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About Quadro

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    Fireteam Leader
  1. Alpha 13 Public Test, Round 1

    I haven't touched Squad for awhile and I really should show more patience however, this speed increase I keep hearing about leaves me confused. We had a stamina decrease in V12. Now we have a speed increase? I don't quite understand the move to be quite frank. The speed was perfect (v12), never had an issue with it and neither did the community. The stamina decrease however was questionable although not game breaking. Why not put movement speed back to what it is in v12 and increase stamina up by 10% instead? Or at least to whatever percentage is needed to be able to cover as much ground as you would with the speed increase? I find this to be a very strange move. I fear we're moving further away from a niche game type to something that feels more and more like a triple A game with all these little changes. I've seen it time and time again. Niche games wanting to make success by trying to turn into a triple A title feel because that's where the money is at. Only to flat-line any interest before they have passed the post. p.s. Sorry I ranted a bit hard there. Just slow the speed back down plzzz x
  2. Weapon Recoil

    I haven't played this patch very much for different reasons that i'll avoid mentioning to keep on topic. Although I can say a very LARGE group of very committed squad players that I hang out with on discord have stopped playing altogether because of the new gun mechanics. I'm not sure how much use this is to anyone but it does concern me that there is a very noticeable trend of veteran players, who have stopped playing for this very reason.
  3. Why I dont want Helicopters

    Exactly. Vehicles work beautifully when used in that way but for the most part they just run around doing their own thing. The loss of boots on the ground has created a new dynamic to the game. Vehicles/helicopters should always be a part of Squad but it has effected other things negatively. How to go about this? Takes some serious thinking.
  4. Why I dont want Helicopters

    I think some peoples concerns are that if we keep adding vehicles, whether that's helicopters or ground. It will detract from what I believe some people are already feeling from v12 and that's, loss of infantry combat in a sense of combined coordination and communication between infantry squads. That coordination definitely doesn't feel as solid since v12. It's that type of teamwork that only intensifies the combat for both teams. Whatever it was, that feeling of raw, in the thick of it combat, has disappeared a little. Adding more than 100 players is more easily said then done but it would fix a lot of problems. I don't think map design is to blame. I also think vehicles in their current state are too independent hence why you rarely have interaction with the players operating them.
  5. Why I dont want Helicopters

    I was expecting that comment Developers are focusing on larger maps for the foreseeable future which will only increase number of games played with all assets. Just because some maps will or won't have all assets doesn't make the feet on the ground problem.. not a problem..
  6. Why I dont want Helicopters

    I don't think 100 players will solve the boots on the ground problem once helicopters and other vehicles are introduced. An extra 10 players each side isn't enough to make a big enough impact when extra vehicles flying or not are added. Lets just assume that the minimum of extra vehicles that will be added are 3 and lets assume these are what they are for a second.. 1 x Transport Heli = 1 Player (without side gunner) 1 x Attack Heli = 2 Players 1 x AA Vehicle = 2 Players Total Players used = 5 10 players minus 5 = 5 That's 5 players that could be potentially added towards boots on the ground on each side. Is it enough to make a difference? I'm not 100% sure it is. My current experience with v12 is that communication and coordination has decreased dramatically. Vehicles rarely work in conjunction with Infantry. Rare to see three full sized infantry squads. I miss the days when there was regularly four full sized squads, all working together....
  7. L85A2 Recoil (British bullpup)

    Thanks for doing that Dubs. I think you're bang on the money in what I've been experiencing. Thinking about it now that definitely was what I believe me and, my friends were experiencing in a prolonged firefight trying to cap a point as the British. Horizontal recoil is a real task to master especially when re-enquiring your target after each shot. Short range isn't really a problem but mid to long range is really problematic. This might be up for debate but I don't think the vertical recoil with the L85 isn't all too dissimilar to the M4 and AK comparatively. Even if the vertical recoil is better on the L85, dealing with the vertical AND the horizontal recoil characteristics of the L85 really make target reacquisition very difficult. It's a great standard feature to have bipods for the L85 but I think it's a bit of a non-beneficial curse when most engagements are not started in the prone position and not to mention bipods restrict movement. So the bipod is only an advantage in a very select few situations. Always giving the upper hand to other rifles from a general use perspective. I'm not suggesting optics as a fix or anything of that nature. This is just a observation of the L85. There have been plenty of forum discussions about getting the ACOG back for rifleman but I don't think that's wise because it made it over powered. Hence why the devs removed it from the main rifleman role.
  8. L85A2 Recoil (British bullpup)

    So I've heard! They are awful guns but if we're going to implement real life characteristics then why is it that the T72B3 can hold its own against the Abrams? It's for balance reasons. There is always a fine balance between implementing real life and balance and looking at Squad, balance takes president.
  9. APC VS IFV ticket count.

    Why should there be an incentive to return vehicles to base? It goes against the grain from what you've said in the passed in regards to players not giving a damn. It would have to be a very powerful fun provoking incentive to get most players to drive back to base to play a game of switch to which won't interest players. Not to mention maps are getting larger and drives are getting longer. If anything, incentives should be in place for QL's to place repair stations for operating vehicles. It seems strange to have a vehicle in the front line to turn around and say "sorry guys but we need to RTB and park up this vehicle". Currently the ticket system used doesn't have a regain ticket option for returning vehicles and in essence this is what you're suggesting but relabelled as a vehicle count to be separated from the tickets. The re-spawn timer is there to punish players for losing a vehicle and that punishment increases depending on how valuable the vehicle is. If there is no re-spawn timer and just a vehicle count players will use whatever vehicle they like, get it blown up and hop straight back into it straight away back at base! Imagine a squad finally dealt with a tank for it to only appear again five minutes later!?! Not to mention players will eat away at the vehicle count like something crazy. Yes, you could up the vehicle count but it would be absolute mayhem, the amount of vehicles you would see rolling up time after time after eliminating them would be frankly ridiculous and balance breaking. There absolutely needs to be a re-spawn timer. Vehicle count is along the lines of what we're both saying, sure. To include the option to recoup the vehicle count by RTBing.. I'm not sure what benefit that really has to any fun or what integral part it has to play.
  10. L85A2 Recoil (British bullpup)

    Oh fair enough then. Must admit I'm a little surprised that your experiences are the opposite. Interesting how me and a group of friends all found it so difficult to yours, not quite sure why that is to be honest. I respectfully can understand that the iron-sight can give the illusion of more recoil but I'm one of those weirdos who prefers the iron sight over any optics. I don't have the same experience with the AK iron-sight or any other iron-sight in the game from other rifles or at least for those standard modernised army rifles. Question is, if there is an illusion of more recoil using the L85, then why is it in the game in the first place? Surely an illusion is precisely what it is, an instance of a wrong or misinterpreted perception of a sensory experience. So in that case, something is wrong. I can only go based of my own experiences but I'm still convinced something isn't quite right with the L85 iron-sight, there is a disconnect to what your gun is doing in relation to what is actually happening in the background creating an illusion.
  11. L85A2 Recoil (British bullpup)

    No-one has an opinion on this?
  12. APC VS IFV ticket count.

    I like what you're trying to achieve, I just can't help think it sounds rather complicated for a already complicated game. Cashing in and cashing out on vehicles as they return to base adds extra complications to something that could be resolved using a more simple approach in my humble opinion.
  13. What is everyone's experience with the L85A2's recoil since the v12.1 patch? Me and a large group of friends popped onto a server together and were adjusting nicely to the new recoil mechanics even though most of my comrades hate the new system. It wasn't until we played the British that we realised something is horrifically wrong with the L85A2 bullpup's recoil. It's atrocious! We all agreed full auto was next to useless unless in confined spaces because the recoil is so aggressive. It's alarming how aggressive it kicks for a bullpup. Bullpup or not it doesn't matter, even for balance reasons it doesn't make sense. The iron sight hasn't much improved and still needs narrowing compared to all other rifles on any side. I'd love to hear peoples opinion on this.
  14. I think the devs are going to hang fire on re-balancing vehicles until all ambitions are met in regards to, disabling tracks/wheels, turret, engine and ammo rack damage. Until these are fully implemented I find it hard to suggest anything as this could change everything. What I hope to find is eventually because of the increased possibility of disabling any said vehicle, the threat of vehicles won't be so bad and players who crew them won't want to have the hassle of repairing them so frequently. Which will encourage a more reserved, backbench support role in some situations. In it's current state (v12) mbt's like to just drive into a enemy FOB and blow everything up. I think tank crew or any crew for that matter will think twice when lighter AT equipment can damage their tracks to turn them into a sitting duck. Ready to die and wait for a 20 minute re-spawn before they can use it again. I think the devs are working to something really great. We just have to be patient. It's an alpha after all!
  15. APC VS IFV ticket count.

    If you're suggesting we have limited supplies to vehicles then when that supply reaches to zero, surely you end up with the same result? No vehicles. I'm not quite sure what you're trying to say, it's almost like we're both saying the same thing. Only that tickets are represented as limited spawn. It's still the same thing, just I think my idea is better Whether you have limited spawns to vehicles or you have a separate ticket count for vehicles from the main pool of tickets. They will both create similar results surely? Only difference I can see is if you were to put separate spawn counts on the variety of vehicles, say, two for MBT's, 3 for IFV, 4 for APCs etc. Which would stop repeating MBT suicide if only we weren't using a re-spawn timer which is designed to do precisely that, slow down vehicle spamming. Whether some players don't care or not it still subsidises it. Adding a spawn count to lets say a MBT to 2 spawns, but still keeping the 20 minute re-spawn timer will still create the same result in a 1 Hour and 10 minute game. Because you can only use the MBT twice! I still think a separate vehicle ticket pool would help far better in letting crews understand bad decisions when they're taking from their own ticket pool and other heavy vehicle users. If they don't care, at least they're not ruining it for the rest of the team by taking their tickets. Transport and other similar vehicles should be included in the team/main ticket pool so not to completely ruin mobility and transport. Be as simple as Team Tickets: 400, Armoured Tickets: 200. Numbers are just as an example and the names could be whatever is best. Which vehicles full under what ticket pool is something to debate. If team tickets run out, then you lose like you do traditionally, whether you still have Armoured Tickets left or not.