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About Laki

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    Fireteam Leader
  1. Tower Deployable

    Might be a bit off topic, but buildable vegetation or camonets could be nice to help hide deployables. At this time people seem to not build anything to keep FOBs hidden.
  2. Random Invasion (fog of war)

    Fog of war on invasion would lead to attacking team having a squad on light vehicles checking which one of the possible flag location has a FOB build, once FOB/FOBS have been found it does not matter if you can see the flags on the map or not, since they have been marked with FOB markers.
  3. I really, really love the new ammo system! Especially now that you can choose what items you reload from ammo bags. I wish is that we could repack magazines. I dislike having a decent amount of ammo, but having it spread out in multiple mags that have only a few rounds each. Repacking should take time and make you vulnerable while doing it. My Idea on how to implement: 1.) Pressing and holding reload for 3s would start the process, it could go something like this: Put your gun away -> take out a magazine and start re-packing it -> switch to next magazine and re-pack -> all magazines are repacked -> pull out your gun. 2.) The process can be interrupted at any time by pressing a number key to pull out a weapon. 3.) The logic in repacking should be that you take ammo from the mag that has the least and move it to the one that has the most. (you can't put ammo to the mag that is in your weapon) 4.) Time it takes to re-pack a single mag (from empty to full) could be around half the time it takes for a medic to heal from brink of death to full. 5.) Movement speed while repacking should be the same as medic movement speed while healing. 6.) Taking ammo from crate or ammo bag gives you full mags so rearming is unaffected by this mechanic. 7.) For extra risk interrupting the process could cost some ammo. Idea behind this is that if you need to pull out your gun while you are repacking you don't have time to store the unloaded ammo, so you just drop it to get your gun out as fast as possible. If implemented we would also need a safe way to interrupt, say hold reload for 3s to safely interrupt and pull out your gun, without loosing ammo.
  4. What I liked about the old slower speed was that it kinda forced you to communicate with your squad. Want to cross that street? ask someone to cover and cover them while they move. Want to advance to a known enemy position? Better get your squad to suppress them so you can make it there alive. It's not so much about CQB combat speed (it is a bit of that also) than the "larger picture "tactical"" gameplay that I'am worried about. I hope that squad stays as a game that rewards team play, planning and taking it slow, as almost every other shooter out there is mostly focused on individual skill and speed. The difference here is that building a HAB takes way more effort than placing a rally point. Also a HAB has an element of risk involved by costing tickets if lost while rally points are free. One of the tactics that worked wonders in past versions of the games was to disrupt enemy movement to keep them from getting to your flanks. Now all it takes is two guys to get past your defence and you could have the whole enemy team behind you. In V12 those two men could only multiply to a maximum of nine. A way to make buddy rally points and rally points in general more valuable to the players placing them down could be to give them a value in tickets. Rally overrun = -5 tickets, could lead to rally points begin placed into a safer, bit further away locations and making it riskier to spawn closer to the action. Making players value their life a bit more knowing that they have to leg it back from the rally when they give up. I think weapon accuracy shouldn't be an accurate representation of reality in squad. I believe (once again ) that having less accuracy makes you depend more on your squamates, I you know you'll have a hard time hitting the enemy it could lead to you needing a squad mate to help even the odds a bit. Not begin able to lay down accurate fire on your own has made for some of my favourite team play experiences. Guiding or having my (non-optic) fire guided by a squad mate with binocs is one of those little team play moments why I love squad and PR so much. Iguess this is 7.)? Having players go dead meant that having a firefight and even having only 1 or 2 players dead-dead made the squad have to actually rally, or wait for reinforcements. This made the game play a bit slower, since you could not just pull up everybody an keep running at full speed after an engagement. Also Sparcany (quote below) has a good point about how not having a dead-dead state changes gameplay. In V12 AT had two tries to get a shot off, now you can get resurrected as many times as needed, so even a downed AT players body is a number one priority target for the full duration of the engagement. I don't really understand what this means, but I would rather have a game that makes it bit easier or more enjoyable for players to play SL than what we have now, as almost no one wants to play as SL. ---- I guess a lot this boils down to the way I like to play the game (with random people) and me liking gameplay mechanics that force those random people to communicate and relay on each other rather than giving any individual players the feeling that they can do it all. Having mechanics that promote gameplay that creates small (guided fire example from before) teamwork experiences as well as larger ones makes me enjoy this game and really differentiates it from other games.
  5. Hello, I played v12 intensively when it was released, but when v13 released I had not played squad in some time. Back in v12 (and in PR a long time ago :D) I usually ended up squad leading because there are not a lot of people who want to be a squad leader. I'am not an amazing squad leader but I managed to have a good time in public servers with random people. Firing the game up again after v13 update I'am a bit rusty, but it seems something has changed quite radically. I feel like the tempo of the game is a LOT faster than I remember and this is really making playing as a squad leader much more of a chore and not as rewarding. Don't know how much of the faster tempo is about the faster movement speed, surge of new players and how much is just that the meta is getting more refined. What I mean by the meta is that most games play very similarly, FOBs get placed on the "best" spots most games and every game starts out with a huge rush to block caps and to take over the "best" spots to mess up enemy movement. From my limited experience with v13 this far I feel like the gameplay took a step in the wrong direction. 1.) Faster movement speed seems to make players run around the map instead of having SL's manage transporting. I absolutely loved when I managed to get an APC squad come pick my squad up and ferry us towards the next point and help us push. And I remember my squaddies were truly happy when they got a ride cause they know that the trip would have taken ages without the teamwork and coordination. 2.) The slower feeling gameplay from before gave me as squad leader time to figure out enemy movement and more time to organise my squad. I think this is the biggest problem I have with the game at this state, faster gameplay makes life of SL way more hectic and much less enjoyable. This I feel is the reason why a lot of people don't want to be SL. 3.) Buddy rally makes it really hard to keep track of the enemy. Back in v12 when you managed to wipe a squad it felt really good and gave your team some time to advance while the wiped squad had to reorganise. Now it feels like getting a full squad to almost anywhere on the map with a buddy rally is way too easy. I say get rid of buddy rally and if you really wanna keep it make the spawn timer way higher than regular rally. Something like 3min from dropping the rally to first spawn. 4.) A lot of times as squad leader if I find that my squad is out of position I wonder if it would be better to just suicide and buddy rally. I have not tried this yet but since It has crossed my mind I bet some people are using this as a tactic. 5.) I believe giving more players optics is also a step in the wrong direction as now more firefights are shorter. I really love the suppression mechanics and hope that in the future we can again have longer lasting firefights with lower accuracy and more emphasis on suppression. Iron sights forced players to shoot at the enemy without having the perfect shot lined up. 6.) HAB's in my opinion could do with some tweaks to gameplay. I think they should either get disabled from further away or have a kind of suppression mechanic. For example having bullets pass a HAB from certain distance adds more time to respawn timer or stops the timer for a small duration let's say 3s (different weapons could have different timers), this effect cloud be reapplied every 2s. So a fob under constant suppression cloud not spawn in troops. This would give attackers a chance to disable a from a distance at the cost of ammo. 7.) I think removing the ability to kill players to a "dead" state by killing them multiple times in a time window has made taking risks and dying less of a penalty. To work properly a player in squad need the have a little fear for dying. This could be further enhanced with a cumulative penalty to spawn timer, so the more you die or give up the more time it takes to respawn. If I remember correctly this was a feature in PR. 8.) Removal of map pinging all ogreatly hinders the squad leaders ability to actually lead the squad. Now marking enemys on the map takes way too much time and effort. Most of the times I just don't have the time to hunt for the right grid to actually mark the enemy. One solution could be giving SL's an option to add a radius to enemy markers.
  6. Suppression system

    I personally love the suppression mechanic. It makes squads gameplay different from other games and promotes teamwork. When I get shot I get to cover and tell my squamates where I got shot from and get them to try and suppress the enemy shooter. Better teamwork allows you to gain fire superiority and allow you squad members to move into a better/safer/flankin position. I really like that suppressive fire is actually a thing that works in squad.
  7. I think it current mechanics create cool mini objectives, where you need to detach a fire team to try and either recover or destroy the vehicle. I hope one day players will stop running trucks straight into combat and start to appreciate all vehicles as valuable assets so they would not be scattered around the map abandoned. i don’t think there is a need to change the mechanics, it’s a player problem. One way to make it easier to salvage vehicles and help with engine damage, would be to introduce some kind of repair truck that could fix engines up to 75%.
  8. I had a idea regarding this on my suggestions mega thread that has the vehicle reset mechanic with build in teamwork requirement to fit into squads mentality: Original thread:
  9. Turret Traverse A+D Keys

    Not sure if this is just what you meant, but one way to achieve this could be that you have a "deadzone" in the middle of where the turret is pointing where you can adjust the aim with the mouse, but if you want to change to orientation of where that "deadzone" is pointing you would have to rotate the turret with wasd.
  10. Vehicles vs AT infantry in V12

    From my experience with V12 I feel at infantry vs armor balance is quite nice. Vehicles at range are a force to be feared as infantry and as they should can truly lock down a part of the map with decent visibility. Armor in close proximity gets decimated by infantry AT, not always destroyed, but disabled if you manage to get a engine hit on enemy armor, friendly armor has plenty of time to get to your position and finish the job. TOW one shots almost everything and can lock down huge parts of the map from enemy armor, if placed correctly, but require supply and need to be defended from infantry. I think the biggest problem with balance is the misconception of players that as an infantry squad they should be able to go head to head with armor. The tricky balancing act of making infantry begin abel to cripple enemy vehicles, but still needing help from friendly armour, other squads or just keeping an ammo source nearby is almost perfect. It makes every AT shot count and makes you fear armor as infantry, but at the same time keeps armour at its toes, and at a distance in fear of engine damage and TOWs. An other thing I run into frequently is players that have little patience, from my experience with PR and squad the best moments take time build up. A lot of players seem to want the instant gratification of blowing up a tank when they see one, but at least for me best experiences are when said tank has been pinning down my squad in preparation for an enemy infantry attack and we have no chance of taking it down from our position. I get on comms with a friendly tank squad who are on the other side of the map to come and rescue my squad before our position gets over run by infantry and I see them starting to make their way across the map. At that point I know all we need to do to have a chance of winning is to dig in and try to stay alive. I know there are a hundred of ways this can fail, but if it doesn't and my team comes out on top it's gonna feel so much better that just spotting a tank and destroying it battlefield style. Patience, for me is the key to enjoying squad. The key to defeating enemy armour is in team work, not just working with your squad, but working with your whole team. I feel like V12 is the first step towards a truly team based experience, rather than a squad based one. Just keep on marking those vehicles on the map and relaying info to your teammates, dig in and wait for friendly cavalry to come to the rescue.
  11. I wish that at some point we get info what vehicles are on the map, when to they spawn in if not present at the sort of the round, how long does it take for them to respawn if the respawn at all and how many tickets are they worth if lost. I believe this information could be made a part of the command map or spawn menu.
  12. Can you not use regular FOB's as supply FOBs? Just have one truck bring supplies to a FOB closer to the front and have other trucks pick up supply from there? You can also pull all the extra (leave some ammo) supplies from your backup FOBs and move them to the ones closer to the front. Also I don't think I have ever really been in a game with at least one person doing logistics in which fobs are starved for supplies. When Squad leading I always try to keep a truck close by and regularly send one of my guys to do logi runs if necessary. Key here is to keep the truck in working condition and close by, so when you need to send someone for a run they don't have to walk too far to get to the truck.
  13. FREINDY WALL OF TEXT INCOMING! GET INTO COVER! I love the new ammo system. It really makes it possible to starve out a heavily fortified FOB if the enemy is unable to keep supplies flowing in. I find myself taking my squad to disrupt supplies and cutting off reinforcements more often than going directly in to the meat grinder that is a HAB attack, and If my squad succeeds it means the FOB will get starved of ammo and my team can move in and destroy it. I think this strategic level of play is what I love most about squads gameplay right now. For me it has never been the kills, or score, but the slow play of trying to stack the odds against the enemy team by denying enemy recourses, splitting their efforts and keeping my squad alive. At the end of the round the stat I rate my success as a squad leader is the amount of casualties taken, haven’t managed to pull off a clean sheet yet, but that’s the dream/challenge. (And for those you you how read this as me playing as a behind the lines commando unit. You are wrong. I usually play really close to the objectives, but with a mindset of controlling enemy movement, supplies and drawing their attention to make room for my team to move in rather than trying to go for the kills or caps myself, usually every other squad is rushing into cap already). I really like the change that anybody can revive, cause it keeps more players on their feet actually playing the game and contributing rather than in “hold spawns” loop, watching the map. I made some notes for suggestions/ideas while playing way too much squad this weekend. Hoping for feedback. Bugs: 1.) BUG! My keyboard layout/language keeps changing at seemingly random. It’s key under the escape key that I have bound to command map and it keeps changing from § to ‘ to ö. Strangely § and ' are keys that are in that location in some keyboard layout, but ö is on the other side of the board in my native Finnish layout. Still trying to figure out what causes this, but it seems to happen most frequently when entering/exiting a vehicle and placing a rally/buildable. This bug is also present in Post Scriptum so it could be a bug in the engine? Sometimes F1 also gets randomly assigned to § , ‘ or ö Map: 2.) Hold for map keybind. This would be such a big quality of life improvement for me, since I keep checking the map constantly, I hope it could make more players more map aware and help with getting more accurate enemy markers on the map. It should work like any the hold to bind, so map is only open for as long as you keep pressing the button 3.) I’am not a big fan of the UI for marking enemies on the map. Would rather have a radial menu on the map (It used to be a radial menu?). Also would love to be able to mark anything from the SL radial menu. Maybe have the middle “point of interest” button could be a kind of sub menu that you can cycle with the mouse wheel with all possible markers available. Also having the buttons in “mark enemy” submenu cycle with mouse wheel. The mark enemies menu arrangement feels kind of wonky for me at the moment. Most of the time I need to mark enemies quickly, but in the menu the 12 to 3 o'clock position that I hover my mouse over when entering the menu is for marking a FOB, which is the marker I use the least. I would suggest a new button placement, with mouse wheel functionally to scroll tough every marker of that type, in a clockwise order starting from 12 as follows: Infantry, armor, FOB, vehicle. And the middle of the mark enemy submenu we could have (with mouse wheel scrolling) all of the request markers. 4.) I would love to be able to place lines and arrows on the map. I don’t want to be able to draw on the map, because public servers are a thing, but to be able place attack arrow and defend lines to help me better coordinate my squad and team. These would only be accessible trough command map. The interface could work like this: Pick a line/arrow tool, click to place staring point or said line/arrow, the line orient towards the mouse and keep following the mouse unitl clicked again to lock the direction and place the line/arrow on the map. Lines/Arrows could have a fixed length or be user definable with a reasonable maximum length to make it harder to draw certain body parts all over the map. 5.) I’am hoping we get topographical commander map at some point. It’s sometimes really hard to see elevation differences on the map. Would also like if the commander map would clearly define forests from fields. 6.) I feel like we need a new zoom level in between fully zoomed out and the next zoom level in. Full map is too wide and one zoom level in I feels too zoomed in. Mechanics: 7.) The new ammo, revive and rallypoint systems are truly amazing gameplay mechanics to give players a chance to be alive more than before, but not begin able to mount attacks without proper supplies, it begin easier to get people back up also really helps with squad cohesion. I think the next step might be to make spawns a resource like ammo and building mats with a cap of 40(?) per FOB. The only problem might be that if spawns are ferried by a logitruck a behind the lines supply disruption might become too powerful, a possible way around this might be giving fobs passive spawn resource regeneration, this would take some weight off logi squads so they don’t have to do that many runs to cap off the spawns on defensive FOBs. Maybe something like +2 spawns a minute if no-one has spawned in 5 minutes, so defensive FOB's would get fully loaded with spawns in 25 minutes with no logi effort. If implemented someone need to come up with a formula of how much ammo/building is one spawn. Maybe 10 spawns = 1000 supplies? Maybe logitucks always carry 10 spawns + room for 3000 supplies. 8.) The rallypoint system is really good, but could still maybe be improved upon. Rallypoints could have a limited amount of spawns to force players to pull back from an attack if they are in danger of running out of spawns on their rally. This could cause a new dynamic into the game where every attack doesn’t end in a wipe, but rather sometimes in a disengagement or a rout. I Think a full squad worth of spawns for one rally could be a good starting point for experimenting. 9.) The amount of rallies could also be limited and cost ammo to recharge, I feel like 3 rally points would be enough before SL needs to get a refill from an ammo source. 10.) Played a couple of rounds of Post Scriptum and I really liked the way bushes and water slowed your movement down, creating natural chokepoints on the map. This is quite similar to my earlier suggestion thread about having different movement speeds for infantry depending on the terrain, but just adding this feature and making walking faster when on roads, could be a nice middle ground. 11.)Taking on a really steep incline should also slow down movement speed to create natural barriers. 12.) I feel like this has been discussed before, but I think you should be able to pack up buildable weapons, if shovelled down they should return building materials to the FOB. This would allow squads to react to enemy flanks and keep enemy armour guessing where the TOW is located. Ofcource there is the problem that in theory this would allow players to dig up HMG’s to build up TOW, but I believe the time it takes to dig up a couple of emplacements and the fact that you are trading them for a TOW is enough of a penalty. UI and quality of life: 13.) I’am having a lot of trouble adjusting my mouse sensitivity. When I get everything adjusted the way I like in game my mouse is moving extremely slow in menus and on the command map. Would it be possible to have one more sensitivity slider for command map and ui? 14.) Don’t know if the UI scales with resolution (playing in 1920x1080), but I feel the left side of command map and spawn menu is starved for space on the vertical axis, with a full squad open to see their kits, you don’t have any room to view see any of the other squads with out scrolling. So the suggestion is to have the UI use more of the horizontal space for example, have squad members in two columns in the same space one squad member uses now with SL taking up both columns. This way you would get a nice symmetric layout and save some vertical space. In a perfect world this would auto arrange by fire teams, with alpha on top. I know some people are gonna dislike this, but I don’t really need to what gun someone is wielding, for me only name and kit would be enough. This could maybe be an option in the settings, to give players (me) choice to see or hide the weapon in exchange of seeing more info about your team. 15.) As a squad leader I would love to be able to box select squad members on the map and assign them to a fire team. Since a lot of the time squad cohesion breaks down at some point and you kinda have to make fire teams up as you go. Vehicles: 16.) I really like playing a squad that has an attached apc, ifv or mrap. Only problem is that all vehicles with open turrets, getting into the gunner seat is a death sentence, since the enemy know exactly where to aim as soon as you start firing. Would really like it if the gunner had a chance to take cover inside the vehicle, but still maintain some visibility, so you could suppress the enemy with the MG, and when they start returning fire you could take cover and wait for them to shift their fire off you again. This could make the MRAP and FV432 a little more viable choices as for infantry support vehicles rather than just battle taxis. 17.) Vehicle gunner views seem quite zoomed in even when zoomed out as much as possible. Don’t know if this is realistic or a design choice to force players to run vehicle with a crew of three, but I would love to have a bit more zoomed out view in the gunner seat. I’am also a big fan of the suggestion of binding unzoomed turret rotation to WASD and keeping zoomed in controlled by the mouse. With the exception of commanders view, which could be controlled using the mouse even when zoomed out. 18.) I bet this is already in the works, but vehicles really need a reverse camera (for those that have one in reality) or a view looking back from the driver window or rearview mirror. 19.) I bet this one is also coming , but I wish jumping off a moving vehicle would cause damage, don’t mind friendly vehicles running over you not doing damage, but I feel like vehicles should stop to unload passengers. 20.) When playing with vehicles every now and then due to bad driving, going off road or just bad luck vehicles get stuck on the map. This creates some amazing experiences where you need to to defend the precious vehicle from an incoming enemy while you try and get an other squad with a vehicle to come and try to unf*ck your ride. The process of actually ramming the two vehicles together until both are free or stuck is quite immersion breaking. In Post Scriptum you have the ability to reset vehicle, but I think, just pressing a button to reset a vehicle is way too easy. I suggest that you should be able to reset a vehicle, but only if you have an other vehicle in close proximity. Idea begin that the other vehicle can tow the stuck vehicle out of the ditch. This would promote teamwork and hopefully less vehicles and tickets will be lost due to stuck vehicles and no more need to ram stuck vehicles. The best interface I came up for this would be to have a person “pick up” the vehicle and place it down like a buildable within a radius originating from the original position of the vehicle or the position of the vehicle not begin picked up to make sure you can actually get it back on the road. With this interface there might be a need to figure out way to stop people from carrying tanks up a ladder to rooftops. Limiting the radius to 5 meters could be a good place to start. One way of adding and extra layer of work to get your vehicle back on the road could be either using shovels to pick it up, or needing shovelling to make it enterable again after the relocation I want to give big thanks to everybody working on the game, some of you maybe even since 2004. PR and Squad are one of a kind games, you have truly come up and mastered a new genre of gameplay mechanics! Thank you for the countless hours of PR and the countless hours of squad yet to come.
  14. Hello, I'am a veteran project reality player (mostly squad leader). I bough squad way back, but felt like i needed to give it some time for features to be brought in until could really enjoy it. With V12 this time has finally come all the pieces of the puzzle are starting to come together to make a truly enjoyable game. After a couple of days of intense playing i came up with these suggestions. Hoping for feedback on my ideas and suggestions. 1.) I love the idea of vehicles not begin able to drive off road without any penalties. I hope the effect of off road penalties (Rolling resistance) is amplified even further and some of the issues with trucks having a hard time climbing hills on roads to be resolved. - Off road penalties should be more severe for all vehicles to give roads strategic value. - Off road penalties for wheeled vehicle should be in comparison to their weight. Conventional forces logitrucks should get more penalty than insurgent pickups, to balance out the capacity (this might already be implemented) 2.) Infantry should get off road penalties. At the moment natural choke points on maps have little strategic value. I believe making it harder for infantry to traverse swamps, muddy fields and swamps could add to the game play. Now positioning has less effect cause you can be flanked with ease trough almost any natural barriers. Implementing infantry movement penalties could give players more control and make enemy movements more predictable and "real". Of course ultimately it is up to the players to decide how and where to move, so you want to go trough a swamp for a flank, just go for it, but keep in mind that it's going to take some time. - My idea of movement penalties for infantry from lowest to highest: Asphalt, concrete, solid wood, graver, dirt, grass, sand, snow, mud. To offset this change in pace asphalt, concrete, wood and gravel could have higher movement rate than normal, again to promote the use of roads. - This is a pretty big change and could throw people off when suddenly their walk slows down for no apparent reason, so if implemented it might need a UI element to give players information on what kind of ground they are on. 3.) I suggest we should get a UI element that shows the names, kit, and distance of our squad members, in fire team colors and order. This although not begin realistic could serve as a way to give the player some simulated peripheral vision and make up for the fact that in real life you would know the members of yours squad and their role in your unit. 4.) This is minor and i hope easy to "fix". I personally hate that the camera tilts when free looking. I know this is what actually happens when you turn your head, but I don't perceive the world at an angle when i look from side to side. I can even lay on my couch and watch TV at full 90 degrees and still not get disoriented. Can't wait what Offworld has in store for us in the future.