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About Axel

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    Squad Leader

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  1. Squad system/types for vehicles.

    Not sure if i would play on it, i am not a fan of over managed servers. And the sort of admins on these servers. The only legit additional rule i see is, that vehicles that require the crewman kit need 2 operators.
  2. Why I dont want Helicopters

    To come back on the missing "boots on the ground" topic. I believe the commander seat in vehicles was a bad design idea, i would have preferred a PR approach. Combining driver and commander seat in one, were as driver you would press "f" and gain access to the commander optic. To illustrate, I just played a round of Tallil as Russian. 2 Tanks and 2 APCs, all fully crewed with 3 people. Taking away 4 people from infantry, for a mostly useless position inside a vic. On top, of course all were driving in the middle of no where. 0 support for INF. I mean, the OP have a point. And i also wonder how will this evolve with addition of helicopters or other assets, taking even more people away form the INF part.
  3. Why I dont want Helicopters

    Good point. Do we then have a design problem? Map design? or do we need more then 100 players?
  4. Why I dont want Helicopters

    But not all maps will have all assets on it, like sumari will always be INF seeding map, tallil will be tanks and helos and chora will be APC only.
  5. The thing with is maneuver, that it can either work or: - unflipp the vehicle but then flipp the vehicle who tries to help - both vehicles get flipped - one vehicle gets destroyed due getting fall damage and starting to burn out. Than why, just not bring one of the few good things PS came up to with into SQ? The reset vehicle button.
  6. I often hear this argument. But often you hit a tree or an other vehicle at low speed and your vehicle is either flipped or send into space. This can have a seriously impact gameplay, e.g. logi or tank being unavailable for 20 min due to bad physics.
  7. Why I dont want Helicopters

    I believe the problem you are describing has nothing to due with the addition of assets, such as tanks and helicopters. But more with player attitude and behavior, players who don't understand the teamplay aspect of SQ. Like the example you gave, tanks doing there own thing while the small 5 man squad have trouble to cap a flag. Those 2 could achieve so much together, sadly many people who take vehicles forget the combined arms aspect of the game. Like APC's squads not transporting and supporting the infantry, in search of personal glory. Sadly this can never be fixed, but i believe with 100 player servers (hopefully next year) this will balance out. With more players on the server, you will have fuller infantry squad.
  8. Taking cover in unarmoured vehicles

    Definitely needed feature at the moment, with would increase the usability of vehicles such as the british bulldog apc.
  9. Vehicle imbalance

    The issue 30mm vs Stryker and MRAP could be solved by unlocking the full auto fire on the cannon. I guess it was made burst fire for balance reason, pre v12. So this could be changed now. The introduction of Russian IFV then would be the next step. I am hopping for iconic BMP 1 and 2.
  10. Also a second HAT kit for all factions could be considered and a ammo bag with more ammo points.
  11. I see, we have completely opposite opinions. While i never felt Squad was a immersive, Post Scriptum definitely ist. I hope you have a good time with PS, i will certainly have mine with Squad.
  12. LOL, what are you taking about. The way I see it. The original community were those backers coming from the PR community and they left, long before the people you refer as "original community" leaving, because of squad pre v12 being just a slightly better battlefield. I agree with Dongs Galore, firefights are much longer compared to before and much more fun. I played medic a lot on v12, witch is still relevant and second most important after sl kit. Can't see how it ruins your experience.
  13. Little squads, many vehicles v12.

    Don't worry Quadro, V12 is still pretty fresh. Still many people want to try out how the vehicles plays. Personally yesterday was my first time in a tank and i guess there are still more people to follow. Concerning suppression, never had any problems with it. Great mechanic, witch does want it is design to do. But reveals for some a chocking truth with have come with V12, you are now pretty limited as what you can achieve alone. The glory of individuals are reduced and replaced with the need of more teamwork on squad/ team level and more communication to achieve a common objective. Same with vehicles, you can't 2 shoot vehicles anymore, so many people shift to small vehicles squad in hope of getting their personal glory there. We are in a transmission phase, gameplay has change and people are still adapting. Some will and some not. I will make a guess, in the future there will be a rebalance with the next patch. 2 HAT per team and 2 missiles for each LAT kit. Vehicle killing power will shift and people will play more INF again.
  14. FNFAL / G3 for normal rifleman

    G3 has become really great! Why not have a hole faction with G3 as main rifle? They could also have a MG3 as AR.