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About Paine

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    Fireteam Leader

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  1. Post Scriptum Keys

    If you backed the kickstarter through a pre-release clan package, you may have to get the key through your clan.
  2. Founder Weapon Skins

    I can't seem to make the skins work as a clan founder either, I have them in my steam items, and I set everything in the options on, but still nothing seen in game.
  3. A6 Quick Fixes

    thanks for the fixes man
  4. Flippin' FOBS on Flags!!!

    This picture sums up everything nicely for everyone that tldr these FOB threads.
  5. On the coal mine flag there are rocks that can be glitched through. They are on the western hill that elevates from the dirt road into the trees of the surrounding rideline. Players can lay prone behind them and shoot out.
  6. On the center flag, the coal factory, there are some rocks that I got stuck in. On the eastern building, west side, immediately west of a low concrete wall. Crawling prone into them gets you stuck.
  7. FOB on Flag - The Way to Do It

    If there are any surfaces in the emplacements that are facing higher ground, they are targets for rockets and grenades. Literally everyone in the above picture is dead when a support role gets up on that hill, which they will. Even if a FOB is on the highest ground, as the above post pointed out, all an enemy squad need do is have a few guys with scopes watch the tops of the walls and bunkers, and then send up a few riflemen with grenades to toss them over. Winning a gunfight in this game is about movement, shooting first, with more volume. Super FOBs on flags make it impossible to have those advantages.
  8. FOB on Flag - The Way to Do It

    Built up positions highlight those positions and give a target for enemy suppression and assaults. Never forget this! That said: Barricades in front of the door might stop a grenade, but it definitely provides a great firing position looking into the hallway fatal funnel. Not blocking entrances is a good step in the right direction as fobs on flags go. Hilltop is a good example of a flag that allows you to create kill zones at entry points. If I had to create a fob on hilltop, I would close off the NE entrance, and create open narrow kill-zones at the other two.
  9. this is a great idea for comms. i would also ask that the devs speed along implementation of SL to SL # specific voip. It would declutter the command channel a lot.
  10. Release: Alpha Version 5

    I would really like to know what the updated bleed and ticket loss is from a dev. Thanks!
  11. Map Markers: Labels?

    thanks for the bump my friend.
  12. Can't wait for the next one. Tight teamwork. Tight.
  13. |TG| TacticalGamer.com Squad Server

    Hey guys, we are always looking to improve, and so we are looking for recent feedback on our server. Any comment at all would be helpful, but here are some questions to get you thinking: How would you rate the quality of player on the server? Is there a lot of Teamwork? Communication? Admin coverage? Fun?
  14. check out the feedback we have received, and drop your own if you have played with us: http://forums.joinsquad.com/topic/7615-tg-tacticalgamercom-squad-server/
  15. Idea: Label the markers with SQ# and in-game time. The IRL format can be found with a google search if you want to get realistic, but I don't think that is necessary. I Squad lead a lot, and love the markers system. It was something I asked for early on, for SLs to get the same ability to drop markers Comanders did in PR. My team and I use markers as reference points for contact reports and casualty reports. This is difficult when the map gets crowded. I find myself placing down tank markers, etc, for variety. Thanks guys love the game.