Jump to content

LugNut

Member
  • Content count

    1,491
  • Joined

  • Last visited

Everything posted by LugNut

  1. One way to help incentivize returning tansports and logis to base is to give the driver a free spawn instead of a spawn penalty.
  2. Logi Truck and Supply Suggestions

    Who would get airdrops? Just conventional? Even ragheads without RL air support? I'm not necessarily against airdrops if there's a downside to using them, as in they are a risk, both in they help the enemy locate your whatever, since you can't move them. You're restricted to an X meter radius to use the supplies. As well as, if it gets overrun, you lose the supplies out of a finite amount, which could be fairly substantial. Instead of just tickets that represent lives, you should also only have so many supplies at the start of the match. While I concede we need magic spawns in some fashion, I don't like the idea that they are limitless unless destroyed or until the end of the match. I'd like them to require a resupply, and I have no problem with them being mobile spawn points/vehicles. What seems more logical to you, to have a radio you can only place in arbitrary areas that have no correlation to real life, that you have to shovel up and shovel down if it's in danger, or a vehicle you can park anywhere you could in real life, and if in danger, you drive it away. Out of tickets? Drive it back to main for a refill. In the meantime, the other guys have a vehicle(s) to find and kill. Give every transport it's carrying capacity in tickets and let it act as a spawn point if stationary. If that was the case, and thin skinned vehicles actually acted like thin skinned vehicles where you can easily shoot the occupants, you'd have to control the areas around a cap to bring your people in close, to either attack, or defend.
  3. Kamdesh - GB Optics vs Militia

    Don't get me wrong, I'm all for giving irregulars more abilities that are asymmetrical, that suit the fact that presumably it's their home turf, like they have an earlier initial spawn so they can set up defenses in certain game modes, instead of only riflemen having sandbags, give all on their side small deployable defensive positions, more smaller vics for greater mobility, suicide trucks, more ieds, more motorbikes, bring back 2 HE rpgs for LATs, stuff like that. I don't think the factions are balanced, especially with the additions of new armor, I just don't think the issue is as simple as "Bluefor has more optics, so that's why the militia gets wrecked. Give the other guys the equal optics" Insurgents/militia shouldn't be able to win going nose to nose with bluefor, that's the point. Insurgents should be strongest when swarming, flanking and ambushing.
  4. Kamdesh - GB Optics vs Militia

    I've seen the Brits shut down on the first cap a number of times because they roll in, the insurgents are already waiting out at the river, they lose their vics and hab, which gives the insurgents even more time to strengthen their position and that's that. All caps will eventually fall, but if most of the insurgents are aggressive and out attacking to buy time and cost the enemy tickets, one squad can be fortifying the crap out the active cap, and another setting up a hab at the next cap. It's open terrain for both sides, force the enemy to cross it while you're in cover, it'll cost them more than you.
  5. Kamdesh - GB Optics vs Militia

    The advantage that militia have on Kamdesh invasion is that they can set up in good positions and then lay in wait for the Brits. The only time I've seen British success is when they can out manouver the militia. If half of the militia can hold them out of the cap, the rest can flank, kill their vics and rallys and camp their habs. Keep the brits under supplied with vehicles and they're doomed.
  6. Armored Technical

    I still see un armored techies shot up by small arms fire and the occupants surviving. They seem to have bulletproof glass and open windows.
  7. In addition to sandbags, I'd like everyone to have the ability to dig ranger graves. Without deformation, they'd lay on top of the map, but imitate a very shallow wall/pit you could just prone behind.
  8. Logi Truck and Supply Suggestions

    Also, and I know this is your idea as well, decouple HABs from FOBs, and allow a SL to place defenses/statics anywhere on the map. Defending on Invasion? Set up a line of 50 cals across the map with interlocking fire if you want, and can supply them with ammo. Lose them to the enemy, and they can turn them on you. Who in their right mind IRL would ever set up defenses for a cap point, only on the cap point? Where you can be surrounded and attacked from any direction? You'd set up fortified firing positions outside, where you can hit the enemy from the sides, forcing them to split their focus on the cap, and before they get close. As a logi driver, I'd much rather drive around dropping supplies at multiple locations as they need them, than the same run from one super fob or mortar pit to main over and over.
  9. Paratroopers

    Not yet, but it would be appropriate considering the setting. I wouldn't be surprised to see it at some point.
  10. Invasion/Insurgency 24/7 [EU/EN] Server

    If you make it just Invasion, it'll be packed 24/7, check out the other invasion servers, always full, always a queue.
  11. I could support a stamina drain in an extreme situation like moving through a hedgerow for an extended period of time. I can't think of where that really applies on Squad maps though.
  12. Separate Tickets Armour

    I'm fine with all of the assets being in place on the map, but not all should be active at once. I know that there should be plenty of strategic options available, so people can do what they want, but it'd be a sandbox shitshow in pub servers if the team could grab everything if they wanted. Let the map makers decide how many vics and which of them are available in the first wave, and then they could be released like now when the first ones are destroyed after a cooldown.
  13. Separate Tickets Armour

    One aspect of having a limited # of vehicles is that for good or bad, you know exactly where you stand in the match. Lose all of your vics in the first 15 minutes? You'd at least have a shot at changing your strategy to reflect that you're now infantry only for the remainder. Or, if you were playing on a cooperative team, you could withhold your heavy stuff while you load your team with AT and try to take out theirs initially, then roll your armor in when they are weak. Having vehicles mindlessly respawn means that no one really thinks about it, there's always going to be more vics right? It gets proven that no one gives a rats ass about tickets until there's only 50 left in the last 10 minutes of a match every match I play in, equating vics with tickets is pointless most of the time.
  14. Why do scouts not have optics?

    I'm always in favor of making a SL's life easier, if the Scout had the ability to make a simple mark on the map that only the SL could see, and it vanished in 15 seconds say, I'd support it. I'd even support it for all classes. Why? Because even though we can use map coords, not that many players are good at quickly calling them out, or understanding what they were just told, including SL's, so most people don't. And, I don't think people ever will, at least not the players who have been playing Squad for the last several years. Which leads to communications of either, "mark my pos" or "It's in the village to the NE of me". I'd say we present the option of "There's a "XYZ" on my mark SL" in addition to Coords, then the SL could quickly plop his mark on top of it instead of ignoring you until he has time to figure out where you're talking about. Make it server side configurable for the clan guys who have their sh!t together maybe.
  15. Zoom-to Teammates on Map

    +1
  16. There's no way to vote no, which is my choice for each.
  17. Separate Tickets Armour

    Yep, vehicles aren't limitless IRL, if there were only so many available per round, then people would value them more from the start, instead of in the last 5 minutes. It would cut down on leaving them on the field, increase the effort people would take in rescuing them and in repair. You'd quickly learn that if you loose all of your logis or armor in the first 20 minutes, your goose is cooked.
  18. + one for OP. I hope this changes with UI improvements.
  19. Ok, the title was sort of tongue in cheek, but really, server admins should run Invasion in their rotations and players should give it a go. Why? 1) People actually defend and it's fun!. Instead of matches where both sides are constantly attacking and then getting backcapped since no one is on a defense point, or one squad sitting in a defense cap twiddling their thumbs waiting for their team to take the next cap, where ALL the fighting has been for 20 minutes, teams set up logical defenses and practice strategic retreats. 2) Defenses actually matter. You know that squad that superfobs a cap in AAS that is a complete waste of time since it's either in the middle of nowhere and the battle never gets there, or, it's rushed and the enemy just walks in and kills the few people there shoveling? Well, that doesn't often happen in Invasion. Superfobhappy SL's have a role, they can be busy placing defenses in each cap or two that you WILL have to defend eventually and have enough time to do a good job of it too. 3) No rushing. There's little to no point. The defenders get a head start, and you can only take one cap at a time. You can set up HABs out in the hinterland, but it's dangerous enemy territory and they'll be undefended, so you can easily lose them. 4) Battles make sense. The first skirmishes usually take place out in the open and then move into towards the cap since the majority of both teams are focused on the same cap, and are attacking/defending together in a more coordinated manner. There are layered defenses, where some squads are out attacking the attackers and others are set up behind cover behind them. The battle starts out slow, builds to an epic firefight and if the cap is lost, the defenders regroup on the next one. 5) You are forced to play differently depending on which team you're on. A simple idea, but true. In AAS, each map starts with each side being equal, you have to attack the other guys caps, and defend yours. In Invasion, each team has different goals, which mixes things up a bit. 6) It showcases the difference between Conventional and Insurgent/Militia. The Conventional forces are going to try and march in and take your home! You need to get out there and ambush their vics, harrass them as the infantry approaches and deny them their spawn points while your comrades build up your defenses. Once the fight gets close, it's a fight to the last man! 7) It's linear. Once a cap is lost, it's uncappable, so you don't have squads roaming about looking for a free cap, or nonstop steamrolling in either direction that is just a race across the map. As an attacker, you will have to fight your way across. Unless the other team are complete, and I mean complete idiots. No fixing that. 8) You fight over more caps and it's not always the same one, I'm looking at you Storage. Usually. 9) Losing a cap doesn't make you sad. It's all part of the grand plan man.... 10) No f$"@*king double neutrals.
  20. Old sumari .

    Or, infantry only early versions with no HABs. That was pretty fun.
  21. INSURGENCY

    They need to work on Insurgency again before it's worth playing, it's pretty broken ATM and a sure fire way to clear servers. But, I'd love to see a revamped version of it back in rotation.
  22. It happens for sure, as well as the attackers sweeping all the way through, but IME, less often as time goes on and players get more experienced and better at the gamemode. As a SL, you have to play it differently and more creatively than AAS, as far as vics, HAB placements and defenses. I agree that it's a bit unbalanced if you judge a win as an attacker as taking all of the caps, that just doesn't happen much. The fun is in the fighting, most matches end with 50 - 75% of the caps taken and either side will win on tickets, it's usually fairly close. The maps have a bit to do with it, and as a gamemode, it needs polishing TBH, but it's still pretty good.
  23. In the old, old days, when a SL handed it off, the new SL got the kit, which seems like a good idea, except it immediately led to people exploiting it. For example, half of your squad gets wiped on one side of a cap and you lose your rally, but you have a couple of guys on the other side. You make one SL, they drop a rally, you all spawn in, and he hands it back. This was also a good way to get from one side of the map to another, from one cap to another etc. You could mitigate this by making it impossible to drop a rally for X minutes. If this was the case, and I think it's an idea that should be revisited, as well as something that should be added anyway, you should be able to REFUSE the SL role. A dialog should pop up "Drecks wants to promote you to SL, do you accept?" Otherwise, you'd now become SL and lose whatever kit you had before, since someone else would snap it up.
  24. Increase penetrative damage for explosive weapons

    The frag rockets are weird, they're less effective than GL's and like you said, only seem to work if you hit an enemy directly.
×