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About BadVlad

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    Fireteam Leader
  1. Basically its the difference between a jog while holding the barrel of the gun down and a "run for your life" sprint where you are holding the rifle in a way that gives you the most speed. People do run very fast when crossing areas that have enemy fire but they generally hold their rifle to their chest (trained) or something like in one hand (militia/jihadis/whatever) when doing that "maximum speed", basically yes you can go really fast in order to cross a street or run to next cover but, you wont be firing immediately when doing this, there is going to be that split second for you to get the rifle back to ready and up, hence my original suggestion of a delay, if you are sprinting with shift and run into an enemy who is walking or jogging he should have a split-second advantage of having his gun closer to "ready to fire" even if he isnt holding it up and aiming down sights.
  2. Ive been following the discussions on running speed and there seem to be two major camps on the subject, one thinks the increased running speed makes the game too arcady/COD in close quarters ... and they are right, the other camp thinks the speed increase makes the game less of a running simulator, especially on large maps ... and they are also correct. I personally agree with both camps, i like the running speed but i dont like the arcady gameplay, i believe a way to properly fix the problem is to introduce a delay between running at full sprint and firing, that way a person taking it slower around a corner gets an advantage over someone sprinting around trying to speed frag, this way we get to keep the speed for large maps and remove the COD shooting garbage.
  3. Vehicles vs AT infantry in V12

    I came up with another "realistic" way to balance it a little more: make the rally point a giant ammo bag. A rally point is basically a staging area, the ammo bag (lets say 500-1000 points) represents the supplies the squad hauled in and left at the staging area, essential personnel can use this cache to resupply essential equipment and/or the cache can prolong effective field stay for a squad. When the ammo is depleted the SL has to go back and resupply, which can be done from a supplied FOB, a supply truck or the main base, basically you are having your squad pick up fresh crates of ammo at whatever source they can get it from. The ammo is still limited but at least there is a reasonable amount for a squad going out for an assault. What do you guys think?
  4. Vehicles vs AT infantry in V12

    I have played V12 some more and I keep seeing the same things repeatedly: a vehicle shows up and completely dominates an area because the enemy squads have no way of dealing with it, the vehicle either completely shuts down any sort of flanking assault or provides an "indestructible" mobile bunker for the enemy assault, hell I even saw an MRAP doing it simply because the squad trying to hold a flag working from a rally didnt have any rockets or ammo bags left to resupply, this would not have happened in V11 but it did today. This complete reliance on supply crates takes away a lot of mobility. The heavier vehicles are making defending an area damn near impossible unless you have a base set up, just today I saw multiple times vehicles charging into all sorts of infantry to squash their rally because the vehicle crew was confident nothing was going to happen to them, they saw where the infantry was coming from and drove right into the middle of it, because why not?! I saw a tank park itself in the middle of the flag and stay there for about 20 minutes without anyone being able to get close, his back was to the wall, guns looking in opposite directions and his infantry around ... good luck. This is just one day. Persistent ammo, while being more "realistic" I suppose, has added a bunch of inconvenience to the game and broken the AT class completely. Im not sure why it was necessary to add this mechanic, it doesnt make the game more fun, even without it the life of a squad has gotten hard with heavy vehicles but at least you could do something to them.
  5. Vehicles vs AT infantry in V12

    Well: for one a tank wouldnt risk doing some of the things they are doing in game in real life, a heavy AT weapon in real life isnt something you need to build a base for, those heavy AT weapons are portable for a reason! Actually, making heavy AT weapons portable would be another way to fix the imbalance! Then there are disabling shots, if you blow a track off of a tank or disable its engine its not going anywhere, a tank crew in real life would be badly worried about getting disabled in enemy territory, in real life there are special vehicles for extracting a disabled tank. Making the tank respawn time 20 minutes long means that if the enemy has just killed your tanks they can literally turn on a kitchen timer and dominate the battlefield for the next 18 minutes knowing you got nothing coming that can take them out quickly/effectively, then they go back to rearm, your tanks arrive to the battlefield all sorts of angry after being cut down for 15 minutes as infantry, they dont find the enemy tanks begin engaging infantry ... and then the enemy tanks return and get the jump on them again, rinse and repeat.
  6. Vehicles vs AT infantry in V12

    So you agree with what he said? You want to spend half the game trying to deal with a few vehicles? You want to have vehicles rushing your rallies without fear? You want vehicles camping spawns with no way to respond? You want them being used for inserting enemy troops into an area you are holding without any real worry or problem? Do you guys understand what this does to the gameplay in general? Maybe Im cursed to see the problems long before most people do but it really is amazing how a mechanic can be so badly broken and how so many people could cheer for it and call it good.
  7. Just what the title sais: a button to consolidate the ammo from your partial mags and fill up as many as possible with the ammo you have left. That way you can avoid having go into combat with 9 rounds in your mag because thats the most "full" one you got while you have enough ammo to fill up a mag or two.
  8. Vehicles vs AT infantry in V12

    You already needed teamwork to chase away heavier APCs, now its just stupid. A tank should never just sit in an area surrounded by enemies and feel comfortable, I used it as an example of how ridiculous the imbalance currently is. I dont want to spend half the game trying to avoid a tank nobody can kill, I dont want to rely on tanks to do all the AT fighting ... because some people are terrible at it but insist on taking tanks and when the enemy team has good tank crews and yours has terrible ones ... that generally means you lose the game, the enemy team will use those tanks to suppress huge areas or cover a push and you cant do anything but hide.
  9. Vehicles vs AT infantry in V12

    I did only basic testing on effectiveness of AT infantry after watching it fail in the game and what I got from it was complete ineffectiveness, with this patch it is a kit that can not perform its job against heavy armor, more ammo seemed like a good solution because if you were in a tank that took a hit and you knew the guy probably has a few more shots ... that would make you move. If you took a hit, got barely scratched and then knew he was out and isnt likely to come back with another rocket anytime soon ... you get the idea. Now if you have two AT soldiers in a squad with 3 rockets each they can put down a volume of fire that would make a tank move, they might not kill it but they could at least chase it away...
  10. Vehicles vs AT infantry in V12

    Thats exactly right, in V11 there were plenty of times where you would be in a heavy APC, hear a rocket miss or even get hit with minimal damage and say "he is out, we are good". Now with tanks and the ammo shortages you can multiply that by a 100, if two ATs cant even make a tank worried enough to move thats a problem.
  11. Vehicles vs AT infantry in V12

    @suds and how do you picture this? A vehicle is sitting in a position overlooking an area and raping your squad, you as an AT are sneaking around trying to get in for a shot, are you supposed to take an infantrymen or two with you? And thats only if some of the infantrymen on your squad havent switched kits so far and actually still have the ammo bag, and if they havent used it already and they cooperate and follow you and they dont get spotted while following and you survive after your first shot to get another rocket etc etc... Doh.
  12. Overall Im loving the V12 changes, bugs aside its impressive, but there is something that is breaking the game in the new update: the imbalance between vehicles and infantry, which is pretty bad for a game called Squad. As an AT soldier you have one AT rocket, this was bad enough already in V11 because some of the vehicles could not be killed even with 2 rockets, hence a full squad, both ATs hitting their shot, still didnt do it, but at least they could chase that vehicle away, and if you miss that one rocket you are sol, but at least you could respawn and try again. Now with the ammo changes and the new vehicles its a complete clustertruck, you get one rocket that does barely any damage to a tank or a heavy apc, and thats if you even hit the shot you get but then, on top of that, you dont get another rocket when you spawn again. What this does is create a vehicle imbalance so bad that a few good vehicle crews working in tandem will push the other team around pretty easily. I have played a very limited number of games in V12 and I have already repeatedly seen tanks completely dominate a capzone even while surrounded by enemy infantry ... because the enemy infantry either literally couldnt do anything to them, no RPG ammo, no way to get more ammo, or couldnt do enough damage to scare them away. The tanks, oh man the tanks, I did some basic testing, it wasnt exhaustive or anything and consisted of me taking realistic shots at tanks on the range, the RPG 7 rockets didnt do anything at all with side hits to an Abrams or a T72, the rear of an Abrams took 4 rockets to kill it, that would be 2 squads worth of AT soldiers all hitting the back. RPG-26 did better, 8 shots to the side of the Abrams to kill one, strangely enough also 4 shots to the back, T72 I lost count with the side shots, barely scratching it. It got even weirder with the HAT, I got two shots to the side of an Abrams to kill it, one to the back, but, the T72 was like 6 shots to the side and two to the back, maybe I hit the turret armor though but I was going for realistic "aim for the best chance to hit" shots. You get the picture. And I know critical points exist but chances of you hitting one are ... well lets just say its not going to happen often. The combination of limited ammo, no ammo reset on spawn, and poor damage to MBTs means that, realistically, only other tanks can fight tanks at the moment, maybe an SPG truck or a HAT if they get very lucky. The way I see it: RPG crews need something like 3 AT rockets to be any sort of competitive and/or the rockets need to reset on respawn, and before people start saying its too many ... no its not, the reload time is long, chances of missing are high, and if a tank drove into an area and stayed there long enough to take 3 RPGS from a single person ... well thats on its crew and it absolutely should get destroyed. Spawning an AT soldier with no rocket is like spawning a medic with no medic bag ... whats the point? Is he supposed to chase infantry around hoping that one of them didnt swap kits recently and has an ammo bag, beg for that ammo bag and then still not have enough ammo for the job? Might as well give him a popgun. Either that or make the heavy AT weapons portable so that you can deploy one without a base...
  13. V10 weapon muzzle control

    @Gnalvl Mac from Military Arms Channel is great, love his videos! Yeah we have basically determined that a better recoil system is somewhere between V9 and current V10. Ive been playing V10 more and Ive noticed a few things, it seems that the suppression effect isnt aggressive enough when bullets are literally hitting all around you but, more importantly, there isnt enough/any stun effect when being hit, too often you shoot a guy, hit him, he turns around and accurately sprays you because f you for using semi-auto, now you are dead and he is patching up even though you had the drop on him and landed the first shot. The combination of hard recoil on semi and the absence of a stun effect on hit seems to be pretty bad. Some people complained about a 3 shot burst mode but really its more effective at some ranges if you aim it low since you land 2-3 shots at the same time and dont give them a chance to fire back.
  14. V10 weapon muzzle control

    Peerun there are a few ways you can do a base level, the easiest route many games take is just to make bullets fly with a crazy random spread out of weapons, you have your sights right on target, pull the trigger and the bullet goes to the left as if the barrel is damaged, I personally hate that. Squad does it in the 2nd way with the sight drift and recoil, this is very good because it allows for that very accurate first shot since the bullet doesnt trail off randomly, but, it can still be bad if overdone. If it is overdone then in semi you will have too much jump after that first shot which means the full auto will be all over the place, you got to fine-tune it. I believe it needs to be tuned down and the recoil itself should be more consistent, your muzzle brake tends to push the rifle in the same direction by the same amount with every shot, a muzzle brake that pulls your rifle right and down wouldnt suddenly switch and start pulling the rifle left and up, if that happens you are the one doing it by trying to compensate for the muzzle device and overdoing it but if it happens in the game by default then this "overcompensation" is built in. Lets say you are shooting a pistol at a target aiming at the center and your first shot hits the left side of the target but then your 2nd shot hits the right side, this doesnt mean the pistol isnt straight or your sights are off, it means you pulled the muzzle to the left on the first shot while squeezing the trigger and then tried to compensate for it, thinking the pistol shoots to the left, and hit right instead.
  15. V10 weapon muzzle control

    Good-Try Greg lets separate the two: handling the recoil and handling EXCESSIVE recoil, the excessive and random recoil comes from bad weapon handling aka it is BUILT IN when it comes to games! You can adjust your mouse, practice and adjust your play style to COMPENSATE for it but you can not improve it because it is built into the game. The game sais "you are limpwristing the pistol" and now you, as a player, have to learn to get kills within that poor pistol marksmanship <--- just an example, pistols actually do pretty well in Squad V10. In real life you can improve your stance, your grip, your trigger control etc and, as a result, your base muzzle control becomes better leaving you with a much more controllable rifle that you can bring and keep on-target easier, shoot accurately faster and further and so on. The developers of a game like Squad have two options: they can either pick and set your "base" marksmanship level or they can include a "level up" system where your marksmanship starts out poor and improves over time. My complaint comes down to the idea that the "base" marksmanship level we have in Squad V10 is bad.