) and S0NNy (Austrian), and grew out of the already established groups within whiteFOX. We accept players from all around Europe, presuming you speak English. Description of Raven Wing Our style of gameplay is influenced by fast-pased shooters such as Counter-Strike and the Battlefield-series. As such its characterised by aggressivity, speed and coordination. However, we also very much enjoy the slower paced gameplay of games such as PR, and that which is increasingly encouraged through Squad itself. 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 works and are effective in the current metagame of Squad, and discard that which doesn't. And to readapt again once the game changes. 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.. We are competing in the current Squad Masters league, and we play matches on at least a weekly basis. There is no obligation to join every match/training that we have, but we do expect that you join in on the events at least once a week. The clan offers utilities such as TeamSpeak3, Squad servers and also tools to help coordinate all the members in the clan (counting around 35 total in whiteFOX, of which 15 are in Raven Wing). Recruitement We don't recruit based on age, we value maturity and respect for others. These are prerequisites and we won't recruit you if these are not present, even if you have amazing skills. For us, the competitive spirit is key, and so is the sense for teamplay. Prerequisites Reasonable ping to EU servers + timezone allowing to play events starting 19 UTC A minimum of availability (1 or 2 events a week, in the evening) Maturity and respect for others Love of the game (long-term commitment) Understands English, and has a certain ability to speak it What we are looking for A minimum of aiming and reflex abilities, and game sense A wish to be part of and to play as a team A willingness and ability to adapt and learn A competitive spirit Background in other FPS titles is of course appreciated, and we can help you get into Squad if you come and play with us! You can PM me or write a post below if you are interested in playing with us, or have any questions. If you wish to contact me on steam, here is my profile. Links: whiteFOX website : www.wfox.eu whiteFOX discord : https://discord.me/wfox whiteFOX Youtube Channel : here Recruitment post for whiteFOX (general info): Post Recruitment post for whiteFOX / Les Chats Pirates [wF / LCP]: Post (in french)
  22. 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.
  23. 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".
  24. 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.