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Everything posted by suds

  1. Couple of bad decisions in my opinion

    interesting point. for a revived person with no medic around, will the stamina regain be slower or totally stopped? player frustration will kill any game. I certainly wont spend 4-10 mins limping back to the base to find a medic. 100 second penalty for a respawn is far more appealing...but a disconnect and join the same or another server might be even quicker. if that becomes the norm then I might join the crowd in a migration. I currently only play Squad, over 2700 hours. I don't know what will happen and I haven't played this new system. Just that question above. I am not a patient gamer.
  2. Is there a memory leak in V11?

    i was in my loft the other day and spotted a stack of WD raptor drives I used to have in RAID to get better hdd performance. 10000rpm used to be important SSD should be a requirement. It is the most noticeable upgrade you could make to your pc, just do it, 500gb is plenty, the other junk can go on your old slow drives.
  3. Chatroom while waiting in queue

    OMG look V12 is release, close your game and it will install!!!! *me at front of queue* I've said before that I think chat should be persistent even while server is loading new maps. Good for community.
  4. Extra damage state

    in my head the stamina is going to be effected by these things. not sure how this go there.... Need a new inventory slot for right click - "have a little cry" left click "kiss it better"
  5. Where all the other players have a ping of 30-100 mine will display as about 80 in game when server is running smoothly. I am very aware of server load because I see all the pings float up and down, I watch my ping a lot...during server load mine will double or triple while others only double. My ping is always floating up and down while others remain pretty stable. Unless updates to my own ping are displayed to the me differently to other players pings I am pretty sure it is not related to the server. I would expect 40-60 ping on the servers I play on in the EU region. My ping can reach as low as 60 at times but is always 40 when pinged from the command prompt. I have just started messing with graphics settings to try and reduce CPU load, mine sits pretty high at 80-90%. Any tips to reduce CPU load would be good, nothing seems to make any noticeable difference.
  6. YES! This is the same for me. I get more than double the ping in squad than I do in any other game and the ping and response of the game is very unstable. This wont fix it but building a case might get us some help. Try this: Find the server ip of your best performing server, you can get an IP from the Steam Server browser. Open a command prompt in Windows, Press Windows Key then type "cmd" and hit enter. Type ping -t then the server IP without the port, eg "ping -t", this will constantly send pings and display responses to the server. You will see: Pinging with 32 bytes of data: Reply from bytes=32 time=21ms TTL=117 ....etc Leave it running (you would press CTRL C to stop it) and join that server and play for a little while, watch your ping a bit. ALT tab and compare to ping at CMD prompt I can maintain a stable 40ms to all other games and to the game server, but in game my ping shows as over 130 most of the time and jumps in range by over 60ms almost constantly. This makes gameplay very hard for me. The strange part, the ping stays relatively stable in the CMD prompt even while jumping wildly in game. I play on Win 64, i5, 970/980ti cant remember and lots of ram. have tried: A brand spanking new laptop, my work one is i9 with a 1080ti. Reinstalling. Repeated flushing of caches and profiles. Messing with the steam max pings in browser stuff Wired, wireless, short cables, long cables, total lockdown so only squad is able to access the router. Glaring at the ISP employees (they visit my area a lot) I think this might be related to my ISP and ports. I wonder if BT (UK's worst ISP) is routing the traffic differently for Squad than it does for other games? I am changing ISP as soon as they build some new lines. (I am 5 mins drive from the centre of a large city but am considered "Rural" in the UK. ) I am willing to pay for a solution.... @DanteZeroDo you have similar setups we could narrow this down too?
  7. betterer* to allow the designers more freedom to shape the zones. *betterer is like better but better(er)
  8. I read the forums in my lunch break at work and play nightly ( I am currently the worlds best squad player* ). I'm in management... Spread throughout the threads here and there are lots of leadership suggestions, talk of limitations and restrictions. In game it is usually, who should do what, who did this and who did that and most often "I am doing this (implies everyone else should work around me)" or "________ (nothing)" When the squad leaders have some experience with the other leaders and the team there is more often a comment of "I will back cap" or something similarly nice to hear from teammates. This is just an idea for discussion, it is a long way from complete. If you don't like it please try to be constructive rather than typing negatives without reasoning. There are hundreds of variations which could be made to this idea, i'd like to see it kept as simple and free form as possible. My proposal is to formalise these missions a bit more. Mission creation: Give leaders a tool which is simply a button, [Create Mission] with a small/medium text box and is linked to a set of markers on the map (new map tools imminent) and some button to change the status/position of the mission in the list. As a squad leader you can enter something such as "Rush Papanov" and tick a box accepting this mission to indicate that is what their squad will do. The same squad leader could enter "Supply Papanov FOB" as a mission but leave it open for any squad to tick. Missions could be anything: Defend hilltop Defend a region Attack a region Make advance FOB here Hunt for FOB in this region Block supplies Clear vehicles from this region The mission list could have up and down voting obviously the mission of Attack x flag will be popular and near the top, Defend x flag will also end up near the top, it is the most important. The mission to search the far corner of the map for magic mushrooms might appear but will not regularly be upvoted. Why is this needed? All of this could be and is currently being done in SL coms. This is true but it is not always clear to all and there is often no reward for squads and players doing critical things. A common question is "who is defending x flag?" Sometimes a squad will say they are defending but more often than not the squad has wandered away, everyone wants the easy job of attacking. This system gives them a mission which they can accept, ignore or fail. If they ignore it then at least the team can see the mission is still open. Mission completion success/failure: Tick boxes for ongoing and completed or failed. Completing some missions could be automated eg Supply, build or destroy a FOB or Defending a flag till the round ends. Attack a flag missions could have toggle to defend them following a success. This could be a new mission created manually or with some fancy automation from clever coders. Squads get mission completed records in the scoreboard for that round with failed/successful tags. This could just be a score or a summary in a new tab or hover for missions. Abuse: Because the mission name box is free to enter text there will be abuse. This is the internet. The creator of the mission will be tagged by name and squad. Leaders could choose to suppress this mission and hide it from their view, a few people hide it and it gets removed automatically. This has a secondary effect of down-voting bad missions until they are hidden/moved to failed. Creating missions and stuff for buddies and marking them done. No-one really cares...perhaps a mission score could be multiplied by the number of squad leaders who mark it as completed. Names and squad tagged in all entries so abusers are clearly visible. Missions created will only be visible while squad exists or the mission is accepted/complete Requirements: Time from squad leaders. After some coding/UI design from the developers the effect on SL time is probably the most impacted. Everyone gets some downtime and some people like to have organised lists of objectives. While dead you have plenty of time to check the map, see what needs doing and make marks and missions. A good SL will use this time wisely. Being a passenger in a vehicle gives you time to do lots of admin, or drive badly if doing both. Spawn screen space, could be a tab. New icon tools, eg region markers. Database/Log entries and access. Languages...server dependent, unlikely to block benefits. Clear markers could negate any text language issues and these are likely present in voice chat anyway so this is already an improvement. Lunch break over...i'm sure this will adapt
  9. Piracy gamemode

    this was a great game https://www.google.co.uk/search?q=Sid+Meier's+Pirates+1987&source=lnms&tbm=isch&sa=X ....back in my day gameplay was all we had
  10. I like chatting with the ghostly admin.
  11. there is a bug where everytime you load into a server while a map is changing you will get the EAC timeout kick after about 30 seconds in game.
  12. promoting teamplay

    New mission created, your vehicle is tagged. ACCEPT/DECLINE Transport infantry from area 1 to area 2 Accepted... Vehicle destroyed... MISSION FAILED Missions Accepted 5 Missions Failed 1 Missions Completed 4 I'm going to call this "Doing a Tarantula"
  13. The picket fence is part of the British Airforce standard defensive lineup https://www.thesun.co.uk/news/6496188/raf-jets-protected-by-5ft-picket-fence/ Perhaps the impressive ballistics protection is a little known fact protected by the many millions of homeowners who erect (gigiddy) them? These guys are doing it wrong https://en.wikipedia.org/wiki/Slat_armor
  14. missing keymapping slots ??

    In my English version (never changed from default) the movement keys are not labelled. They show "??" i think on both vehicle and infantry tabs, I had to look at the other ones to see which was left and right etc by looking for WASD. i transfer my keys to TFGH.
  15. LOL it is so easy that you have probably already done it! it has been 10 hours since you posted! are you already on V2 of your mod?
  16. Weapons precision nerf

    1 hit kills on vehicles is boring gameplay for the vehicle and for the guy holding the rockets. The rest is fine.
  17. customization

    At 3000 hours you unlock Hearty Breakfast which gives you more stamina. @Smee will confirm this. If you dig a 10m trench you get Good Nights Sleep which makes you more aware. Kill your SL 3 times in a round and you get the special Recruit Kit which is very different from the other kits.
  18. Game Crashing

    get some temperature logging on CPU and GPU and see if there is anything which lines up.
  19. above is very true but it should not end the discussion of this. Im not arguing strongly that UAV should have a place in gameplay but it is a genuine tool which would be interesting to the way factions can play. There are still ways to make it work. eg options: 3 + click planar deployment of effective camo nets.... improved player and vehicle camo performance against base ground textures adjust some trees to have more upper foliage and spread covered markets etc irregular HABS built inside structures not requiring big obvious walls and roof Limit UAV HQ to deployed near FOB with relatively low range + require prerequisite other deployments ie make it a big base. Make a UAV really noisy and relatively easy to shoot down with small arms with a low effective altitude...clouds/fog/dust/stability high wind at higher altitude. Mobile spawn buses FOB hunting is already pretty easy with a few people who are patient enough to flank without taking contact. FOB placement and defenses can adapt. They already have since the HAB, there are plenty of ways to deal with the balance.
  20. Balancing irregular factions would not be so hard. I am not convinced any of this is needed but there are options. Lots of options, any or all: Surveillance cameras linked to a crappy mashup of screens in the HQ van/tent. These could be manually placed by scouts, could also give the scout a little screen. Cameras with remote controls placed on towers and key points. These could be on a map layer as standard and controlled via the HQ with zoom, pan, tilt Deployable cameras which can be set up near a radio. Vehicles which look like the static objects laying around the map but with cameras. Allow scouts to place markerw like squad leaders can. Give scouts some fancy binoculars (even IR if it needs a big boost). Some simulated audio chatter in the HQ which imitates a spotter kid with a phone calling in intel from his little village. (reality). eg "Lots of tanks coming through Village!". No magical marks but genuine information which needs to be placed onto the map by the operator. Could require connection of cameras to a phone line, limiting range and increasing chance of finding these devices. Balancing through: High cost for loss of HQ, higher for regular factions. Low quality video on UAV/deployed cameras, live transmission of video is terrible, allow review of higher quality after a time to simulate transmission delays. Limited range of transmissions.

    I play Scout quite a lot so I know the issues. I think all teamkills should be counted as a death to the person who did the killing. This way the only penalty is the need to respawn or wait for medic, this penalty is fine and people getting teamkilled are rarely innocent, situational awareness reduces the change of being teamkilled eg local chat " Friendly inside". Mine teamkills have been discussed before. There was some talk of trolling with mines if the person placing them was to be removed from responsibility, I think the above increase in Deaths to the person who teamkilled would help to reduce this. I hope that destruction/loss of vehicles is counted in future scoring, the driver should be responsible for the loss, not the player who placed the mine.
  22. This forum is about "Squad" not the fictional game called "Commander" If I make a squad it is because I want to lead.
  23. Re-Master Loading Screen

    all true @virusman
  24. Disable HAB by enemy presence

    I agree Johnson... more targets is great, pressure and high level of challenge to take down a HAB is perfect. Meat grinder is the issue. Perhaps the proposed system could be balanced with a soft takedown of the HAB, make it so normal players can dig it down but the enemy can psuh back and put it all back up just by dropping a new radio and doing some digging, penalise the resources perhaps.... A complete removal of the structures and HAB could require lots of explosives or heavy machinery everyone wins. (or extensive digging for really boring people, im talking several minutes to destroy the HAB)
  25. Re-Master Loading Screen

    generous of you to offer @virusman I expect the UI team has plans and will be able to knock it out pretty fast when they get the time. Really it should have active content which matches your settings but this is also pretty low priority.