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Everything posted by Garensterz

  1. 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?
  2. This one is actually far more complicated than I had suggested.
  3. 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.
  4. 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.
  5. 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
  6. Front Line Game Mode

    yes please! This would also be perfect for Post Scriptum.
  7. 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
  8. 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
  9. Another way to deal with running speed in v13

    I'll take back what I said earlier. V13 running speed just feels right.
  10. Another way to deal with running speed in v13

    The running speed is ridiculously fast, that I'm having a flash back from Battlefield 3.
  11. I'm searching for similar threads of this but failed to see one in the search tab. I just want to know if turning outside of (tanks, IFV's) armored vehicles, and taking a seat on top of armored vehicles is being considered in the game, or already in the pending list of features? Since the next update is showcasing a bunch of armored vehicles, wouldn't be great if we could see a feature that an armor personnel could look out from inside the vehicle to (can also use binoculars) widen the crew's peripherals or at least reduce the nausea of players when taking the gunner seat? About the "sitting on top of vehicles" I saw this on the cinematic trailer of V10 of squad, where you can see infantry sitting on top of the BTR. I really like to see this come true. Doing this feature would also make the IFV's increase it's seat number, same as the transport truck. I would also like to see a "turn in" feature for open hatched MRAP's, so that the gunner wouldn't always be vulnerable against small arms fire. I'm sick of open hatched MRAP's gunner always being knocked off easily just because the player couldn't turn inside the hatch.
  12. Yeah that's what I thought so too. I think people are just sensationalizing the topic. Maybe people got paranoid because of the chinese company share holder of epic.
  13. Gun Sounds

    @Kyroo You need cotton buds?
  14. Turnout from Inside of Vehicle

    But this is still nice to have. Adding options are always welcome to me. But whats necessary was the vehicle turn out and turn in, which leads me to a disappointment since they haven't added it still on the current beta. If they have added animations for squad leads hands then im sure they can add animations for turn in and out. I would live without that squad lead hand gestures since it doesn't do anything but eye candy. Turn in and out composes of lots of uses and opportunities in battles. Examples: -Turn out greatly reduces nausea inside of tightly enclosed tanks. -Turn out increases your overall field of view than looking into a freaking itsy bitsy periscope -Turn in gives you cover and concealment. This is more effective with open roof vehicles such as the MRAP. So no more gunners being sniped too easily because they have no other option. For now these are the only suggestions that I can think of from the feature. But if that's not necessary enough then I dont think what is.
  15. But aren't epic store known for its exclusivities? Switching squad to epic means the exclusivity of the game right? Isn't that a bad thing for us. And isn't epic known for its spyware programs that intrudes delicate info to us consumers?
  16. What is even the point of transferring squad to epic store? How's this even a benefit to you as a consumer?
  17. Turnout from Inside of Vehicle

    Hey devs what gives? There were tons of updates to tanks from patch 13 including the seat slots outside of tanks. But why there's still no priority for this (vehicle turn out) feature? Post Scriptum had this a long time ago, but still nothing from the main game Squad? I think we all know this is a necessary feature for a milsim game like this.
  18. That's a good suggestion.
  19. Suppression system

    I like the new suppression feature. The first guy who replied already spoke facts which stated by the devs that they wanted to achieve in the first place.
  20. V12 performance

    It's due to GPU dropping at 0% at times. Im not sure why this happens, but squad is the only game that freezing happens to my PC. Maybe I'll try reinstalling it again and see if it fixes it. Then again, my GPU and CPU are not even using its full performance when playing squad and im only having 45 fps average. But heavy games such as War thunder and PUBG with hundreds of 3d models moving is not even a problem running 60 fps, but squad is.
  21. V12 performance

    Does anyone here also experience some random short freezes while playing? I never experienced this on V.11 and also to my other games as well. When I check my GPU performance graph, the gpu usage does these drop spikes that reaches to 0. It does this for once in every 2 to 3 minutes or so. I tested to other games that are heavy on both CPU and GPU, such as War Thunder and PUBG and haven't experience a single usage drop.
  22. I was skeptical with this before but then again, I realized that I played a lot of tactical battlefield (Arma 3 Server) before and it has the same revive system that anyone can revive a fallen soldier, and it works quite well to be honest. The reason why I think it's balanced is, Non medics are only limited to 2 bandages so don't expect non medics will use all it's bandages for fallen soldiers because "instinctly" they will save their only bandage for themselves. Another is the new ammo system on respawn, remember a soldier who dies when used all its bandages wont bring back the bandages when they spawn, so spawning on rally points wont be abused and wont see these waves and waves of soldiers coming from rally points. Last thing is Medics can fully heal soldiers, regain soldiers stamina, and have more bandages than non medic soldiers. So I guess medics ares still quite useful for this current build. What I wanted to see for squad is I hope they rework the revive animation system. I just wanted to see medics have the animation of tending the wounded, and also I want to see dragging bodies!
  23. V12 performance

    16GB Ram here
  24. V12 performance

    V12 performance is much worse, they really need to fix this. My PC is not even utilizing it's full usage, GPU/CPU wise and I'm only having an average of 45 fps.
  25. So if the game is going on the path of "everyone can revive" a downed man. Can we at least make the bandaging (I'm aware the dev's made it longer) even longer? I guess 15 seconds for non medics would be enough? And 8 to 10 seconds for field medics. My purpose is not actually for realism (apart of it is), but this is about to balance the pace of gun fights from the last patch. Before the patch, it is a huge struggle when you die. You have to wait for medics to get you up and rally point re-spawns are limited to 9, unlike the wave respawn in v12. So what I like about the system before is, it changes how gun fights work. Players are much needed to be more careful in the field, and firefights don't last too long in non-FOB areas. So im not really against to the "anyone can revive" I actually like it. Just make the revive timer longer so it balances out how firefights work from the previous build. Because right now, revive systems are too easy and overpowered.