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Good-Try Greg

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About Good-Try Greg

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    Squad Leader

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  1. Stat tracking

    You won't get that many kills doing this though. In order to get kills you need to be where the enemy is, usually the caps. Might be deathmatch (hard to call it tactical) but it's important work. Your primary FOBs will weaken and die without players respawning at them, like it or not K/D is more or less an accurate representation of their performance. Pressures the enemy in the most direct and efficient way.
  2. In the matter of rally point

    What you're describing sounds like Post Scriptum. and PS' rallies are basically the same as Squad's, reliable spawn points as long as you remember to refresh them, kind of like Squad's rallies when they were spawn limited except timed instead. I'm not a fan of them.
  3. If anti-air is worth anything then you're probably restricted to building fringe FOBs on the safer side of the map, maybe a little territory around enemy side but nowhere that a normal logi truck couldn't access FOB building as a strategy has been buffed a lot but I don't think it has added up to any sort of decisive meta change. Fringe fobs are great as sort of a niche tactical base, a backup FOB, or to allow your team to get the initiative after some big game shakeup... but you can't rely on them alone, or you will be steamrolled by more centralized FOBs. A FOB churning out infantry is just too powerful to ignore. Like In TC when there's a FOB spitting infantry in every direction, how do you even deal with that? It's near indestructible.
  4. It's kind of circular, the buff to spawns increases the pace of the game which makes it intolerable when a team doesn't have spawns up Squad is putting a lot on this idea that experienced SLs will want to play schoolteacher and explain a spawn system that's at least as complicated as PR (or more complicated, my FOBs in PR were mostly dig, ditch logi, and forget - no rushing, no resupply necessary). If it all comes down to folks spawning Rally and running-shooting-respawning anyway then it's probably just a convoluted system for what it is.
  5. We need a new gamemode... HARDCORE

    The source of all squad durability is really just respawns. It's separate from cohesion, once the SL has placed FOB / Rally the role becomes very hands-off. SLing in Squad is all about leveraging respawn points to do the heavy lifting for you. In PR, the SL was the only good spawn point, beyond that you had to rely on tactics and coordination to overpower the enemy. PR didn't do Squad cohesion naturally, it was one of the major concessions to gameplay. There isn't a natural incentive for Squad cohesion. Your squad was together because of the SL spawn (rally). This was always a major difference between Arma and PR.
  6. We need a new gamemode... HARDCORE

    New official Coop game mode Hardcore Checkpoint Movement speed is significantly reduced. Enemies are harder. Friendly teammate indicators only show when a teammate is nearby. Objective indicators are hidden in the HUD. If you die, you will respawn with a Mosin bolt-action rifle and Makarov pistol. You must resupply at a Supply Crate to get your Loadout. There are only two Supply Crates. One will spawn on a random objective, the other will always spawn on the final objective. You can only resupply once on a Supply Crate. Small Ammo Boxes will give some ammunition for the weapons you are carrying. It's simple, and it's quick, dirty, and experimental. And because it was successful, now they're expanding it, adding it to PVP modes, etc. Isn't it weirder that's in a released game and not an alpha?
  7. We need a new gamemode... HARDCORE

    The medic system is essentially designed to punish reviving into combat, so you clear everything first deal with all the threats etc and then revive The issue in Squad is that one combat starts it doesn't really end very often. So aside from a few common scenarios where you can safely revive in combat, (mass death around FOBs, dead behind crests of hills, or in windows) or out of combat (some lone marksman gets one kill before being riddled with bullets) it's often better to let your buddies respawn and keep pushing enemy spawns hard. This has the side benefits of respawns setting up flanks in the ongoing battle and/or protecting the spawn point, and hey if they're lucky they'll catch a 10 second rally spawn, faster than a revive would be anyway. So I think it all comes back to FOBs and Rallies again. The revive system will never really work correctly if respawning is too generous. It has to be paced so a Squad can clear the enemy and then revive in safety, pretty rare in Squad. As for permadeath, while permadeath has an important function to stop some of the more abusive revives into combat, that's about the limits of it. More permadeath means less revives, but it also means more respawns, obviously not a miracle fix.
  8. Alpha 13 Survey Review

    People will generally applaud performance, content and UI polish. a13 plays basically the same as a12, the biggest design change was probably vehicle balance, which wasn't even included in the poll. I don't think you can pull anything substantial out of this, mostly because the designs themselves really aren't that substantial. From what I've seen I think a lot of people uspet by these changes are more upset about what they represent rather than what they actually are. People are all different though. It would be better for providing feedback if we knew 1. what this is trying to solve and 2. how this fits into larger overarching design goals. It's difficult to talk about Buddy Rallies because it feels like the continuation of a long line of small tweaks and compromises, reducing it to "this patch" vs "last patch" seems myopic. I hope putting the microscope on tweaks like this doesn't reflect some kind of design paralysis going on behind the scenes, because I do think the Buddy Rally concept is attempting to solve something substantial, even if I'm not 100% sure what exactly. For example, if the issue for buddy rallies is lack of spawns and new players spawning main and walking for 10 minutes (just guessing?) then maybe Rallies aren't the right tool to address that. In PR, FOBs were the only necessary respawn points outside of main - if that's not good enough for Squad, then maybe it's worth supplementing FOBs with new spawn features like global spawns or some form of mobile spawn points (one of the suggestions by an early PR dev, pro click. Early PR would be a good influence for Squad, a faster PR but still tactical). Squad's tweaks leading to FOBs and Rallies blurring so much that the two basically serve the same purpose, I don't think that's good for overarching design, at least in the PR sense of design, because you're retooling a major feature for squad cohesion into basically another teamwide respawn. It's not great. And let's be real, Project Reality's ruleset will always be weird, complicated and generally difficult for new players to grasp. Can't "tweak" your way out of that one. If there's going to be these big community-wide dustups over design changes it would be nice if they were more bold than this Buddy Rally thing and some movement changes.
  9. SLing in Squad is hands-off by design. You can tyrannically kick people or deny vehicles but you ultimately have no leverage over anyone else as SL. Take a truck, place a FOB, place rallies. place marks. That's all you can be reasonably asked to do. Like we were saying for years, Rallies should never have been permanent spawns. Rallies were what kept Squads cohesion more than anything, because the best spawn point also got everyone together in one place. Repurposing them to band-aid fix lack of spawn points has been a huge blow to squad tactics. If anyone out there in 2019 is still trying to SL in Squad the way they would in PR I'm amazed at their perseverance.
  10. Feedback: Current Run and Gun Meta

    How'd that work out for World War 3 Aside from the obvious reasons why trying to compete directly with CoD and BF directly is a really bad idea, (comparatively tiny production values, marketing money, QA etc) those franchises are at their lowest points of relevance in like 8 years. You can knock Apex/Fortnight/Pubg/whatever all you want but as large scale shooters go they're fantastically paced and a rebuke to the idea that maximum appeal = stuffing as many players into as small an area as possible. I know everyone says this but there's never been any proof that it's true. You won't find a piece of coverage of Squad that doesn't mention it's hardcore notoriety (though perhaps it's debatable how deserved that reputation is). It's a selling point, it always has been.
  11. Female soldier models

    The SDF do far more front line fighting in the middle east than the US military does
  12. Buddy rally poll

    If you're so enamored with FOB strategy you should SL more and participate in it yourself, the sheen falls off pretty damn quickly in my experience.
  13. Buddy rally poll

    This is basically an expansion of how FOBs work already, because let's be real, meatgrinder FOBs are the only ones that ever run out of ammo. I'd rather not see the resupply system exist to prop up meatgrinder FOBs in any way.
  14. Double Neutral and Ticket Bleed

    This doesn't make any sense. Why would you get ticket bleed for a flag you don't have? If you aren't able to secure enough caps to start ticket bleed without losing your own maybe you aren't on the "winning side" you think you are.
  15. Maybe we need more Mil vs Rebel layers, I guess they don't want to pit it against the T-72 or Abrams. Seems like a difficult vehicle to balance. T-62 vs 4x Warriors on Al Basrah Invasion reminds me a lot of 3x 30mms on Kohat to counter the Bradley, it's not a great situation when you are expected to field tons more vehicles to counter some really powerful one.