Jump to content

Xeinar

Member
  • Content count

    14
  • Joined

  • Last visited

About Xeinar

  • Rank
    Fireteam Leader
  1. In the matter of rally point

    And in the meanwhile, the annoying and unrealistic buddy rally points are still here...
  2. I agree with the OP. Following a FTL is not that easy at the moment, he can only use the dynamic marker that is often used to alert for enemy presence.
  3. It would be great to see more infantry-focused maps available in Squad. Operation Flashlight was great in this sense, with dense forests almost impassable for veichles. All that counted was infantry squads coordination and maneuvering. I would love to see it back, I miss it so much. For the same reasons I would love to see much more urban maps, something that may represent city warfare like Narva in western Europe (possibly more claustrophobic) and suburban areas like Mogadishu's slums, where the close quarter combat was ruling.
  4. Autowalk key

    In the settings you can enable a double tap to keep moving (not running). It would be great, and easier, to get a rebindable key to autowalk able to capture when you press the run key (and possibly to toggle it as well). When you spend most of the time on the move as a grunt, keeping the forward+run keys pressed for minutes is more than annoying.
  5. IMHO, the recent (or not so recent) changes in the gameplay, namely on veichle usage and rally point dynamics, are killing the game. Back to Alpha11 we had only a few fighting veichles, and none of them was unbeatable by the infantry. A BTR or a Stryker would have gone to the heaven with a few RPGs; and losing such an asset was considered a waste, both for the amount of tickets lost and for the tactical disadvantage (usually there were 1 max 2 armored veichle per faction... and not on every map). This forced the players, and the SL mostly, to join the forces and coordinate their infantry attacks. Now, when you lose a tank, it is a matter of 15 tickets or so, much less for an APC. Even the Logis have indirectly become disposable asset, unluckily. When a round starts, there is a rush to get the veichles, lock the squads, and that's it. There are so many times you can see 1-2 tank squads, a few APC squads, and if/when you are lucky 2 full infantry squads (ignoring the fact that there are many SL that lock their squads at 2-4 players). I feel so strongly that there are way too many veichles in every map, compared to the number of soldiers. There is no balance and there is no incentive to cooperate (most of the people rushing for veichles aren't interested in winning a match, only in killing targets). At the very same time, the rally points have been made so overpowered that they completely lost their original meaning and made the HABs so less important. In the past, a rally was a temporary measure to ensure that a squad was not completely removed from action in case of bad luck or a poor SL heading directly towards the enemy. The 9 spawns system required coordination and team-effort, being a fragile and delicate backup option. Now you can easily give-up without any visible consequence other than losing a ticket (and so many people lately seem not to care about losing tickets). Also, respawning on a rally with a few mags and a patch is more than enough to allow people keeping on giving up. If at least they would respawn with very limited resources... Not talking about the buddy rally system, that completely destroyed the reward of being good tactician. If a SL performs poorly or if the squad performs poorly, there should be consequences. It is too easy to teleport a full squad on the other side of the map because of the good work of someone else. You should deserve what you get, and not viceversa. As a consequence of what described above, the HABs placement is now being neglected. Too many times I see SLs not only not coordinating, but completely ignoring the deployment of a couple HABs on the initial stages of the match, and possibly even later. HABs are dependent on FOBs, which mean FORWARD OPERATING BASE. It make sense to spawn there primarily, not on a generic, abstract point on a map where a few backpacks have been dropped. And talking again of tickets, the drastic reduction of tickets lost when a FOB is dismantled by enemies is not punishing enough: if you aren't good in placing a good FOB and defend it, you should pay the consequences. I'm not a fan of realism at all cost; not at all. I just miss the dynamics of Alpha11 so much. It was probably the perfect balance between a milsim and an arcade game. Now the game is heading to some flattened gameplay I don't understand: it is still too hard for casual gamers and unsatisfactory for those more dedicated. I strongly hope the devs can spend some time on this topic and make their decisions accordingly.
  6. I've got the same issue since Alpha14. Not a single problem before, not a single problem with other games. I've written to the support team and after a reminder I got a generic "we are working on it". A week ago. Honestly I don't know what to think, probably they are working on it (I don't know how, I wasn't even asked for a log or something) but for sure the feedback from the support is not that great.
  7. Update: I've uninstalled the game, reinstalled, cleared the cache, customized the settings, and still working fine. Closed the game, launched again, working fine. Shut down the PC, turned on, launched the game, mic not working. Devs please help!
  8. My mic stopped working after the A14 update. I can easily activate the VoIP channels but no sound is transmitted to the game. I temporarily solved the issue clearing the cache within the game, but on the following run the problem resurfaced. I have this problem only in Squad A14.
  9. Keybindings on latest update

    Not necessarily related to the OP, just to let the devs know that the DELETE key is no more recognized within the game and must be rebinded in the .ini file. Please fix it.
  10. I don't like the fact that the two map layers are not aligned anymore with my position in the area since A12. In the past I used to open the tactical map (the one where placing SL markers and deciding the spawn) most of the time, and the navigation map only when driving or for a quick glance during action. They were all the time centered on my position so I could quickly understand my surroundings and in case move them and zoom in/out. Now they stuck on the last position you opened them the last time and are not even synchronized between them, so if I have to check the navigation map I have to move it, and then if I want to open the tactical map I have to recenter it as well. And this happens all the times I move elsewhere and I need to look at the maps, again and again. Can we at least have an option to autofocus both the maps on our position when opening them?
  11. New Revive ability

    I've never seen this happening, but I could be unaware of this feature. Could you please give some more details on this, like how long does it take for a stabilized soldier to die by bleeding? Just for us to test and confirm?
  12. New Revive ability

    This is already the case, in case you are not aware. Any soldier can stop the bleeding with their bandage, not only on themselves but on fallen mates as well (stabilizing) for the Medic to arrive and finish the job.
  13. New Revive ability

    From the comments encouraging this change, it seems the positive aspects are: less caring about approaching the enemy as you can be easily revived the casualties resulted from a firefight will impact only the losing faction it is said medics are still useful but it is really not clear how It seems we are just shifting from a game that needs strategy and a reasoned approach to a more or less Call of Duty arcade game. I think Medic as a role is dying, as well as the more strategic layer of the game. This is a major gameplay change which will deeply impact the matches. Teamplayers will keep on being teamplayers, loners will remain loners; but the game will change into something different from what it made it unique. As a side note, as a Combat Medic with 300 hours of experience, I completely disagree with this sentence: "Medic is more fun, medic is more powerful, teamplay is incentivized". I feel it is the very opposite.
  14. New Revive ability

    I don't really get the point of the changes to the revive system announced today. Enabling any player to revive fallen mates means flattening the gameplay and removing part of the tactical situation Squad is currently giving to the players. While we all agree that fun > real life, it looks utterly not realistic that anyone can simply approach someone and revive him. The Medic class reflects the specific need of deploying trained, qualified personnel on the battlefield who are able to treat wounds and help teammates. The current iteration of having anyone being able to stop the bleeding is probably the best compromise indeed, promoting teamplay (the medic doesn't have an indefinite number of bandages) and mutual help. What is the added value of a medic from now on? Maxing the health or the stamina of other people? There is little to no point in keeping playing medic; the fighting equipment is often of lower value than a generic rifleman and I expect a mass migration of specialized medics to other classes. As of today, a medic is a real asset in the team, just like all the other specialized classes (from the AT to the grenadier, to the marksman and so on). Reviving people under fire requires skills and experience; just like any other kit, it can be played by anyone but mastering it requires specialization and a bit of dedication. Having good medics can make the difference in battle, just like the fact that the tactical options changes dramatically knowing you have or don't have medics close when you are launching an assault or are waiting to be revived. On top of this, playing medic is sometimes the choice for players which are not that good in the firefighting but that can provide a consistent and priceless support to the team with their altruist attitude. They are rewarded by the fundamental support provided to the team, rather than the shooting skills. We are picking probably what is the most teamplaying kit in the game and trashing it into the bin. Is this the way we want Squad to proceed? What is next, promoting the K:D ratio over the team/faction result? Not counting that, on this basis, there is no point in restricting the AT use to the AT class only, the grenadier to grenadiers, driving heavy vehicles to crewman only...
×