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Everything posted by Crowmium

  1. Tickets for TOW-Missile

    Wouldn't be that off either. Those missile are tens of thousands of dollars each and that's not even counting the actual tripod/launcher/FCS.
  2. Your outlook on the player population is generally pessimistic, while mine is generally optimistic. It's not really worth discussing further since we won't agree unless one of us changes our point of view.
  3. Input Delay After Reloading

    I'm not seeing anything other than what seems like a built in delay. As far as I can tell it's to prevent you from doing unrealistic things like switching your weapons or accessing your rucksack while in a dead sprint.
  4. Definitely would like to see more light infantry centered maps.
  5. Tickets for TOW-Missile

    Don't forget you have counters to TOWs as well. No piece of military equipment is without a weakness. One of the reasons Squad is so great is it forces everyone to work together. If you're having problems with a TOW emplacement, the solution is to use non-vehicle solutions like marksmen, mortar fire, suppressive fire from machine guns/infantry, etc. Where I come from we like to say, "teamwork is OP."
  6. A few comments about this: 1) Back in the BF2142 days I used to SL and Command a lot. I actually had ~75% compliance with orders I gave as long as they were tasks that were actually able to be accomplished. The remainder generally didn't argue, they just ignored you. I think your negative outlook assumes a kind of community that isn't nearly as prevalent here as other games. I have very few problems leading squads or coordinating with the majority of squad leaders. 2) My favorite server had a simple solution to insubordination: kick the offending player. It was a server rule that you had to properly obey orders. Blatant insubordination and failing to play as a team was an immediate kick. Multiple offenses was a ban. Server admins can make or break the quality of teamwork on the server in a variety of ways. On servers where teamwork is encouraged and promoted everyone works together much more closely. 3) SLs generally aren't fighting a lot anyway, which renders the whole point sort of moot. A good SL spends the vast majority of the time communicating, coordinating his squad's movements with other squads, marking the map, using his binoculars, placing rallies/fobs/defenses, etc., etc. If you're constantly fighting in the trenches you're probably neglecting a lot of critical SL duties. 4) Psychology/history teaches us that most people respond to power structures with little resistance. Most people fall into line and play their role rather than resist. I think the vast majority would respond well to a Commander. 5) In real life there is the same back and forth between commanders and their subordinates. However it is viewed as positive communication instead of arguing because the lower level subordinates always have more awareness of the battlefield than the commander. It is expected and encouraged (in the U.S. military) for subordinates to provide feedback about orders when it is impossible to comply with them or if the subordinate is able to articulate a more effective solution to the problem. There is a reason why real militaries use the command structure they do. The U.S. military, in particular, has poured vast sums of money into researching how to effectively structure their organization and lead troops to maximize their combat effectiveness. The current system is the result of decades of trial and error combined with research. All of that experience and academic work has shown that the unified leadership of a single individual is vastly preferable to any downsides. And don't get me started on the sociological research of organizations in general.
  7. Tickets for TOW-Missile

    Costs associated with defense/weapon employment is generally abstracted in Squad by the supply/ammo logistics. If TOWs are too common, it means that they are not expensive enough to build or fire, which is an easy problem to solve. This is exactly what happened with mortars. When they were first implemented they were very cheap and so every team built 4+ mortars and had them continuously firing. Now you can barely have a single mortar due to the logistics requirements. TOWs will probably be balanced the same way.
  8. Defenses

    The reason why most of these positions fail is because they do not apply known techniques on how to properly set up a defensive position. Most people concentrate the entire defense in a 50m radius around the radio/HAB. This is never going to be effective (and it shouldn't be). The strategic counter to IDF is to not provide them with a juicy, concentrated target.
  9. Defenses

    The argument that mortars negate defenses is missing the fact that mortars require a large investment by a team to set up and operate. Generally 2-4 people (so around 5-10% of the whole team) will be dedicated to the task and unable to participate in any close combat. Also, at least one logistics truck has to be used exclusively to supply the mortar position if you want to continuously fire the mortar(s). Not being able to use those supplies/ammo at a different location can be a huge loss strategically for the team. If you consider the time, effort, and supplies required to build defenses, it's probably almost equal to the time, effort, and supplies required to set up and mortar those defenses.
  10. V11 Feedback

    I haven't played since early V10 and I want to echo the sentiment. V11 is easily the best version of Squad yet. I'm extremely happy with the direction the devs have moved for the movement and shooting mechanics. I think the game has really moved into the realm they wanted it where strategy, tactics, communication, and teamwork are at least as important as typical FPS skills like reaction time and aim. I hope it stays this way. I really appreciate how they are thinking critically about the meta-game issues from previous patches and coming up with practical and fun solutions that stick to their vision and keep Squad unique from other multiplayer FPSs. I still remember the meat-grinder from V8/V9 and this is a vast improvement.
  11. Personally I have the 100% opposite opinion. The movement speed is exactly where it always needed to be. The pace of combat is now much more true to life, which means that more real tactics and strategies must be applied in order to win. Pure twitch skill won't win you the battle anymore. I think this is much more in the spirit of the teamwork-focused gameplay that the devs have been striving for. Rather than only consider how it affects you, consider the larger impact on gameplay and the 2nd and 3rd order effects on tactics and strategy. All the way back to PR this game was never about your personal conquests, but rather working together to win as a team.
  12. Hacking prevalence

    The latest free weekend has brought in a new influx of players. Unfortunately, a significant number seem to be using the hacks (google for images/video). I've been playing FPS/tactical sims for over two decades now. I'm pretty hesitant to say "that's hax! omg!", but there is some easily identifiable behavior that is nearly impossibly for a non-hacker to accomplish: instant headshots on multiple enemies, headshots from across the map, seeing enemies through smoke/vegetation, etc. I usually try to be very objective and watch closely to see if I was just unlucky (maybe the enemy just spray-and-prayed my last position?), but I've now witnessed an instance of hacking on almost every server I've joined over the past week. It's so prevalent that as of tonight I am no longer playing Squad until this is resolved and I am informing all of my friends that were waiting to buy the game to wait until the hacking issue is resolved. For those of you that run servers, how do you identify hackers? I don't see any way that I can report potential hackers to administrators since I have no idea who killed me. Other players, have you seen an uptick in hacking? Does it bother you? If the devs are reading, are there any plans to combat hacking? I know the usual argument is it can't be stopped completely, but it's far too easy to do and get away with right now, so more people than normal seem to be doing it. I did a quick search, but didn't find really any recent discussion, so sorry if this topic has been brought up recently. I needed to vent my frustrations. Admin edit : Removed your video, don't spread things like that around there, thanks.
  13. This is an idea I've wanted to see for a long time. I don't think it should replace the current modes. It should be a new mode called "Phase Lines" or something. But this style of zone based map encourages advancement along a front line. Sometimes it's fun to play a chaotic Conquest map, but other times I wish there was something that encouraged my teammates to organize into a proper lines. IRL the military uses this sort of method to plan out operations. Each movement has phase lines that must be crossed at certain times to keep the operation coordinated.
  14. Prone animation

    Just requiring a 1-2 second animation for going to prone or from prone would fix the problem. That would make crouching and standing more useful for mobility (like real life! amazing!). To summarize: Stand -> Crouch - fast (0.5 sec?) Crouch -> Stand - fast (0.5 s) Stand -> Prone - slow (2 s?) Prone -> Stand - slow (2 s) Crouch -> Prone - slow (2 s) Prone -> crouch - slow (2 s) This way going prone is a tactical decision you have to make that has consequences.
  15. Minus 10 FPS in 9.4

    Did you check your GFX settings? They were reset after the patch and I think the best anti-aliasing is on by default.
  16. Mortars - A Beginner's Guide - Death from Above

    Useful terms: ADJUST FIRE - used when exact target location is not certain FIRE FOR EFFECT - used when there is a known target at an exact location SUPPRESS - used to force the enemy to seek cover, displace, or prevent them from firing IMMEDIATE SUPPRESSION - used to indicate friendlies in direct fire contact with the enemy GRID - Grid coordinate to follow ("GRID Kilo 6, KEYPAD 2 POINT 5") KEYPAD - Keypad follows POINT - Subkeypad follows SHOT - Transmitted for each round fired for adjustment SPLASH - trasnmitted when rounds are 5 seconds from detonation ROUNDS COMPLETE - signifies the number of rounds specified have been fired (if more than 1). DANGER CLOSE - rounds will impact very near friendlies (IRL it is 600 meters, but that would be always in Squad so it would be pointless to define it this way, maybe rounds that will land within 100m? 200m?) AT MY COMMAND - Aim and prepare to fire, but wait for the observer's command to fire. FIRE - commence firing CHECK FIRING - battery must immediately halt firing. Usually because the safety of friendly units is in question. REPEAT - repeat the last fire-for-effect mission, changes in number of rounds, etc. can be requested ADD - increase impact range by this many meters DROP - decrease impact range by this many meters LEFT/RIGHT - adjust impact left right by this many meters DIRECTION - the direction to reference adjustments off of, usually given in mils, but in Squad it would be degrees.
  17. Types of Annoying Players

    Seems like you haven't played much PR or Squad. A squad that's full, but without an SL commanding properly is going to fail. Even one squad on a team failing to perform it's job properly generally means that team loses. Everyone has to work together properly. "Teamwork is OP" as they say. By opening a squad that you don't want to lead you are creating a squad that has a 50-75% chance of accomplishing nothing useful the entire round. That means the team probably has around a 30-50% chance of losing just because someone was being selfish and ADHD. Just wait. The only scenario I can see this being useful in is if no one has made a single squad and there are 10 seconds until mission start. It might get the ball rolling (usually more people make squads afterward, but few people want to be alpha squad for some reason.
  18. When is Squad finished?

    With any luck it will never be done. If the Squad devs just keep adding and improving to the game indefinitely I'll be just fine with that. Stability and performance improvements are a never-ending battle, to say nothing of adding new content and balancing.
  19. Stat tracking

    I'm against stat tracking of personal stats like K:D, accuracy, etc. I would be okay with stats like games won vs. games lost or commendations. Things that are more about the team winning or cooperation with other players. At the end of the day, that is the thing that sets Squad apart from every other military FPS on the market: it is a game that encourages teamwork through its game design. Adding stats, badges, or any other direct or indirect rewards to selfish or personal action will only serve to encourage people that don't understand the spirit of the game. If they want to pad stats there are dozens of other available options on the market.
  20. I really like this idea. To expand on it, make digging FOBs the same from both sides. The friendly or enemy SL has to hold F while others dig. That way the only method of removing FOBs is to truly hold an area in the long term as a team and not just suicide charge to knock it out. Considering how losing a FOB can, in many cases, equal losing the entire match, it's more interesting to force the enemy to take ground since in abstract terms that's what the game is simulating anyway.
  21. Hacking prevalence

    I didn't offer any.
  22. More server options

    As discussed here I figured I would post this in the proper forum along with some other info. It would be nice if in general server admins had more say on how exactly they want to run their games. Below are some options that would be useful for certain kinds of gameplay scenarios that give servers more flexibility in gameplay style (suggested default in bold). It would be also nice to set this per team or universally. Friendly tags: on/off Flag capture rate: 25/50/75/100/150/200% Flag radius: 50/75/100/150/200/250% Main base protection radius: 50/75/100/150/200/250% Automatic kick after TK: 3/4/5/6/7/8/9/10/off Automatic kick after TK in main base: 1/2/3/off Automatic kick after friendly vehicle destruction: 1/2/3/4/5/6/off Vehicles: on/off APCs/IFVs: on/off Transports: on/off HMMVV/Technical/BRDM: on/off Logistics Trucks: on/off etc, etc. (could also be done per vehicle type instead of categories) Squad vehicle claiming Must have 2 players to claim vehicle: true/false Squad vehicle limit: 0/1/2/3/4/any Number of squad members per squad vehicle claim: 4/3/2/none Vehicle timeout: none/3/5/10/15 minutes Transports/Logistics trucks require two people to claim: true/false Can place FOBs: on/off HAB: on/off Sandbags/HESCOs: on/off Static weapons: on/off Razorwire: on/off etc, etc. Can place Rallypoints: on/off Ticket count: 25/50/75/100/150/200% Kit counts (per squad) Medics: 0/1/2 Rifleman optics: 0/1/2/3/4/any Anti-Tank: 0/1/2/3/4 Automatic Rifleman: 0/1/2/3/4 Grenadier: 0/1/2/3/4 Marksman: 0/1/2/3 Marksmen per team: 0/1/2/3/4/5/6 Heavy Anti-Tank: 0/1/2 Heavy Anti-Tank per team: 0/1/2/3/4/5/6 etc, etc. Kit contents Medic number of bandages: 2/3/4/5/6/8/10/20 Rifleman bandages: 0/1/2/3/4 Frag grenades: 0/1/2/3/4 White smoke grenades: 0/1/2/3/4 Colored smoke grenades (ea.): 0/1/2/3 Rifle magazines: -4/-3/-2/-1/0/+1/+2/+3/+4 (this isn't great, but per kit would make the UI huge) Anti-tank rounds: -1/0/+1 Pistols: on/off Pistol magazines: -1/0/+1/+2 Some benefits: More customized gameplay for people that like certain gameplay styles. More options for servers that host events (a la SquadOps) More options for servers that have more or fewer administrators regularly online. Temporary solutions to balance problems (OP weapons/vehicles) by allowing servers to limit or remove them until fixed. I would also be necessary to allow players to view these options before joining and during the match so they know what kind of server they are joining. If we want to keep the licensed/unlicensed server concept then parameters would have to be fixed or within a set range to qualify the server as licensed.
  23. Hacking prevalence

    Please post your source on those numbers.
  24. Hacking prevalence

    Nah, there were videos posted as recently as a few days ago.
  25. Just because you have poor reading comprehension and inability to logic, does not mean I'm ignorant. I've been shooting for 27 years. You seem pretty upset about a post you didn't even take the time to read properly. If you have been following firearms like I have, you should know that these terms are usually used interchangeably by fuds with no understand of human anatomy or terminal ballistics (even though, yes, they are not technically the same). My point is that rounds until incapacitation is a better term for the concept you are describing than any of the buzz words that became popular in the '90s. Especially since the other terms are inaccurate. It's telling that you didn't address any of my actual points and went straight for the semantic argument--the fallback of those who have no tenable position.