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Everything posted by Stom

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Russian Ground forces

    Agreed with all your points. It seems especially odd that the BMP-1 wasn't given to Russia when they're still using the MTLB in game, which is even older than the BMP-1 and lacks the ATGM. I've seen people suggest that the Russians should get either the Metis or RPG-28 as their long term HAT but the RPG-29 would be a better placeholder. The updated SVDM would definitely bring them up to par with the other conventionals and differentiate them from the irregulars. My only worry when I see stuff like this is what will Militia/Inurgents get? The BMP-1 is a nice addition but it does seem like the only reason it hasn't been given to Russia is for a false sense of parity between the irregular and conventional factions. The content arms race between the conventional factions is great for those match-ups but it does make the irregular factions feel like third class citizens who lack a sense of identity. A bit off topic here but I want to see more love for them, for instance, we've had the ZU-23 for a while now and it still lacks a scope rendering it pretty useless overall.
  15. Surrender Role

    It seems like it's the setup to get a civilian class in the game and they've just put together the surrender kit for fun, because it's a game and fun is fun.
  16. SIGINT should be in the game.

    Yeah, this is also why we can't hear the enemy at the moment. It's a nice idea for a milsim type group but wouldn't work in public play. With UAVs coming for commander at some point we'll get an intel dynamic and only time will tell how well that works.
  17. Alpha 13 Survey Review

    Although I want to see the buddy rally, movement and revive system that was brought in by V13 changed quite a bit I'm not going to pretend it's destroyed the game and turned it into a BF clone. V13 and V14 are huge improvements to the game and I've enjoyed playing them a lot. My only hope is that there's more experiments to refine these fundamental systems in the game because while I love Squad there's a lot of core elements that can still be significantly improved prior to the 1.0 release. Game design is all about taking restrictions, like the survey results, and trying to create the most interesting and engaging systems possible. That's all I'm hoping comes from this.
  18. Nerf on MRAP Toughness

    I don't doubt that was true in PR but MRAPs are constantly abandoned in Squad even with their extra health. Making them weaker would not improve gameplay in my opinion.
  19. Nerf on MRAP Toughness

    That helps IFVs and Tanks but how would you make an M2 MRAP more lethal? The issue is if they are made more vulnerable is that they will just not be used, even less than they are currently which isn't much. I think it's a much more complicated issue than that and would require rework for a lot of different aspects like weapon accuracy and suppression.
  20. Nerf on MRAP Toughness

    The problem is that if you just increased the lethality of AT then vehicles become useless because it is extremely easy to hit one with infantry AT from 500+ metres. It's a tough thing to fix without fundamentally changing the way shooting works. I personally wouldn't be against dispersion for AT weapons but I know a lot of people who would hate it.
  21. Alpha 13.1 Released

    Recently I've been playing Squad less frequently than with previous versions (thanks to Mordhau and Obra Dinn) but the few matches I've had have felt better than I was getting with V12 without the new rally mechanic. While it does look abusable on paper I've found the new rally system is just creating stronger frontlines which is great. You still have the option to spawn at at a FOB or main then push out as your own squad if needed but having the option to reinforce a foothold has made the game feel more like an actual battle to me, but again I haven't played a tonne of matches yet. While there's definitely room to improve the buddy rally system (mainly in terms of how abstract the rules are to understand) I think it's having a positive impact on the game's pacing.
  22. Honestly, you seem to be the only person who has an issue with the current camouflage, it's not a complaint I've seen from anyone else. In reality you can sit still and not get spotted by someone until they're on top of you in the right circumstances and I've personally seen a fairly good reflection of that in game.
  23. I love the fact camouflage actually works in game but I don't generally have that level of difficulty spotting enemies. Something you might need to do is sit still yourself to try and spot enemy. The human eye is fantastic at picking up on movement, but if you're swinging your camera around you won't be able to do that.
  24. The killing power of cartridges 7.62

    True in V13 but even before when scopes were much more limited and the unscoped Rifleman for Militia/Insurgents had the choice to take an AKM people would still grab anything else.
  25. The killing power of cartridges 7.62

    I rarely see experienced players taking the AKM if they have another option. While it does offer more damage it's just not enough to make up for the fact it's often harder to land two consecutive shots with 7.62x39 than getting three with 5.56 or 5.45. It can certainly perform, but currently doesn't seem practically better than the other intermediate cartridges.