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About Noobgamer

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    Squad Leader

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  1. Hardly, if anything the rally point is the one thing that has been keeping the game alive. Back in PR, most players were more or less dedicated players and therefore had at least a basic understanding of how the game works(considering all the additional steps to download the mod and find the servers). Therefore most SLs would be able to put down FOBs and keep the game going. On the other hand, since Squad was released on Steam, its player base would be more casual and therefore many new SLs would find it difficult at first to learn to adequately place a FOB and build a HAB, thus risking losing interest in the process. As such, having rally point as the basic mechanic for spawning flattens the learning curve to allow a better retention ratio of players.
  2. We need a new gamemode... HARDCORE

    If that's how you perceive the game, than perhaps you are not truly understanding the overall gameplay. Sure for cramped maps like Sumari, quick reflex is cruical. But for most maps, it's all about getting intel on enemy movement. An optic machinegunner in a right spot can decimate an entire team all by himself, or even determine the outcome of an entire capture zone. That being said, I felt that 99% of the players, including the majority of clan members, don't really understand how best to exploit terrain. For instance, most of the time you would see optic machinegunners side-by-side to other rifle-using players, in which case either of them was doing it wrong(when you were on an open terrain map and out-killed all the optic-machinegunners while using iron-sight guns, you know they screwed up).
  3. We need a new gamemode... HARDCORE

    1) You've just proven my point, that people don't really want an actual hardcore mode(cause it would not be fun and they might as well enlist), but something that they are comfortable with calling "hardcore". 2) FYI, I don't "feel more special" playing Squad than those playing COD/BF. Squad is a better choice for me because it emphasizes less on twitch reflex and more on positioning and teamwork(on a clan server maybe), thus being more challenging. 3) You need to distinguish between playing a "hardcore" game and advocating for a "hardcore" mode. To be specific, the only function of the vaguely defined term "hardcore" is there to make people feel good. Like how you lable some food as "green" or "natural".
  4. We need a new gamemode... HARDCORE

    In the end of the day, no one really wanted any actual "hardcore" mode, they just want something that sounds more "hardcore" than the rest of the player base so that they can feel special. A real hardcore mode means that you will be unable to access constantly updating GPS, unable to radio your team if out of range or due to terrain and everytime you respawn you forget about how you died so that you can't take advantage of your previous knowledge regarding enemy position to avoid getting shot again.
  5. They are certain constructs on various maps that are difficult to use as cover under current posture system. For instance, on the map Sumari, many holes on the walls are both too low for standing and too high for crouching for the player to shoot through.
  6. Alpha 13 Survey Review

    I just wanna know why the RU faction seems to get screwed every patch? Their optic pattern is stil awful and in V14 their sharpshooter would be so further outclassed, not to mention the fact that the US infantry would have vastly superior anti-tank capacity. The only comfort they got from V13 was that at least now the UK optic machinegunners were even worse.
  7. Squad is dead or not ?

    As a hardcore Squad player, I've stopped playing the game for over a month now, because V12 is simply not exciting for me anymore. 1. RU faction is entirely unplayable due to inferior optics and vehicles. 2. Optic machineguns are basically hacks. 3. US/RU sharpshooters and grenadiers are simply not competitive compared to the optic machinegunners. 4. AK variants everywhere! In short, V13 will help to solve most of the first 3 issues, but instead of "3 weeks later" it's increasingly like "3 months maybe" due to the over-ambitious V13 content and the unfinished state of the new vehicles and mechanism. Therefore, I would recommend bringing a partial release of V13 testing, mostly the changes to infantry weapons/roles and the new engine.
  8. Bad hitreg and camera placement

    It seems that there's a brief moment in the transition of animation, say, climbing a wall, when players would be immune to damage.
  9. I found the absence of V13 after our 7-day Chinese spring break very offensive, and that's a legit complaint!
  10. Again this is why Squad should avoid including China as a faction. Last I heard, a Squad gameplay video was denied upload by BILIBILI due to the word “Taliban”(塔利班) in its title(guess BILIBILI thought it was a propaganda video for radical Islam). Squad really dodged the bullet by naming them Insurgency and Militia. PS: MoH controversy anyone? You never know who you will piss off.
  11. The ability to bind keys to change FOV instantly would be ns for people using optic rifles. For instance, 100 FOV for engagement within 200m, and 90 beyond, so that you can get adequate situational awareness while taking advantage of enhanced zoom(90 FOV is painful for indoor fighting using optic rifles). If for some reason this mechanic is difficult to implement, then at least allow different FOV settings for ADS stance.
  12. Squad is dead or not ?

    I had the chance to try out RU and US faction in the leaked build before the "Hello World" happened. I would say giving medic and grenadier optic rifle would surely enhence the gameplay experience for a lot of people(Let's be real here, in V12 US/RU medic is sort of the leftover kit, and most of the time only noobs would pick granedier over AT and optic AR). I also appreciate the fact that the AT ability of US/RU/UK HAT are getting buffed substantially. However, personally I felt that the commonly available LATs should be the ones to receive additional AT munitions first. Also, basically the ordinary optic riflemen are becoming the new leftover kit, and I would recommend increasing their grenade capacity to 4 so that they can spam it in CQB.
  13. Squad is dead or not ?

    I'm counting on the leak right now, but sadly nobody remembered to check if RU gets a new optic pattern. Thought the dev seemed to be listening to the community after all, as the grenadiers (and everybody else) are finally getting optics. Sick TOW-mounting BRDM BTW.
  14. Squad is dead or not ?

    Major problems of this game still not fixed: 1. Horrible netcoding: Dying behind cover is even worse than what BF3 used to be. 2. Non-existing faction balance: Seriously is the guy managing faction balance even getting paid? How come RU got the worst of everything out of the club of conventional army? And why is it taking so damn long to change the utterly unusable RU scope pattern? Right now playing RU faction is nothing but painful for me. 3. Undestructable UK/US APCs relative to the pathetic anti-tank capacity of the infantry: The point is, if any APC driver is stupid enough to allow the side/rear get hit, the vehicle should at least be disabled right there, and nope the crew shall not have the magical ability to repair the engine. No more "Warrior driver playing like a donkey but kept alive by repairing" BS.
  15. I am strongly against the ideas of decreasing squad size and adding new rally point. The first would force incompetent/unwilling players taking up the vital role of SL, which would only disrupt the gameplay experience of those in their squads; the latter would see squad members scattering across the battlefield and introducing the annoying phenomenon of enemies magically appearing from your flank/rear. As for improving the experience of unconventional factions, the problem with them is the oversaturation of AK variants(they all have the same type of iron sight, so it really gets boring fast). Personally, I would introduce FAL/G3 with (better) scope mounted as the first 7.62 ACOG rifle in the game.