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suds

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Everything posted by suds

  1. tank focus maps are boring for 90% of the players, pretty much all the ones not in a tank. "oh we ran out of people to shoot at..." "transport is coming." "transport is on fire...." [aim toward remote flag, double tap forward, go raid fridge]
  2. digging can be the magical tool that solves all problems #I'd happily dig a wreck for a bit if needed. I'd also be happy to dig my upside down vehicle to get it back the right way up / unstuck as discussed before.
  3. What does this game do better than PR?

    no-one has mentioned the ability to move around as infantry with some possibility of cover. Too often PR was hide or die. Heroics was stupidity. In Squad the terrain and foliage give more options, options mean variety and that is the holy grail.
  4. commander?

    ------- Intel: "Squad 1 we can see that defence is going to be outnumbered and overrun in a few mins" SL1: "OK thanks" [makes own plan] Intel: "Squad 3 the north side of the flag appears empty of enemies" SL3: "OK thanks" [makes own plan] The diference is so minor but the effect on the game and the players is huge. Information is valuable, orders are annoying.
  5. commander?

    This is exactly the reason this capability should be NAMED "intel" rather than "command". Ranked lower than SL because they have no "command" power anyway. eg C: "Squad 1 fall back to defence" SL: "No" C: "Squad 3 flank north side of flag" SL: "That is a bad idea, no" SL: "commander can we please have supplies to the defence flag" C: "Ill ask the logi squad" Logi SL: "no"
  6. but then how will we make invincible roadblocks and radio cages?
  7. could be inconsistent. I couldnt kill one using an SPG in V12.1 We had a Warrior shooting our radio on a roof in Talil invasion and it couldnt get it below about 30%. It was disabled but never destroyed after a lot of rounds.
  8. Could use the radio damage limit as it is now. SL drops incendiary, takes fob down to 20-30% and needs to be dug the rest. In case you don't know; Currently when you shoot at a radio with a vehicle it can only be damaged a certain amount, some of it needs to be dug away. IED and HAT seem to get around this
  9. Jump over wall bug after using ammo pouch..

    I've had the same issue with vaulting/climbing. It is very inconsistent. Not sure about the ammo bag link. Last night I thought it was because I was holding a smoke grenade. A few times I think I've fixed it with the old "prone and crawl forward" trick. Again not consistent. Always frustrating....
  10. Redeploy From Main Base

    if your fob is overrun then you have failed and should be punished. loss of tickets and assets as well as the spawn is a good punishment. if you are defending well you will see it is about to happen and recover any assets in time. you can tell usually by pressing M and watching the little icons go transparent. "is the fob under attack?" Yes = drive logi away. HINT There are 2 kinds of FOBS: Hidden; don't build giveaways to fobs which are not being actively defended. Minimal if any additions to the HAB and ammo crate. Obscure the path back to the FOB by placing it in a location which forces the sheep to navigate around it in cover. Place the minimum and keep the logi full and safe. Active; defend it. but not from near it, if the enemy get near it you arent doing it right. Use the whole build radius as a minimum perimeter. if your rally is near any other spawn it is in the wrong place sort that out first.
  11. Redeploy From Main Base

    leave it as is please.
  12. We need more Skirmish

    We need more skirmish in all server rotations. Stupid tanks.... let me shoot people
  13. commander?

    for gameplay an intelligence division + vehicle/asset would be so much better than a powerless commander + vehicle/asset (powerless as in no authority rather than the asset capability which could be identical) A very simple but very important distinction which will effect the lives of those we love and hate.
  14. Horses for transport for insurgency

    Not just for Insurgents. armoured version?
  15. movement in ADS

    is 360 no-scope a standard part of military training? guns are heavy, stopping instantly on target with no correction is unlikely to get any traction in this community.
  16. Al-Basrah Rework.

    talil built up areas are a joy after the painful infantry gameplay outside those areas. Would be fun to mash some together in a Sumari style inf map. Talil inf layer is great fun already.
  17. Capture Speed

    A12.2 - The cap speed will not change with more or less players. It is Increasing, decreasing or not moving.
  18. Deployable mine fields?

    How about deployable sign posts instead?
  19. squad lead is MEH

    Server dependent. I have low expectations on some servers and either play it how I want without worrying about the other squads or take the important tasks and manage the team by herding the sheep via fob placement. Some servers have regular squad leaders who know one and other. These are a pleasure to play on and you can often get something done just by suggesting it in the SL channel. Voluntary mission attachments because they need to happen. "Can I borrow half your squad on the attack flag?" "Yes" Win
  20. I agree with Zylfrax When I know of a FOB/Rally I could just camp and boost my KD, I feel like I am penalised on the scoreboard because I go and find the spawn, often choosing not to engage so my team will win. I often take out several FOBs in a round because most people are not creative. If successful in finding that spawn and harming it I should have that reflected in my score. I'd be happy if this went to my squad because I will always encourage my squad to take out the cause before fighting the symptoms. The squad might not get kills but they will win rounds by following this path. Another score bug on several maps...sit in a flag which is owned by your team but out of play, clock up defence points for free without contributing anything.
  21. Current Wave spawn system makes finding enemy rallies in the field harder, people used to walk directly to the flag one at a time. So you would just connect the dots, collecting kills until you found the spawn. Now they tend to move apart as they walk in and the frequency is reduced. When you do find the rally you can't just pop one guy at a time, you need to pop several. Much more challenging(fun). I'd like friendlies/squadmates near a spawn point to reduce respawn time. This will help bring squads closer together. eg A spawn wave spawns 2 guys at the rally. 6 other guys die soon after the wave. They would normally have 60 seconds wait. Because the first 2 guys are there the wave timer is reduced to a max of 40 seconds. 2 guys stay at the rally to keep the timer down, if they left it would jump up 10 seconds for each player. These 6 other guys spawn making the total within range of the rally 8 players. Last guy dies and instead of waiting for the spawn timer he is allowed the minimum spawn time, eg 30 seconds. Of course all the numbers can be adapted. The standard rally spawn timer could be increased a lot. eg 120 seconds. By working as a team the squad can reduce the spawn time by sticking near their rally. Then they move off as a wave. The maximum time reduction could be achieved by a low number of players eg 3. Range to reduce should be sensibly high, standing in a 15m radius of your teammates is usually stupid.
  22. The player controls

    Options and flexibility is all good but there 104 keys+ on most keyboards Console ... lol
  23. double tap forward should also include the sprint modifier at least as an option. I have a peg holding shift down right now for those long runs...normally i am in another room for these
  24. Progressive RAAS

    When RAAS was announced I thought it was going to hide flag order in some way. Eg you start to cap your first flag and the second flag is exposed, start to cap that and you see the third flag and so on... Current A12.2 is great in that it gives a huge amount of variation for the number of maps we have but the rush meta is still valid. Fog of war as it was called does sound like a good way forward. Layout could be fixed from the start or with some funky coding could adapt to the flow of the game like mario cart slow guy boosting Biggest issue for me now is the dull first few mins of every round. Driving across empty maps makes me jump servers or go and wander around my house. Please make more randomised forward spawns or so the start of each map is less repetitive and action happens sooner. Pre-capping some or all flags would be a nice buff to the biggest maps and they dont need 50/50 balance, make us fight out of the base occasionally for variety. For extra coder bonus: Balance from previous round sometimes. eg steamroll this map and get a flag, location or asset disadvantage next round. Competition layers can be fixed, public should be as varied as possible.
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