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Everything posted by TheRubbaPelican


    Aren’t the devs reworking all of the current maps up until the end of alpha? That’s probably when the other maps will be brought to the levels of Skorpo or Talil.
  2. Anti-cheat Timed Out

    If you enter a queue, and the map changes before you’re let in, it usually does the same thing. I think refreshing every so often fixes it.
  3. What SPECIFICALLY is your problem?

    I think we’re starting to come to a clear point of agreement, and one of contention. I totally agree that it would be much better for gameplay to essentially start a “whole new game” (although it may get excessively frustrating from time to time based on enemy and friendly squads’ movements), but I don’t see how this is going to eliminate the rushing or bring back tactics. This will make those who adhere to the tactics and strategic planning Squad requires take it to the next level, but those who don’t care aren’t going to care, and they’ll burn through tickets and lose the game because of it. The mechanics will make them more upset, perhaps more careful (not necessarily tactical, just a bit slower), but that doesn’t mean that the rush is going to stop. The whole idea of rushing, after all, is recklessly charging headfirst regardless of what you do and do not know, so creating unknowns isn’t going to change that. I’ll admit, you’ve convinced me that a spawntime increase could be more enjoyable for myself on a personal or squad level, but I have yet to see anything that assures me these modifications will make people care about the effects of their actions.
  4. What SPECIFICALLY is your problem?

    What it comes down to in the end is that the respawn mechanics we’ve suggested tweaking in this thread can only affect respawns. The devs could try adjusting spawntimes, but that makes it just as difficult to perform tactically as it does make rushing difficult. If a rally had a 90 second timer, that’s a minute and a half that you have to predict what happens, where the enemy is now, and how best to respond. The more time we add, the more difficult it becomes to play the game for everyone (we all make mistakes, or have situations where the enemy does something so stupid it works). There are so many human factors (the result of Squad’s almost-sandbox playability) that mechanics can only control so much. This is also demonstrated in the different experiences I have on my usual servers compared to you, @Nightingale87 , or you,@MultiSquid. The mechanics influence, but do not dictate gameplay, which is ultimately in the control of the players/communities by a large margin. I feel that the cost of making certain changes discussed in this thread is too much for the amount of influence these changes are going to have.
  5. What SPECIFICALLY is your problem?

    This is true to a point. In Squad, I’d argue it isn’t as true as it is in other games. Do people create strategies based on what the mechanics are like? Definitely. The problem I see with the argument you make is that you assume that certain aspects of rallies are at fault for this gameplay, and that HABs won’t be able to do what a rally does. The simple ability to magically resurrect yourself creates the same carefree attitude that you want to stop. All the current rally mechanics do is ensure you won’t be stuck playing reckless “run’n’gun” style for longer than you have to. Even if I have to walk a little ways more than usual, or wait longer to get back to the battlefield, it’s still worth more than sitting and shouting “MEDIC” and hoping someone comes.The issue at large here is not with the rally only, or HAB location, but the existence of respawn capabilities in game. This is where I agree. Tickets don’t mean much to the average public player. This, through, is a result of player psychology, not mechanics. OWI needs something that shows the importance and value of tickets to players, otherwise the rush meta will continue. A better understanding of ticket value and what it means to give up, lose a vehicle, etc is what will best stop the careless play some engage in. Perhaps a post-game stat that shows overall ticket loss/loss caused would be a good motivator to conserve tickets, lest you be called out by the entirety of the server.
  6. Destruction of vegetation

    I agree there should be a way through single obstacles like these, and a destruction mechanic would really add to the game. Problem is, a real destruction mechanic would likely burn a hole through my poor little machine... I guess I need an upgrade anyways...
  7. What SPECIFICALLY is your problem?

    First, the rally issue. As I previously explained, in this thread, v13 in particular It’s not so much the rallies or game mechanics as it is the players. Staying alive is less important because no one values (or pay attention to) tickets like they should. The whole “rush meta” is not incentivized by game mechanics, but by enthusiastic players eager to get back into the action and enjoy the experience only Squad provides. The lack of tactics can’t really be blamed on game mechanics, that lies on players (not necessarily a bad thing either. Some servers/communities are more casual, some aren’t.) Second, the casualness/realistic-ness of mechanics in Squad have been discussed endlessly (I’ve explained this a lot...), and perhaps we won’t ever see an end to the discussion. However, in it’s current form, Squad provides an open platform to execute maneuvers, move with tactical excellence and cunning, and do well, or mindlessly charge, blow some stuff up, and get a mixed bag (it works sometimes, depending on how the other team plays). Are there problematic mechanics? Sure (buddy rallies aren’t my favorite when they’re used to advance the whole platoon), but that doesn’t change the fact that Squad is team-oriented or has a certain recipe for success (advanced tactics and coordination), nor will it change through virtually any new mechanic or system. What it comes down to is this: OWI is a business trying to make money, yes, but they’ve already cemented a good chunk of their product and it’s key features. We can talk about how awful this feature is or how great that mechanic will be, but none of that can really change what Squad is (again, within reason, killstreak gunship calls or the like might change it just a little... :P).
  8. What SPECIFICALLY is your problem?

    What v13’s features did is reduce the consideration of time in maneuvering and spawning. It’s now easier and quicker to get shredded as a squad if your SL doesn’t actually care about the in-depth tactics the gameplay (in particular the ticket system) requires. Since a “ticket” is a measurement without units, it doesn’t have meaning to some SLs, and so they keep rushing in over and over until they lose. What v13 has done is illuminated an underlying issue that has been around for a while (I believe it is titled the “rush meta”), while making it easier on a good squad hindered by bad ones. I’m not going to say that the updates are good, but this is what I’ve noticed in most v13 discussions.
  9. Voice Lines?

    I think having voice lines available adds to the immersion, hence their inclusion. I actually like the idea of allowing the enemy to hear you when using the lines, but the use of them also has the potential to undermine real communication.
  10. MRAP vs Kornet

    The Spandrel's Konkours missiles aren't nearly as powerful as a Kornet is. It takes three to kill an MBT or IFV. As for why it takes two to kill MATVs, it might just be because of the damage models. Logistics trucks often take two LATs to destroy atm, dunno if that's intentional or not.
  11. Destruction of vegetation

    Replicating downed foliage for 80 or 100 players would be tremendously difficult to do without a major performance decrease. What the devs have been doing is allowing certain bushes or fences to not cause collisions instead of being destroyed entirely, and that has largely stopped vehicles from getting stuck on bushes or small trees. With a little more improvement to the current system, destruction mechanics would be a visual/immersive change that wouldn't be worth the performance issues.
  12. Idea - Backup/CQC Sights

    Would be interesting to see how they’d implement this, especially with the addition of so many new optic kits in v13. What key would they default it to?
  13. Female soldier models

    The simple fact that you have insulted everyone who contradicts you is evidence enough. Whether consciously or not you understand that your argument is tremendously flawed. That’s why you haven’t presented any genuine evidence aside from random claims that have very little truth, against Dubs’ personal experience. The burden of proof lies on you. Now I’ve said enough. Good day.
  14. Female soldier models

    I’m just gonna let you believe what you believe, friend. Your claims still make no sense and have no evidence to support them. As such, there is no reason to continue engaging with you. Have a great night.
  15. Female soldier models

    You fail to realize that Squad is a major war situation. We aren’t talking proxies anymore, Russia and the US or GBR are going at it, and they’re going to call up or ask for anyone and everyone who meets physical requirements. To argue that there aren’t many women in combat roles currently is entirely irrelevant, and even then your argument still isn’t well-evidenced. Oh, and that last bit directed at Zylfrax? He actually made good points, showing that OWI had already included some sort of individualized features for the character models, and probably has the framework to do more if necessary. Your dismissal doesn’t even address the points he makes, and seems to be the result of Zylfrax making arguments you could not answer to.
  16. Buddy rally poll

    You didn’t expect a feature to come into the game, so the devs must be trying to make the next BF game? Buddy rallies aren’t a properly refined feature, and may seem a little “arcadey”, but to claim that Squad will become CoD with a VoIP system based on the new mechanics is flat-out wrong. There’s no correlation whatsoever with the addition of a buddy rally (which I’m almost certain doesn't exist in any game) and a game becoming more like the simplistic, Run’n’Gun stuff we’ve seen.
  17. Buddy rally poll

    It’s important to remember that the OWI survey is about features that the devs made already, not the creation of new features. I have a feeling OWI wouldn’t throw in killstreaks, level-ups, etc. even if a plurality of the player base asked for it.
  18. Female soldier models

    Uhm... Okay... Whatever you want to believe, I guess...
  19. Buddy rally poll

    I agree wholeheartedly. The thing is, it would require SLs to change, and I don’t see any new features that could cause that change quite yet. Using the buddy rally system as a band-aid and not a cheat code is what I’d prefer, at least until there’s something to teach SLs how to play, or most of the ones who do it regularly get a lot of experience
  20. Another way to deal with running speed in v13

    Same goes for you. What I believe is that v13 features have not created the tactical environment you describe, but a lack of experience and the ability to respawn in general has. I simply see v13’s features as a method of getting the inexperienced SLs to burn through so many tickets so quickly that the amount of time you have to suffer through their inability is minimal. I might very well be wrong on this, but I haven’t seen any real difference in the tactical approach people take. Perhaps it’s community-based or because of when I play and who I play with?
  21. Buddy rally poll

    I believe what Gatzby may be referring to is “volunteer sampling bias,” where only the people who are passionate about something take the time to vocalize their opinions or respond to a poll. Some people don’t really care about buddy rallies, or would like to see them implemented in a way where they can’t be used as a teleportation device, and don’t want to speak firmly for or against it. Others hate the new mechanic, and that drives them to speak out about it. That isn’t to say that this thread is an example, but it is very possible this is what is occurring. Personally, I think the buddy rally is okay for keeping the fight together and preventing the steamroller games that occur every so often (usually because SL comms break down or a solid enemy flank), but it’s not a good mechanic when used for advancing to the next point or position. It should (somehow) become a last resort, an option for making a withdrawal from a location and not what it is currently.
  22. Female soldier models

    He still makes a point. Trying to argue against the model differences on the basis of realism is not going to do much. Women have and continue to fight in all sorts of armed conflicts. Not going to say adding new models is a good idea, though.
  23. Another way to deal with running speed in v13

    No need to clarify, that sentence was written incorrectly. I wanted to say “that people no longer value making tactical decisions...” At any rate, your definition of not taking tactical decisions seriously has a few flaws. Not committing to a pre-designed plan is tactical decision-making. When making decisions, a good tactician prepares for what he sees and devises a million and one ways to change the plan if this happens or that happens. In Squad, combat is not (nor is it meant to be, as far as development has shown) at the platoon level like many One-Life events. This means that when “reinforcements” arrive, they can take a different approach than the squad which just got wiped. What you seem to be advocating in the above post is pure realism, not a game. While I agree that taking a little more time to make a decision would benefit us all, a “less forgiving system” that means every tactical mistake you make costs you the entire game is not going to be enjoyable with the way Squad is built (many, many limitations would have to be included to make it fun). Second, you don’t actually address your original argument. While you quoted the introduction to my counter-argument, you either ignored or didn’t care to address my real claim: the level to which SLs take tactics seriously is not affected by v13 changes. Squads made approaches from different directions after being wiped all the time in v12, and v11, and v10, etc. All v13 has done is lessen the misery, preventing us from getting stuck with SLs that throw their squads into brick walls and expect them to come out on the other side of said wall.
  24. Another way to deal with running speed in v13

    You’ve been able to repeat a plan over and over again “in 30 seconds” for a long time now. This isn’t a new sensation. While I agree that the run/stam changes in v13 are a bit much, to say that there is no longer serious value to tactics anymore because of it or the buddy rally or instadeath, etc is not true. By repeating a plan over and over, with v13’s newest features, you’re simply speeding up the demise of the teams whose squads are blindly throwing themselves at something, at the cost of many, many tickets. All v13 has done is speed up how quickly these sorts of assaults can end. There is still tremendous value and tremendous regard for tactical decisions among most of the Squad community I’ve seen, regardless of all the features we’ve complained about for over a month now.
  25. Is 50v50 coming?

    That’s also very true, but until then, we might as well enjoy the experience 40v40 provides. He’s having some fun, chill. Going after one another is... unproductive, to put it one way.