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About TheRed

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    Fireteam Leader
  1. Map vote system

    I think server end options is ok. I just see a lot of problems with something as simple as a vote a lot of the time, so hope it won't be quite like that if so.
  2. Oh, and I'm sure this would be met with scorn from a clique of idiots, BUT whether you think this should be there as a matter of principle or are staunchly entrenched in realism but can see the commercial benefits to this, groups like FARC have had entirely competent and effective detachments of female soldiers. This would be a way to increase the inclusivity of the game without compromising realism.
  3. New V11 name tags?

    Guan, I'm up for that kind of thing. Personally I'd be totally open to no nametags at all. It might seem like a nightmare in the making but actually SLs should be talking to squads to make them aware of friendly presence and so on, and it would certainly curtail those who defcide to run off on their own for a bit of COD while the rest of the squad works together.
  4. I could go for that style thing; only thing is that open conflict between conventional forces and cartels in full combat is relatively unusual. But I could certainly see something like a south america styled rebel / guerilla group in the style of FARC being pretty interesting and again useful in providing believable opposition in a range of new settings. Would be a perfect reason to really open up the map diversity - rainforest, favela suburbs, totally different feels for river / mountain climates etc.. Can seee that now. Rutted orange mud tracks, pitted with bright puddles, while lush greenery looms overhead beneath a deep blue sky... the trail snakes down into the valley below to join the brown line of a river that seems to steam in the humid sun...
  5. Post Scriptum maps and graphics

    That's a good point - plus the fundamental difference in environments and landscapes means that agricultural assets and so on can shine more in PS, to some extent, and in our imagination, perhaps WW2 is a richer, more readily beautified setting. Market Garden had lovely villages that we would certainly consider quaint these days. Eastern Bloc concrete brutalism is not going to have the same visual appeal. I think there are a number of factors in this.
  6. Map vote system

    I'm not really sure I like this. Too often it ends up with the same old maps, time after time. Mob rule doesn't always work well. It might mean that one map gets massively overplayed because it's a popular choice, and it imght get played over and over with new players joing and leaving servers - and it will certainly mean that some maps get neglected. I guess this could be put on servers or not as a preference, but personally, I'm dead against it. I think people can always leave servers, and that it's actively good for people to play their less favoured maps sometimes - for them, their play and the game as a whole. I used to hate Kokan but now feel a lot better about it.
  7. Close air support

    Don't agree that every single thing should be player controlled directly. Calling in CAS with co-ords, comms, lazing etc is all good and is still an absolute example of polayer agency. Yes, it might seem OP, but that's something to be managed by the game design, however that's implemented. Limits, cooldowns etc is all a fine way to manage it. It's not as if we don't already have situations whre squads can be simply wiped through means that might feel unfair to them in that moment; that's combat. Yes, a little randomisation wouldn't go amiss - diminishing bullseye range probabilities of accuracy meaning most were on target, some a little off, very rarely a good distance off - all that would be fine in the game imo. Squads on the ground are absolutely reliant on CAS being, in effect, an outside agency, so I have no issue with calling 'someone else' in to make runs like that A10 stuff.
  8. Boot up time

    If you can even get a lower capacity one for your OS and some key stuff (such as Squad...) there is no better currency-to-performance investment you can make in terms of day to day running, believe me. Save up!

    I'll have a look. For me, I personally like to play modes that have some semblance of believability. Obviously we all know it's not real, but, as an example, I'd rather play a game where I inhabit a soldier tracking down insurgent caches than having to play a game of CTF, if that makes sense. Anything within that 'real-ish' sphere that also makes for a great mode, go for it!

    Not entirely sure of the negativity here. It does need a look at, for sure, and some mechanics and big overhauls could be done - but I've had some absolutely brilliant maps on insurgency mode. The fact that the places are not determined at the start cane make it an entirely different proposition to anything else in the game, as there is genuine room for completely different approaches, subterfuge, much more organic planning needs and so on.
  11. Medic progression in Squad

    I think there have been some valid points raised on both sides of this. For me personally, I find the idea of normal soldiers doing revives from conditions that are evidently very serious to be a negative one. Equally, I understand some of the frustrations from the current medic class position - though not all. I don't find it a terrible role at all, and if played properly and in a sensible way, it seems a genuinely vital role for any squad. I do wonder, though, if it wouldn't be better to examine the class or medic-meta again from the ground up in some way. I know there are only so many iterations that can be made, in the end, and the game has to remain essentially fun and with enough realism - but I'm not sure the current direction of travel supports this. Perhaps there could be a new wounding system entirely, something like: Minor wounds: affect ability to run or aim stability, but can be self-bandaged - essentially like grazed bullet wounds or shrapnel etc. - and does not lead to continual blood loss. Disabling wounds: not critical unless blood loss is allowed to continue for a period of time, and your squadmates basic medical training could be enough to get you moving or vaguely combat-ready again. For example: Leg wounds reduce tyou to a crawl or standstill until bandaged up by someone else Arm wounds hugely affect ability to hold or fire weapon but are otherwise basically mobile until bandaged up by someone else Critical wounds: More like now , perhaps caused by trunk and head shots - anyone can bandage you to stop an otherwise-fatal bleedout, but require a full medic to stabilise you and heal before returning to full movements, and this would take, say, twice as long as the other wound types to sort - again ensuring that soldiers are cautious not to expose themselves to huge danger without cause but also that there is a strategic element to thinking the medic / squad lead must do. Seems to me this would be a 'more realistic' solution; one that reflected the training of the normal soldier but also added some depth and consideration for the medic in terms of priorities and so on. I'm sure this would be possible. Different icons could indicate wound severity, possibly, although it might simply be easier to temporarily mute the critically wounded so that it would be clear who was in a bad way and who was 'walking wounded'
  12. Boot up time

    Seriously, if you don't have an SSD, that will be the thing. When I first started playing Squad, I had an HDD. Upgraded and it's just a world of difference.
  13. My view is that the more variety, the better. As such, whilst I'd happily see anything added, the best option would be one that would be interesting and allow for new kit, even new tactical identity and an easy way to jsutify a wider range of locales to fight in. I mean Germany and France are both substantial and interesting and France in particular fight in places others don't sometimes. I'd be interested to see Australia, Brazil or India, actually. Just a little left of field but interesting.
  14. I don't mind some limited customisation to a small degree regarding kits, but in short I think it should essentially reflect reality, as in - by and large, conventional forces would be limited to standard kit, overall, and others would still be limited by the kind of weaponry they can access and in the right kind of proportions.. so for example a WW2 game would, in my view, be ruined if German is allowed an StG 44. Yes, they existed, but should only be avaialble to the Germans and only for a select few in certain appropriate roles. Maybe they can get to choose an MP40 etc as well, but most people get the bolt actions, etc.
  15. Guan, yeah - I think there will be a substantial amount more. Guess I just occasionally feel map fatigue, but I must say Kokan has grown into a map I no longer avoid in the last few months, so the changes are positive. I guess, as a player that doesn't really have any performance issues of note, I can't see what would stop a lot of people now - ergo the numbers, I guess. It's not for everyone, to be fair. It just isn't. Some people legitimately don't want to play the way a majority will. Yamalo and others will be good. I guess all I'm saying is that I really hope they do as much as possible to keep the maps coming.