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Everything posted by Tmac

  1. The Devs have already confirmed that they will add the choice of the single item to be rearmed. The point is when? I totally agree with the introduction of the new persistent ammo system. The problem that without the specific choice of the item to be rearmed, the system is totally "broken". You will create different problems with the ammo bag on who has to rearm or not. Or classic example: I stay with a mag ... and maybe for a smoke nade I can not re-arm from a bag for 2-3 points ... understand that this is a system "broken" and a lot (too) confused and casual. I am the first to want everything and immediately ... but I think the persistent ammo system had to be inserted ABSOLUTELY TOGETHER with the choice of the item to be rearmed. (A little as if with the tank I can drive, use secondary weapons, but not the main cannon). I hope that the Devs consider this characteristic one of their PRIORITIES as soon as they release the v12 (which I love !!!!)
  2. v12 new M4 sound..

    I much prefer the sound of the M4 in v11. More recognizable, clear, sharp and metallic. In v12 it seems to me much more "generic". Which one do you prefer??? Ps. instead, the sound of ak's seems to me much improved
  3. Happy to hear your words Gatzby! I can go back to sleep peacefully waiting for the next playtest
  4. Is it my feeling, or the movement (like the sprint with low stamina) and the soldier's transitions in general(“dolphine” prone?!?!), are much faster than v10 - v11? I seem to be back at v9 ... where the pg "had no weight" and moved too fast (like the usual Battlefield, CSGO etc.). I hope it's just my feeling ... but it would be absurd ... the Devs want to lower the pace of the game with the changes to the spawn etc ... and then they increase x5 the movements and transitions of the soldier ??? I played only half an hour, but the impression was to be back to v9 and for me it would be a horrible thing!
  5. Limited Alpha 12 Test Oct 10th

    The ak's family has improved, on the M4 I do not agree. I much preferred the sharpest and most metallic sound of v11.
  6. I can also agree with your reasoning ... however apart from the proning speed, I just do not know what to say ... since nobody else had this impression of speed increase in general of the soldier and no Devs for now denies or confirms , it will have been my "placebo" effect or I'll be going crazy
  7. In the Firing Range, I also did not notice any changes. But as soon as I joined the game (Belaya), I had the sharp feeling of the soldier's movement much faster. As if the soldier had returned (v9) to "have less weight", in changes of direction, lean, sprint etc. Everything seemed faster. Besides, I just can not understand why they have speeded up the prone again when you are sprinting ... in fact facilitating the "dolphin tactic" so hated in v9. Is it possible to have from the Devs (Fuzzhead ??) a word about my feelings? Have you changed-speeded some animation-transition ??? (apart from the prone sprinting that is obvious) Thank you!
  8. Regarding V.12

    wait, w what?? thx god
  9. Regarding V.12

    So in a few days we will have new info??? mmm sounds good
  10. Losing Patience

    New info end of this week? https://www.reddit.com/r/joinsquad/comments/9mf2q0/hey_owi_hows_the_bugsmashing_going/
  11. September 2018 Recap

    Everything nice. Unfortunately, but I think all this beauty (last 4 recaps), we'll see around the end of the year. For the first time Merlin has no longer guaranteed 1.0 by the end of the year (impossible now). After v12, the v13 will be missing with helo and 50v50 (and Territory Control Mode ??). I'm afraid we'll have to wait several weeks for v12
  12. What is really going on with Squad?

    Exactly my feelings. I understand that giving a precise date is impossible from the Devs, but at least have some indication a little more precise. I am one of those (as many others believe) who almost certainly expected the v12 in September and instead the feeling is what will come in late October - early November.
  13. Regarding V.12

    The v11 has arrived in 3 months, but in fact has added very little (my hipe for the v11 was really low ...), a new faction and two new vehicles ... in short, beautiful things, but nothing that "changed " the game. The v12 will instead completely change the game mechanics and my hipe is huge now. Unfortunately I have the feeling that we will see the v12 in many weeks still ..
  14. Territory Control Mode
  15. Totally agree. If we had only BIG maps (as it should be in the style and spirit of Squad) the balance and the various problems of lone wolfing, fob, rally, meta grinder etc. would naturally solve. Instead we now have 11 maps of 14 that can be considered infantry-map.
  16. I understand what you say. The problem now is that there is an unbalance between small-medium and large. In Squad it is not possible to have only 3 big maps out of 14 ... it should be the opposite. I hope that the Devs from now on (with the addition of helo and tank) will make bigger and bigger maps come out.
  17. Big maps. A game like Squad should only have large maps. For me the "smallest" should be Yelo, Gorodok and Kohat, up to maps 5x5 - 6x6 - 8x8. Only in this way is the essence of Squad, with the correct use of transport vehicles, no meta grinder, huge reduction of the "lone wolfing", greater cohesion of the squads, ect ect. (How many balancing problems would naturally solve with big maps ...) Yet most people (I'm sure) prefer Sumari, Op First and many other medium-small maps to have immediate action. I read people asking to "shorten" the cap zones between them in large maps ... totally absurd ... all people who want to spawn, run for 30 meters and start shooting and repeat.
  18. Recoil is wrong.

    Totaly agree. v9 too easy - v10 too hard - v11 has a real good balance
  19. Direction Indicator when hit

    Thx god...
  20. I like the idea of persistent ammunition. One thing comes to mind though ... at this point the FOB ammo points will almost exclusively be used for rearmament of the infantry ... to the detriment of the ammunition needed for all the weapons that can be built (HMGs, mortars, ZU weapon, Tow) inside the FOB? It would be interesting to have two different types of ammunition that can be loaded on the logistic truck: a type of ammunition for the infantry and a type for the FOB weapons that are built. Or there will be the risk of not seeing more weapons to defend the FOB (apart from the small FOB dedicated to mortars / tow)
  21. One of the parts that I love in Squad is the use of weapons, such as handling, difficulty in use, recoil etc. From the HHL videos I've seen, the gunplay, it definitely feels like an arcade print. Then maybe I'm wrong...
  22. I think one, or is really a lover of WW2, or I see no reason to prefer PS to Squad (especially now that in a few months we will have Tank and Helo) Squad is better in everything (obviously IMHO)