Jump to content

Stom

Member
  • Content count

    837
  • Joined

  • Last visited

About Stom

  • Rank
    Company Commander

Profile Information

  • Gender
    Male
  • Location
    Australia

Recent Profile Visitors

1,410 profile views
  1. Trenching & Portable HMGs

    Mobile HMGs are something that I've wanted for ages. At the very least for INS/MIL should be able to somewhat covertly set up HMGs in buildings or on hills without the need of FOBs, it could really help sell their guerrilla ambush tactics. I think he was suggesting that you can just build a mound of dirt: I feel that the rifleman's sandbags already fill that role and adds a bit of extra value to the rifleman class which would be lost if the SL could do it.
  2. Stop making vehicles useless.

    The IED really should have a collider around it that stops another IED from being placed. Make it a little bigger than the whole Drone so you can only do one. That would also mean you'd have more incentive to use vehicles larger than the bike for big payloads which would be nice.
  3. BMP-1 Vs BMP-2

    As far as I'm aware the non-stabilisation is accurate. I'm not expert but it seems like the majority of BMP-1s in the world lack stabilization. Especially since the BMP-1 is only used by irregular forces in Squad it makes sense that it would be an older model rather than an updated version. The fact that the BMP-1 turret lacks anything fancy is also the reason it can be mounted on anything: Hopefully we get some of this in Squad at some point.
  4. Make Militia/Insurgents more common

    You are speaking my language! I'm really hoping these sorts of things are being developed for irregulars to stop them from feeling like neutered conventional forces as they do currently. I remember seeing the devs say they have a lot of plans for more kinds of technicals but that was ages ago and we haven't seen anything new since the armoured variants were released.
  5. INS/MIL VS HELI factions

    This is the sort of thing that really should have be added for irregulars. I've always wanted there to be a significant separation between the play styles between conventional and non-conventional forces that is more than just differences in content. Playing with spawning and logistics mechanics for them is something that could really help to make them more effective asymmetrically.
  6. I think the logic was that if you're building a FOB on a hex then you mean to defend it and the system wants to 'reward' you for doing that by locking down the hex. If you want a hidden FOB then you make it outside of the territory hexes. I also don't really like it. You already get enough information when you see a territory being capped, if you've got a FOB there then you can spawn and defend the hex.
  7. 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.
  8. 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:
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
×