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Valdr

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About Valdr

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    Squad Leader

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  1. Medic progression in Squad

    Oh, that's not what Squad is about. But your complaint is that.... that's what Squad is about. That seems odd. You said "I prefer this too" and I interpreted that as meaning not the current state but what the "devs have said". If you mean the current state then we are on the same page. No, what I'm trying to say is that we don't need changes to how the system already works just to suit bad players who can't aim. But I'm sure meth injectors wouldn't be something that you oppose.
  2. Medic progression in Squad

    Someone who doesn't play Forum Warrior 10x more than I play Squad. Hmm... I know it's very hard to read, so I'll break it down for you: I specifically mentioned how this game is successful because it doesn't cater to the super fast arcade shooter fanbase. But there is another fanbase it doesn't cater to: terribad shooters who have molasses reflexes and want every fight to be 15 minutes of shooting at nothing. It's enough that literally anything other than 100% stamina results in large sight sway, but you baddies won't be happy until it's Revolutionary War Simulator and every fight consists of lines of soldiers firing wildly inaccurate shots at eachother until one group wins.
  3. Medic progression in Squad

    Individual devs have said a lot of things and then backed off them when they realized how it would kill the game. This game is miles away from the "meat grinder" and "instant back into action" of most other mainstream FPS games, but it's actually decently popular because it doesn't go so far in the opposite direction that it becomes a boring. PR was at its best when it was in its infancy and it was basically Squad, only a vocal minority of bad shooters want to play a game where firefights consist of 15 minutes of shooting at nothing while they convince themselves that they're "suppressing". If this game is still too fast for you then it might be time to take up knitting.
  4. Squad and Reshade Help!

    Reshade also allows people to cheat with extra zooming in. Frankly I always thought it should be considered a cheat but now it actually is until the zooming can be prevented.
  5. I give you valid tactics to defeat or counter rushes and you simply act like a child. This is why you lose. Grow up.
  6. Yeah, it's a real shame for the people with quicker reactions and better aim to win firefights. It's almost like having skill provides some sort of competitive advantage. How awful.
  7. No, teams who get captured blocked are bad. It's one squad, fight them with 2+ squads which you absolutely have in the area and push them off. Rush them also and force a stalemate. They're not doing anything you can't counter or replicate, you lose because they are a better team.
  8. Yeah it definitely seems like some people lost some rounds while on some bad teams and they are salty instead of stepping back and looking at this objectively. There is nothing that gives rushers an inherent advantage. They can get a FOB up quick? You can get one quicker. If they rush and they hold you at that first flag, you are witnessing a superior team beating an inferior team fair and square. It's that simple. What's the point of finding effective strategies if we're just going to nerf everything and turn the game into a formulaic slog from A to B to C to D?
  9. People would just find a way to abuse it and have a dozen HATs and LATs all running around. I imagine that's why you don't even get a basic rifleman kit when you leave a squad, they don't want people using it as a quick way to refill their ammo and grenades. Maybe with the new inventory system there will be ways to solve these issues.
  10. I guess I have just seen different scenarios play out. Most people I see will give up SL very quickly if someone else steps up and most will quickly quit the squad if the SL isn't talking or dropping rallies. Most of the time they'll even look for an admin to get them kicked. I just don't want to lose my kit every time some guy pusses out midround and quits without saying anything.
  11. No, it's a perfectly valid strategy that your team should be using as well. And if an enemy squad can get to one of your first flags before you do and hold it against most of your team, your failure should have consequences.
  12. Remove the bleeding due to falling

    Remove the carcinogenic qualities of OPs posts. But seriously, internal bleeding is still bleeding. And actually way the hell worse.
  13. How to change maps in Firing Range mode.

    You may also be interested in AdminAllKitsAvailable and AdminDisableVehicleClaiming which will pretty much remove all the restrictions which might prevent you from practicing with whatever you want.
  14. I have to 100% disagree that it would be less chaotic. Sure, it's a pain in the ass how many SLs out there just ragequit when the match is going poorly, but at least you still have a group of guys with useful kits who can try to stay on whatever their mission was before the SL quit. If the squad is disbanded now you have up to 8 guys with no equipment, no ability to spawn on the previous rally, and no direction at all. I cannot possibly imagine how it would be easier to create a whole new squad than to just figure out who can take up leadership within the squad, even if it's not great leadership. I think a bigger issue is how we can address the problem of SLs quitting in the middle of a match. In another game I play called Blackwake, captains of ships (basically the equivalent of SLs) have to be voted in because theres only a few ships per team. To help the process, candidates have a percentage rating next to their name. The exact system that game uses wouldn't work in Squad, but I think a similar system could be useful. SLs could earn rating at the end of a round based on their overall squad performance, but they would lose rating if they were in a squad they created and they quit the match, passed leadership, or left the squad.
  15. AAV-P7/A is it in the plans

    Doubt it. US forces in the game are Army, not Marines.
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