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Stom

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About Stom

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  1. British Faction Bulldog

    I agree that's the case with their current implementation but most of the biggest issues of the vehicle can be fixed and aren't inherent.
  2. British Faction Bulldog

    The main problem with the Bulldog is that it has constantly been bugged to hell since it's addition to the game. First it's low hull mixed with the traction issues that have mostly been fixed meant it would get stuck on any loose props on the ground. Now it's acceleration is broken and it can't change gears properly. The performance problems it has now are all things that can be fixed. In reality the FV432 can go up to 70km/h (according to wiki), it's definitely not doing that at the moment. The armour, sound and maneuverability are also values that can and should be tweaked. The gunner exposure is the biggest problem with using the vehicle. That being said, I think it is important to keep some vehicle variants with limited efficiency, such as the two MRAP M2 variants. Like the MRAP it would be nice to have a Bulldog variant with a RCWS, and it seems like some Bulldogs used by British engineers do use them:
  3. Suppression

    You think returning fire and stopping the other player from killing you is abuse but it isn't, what it does is extend what would have been an instant kill into a firefight which is what players like me want. This is the fundamental difference between players. Some want the game to be entirely decided by individual skill, he shot at you first so he should have killed you, and others want it to be decided by group skill, you suppressed him and moved to cover which opens this engagement up for more players to get involved. In reality you would duck from fear, but forcing the player to duck would feel like shit, so wobbling the character's aim is an effective way of getting the player to duck by choice because shooting back is a worse choice.
  4. Whats the Deal with the DLC/CAF Mod?

    A lot of the modders who are working on CAF have been hired by OWI because of their work on the project but it's not 1-1 for mod developers being OWI developers. I know the character artist and a couple of the weapons artists were hired but no idea about the rest of the team.
  5. Modding suggestion

    There are a bunch of people who have bought Squad to play the Troopers mod. If you don't like it don't play it, but please don't demand people stop making the mods they want to make. The beauty of mods is that they can take something like Squad and turn it into something completely different. Are you working on any mods?
  6. More C4 or increase the damage

    You're thinking of C4 in the wrong context. It isn't meant to kill a tank or cancel out a FOB. C4 and the other faction equivalents are just meant for demolition of vehicle wrecks and fortifications as well as a force multiplier against FOBs and vehicles (in edge cases). This game is about working together and if you make C4 too capable it makes teamwork less necessary.
  7. Feedback on current development.

    My hope is that these changes are a temporary measure to get new blood into the game and comfortable before tweaking mechanics to be less forgiving again. The playerbase of the game has certainly increased with the recent updates which is fundamental for a game like this to be a viable commercial product since it doesn't have in-game transactions to sustain development. Fingers crossed for the coming updates to revisit those infamous changes.
  8. More C4 or increase the damage

    It speeds up the process significantly which justifies it. C4 is not some spec ops James Bond explosive that you slap on a moving tank, it's for demolition.
  9. More C4 or increase the damage

    If it were difficult to do then CE's sneaking in and destroying a FOB alone would be a rare occurrence, but it isn't. Whenever I see experienced players as CEs they are FOB hunting alone, and they're usually successful in getting a couple of FOBs. I really enjoy the vehicle-infantry dynamic at the moment. I've had so many experiences where myself and a couple LATs/HATs from other squads have had to quickly coordinate in local to take out a vehicle, it's been great. However, arguing that a lot of layers have too many vehicles is certainly valid but I don't think the difficulty in taking out an individual vehicle is the problem. If vehicles where made more susceptible to infantry AT then they would need to be buffed to be more dangerous with something like thermal imaging. The difference between the CEs FOB destroying capabilities and the infantry ATs vehicle destroying capabilities is that one doesn't require teamwork and the other really does. Sure, if someone is guarding the FOB constantly or it's been entombed in fortifications then that's harder for a lone CE to do, but neither of those defenses is interesting gameplay for the defenders whereas defending a FOB from a full squad is.
  10. Giving regular vehicles the ability to tow is definitely better than adding a dedicated recovery vehicle that someone would have to man. Last game I played a logi got stuck and one of our squadmates tried to help and ram him out, then they were both stuck. In that situation a tow line would have been the perfect solution.
  11. Alpha 15 Released

    That's an extreme overreaction. The visuals are definitely changed, and I personally don't like the new colour palette on Fool's Road, but they haven't reduced the amount of foliage, just made it act a bit more realistically. Rather than grass being in distinct chunks it's more spread.
  12. We need a new gamemode... HARDCORE

    Sandstorm has a complete foundation so they can spend the developer resources on things like this but Squad needs those resources to continue building the foundation.
  13. AK for Milita medic?

    I honestly really like both the SKS and FAL in the recent updates. However, I do agree the Medic should get an AK option since the current options are a little bit harder to use and as a role that is basically mandatory it should have a more versatile option.
  14. Agreed. I was happy when they introduced the WASD controls for turrets because it meant there could be hard limits on movement speed without making using them annoying. Unfortunately it's only on certain turrets. When I spoke to one of the QA guys in discord this is apparently a design decision to only include the WASD movement with turrets that are mechnaically assisted in real life. Seems strange to me given we're controlling the turrets with a mouse and keyboard anyway but maybe that's why DPI is still able to affect turret movement.
  15. Russian Ground forces

    I'm not an expert by any stretch but from what I've read from, mostly from actual Russian soldiers on here a while ago, but it's not really used by Russia. Besides that it's something that should be left for the irregulars long term to give them a better sense of identity rather than being second rate Russian forces. Features like that would be great. I'd love to see a fundamental difference in the way conventional and irregular forces operate in terms of the spawn and logistics systems.
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