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Everything posted by Kiwik

  1. I think the old poll might be a bit outdated, since we now have both the British and the Russian armed forces. YOU CAN SELECT MULTIPLE OPTIONS! I took the liberty of preparing a new, updated poll, to help the dev team and any brave modding team prod the community. I hope this is not inappropriate, and this poll is in no way endorsed by the dev team, so don't get your hopes up!
  2. To make it simple, I think that Squad Leaders should have access to more markers, and that they should be able to use them with more flexibility. This means, as I said, more markers (with maybe the ability to add some short text), and being able to choose who will be seeing them. I'm thinking of: -movement markers -directional markers -maybe text Just as an example, imagine a squad leader planning their squad's movement, and placing incremental waypoints for it to follow, like WP1, WP2 and on. That also means the addition of directional markers, maybe a wheel of eight different arrows. This would allow a leader to mark enemy troops but also the direction of their movement. That armor you marked is moving east on the road, converging on squad 4. Or maybe you're specifying that the .50 Cal you're marking is facing south-west. That full squad in the woods is moving North, trying to flank squad 3. I know all of this can be achieved trhough radio communications, but the truth is, in coordinated operations, it is best to keep comms to a minimum. That, and permanent markers are way more reliable than a spoken comm. I also think it would be nice to be able to specify who will see those markers, in order to avoid cluttering the map. A leader could choose to place markers only visible to his own squad, for instance. - Ideally, this suggestion should be considered together with my other thread, about having a better tactical map: So, what do you guys think?
  3. The French Army would make a lot of sense (one of the most powerful military in the world, and Europe). But a mod for the Légion Étrangère is currently being worked on, so I don't know if the devs really want to allocate resources for such a faction.
  4. My suggestion here is quite simple: what if we had a better, clearer, more readable map? Many of us have noticed that the current in-game map looks like an aerial snapshot of the terrain, with very few tactical information displayed on it, and that noticeably hinders operation efficiency, both for squad leaders and for the troops. We think a better map might greatly improve movement planning, communication and overall awareness. Here is what a standard Squad in-game map looks like: The terrain is drowning in unnecessary graphical clutter, and a lot of relevant informations are missing or barely visible. For those who are familiar with real-life military maps, or maybe the Arma series (not trying to compare Squad to Arma here, just using it as an example), here's what a map looks like in Arma 3: EDIT: I can't find how to link a properly sized picture, so here's a direct link to it. https://imgur.com/a/DdVWFwD You may notice a few key differences: - Topography: The map displays the peak elevations of the terrain (those dots with a number), and grading lines allow for quick readability of its features. Those informations can be used for better movement, as squads now know exactly if a given position is higher or lower than their objective, and might be able to plan their approach in order to use ridges and such as cover; but also for communications, as the peaks can be used as landmarks (Ex: "Be advised, hostile .50 Cal on Hill 75, facing south.", with Hill 75 being the dot 75 on the map, peaking at 75 metres above sea-level). - Planimetry: The map displays clearly any man-made object or infrastructure. Urban areas are recognizable and individual buildings easily identified. Roads are perfectly visible (whereas in Squad, some roads are almost invisible on the map), and some major landmarks are marked, such as churches, or gas stations. -Vegetation: Heavy vegetation is clearly identifiable on the map (those green areas). -Grid: This might be a bit more controversial, but the grid is displayed in metric units. In Squad, the smallest grid square is roughly equivalent to 33m. -(Bonus) Markers: I'll be posting another thread for this one, but Squad leaders should have access to a wider variety of markers, and more flexibility in their use. For more about this, see: Now, I know that the maps in Squad are smaller than in Arma, so too much intel might clutter the map. There might be no use for too many landmarks, and topography information might need to fade away when zoomed out, to keep a good readability. I am aware that this might mean reworking the map system as a whole, to transition from a static image to a dynamic tactical display, but I honestly think this would be a great Quality of Life improvement, and that most players would welcome it.
  5. Quick Reload Feature

    A quick reload is not a CoD feature, it's something a real soldier in a real life situation might do, so I do not see your point. Having an alternative reloading animation which is a few milliseconds shorter is not going to change the pace in any significant way. Some people might overuse the feature and end up dropping mags all around, but so what? They'll have gained a few heartbeats on their reloads, that's all. You still won't see people rushing CoD style, simply because all the other mechanics won't allow it.
  6. Agreed, any new faction should ideally bring something new to the table.
  7. A better tactical map

    Agreed, it's just a matter of allowing people who do not necessarily know the terrain beforehand to still be able to have a grasp of what the AO is like.
  8. Quick Reload Feature

    The HUD is there to give informations you would have IRL but cannot feel in-game (like the weight of a magazine, as stated by others). So no point in going HUDless, unless you deliberately want a handicap, but that's not what this discussion is about. As per the actual topic of this thread, you're just throwing strawmen around, saying that we want speed reloads just because we like to run and gun, but you could not be more wrong. As Stom clarified once before, it's not about reloading faster to play it CoD , it's more about sometimes having to reload faster in CQB scenarios, where you know there is an enemy around the corner, but you're also out of bullets in your current magazine and yet you have to spectate while your character goes through the step-by-step reloading animation.
  9. It could be interesting to have a 'Mercenaries" faction, tbh Private contractors and such.
  10. Quick Reload Feature

    Agreed. Dropping the mag would be an appropriate penalty imo. The reload itself wouldn't be faster, but the overall animation would be slightly shorter. You are correct, you can get shot while you're reloading IRL. What we're suggesting is you probably won't be following all the safety steps if you have to reload in a hurry, for obvious reasons, be it IRL or in-game.
  11. A better tactical map

    Agreed. You might be able to tell that there is a slope using the shadows and the colors of the map, but do you know if that hilltop is higher than the one next to it?Or is that overall area above or beneath the point you're attacking? Again, there's a reason most military in the world use topographic maps.
  12. Having played in a sniper binome for more hundreds of hours in Arma, I have to say that I do miss the feeling of being behind enemy lines, providing valuable intel and popping the occasional head. That being said, I am still not convinced the game as is needs snipers. You make a valid point, but I follow CptDirty on this one: are snipers the only remedy to the current meta? And I wonder, if the sniper counters the TOW, who counters the sniper? Assuming we implement an Arma-style sniper role, with slightly decreased effective range and overall firepower, you'd be basically bringing a supersoldier to the battlefield, able to effectively deny whole portions of the map to the enemy infantry. Snipers work on Arma, because the map is way bigger - allowing for flanks, and the opposing forces have a wide array of tools available to deal with a frenzied shooter (aerial support, artillery, counter-sniping, armor, etc...). We can already see how effective a skilled marksman can be in area denial, can you imagine the same player with a better optic (let's face it, the current ones are underwhelming at best) and maybe a higher caliber weapon? You mentioned the time factor, but the same problem exists with what you're suggesting: usually a pinned squad would need to wait for support in order to disengage. But you do not have that kind of time luxury in Squad. Some games, likes Battlefield, have imagined new mechanics to make sharpshooters a balanced class (tracer rounds, increased travel-times and that weird flash scopes make to give away a position). I honestly don't think it would fit in Squad.
  13. Increase Splash DMG on 30mm's

    I... actually have to agree with that one. I too noticed that the 30mm frag rounds seem to have no AoE damage at all, or at least a ridiculously low one.
  14. I guess there are other threads about this particular bug, but I couldn't find any. It's one of the most widespread bugs I've see in this version: downed players find themselves in a different room when revived, sometimes on the roof or even IN the roof. Revived players can sometimes get glitched into the roof or a wall, where they can turn around and sometimes even shoot. I'm sure this is a known issue, but is there any feedback as to when we can expect it to be patched?
  15. More weapon Customization !

    Bear in mind that we're just basic soldiers, usually with the most basic and cheap equipment available, not elite special forces. So no suppressors for us, no NVGs, no laser pointers or laser sights... At least for now One can only dream
  16. Quick Reload Feature

    Well, that's what we mean. It doesn't matter if what is slow is the actual animation of putting the mag in a releasing the bolt, the fact remains that checking the chamber or engaging/disengaging the safety in extreme situations isn't very practical, and not that immersive.
  17. Quick Reload Feature

    It also depends on the situation. A soldier is trained to observe the proper reloading drill, in order to avoid jamming and such. BUT it woud also be understandable in a situation of dire necessity -out of ammo and a hostile is mere metres away- to ditch the whole thing and try to reloadas quickly as possible, the alternative being a sure death. While I understand that proper gun handling is enforced in a trained army, I also see how the painstakingly slow process of reloading-switching a gun can sometimes be a problem in CQB combat.
  18. I agree, the medic role is its own thing, and as the designed medic of my fireteam, it's not boring at all. It's just different. People who don't like it might want to refrain from playing it, as they could take unnecessary risks or abandon their squads altogether. That being said, I reiterate my suggestion that we make it easier for the medic to switch back to his weapon when reviving. Ideally i'll always have some teammate covering me during a revive, but sometimes you do not have the resources for that (whole team down, multiple angles to cover,e tc...). The sidearm is a good way to defend yourself quickly, but with that janky animation it's far from ideal, and I still don't understand why a medic in a firefight would take the time to calmly put away his weapon with the safety engaged, instead of just keeping it close at hand.
  19. A better tactical map

    Except you don't actually see the terrain. You see an aerial view of it, with no indication whether one point is higher or lower than the other. Sure, some might argue that, since the maps are not that big to begin with, and experienced leader will know approximately how the field is shaped. But I still think we need that added layer of realism/tactical intel. And, as I said, ideally we'd have a toggle between satellite view and topographic map, so you'd still be able to see the 'actual terrain'. Finally, no one is asking you to 'estimate' anything. If you only put the smallest effort and learn how to read a topographic map, it is way easier to understand than a mere picture. Conventional armies across the globe wouldn't use those only for show, would they?
  20. I agree with the binoculars part, and hope we do see a dragging system implemented one day, plus I'll admit that having a single item for both functions would be a great improvement for me. however, I'm not so sure about the whole automated revive thing. As a medic, it's quite normal you'll be vulnerable when reviving. After all, you're actively diagnosing and tending to a wounded soldier. That being said, it would be nice to have an emergency way to switch back to our weapon (be it primary or sidearm ). I can't even remember how many times I've been killed by a guy while reviving, even though I saw him coming first, just because the switch animation is so slow. You'd think a battlefield medic would keep his weapon close by, probably on the ground and such, right? EDIT: One thing that could improve the medic gameplay, would be the speed of weapon switching. I'd have two suggestions: - First of all, for those who do not know, switching to your sidearm during a revive is quicker than switching to your primary. BUT, your character still has to go through the whole switching animation before you can ADS. i'd suggest making it so that if you right-click during the animation, your sidearm transitions smoothly to its iron sights, without having to wai for it to finish and all. Might sound stupid like this, but it would actually save that split second that can be the difference between life and death. - Then, I can understand gun safety procedures and all, but does the medic (or any soldier for that matter) really have to engage the security every single time you switch to a patch/medic bag? This leads to almost comical situations, with a hostile coming towards you, and you fumbling with the safety, only to lose that extra second of time that could have saved your life. As I said, as a medic I'd love to just put my gun on the side when I'm healing, especially if I'm prone, and not waste time putting it back on a sling, with the safety engaged, where it's so hard to reach if I need it.
  21. You are right, the existing INS and Militia forces can basically hold for all of these irregular forces. That being said, not every conflict has to be realistic in Squad: right now we have US vs RUS matches, and such, which are not grounded in any real war.
  22. Having a different color per SL -or even per Squad, could be another idea, yes I'd say slightly different - not green blue and yellow, for instance, more like subtle variations of blue. Distinguishable but not overtly ragtag.
  23. Welcome among us! You can find a team pretty easily on this forum, and most of them would be glad to teach you the basics, and more. I'd suggest you go post your presentation either Introduction - New Players, or you can head directly to Teams and Clans to apply for such a group of like-minded people. Hope to see you on the battlefield (no headshots please, my helmet is a family heirloom :P)!
  24. It's a risk, but i'd say it depends on how the whole marker system is done. One of my suggestions would be to toggle who can see the markers (make the intel only visible to the selected/relevant squads). That wasn't much of an issue on Arma, but then again the map in that game is way bigger. As always, it would also come down to how well squad leaders can use the tools they have. A trolling leader can already clutter the map with useless markers, just as some leaders would use the Draw tool in Arma to shape penises on the AO.
  25. A better tactical map

    I'll see if there's any way to contact this talented guy. Or maybe we have someone in the community who'd be able to replicate the script. Well, another possibility would be to completely follow Arma, in that the in-game map has 2 different versions that can be toggled on the fly (as you can see on this vid, at 00:38) Users could then toggle between a topographic map and a satellite view (sort of).