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  1. Teleport from main base?

    You can already spawn at main, rearm then respawn which undermines the system. I agree something should be done to fix that little exploit but my suggestion isn't the instant teleport the OP suggests, but a reduced spawn timer and no ticket loss might encourage more players to secure abandoned vehicles. An easy way around redeploy being abused in that way is make it so it's unavailable until 120 seconds or so after spawning, so it's left for the people who have driven in or those who really did accidentally spawn. I'm not arguing this because I can't bare the thought of a 90 second wait, my issue with the current system is the player who goes to the effort of helping their team by driving a vehicle back to main so others can use it is penalised and I think that shouldn't be the case.
  2. Teleport from main base?

    Absolutley but I tihnk there's some important differences like not costing a ticket since you're already at main and still having a respawn timer. That's not the reality of what is happening. Besides, often a logi will get ambushed then at some point an infantry Squad, who are not related to the squad who originally drove it out, will secure the empty vehicle and people don't want to go to the effort of driving all the way back to main then respawning for 90 seconds or catching a ride back. I don't see the issue with this system given main already has a no-fire zone and is nowhere near anything, so it wouldn't be somehow abused, and the current system just encourages the same thing using respawn except the player who goes to the effort of helping their team is penalised.
  3. Teleport from main base?

    I've seen the suggestion a few times in the past that there should be a 'Redeploy' station somewhere at main. This wouldn't be the same as a teleport, all it would do is send you back to the spawn screen with the minimum spawn time and without costing a ticket. The main advantage of this system is that it would allow people to drop off vehicles or for those who accidentally spawn on main to get back into the game using an existing system without penalising themselves with a long spawn timer or the team by losing a ticket.
  4. Iranian Army's Ground Forces (Faction Idea)

    I've always been keen on the idea of adding Iran over a fictional MEC type faction given we've already got Russia, UK and US represented. I agree with @Brightnight about having the G3 and AK as a choice for rifleman and SL. It'll serve to make the faction a little more interesting, especially with that KL-7 variant for visual separation from the irregulars. Given the way optics for the Russians are handled in game I think we could get a few more than realistic for Iran to make up for the general technological disadvantage of the faction. Coupling this with the G3s would mean there would be a lot of pseudo-marksmen which might be interesting, inversely it could just be annoying but who knows. Making it as a mod faction has crossed my mind a few times but since I've already got my modding plate full I won't be able to tackle it.
  5. Tanks for Insurgents and Milita?

    Based on what I've seen Insurgents will get a T-62 and Militia will get an older version of a T-72 with maybe a few T-62s to supplement.
  6. please do not release this patch

    I disagree with pretty much all of your negative points. 1) While my experience with the gunplay isn't perfect because I've been playing with 400+ ping what I have played with I like. I'm not a competitive player but I'm still able to keep my aim on target and get hits, but with enough of a challenge that it still feels rewarding and weighty. 2) There was a glitch where players were invisible that might be the reason for your ghost problem. The actual suppression works pretty well in my opinion. It's a small enough effect that it doesn't feel like you're losing control but enough of an impact to impede accurate fire at long ranges which makes suppressive fire a viable tactic. 3) I think the reasoning ammo isn't automatically resupplied when you spawn at a HAB is if the FOB is also doing something important like resupplying a tank or ATGM you don't want to have everybody that spawns missing a couple grenades draining the resources. Apart from that slight annoyance I think the persistent ammo system is extremely effective at heightening the importance of logistics and coordination from the squad level up. It also helps to make vehicles a lot more effective because the LAT can't just die and respawn constantly to go hunting again. 4) The HAB changes work really well to remedy the meatgrinder of V11 but whether or not they're too dramatic is a bit hard to tell at this point. It will definitely mean players will have to be more careful with FOB placement and given that FOB proximity requirements have been reduced and logitruck capacity increased it's easier to place more of them. 5) I know some people have issue with the M4 sound being unrealistic but the sounds overall have improved especially when it comes to heavy weapons like the M2 distance sounds. The small arms sound a bit more punchy overall which I enjoy. Even though I love tanks and the visual improvements all of these mechanical changes are what makes V12 exciting for me.
  7. Arcady Milsim? Suggestions.

    That's not really a reasonable request. You'd be creating two different branches of the game that would require their own development and support. Especially given that Squad is still in Early Access it doesn't really work from a developmental standpoint. Also, this would split the playerbase. While this is an argument that has been brought up against modding I feel if it were two official branches of the game they would be far more disruptive to communities.
  8. Why turn off turret stabilization?

    I've been leaving it off during the trips too and from main to resupply where we're safe just so I'm facing forward when we start getting closer to combat.
  9. In my experience with V12 the new rally system seems to work pretty well. Because it has unlimited wave spawns but doesn't refill ammo it acts as it should and just rallies the squad. You still need a logistical connection, whether that be a FOB or vehicle, so you can't detach your squad from the rest of the team if you hope to be flexible or even survive.
  10. I agree that there are too many sun rise/set layers, or at least it feels like there is. Personally I would like a majority midday layers and let the sun rise/set ones be a refreshing breakup to those. A few versions ago it was the same for overcast layers but thankfully it seems like there's less of those now which lets them serve as a breakup.
  11. Vehicle Match-Up Problem

    I think the problem comes from the fact that RU only has APCs but the Bradley and Warrior are IFVs which are more heavily armed and armoured. The 30mm BTR sits between an APC and an IFV but since it has no ATGMs it can't really deal with heavier armour unless it has a huge flank advantage. When the BMPs are added the armour dynamic should shift into more evenly matched engagements that aren't symmetrical since BMPs are still a lot lighter than the other IFVs. I am interested to see what happens with V12 in this regard since we'll be getting getting tanks for Russia and US as well as the Bulldog which will allow some more interesting match-ups.
  12. Squad system/types for vehicles.

    I generally prefer the current unrestricted method that allows players to dynamically create squads that can change in response to the match. However, I do like your third suggestion of optionally creating a dedicated squad. The way I imagine something like this working would be 3 or 4 squad types: - Default (No restriction) - Infantry (No crewman kits) - Vehicles (Only crewman kits) and when they come out - Air (Only Pilot kits)
  13. The flinch is what we're getting in V12. I didn't really get much of a chance to test it during the playtest but if it works as displayed it should work pretty well to stop medium to long range accurate fire.
  14. There is no friendly fire suppression with the new update, only enemy fire suppresses.