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About LugNut

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  1. November 2018 - Squad's Next Phase

    Yep, with offmap assets like PS, I can't wait for airstrikes.....
  2. My first thought is "tough, you abandon a vic to the enemy, consider it lost", but I'd rather they have an onboard repair kit than they respawn just for the sake of gameplay. If you can manage to get your butt there, and spend a minute repairing it, fine. I've always been a fan of each round starting with every vic sitting in main and none respawn, with a limit on what is available at any one time. Then everyone can see how many assets there are and once they are gone, they are gone. RIP
  3. Single layer Sand bags for ARs

    I think anyone with a shovel should be able to "dig" a shallow hasty hole shooting position if you are on dirt. It would lay on top of the terrain and not deform it. No one carries sandbags around in the field rolled up in their socks.
  4. Emplacements and Mobility

    Everything should be useable by the enemy as long as there is ammo. If the enemy loses their emplacements, and left a bunch of ammo and supplies, they've just screwed up. It'd be great if we had a sapper role, so if you are being overrun, you could blow the supply crate, or TOW.

    That's how it used to work in PS, now you can drive in, drop a supply crate and boogie. You can then come back, drop supplies to the crate while in it's vicinity, just like a FOB in squad, and rtb. You can also build directly from the truck if you want. Which is great if you want to build effective defenses, in that you can drop one crate at the back of the cap, one crate at the front, and drive the truck outside it to set up a string of fighting positions, a bunker, some log walls, creating a layered defense. Have one truck doing that while the other does runs to fill the crates. You're not stuck building an alamo. PS has much less terrain than Squad maps, so being able to build effective defenses on a wide open cap surrounded by open fields changes the gameplay dramatically. It's stupid, and would take a lot of logi runs, but if you want to, you could build 12 mgs, I don't see why the game should limit you. It's like a lot alot of gameplay decisions, you learn to make ones that have the best outcome, otherwise, you pay the price. There are only restrictions on vehicle tents, you can only build them at FOBs, other than that, you can build anything, anywhere. Now that AAS is in, there are restrictions on FOBs per team (2), and a 300m distance between them. And red zones like before, but larger, since there are rallies now too.

    Sure, boxes will be abandoned, just like lots of things are in game. It's not like Squad is or is played as a milsim, without magic respawns and all of that.

    It's a fair workaround, but as players we're so used to radios being the requirement to building, I don't think people ever stop to think about how illogical it is. In the old days as you know, ammo was limitless, so you needed to limit how many ammo boxes you could place, and to do that, they tied them to radios which had their limits and point cost, to keep people from dropping them everywhere. We now have to resupply ammo points, so the most logical, way to allow people the freedom to set up ammo supplies is to allow people to drop them from a logi, wherever they'd like, with a smallish amount of ammo. If you want more, you have to resupply it. More trips means more risk for logi and a greater chance the enemy will find it and destroy it. Give them points as a reward for doing so, and now you have a naturally limiting system. With the new takedown meta, I'm not even sure why we still have radios, they're a relic of earlier systems. HABs should be limited by radius, and/or by total number, but I don't think anything else should, it stifles creativity and replayability. If you have the trucks full of points and the willingness to keep things supplied, you should be able to build anywhere. I know you're not a PS fan, but their new logi system and deployables makes fortifying objectives, and creating a layer of fighting positions instead of only superfobs possible and so much more preferable.

    I'd rather if you could just build ammo crates anywhere you'd like if you have the points on the truck. I don't see the logic of requiring a FOB to leave a box of ammo on the ground.
  9. Emplacements and Mobility

    Simply decouple construction points from FOBs, enable building from supply crates that get dropped from tucks and helos, and from trucks directly. Any unused points can be loaded back up from a supply crate into the truck. Digging down a FOB loads those points back in as well, enabling you to pick it up and replace with another. FOBs in PS come with a certain number of free emplacements, so those in effect can be moved. It works really well in PS, it's easy and simple to understand.
  10. supply system

    It's more logical and flexible too.
  11. Vehicles vs AT infantry in V12

    Once the devs add a commander role, and presumably off map support, that would help in dealing with stubborn heavy armor, at least in keeping it moving.
  12. October 2018 Recap

    I know it is. Players give up all the time, I think pre V12 they probably gave up more often than wait for a medic unless they were 10 seconds away. I'd play LAT and suicide just to get more rockets and move across the map. That doesn't mean that it's the best idea in terms of what the devs wanted or for gameplay. I know people won't be suiciding now as much just to rearm, but if you had to wait for a revive each time they went down, they'd play more carefully, which wouldn't be a bad thing IMO
  13. October 2018 Recap

    One way to discourage people from giving up too easily is to just not allow them to give up at all....... It would also give you the incentive to play a bit more cautiously. Type respawn in console and you can only respawn at main with a suicide penalty.
  14. Squad system/types for vehicles.

    At least you're consistent, in all of the years I've seen you on the forums, I've never seen you like anyone's ideas except your own. I'm just contrasting what I see in Squad against what I see elsewhere, I don't expect it to make the slightest difference in the overall scheme of things.
  15. Squad system/types for vehicles.

    Both games have game mechanics that dictate how logi squads operate, one is more structured than the other. I play both, I see how the mechanics enable players to play, and how they choose to play. They're not identical games, but they share similar environments, similar player base, mechanics and game modes. Based on what I've seen in PS, I'd venture that a dedicated logi squad would be an improvement, it'd have to be bigger and tweaked a little, but I think it would be better than what is there now. Sure, dedicated logistics squads are a possibility in Squad, and you occasionally see them, they don't work very well for the most part IME outside of running mortars. Usually, it's bc the SL is fixated on building a stupidfob on a single point, not in doing what is best for the team. Or some dipshit grabs the logis, gets them wrecked or takes them for his pet project. The current mechanics in Squad make that more likely than in PS. If you are in that stupidfob guys squad, you either leave, or sigh and shovel whatever he's building, then watch it get overrun. In PS, you can leave him to it, and go do what needs doing since you too can build and supply and the logis are yours alone. The current Squad mechanics make it harder for good logi people to find and work together, the mechanics in PS make it easier, so I think there you get better logi support. While an open format like in squad where you have the freedom to turn any squad into a specialized squad is great in a clan type situation, it's not so great in a public one. A little structure like dedicated squads works better in a match with pubs. I like your overall system where fobs and such need supplying, and I agree, that if supply runs were necessary in Squad for spawns across the map, you'd see more people creating squads focused on logi runs, but they aren't that necessary, and outside of mortar fobs, and superfobs, logi and fob building is treated as just one more necessary task for SLs. Which doesn't make sense to me.