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Garensterz

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About Garensterz

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    Fireteam Leader

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  1. Suppression

    @Axel, wait a minute. I think I'm talking about a different WW2 game that was just recently released. The game uses very intensive suppression effect that its too straining to the eye. They were using blur and black/white effect. But I've seen some videos of HLL's suppression, I think its okay. But not a fan of Black and White effect. Theres too many WW2 games these days, looks like I've combined those two. Regarding the MG. I think the reason why the MG class is so easy to snipe is not because of the lack of suppression effect, but rather the lacking of quick cover mechanics or blind firing mechanic when mounted on MG's. I always wanted the MG to have a cover mechanic when they're are snapped on an object. Like there's a button that can quickly make an animation to pull down their heads below the cover while mounted. I'm quite annoyed that as an MG you have to un mount and use prone to have full cover. There's too much time wasted with those animations and will surely get sniped to easily. A more realistic way is the MG should have a feature to snap for cover so its more effective to suppress targets with short bursts. This should also be effective with mounted MG's on MRAP's.
  2. Suppression

    I just want to add, Regarding Font's issue on HLL. There are such things as bad suppression feature and one of them is Hell Let Loose. For me using extensive blurriness and B&W effect is a terrible way of representing suppression in games. Suppression should only force players to twitch and duck for cover as what it should do in real life. The problem with HLL's suppression is, the effect is to extensive its obstructing the player's vision. Squad's suppression effect is quite okay, it does the job done, for me at least. But I'm more impressed with Post Scriptum's Suppression effect, where your aim gets twitchy unlike the sway effect in squad. I think suppression twitch is more of a realistic approach than sway.
  3. Commander / Map Design

    Feel free to further discuss commander role here.
  4. Suppression

    Suppression is one of the key factor feature of the game. I dont want this game to turn into Rainbow Six Siege Competitive style none sense.
  5. Dragging incapacitated allies into Safety

    I think one of my reasons I'm not much into the medic class is because there's not much immersion into it. Well the medic class is a huge benefit for the squad and team but i have to be honest, its actually boring and repetitive to heal players. The only exception where I have fun being medic is with ARMA (with mods). Theres just a lot to do with the medic system on ARMA games. You can drag, carry, can shoot while dragging, there's variety of medical procedures to heal teamates. And there's a decent enough animation for healing. Squad's medical system is just too bland, thats why i dont play medic class too much. And maybe thats why there's not much players going medics since they can get bandaged by any class anyways. And also. thanks for bringing this up, been too long for the promised medical system the devs promised years ago.
  6. Bad game culture at the moment

    Well the good thing about this is, COD players will eventually get bored at this game and we'll never see them again. I have close friends who bought this game that are way too ahead for a game like this. After a week or two, I have never seen them touched Squad again. It's just a vicious cycle i guess. Every patch or sale will bring new players, but the core players will remain in the long run. Or maybe the game will bring new players to be like core players, just like what happened to me.
  7. @Burningbeard80 I couldn't have said that any better, thank you for your very detailed opinion about the hierarchy system. That's what I also like about PS, they did a very good job on maintaining a good warfare pace and realistic penalties. I also didn't like the infinite revive when you die in squad, but I'm ok with anyone with a bandage can revive a downed man because this helps the pace of the warfare keeps on running. PS however did a better job for the respawn system, if you got head shotted you die and respawn, when you die from bleeding or got hit below the head, you die but still can be revived, but the next time you get shot anywhere the body you instantly die and respawn. For me that's more authentic. But for the buddy rally. I think i can let this feature slide since it benefits a lot for the team. I've seen a lot of squad leads just rage quits because the whole squad got ambushed with no transports and back up rally or hab nearby. I think the old system where you cant buddy spawn is way too unforgiving for players who just want to have a casual run, and it's also too boring to wait for respawning transports.
  8. This one is actually far more complicated than I had suggested.
  9. Have you played Post Scriptum? Having those commander abilities are not that simple like you see in COD and Battlefield 4. Post Scriptum's off map abilities requires to be near functioning Forward Operating Bases. Not just that, in order to call out air strikes a commander must have a radio tent built near the FOB. Aftrer calling in an air strike there are cooldowns, and you will wait for an amount of time to call in another. Just what like Hotpokkaminny said there are pros and cons to this. I just suggested a very rough framework of what Post Scriptum implemented on their squad system, and it's up to community and especially the devs (if only they consider this) on how they can make this system work perfectly in Squad.
  10. I'm not trying to "pretend" to simulate reality mate. There's ARMA for that. "Fun" is a subjective term, what if it's fun for other people to role play like the ones I suggested above? Yeah I also feel you, this might make the game too hardcore for newbies, but this might make the whole team to cooperate more and and focus on their roles as well.
  11. That's exactly what I was referring to. But 45 mins? that's too long, the match would almost end just by waiting for the next off map support. Atleast give the commander 4 to 6 times to call in off map in a match. Atleast that would make the commander class a bit fun to play as I understand, 4 members might not be enough for this job to work properly. But I think 2 squads in a team would also be enough for this, if we increased squad members. As I said before, logi squads should be dedicated to do their own thing. This squad shouldn't waste time on other things other than building FOB's, Supplies, Defenses, and Mortar Support. But still, I'm open for objections. Like I said on the Infantry section, "they can use IFV's but debatable". I guess this is a bad idea, but I just don't want to see combat engineers wandering around the map alone. I wanted to see combat engineers like a small unit working together instead of lone wolfing on the map. I wanted to see them having more complicated kits such as minesweepers or drone mine sweepers and requires at least 2 to 3 members to build or dig up mines and stuff. But yeah I think this suggestion is too much work, and slightly off topic so moving on. In addition, I don't want to elaborate in very specific terms (even though I was too specific on squad member counts lol) because I wanted to see how others would say about the topic, and I also wanted to know what can be changed through my suggestions. Edit: Oh shit, the website screwed up my post so I have to re edit it all over again
  12. Front Line Game Mode

    yes please! This would also be perfect for Post Scriptum.
  13. Ok, title is a bit vague here. What I meant is what if Squad copies the hierarchy system in Post Scriptum? There will be exclusive slots for different types of roles such as Commander, Infantry, Logistics, and Armor/Crewman when creating a squad. Example with this system: -A commander is in charge of commanding all squad leaders in the team, he might also get a perk for off map abilities such as off map close air support or a drone strike. -Infantry will be the traditional leg infantry but will only have limited access to Transport trucks, or maybe (debatable) IFV's -Logistics, it's quite self explanatory, these guys only have access to logi trucks and their priority in the match is to build FOB's, Constructions, and supplying FOB's. Atleast 2 squads in a team and 4 members -Armor. Obviously they have access to the toys for the big boys. Limited to 4 squads in a team and 3 to 4 members. -Combat Engineers. I just think engineers are too accessible in every squad, so i think giving them an exclusive role and limiting the numbers to 2 squads and 2 to 3 members only So do you think this would make the gameplay more organized where squads will actually perform as what they were suppose to do? Or will this negatively affect the traditional gameplay of Squad?
  14. Things we like about v13

    I don't have any dislikes on v13 patch. But there are features that I hoped that should have added in V13
  15. ticket count in AAS too high

    I want a 500 ticket round. 300 tik rounds are too damn fast. After playing alot of Post Scriptum, I keep on hoping for an increased tickets for Squad just like in PS
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