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About pinko

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    Fireteam Leader
  1. V13 Optics

    I've never had a problem countering optics in Squad. They may be the most versatile loadout but if you play to the strengths of your class they don't have to dominate. The unconventional forces get fast vehicles to put them in ambush positions that can force close range engagements around the cap zone. Smokes and smoke mortars can allow you to close the distance if you're on the offensive. Long-range explosives can take out snipers from an off-angle. Sure, optics provide the simplest advantage but they're by no means insurmountable. They get fewer grenades, hampering their ability to clear buildings and entrenched positions. It's all a give and take and I think OWI's done a good job balancing the factions and classes.
  2. Iron Sight Rifleman Buff

    Ammo bag is OP AF. Need a wall of smokes to get your flank on? Want to clear a compound with frags? Revive your entire squad and have bandages to spare? And yes, making sure your friends can keep shooting is pretty rewarding if you're not an asocial kill hog. Iron sights also get faster sighting and increased FOV, making them better than optics in CQC. Can't see why they'd need anything else to make them an attractive choice in an assaulting squad.
  3. Grenade and Mortar Blast Radius

    Eh.. 30 m radius seems really high. I'd be happy if they increased shrapnel range a few metres. Don't need to drop an enemy with every explosive, just forcing a bandage is good for suppression.
  4. Body Armor

    Body armour would be cool to test out. Could see it being an interesting gameplay element to mix up combat, similar to the vehicle armour disparity currently in game. Different move speeds for infantry might be difficult to implement with all the animations involved, but increased stamina costs for armour would be easy enough to do a quick test.
  5. Fireteams are great. You can split the squad up into overwatch and assault elements and not have to give orders by individual names.. Just "alpha team overwatch from mark, bravo on me for assault". Easy. It facilitates all kinds of tactical manoeuvring. You can give fireteam leader to a mortar team and they have their own ranging marks. Same for AT roles and spotters like optics/marksman. It lets you delegate leadership to experienced squadmates, so you can send out a flanking element that you don't have to babysit from the map. Personally, I disagree with OP when he says squads work best as one group.. I find that is rarely the case. The fireteams make it easy to efficiently split your squad into supporting elements, cover various angles of attack, coordinate armour and infantry, etc. No downsides so far as I can see.
  6. Yea, this happens quite a lot, but there are benefits to playing on the losing side. You get better by playing against competent players, and you'll have more targets if your team can't get any kills. Always join the losing side and and aim for the top K:D on the server, and you'll improve your shooting and gamesense much faster than anyone on the winning side. Then when you're posting 50 downs per match and you win that first 1-ticket game against the clan stack, who cares about those earlier losses?
  7. Stabbing prone enemies

    You can pounce on top of them by run-jump-crouch-stab. Hit them in the back
  8. It already goes on the map when it's built though...
  9. Just an ease of use suggestion for SLs who want emplacements built: put the emplacement on the map when the SL places it, not when it's been built. Frees up the marker for uses other than the shovel
  10. V12 no ammo

    3 mags is plenty to do some damage... get good lol /s But seriously, conserve your ammo.

    They wouldn't be abandoned if the logi could pick the ammo back up. That's AT rounds and grenades you'd be leaving behind!
  12. One suggestion I'd make since playing with persistent ammo for a few games is to add particular equipment items to the radial menu for rearming. There's plenty of space to do so on the dial for the rifleman ammo bags, but it would require some restructuring of the ammo crate menu. Separate options into mags, bandages, grenades, kit munitions, with point costs for each. 1 click picks up one of the selected equipment. Keep the resupply all option bottom right. This would give us the most control over how to allocate precious resources and keep it intuitive (without implementing complicated systems like automated equipment prioritization I've seen mentioned elsewhere). Would feel a bit like buying at freeze time in CS
  13. SQUAD - The more, the worse

    Frequently I find myself creating a squad if my SL is being stupid and/or abusive. Doesn't take long for others to get tired of their BS and join me. No words exchanged, no grief. Just walk away.
  14. The M4 feels extremely inferior now.

    I've been using the burst aiming at the enemy's stomach at close range and finding it to be effective. It puts those first 3 rounds into them before they can get 2 of their own off if I've got the jump on them and I usually come out on top if I'm accurate. The trouble is, with suppression and weapon sway, accuracy is harder to come by . The SL red dot M4A1 is automatic, and godly.
  15. Increased LAT/HAT rounds for infantry is my favoured solution to this problem. This would follow the same design principle of the weapon sway and suppression system increasing the duration of firefights. As LATs do less damage now, give them more rounds to continue the fight if the vehicle decides to stay after taking the first couple hits. Vehicle operators and their squads could respond by retreating, taking cover, attempting fire superiority, or popping smoke while the LAT reloads. Better than the one- or two-and-done vehicle explosions of v11, and better than the armoured impunity of v12.