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About 3S_Moe

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    Fireteam Leader
  1. Alpha 10

    Oh believe me, I already thought of that. Problem is, everyone I know that is a gamer already owns the game.
  2. Alpha 10

    HOLY COW. I have been playing V10 on the two occasions you pre-released it and I LOVED it. Even still, I had NO IDEA how much you packed into this release, it is absolutely insane. No matter how many times I read the change log, I simply cannot retain all the information and I'll simply have to play the game more and learn each unique change. It is astonishing how well you have made little tweaks to provide new value. It's now at the point where as an SL you really need to decide what type of Squad you are going to form, of which the choices are becoming HUGE. Logi/resupply squad with a "transition" FOB so a driver doesn't have to constantly run all the way back to main? Maybe a fire support squad that builds temp sandbags for their MG's to rest on while SL's and snipers call out bearings for the MG's to lay down fire ahead of another rushing squad? Mortar/ZU-23 AA squad for long range support? Maybe a close in team that takes as many full-auto M4A1's as possible to clear out buildings? My goodness, the depth and options are endless and growing! You do realize that the more you add in will require more time to plan? I hate to say it, but now even the 3 minute pre-spawn timer is not enough. It is taking at least 1-2 mins for someone to step up to the plate to be SL, which only leaves about 1 minute for the SL to coordinate with the other SL's, convey info to the squad, have them spawn in and get in the correct vehicle, complete with the correct kits. And that is all while being an SL that is straining to hear the other SL's because their squads are all chatting away either asking what the plan is, making fart jokes, or teaching other newbs. Please, pretty please, in V.10.1, find a way to help out the SL comms at the beginning of the game. PLEASE allow local chat with squadies that doesn't include the SL so that the squadies can still tell their fart jokes without the SL having to be interrupted by it when planning. There are so many times when I'm not an SL that I just sit there silent so that the SL can hear the other SL's better even though I myself would like to plan with my other squadies about who is going to take which kit, or even pre-train a newbie. And lastly... I have easily received my monies worth out of this game and more. Your upgrades since I originally purchased it have been unbelievable. It is no longer the game I first purchased. I almost feel like I owe you more money to insure you guys are profitable so you will keep developing it. Do you have any place on the site that I can donate some money for further development? I just did a google search to find a donation page but came up blank ("donate site:joinesquad.com"). If you build it, I will donate towards it ;-) Keep up the amazing work. Your passion for this game and attention to detail shows with every release.
  3. Please bring back the mouse pointer when bringing up the Squad Lead radial menu. Without the mouse pointer to show you where your mouse is on the screen, I find it more difficult to navigate the radial menu because sometimes your mouse is not in the right spot to navigate in the direction you want fast enough.
  4. January 2018 Recap

    This game is so flippin good. At what point do you call it "Beta" instead of "Alpha" and then call the pre-release/special testing versions "Alpha"? If you ask me it should not be called Alpha 9 and Alpha 10 right now, but Beta 9 and Alpha 10 (when you let us test it a while back,) and when you release it, your Alpha 10 goes to Beta 10. It's time to ditch the Alpha moniker except for those special versions we get to test for a week. This game is so polished, it's better than many GA games.
  5. Marker restriction is absurd

    This is why I'd love to see a dedicated "Comm" role. Just like in real battle, you have your Squad Lead (Actual) and the Squads Comm guy. That way, comm guys can talk to comm guys and relay to squad leads, but squad leads can jump on squad chat when needed so they can talk directly to each other when needed. One game, we actually tried this in a very round-about way. It was a very interesting experience. We had an SL but he took a regular rifleman kit and I took the SL kit and in the game I was just a guy handling the logistics of comms, map marker placements, vehicle approvals for the real SL. He would tell me to tell the other SL's something and I'd pass it along. If the other SL's were communicating with us, I received the transmission and then passed it along to our real SL. Anyone in the group that called out enemy position/movements, I was the one to mark which freed him up from having to do it. Even though I handled all these duties, our "REAL" SL, who was just a rifleman or scout, was the one actually making all the decisions, calling all the shots, telling people where to go, etc. I stuck to him like glue the entire round so that we could drop RP's where he wanted, he could chat with me in local comms, etc. It was an interesting experience because it freed the SL from some of the more menial tasks like marking the map, approving vehicles, listening to other SL's complain that all the other squads were why the team was loosing, etc. It was fun for me because it gave me a new role to play and master. We didn't stick with it because the other Squadies with us had a hard time wrapping their head around the idea since the game obviously wasn't designed to be played like this (with the SL icon on the map being the biggest issue,) but as a proof of concept, it was sort of fun to try. If you are looking to try something different and you play with the same guys on a regular basis, it's something a bit fun to mess around with.
  6. Ability to hold spawns at your rally point

    As someone that has been SL and has had someone take the last spawn despite repeated warnings not to, I say, PLEASE don't change a thing. I am so tired of the nanny state we are creating. THANK YOU for allowing SL's to deal with this on an as-needed basis. The last time I played and someone did this, I could have been a jerk and just booted the guy. Instead, I let the entire rest of the squad give him a tongue lashing and then I told him "for your mistake, you now have to go kill 10 enemy troops before you die next." Who knows if he did it, I'm not sure, but I just left it at that because he already got an ear full and didn't do it again the rest of the game. Either way, I dealt with it, found a squady and dropped another rally point and we moved on. I wouldn't be surprised if the SL's complaining about this are the SL's leading from the front all the time. You know the ones, they are first to run across a street, first into a fight with flying bullets, first to die. They are the ones constantly barking orders and making the game not very fun because they are "so pro" and have "hundreds of hours in the game." The SL's that hang back and use their bino's, use strategy, gently direct their team to victory, those SL's I doubt are having much trouble with this issue because they are typically also refreshing the rally on the regular basis because they know, no rally = no play-ee. On another note. Why in the world do so many decisions any more have to be an all or nothing? I agree that rally points feel a bit like a star trek transport that is totally un-realistic. Why can't this just be a server side setting that can be enabled or disabled and then if you like rally points, join servers that use them, and if you don't, join the hard core servers? Why can't we have like BF4 has where you can have servers that are configured different ways and you can search/filter for them? Want hard core, one life, great, a server is setup for that. Want one that has no limitations except no rally points, great, join a server that is setup like that. I am a big fan of options, let the players weed out what the good/bad options are by playing and eventually you will start to see what the community as a whole prefers. Here's another all-or-nothing decision I laugh at. At one time medics had binos. Then they took them away. Then people wanted them back and others said "NO! the medics were too powerful with binos! They should just be medics!" Umm... how about a compromise? Medics with bino's but the bino's aren't as powerful of magnification? I mean seriously, give those guys a bit more ways to help out but it doesn't have to be 20x binos, even 5x would be a fun little thing to provide them.
  7. What happened to the Smoke?

    Maybe it's just me, but possibly they were going for more realism? The v6 smoke grenade didn't look realistic to me, looks like it ramped up WAY too fast and too much. The various videos I found on youtube show a slower release time and slower build time. From what I remember of the v9 smoke grenade, it seems like it was more realistic. Check out the following you tube video I found and tell us if you think one smoke grenade would really be sufficient to provide the cover you want, at least in the short time frame it sounds like you want it to spread to a thick cloud to obscure you. https://www.youtube.com/watch?v=m_7b0eZRuQg https://www.youtube.com/watch?v=ttlIEPLmPYM
  8. Pretty easy question. See the following two recent threads for context: Thread: now-seems-like-the-time-to-increase-pre-game-planning-timer Thread: better-pre-game-planning-stage
  9. Better pre-game planning stage

    I think your analysis is spot on, minus one detail, I believe the timer is at least 2 minutes currently, possibly more (I could swear I've seen that timer above 120 seconds.) That being said, why can't this be a server side controlled setting? Why is that SOOOOOOOO difficult for the devs to implement? (I bet they could implement this in about 30 minutes.) Then one server can have a one minute timer, which will probably garner the run-n-gun types, and another server can have a 5 minute timer, which just as you said will have the impatient ones leave and the more hard-core planners stay. Why devs! This has been massively discussed for a long time on these forums. Why in the world will you simply not allow the pre-game timer and the end-of-round timer to be server controlled and let democracy do it's job!? Even if you gave server admin's that tiny amount of control it could make a huge difference to the Squad gaming experience.
  10. Better pre-game planning stage

    A "capable" server one weekend because a newbie server the next weekend. Let me tell you, last weekend was rough on every server. Lots of "left click to dig, right click to dig-up" shovel training. I agree with you about not wanting to wait any longer than you have to if you have SL's that are retarded and not planning or if it's a smaller map that doesn't require a lot of planning. That's the reason I like the "Ready" idea that has been implemented in lots of games that effectively allows the majority of players (or SL's in this case) to get the game going without waiting. In fact, by implementing a feature like that, you might find that games start even quicker than they do now yet allow for long planning periods when needed. So why can't we have the best of both worlds?
  11. Better pre-game planning stage

    Yep there is another similar thread and I had replied on that thread (numerous times) as well... The only thing though is that thread did not discuss some of the things I have proposed here. One idea that did come up on the other thread was the idea of spawning people in to the main base during the count down timer period so that people could go ahead and get in the vehicles of their choice. If that was implemented with some of my suggestions here, WOW, that would be like planning heaven. Not only would the planning side be easier with some of the proposed ideas so far, but the actual start-of-game chaos would be reduced with the "walled main base until start" idea posted in the other thread.
  12. Better pre-game planning stage

    No other comments? Really?
  13. I really do love this idea, however, it really only solves one side of the problem, which is the mass confusion WHEN people spawn in. This alone won't solve all the problems. IMO the *main* problem is SL's not planning together very well and not being properly prepared. That is why I had started another topic that hits on those issues ->
  14. bad performance. v9 not enjoiying.

    Make sure you tinker with the AA settings you use as well. One person I know was having FPS issues fluctuating between 20 and 60 FPS on a consistent basis (like every second or so) and turning off AA and then turning it back to TXAA made the issue go away. They dropped two AA options in V9, and when I first loaded V9, it showed I didn't have ANY AA select (not even "NONE"). It was like it was stuck on the old SMAA that I was using, yet the AA had gotten worse. I switched it over to TXAA and it works like a charm now and TXAA looks better then it did in the past.
  15. Even something as simple as who from the squad is going to drive or going to man a 50 cal can be confusing when you are trying to get rolling as fast as possible. Having the main base as a staging area for those that want to spawn in would be a huge help to bringing a little order to the start of the game.