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About MADsquirrel

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    Fireteam Leader

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  1. Ticket count

    Wouldn't it be better for the Game to increase the spawn time substantialy, either generally or increasing whenever you die ? This would make waiting for a medic preferable and reduce the punishment for the team for reckless play.
  2. Give SL more Power over their Squad

    Just to clarify. All of this would be optional. If you don't want to lock anything you don't need too. Ideally you just have a system of checkboxes to allow/forbid all and checkboxes to individually allow/forbid kits,spawns etc. Ideally so you can do everthing you could want to do with 3 clicks. For example: You want the squad to only spawn from rally. Forbid all spawns check Allow rally check Or Only 2 spawns left on rally. Forbid all spawns check Allow spawning for medic/player2 check Or You don't want a marksman. Forbid marksman check It will not cause any more micromanagement because it's 100% optional. The work amount necessary to program this is very low to low.
  3. Mines are Bad for Gameplay

    Absolutely false. Just yesterday I was driving the logi with a squad mate when I spotted a mine on the road that wasn't dugged down fully so it was sticking out like a sore thumb. I stopped, asked my squad mate to dig and clear it, and we were on our way to place a FOB which eventually secured our team's win. If that mine was fully dug down in the floor I probably would've drove over it. Word of advice: At round start, pick the SL kit, pick a logi with 2000 construction points and 2 other squad mates and head out as soon as countdown timer reaches 0 to place 4 FOBS/HABS (500 each) to at least ensure your team has spawning capabilities into the city beyond those choke points where a mine is likely to take out your vehicles. Look, devs are not going to remove AT mines so instead of beating a dead horse on the forums you could find ways AROUND the problem instead of tackling it head on (See what I did there?) There seems to be a missunderstanding, otherwise I really don't understand your post. You just PROVED my point with your example. Imagine the scout that placed the mine actually used his shovel for 15 sec and buried the mine. As you said you wouldn't have spotted it. You blow up => punishing the logi driver. He was obvioulsy alone and most likely didn't even know that you can dig mines, nobody with more brain cells then fingers would leave it undug and if he had a SL with him the SL would have told him to dig it => requires 0 teamwork If we now assume you blew up, you can't build that FOB anymore, your team might even lose because of that single mine => to much influence with no effort BTW I am curious where the mine was placed. Was it on the actual battlefield? Or was it on the most Obvious route leading out of main? Your second point doesn't make sense in the current meta because of FOB hunting. Every FOB would need to be guarded otherwise it will be spotted sooner or later and your team loses valuable tickets. Trust me I tried bulding backup FOBs and never worked out because FOB hunting is very popular.
  4. ATM the dutys of the SL are listed after importance (IMO): leading placing rallies coordinate your squad coordinate with your team placing FOBs/Emplacements fighting The tools you have to enforce things on your squads are: kicking Thats all you have to make sure you can fullfill your dutys as SL. Kick those who don't want to obey. You cannot stop anyone from spawning, taking a certain kit or getting in a vehicle he isn't supposed to be in. With the new Squad UI incoming I would wish for more options for the SL to give him more control of his squad with less work. You should be able to: lock/allow kits enforce kits on individuals lock/allow spawn (for everyone/ individuals) on certain/ALL spawns on map locking/allowing all vehicles except those already claimed meaning you can not be passenger in a truck of another squad This should be as easy-to-use as possible so you can manage it quickly even in a firefight behind a rock. For the future some more things would also be nice: drawing tool for squad level so you have a easier time showing your squad what you want to do Indicator for squadmembers if they are further then x meter away from SL I think everyone will agree with me that the SL role is the most demanding of all possible roles especially if done properly and managing your squad can be quite frustrating. Something to make the live of a SL easier would certainly make it more attractive to actually play SL. And if you don't like some SL forcing you to go medic you can always leave. ATM being a SL feels less like leading a squad but more like being a mobile spawn dispenser that says funny words that nobody really needs to listen to.
  5. Mines are Bad for Gameplay

    Ok round 2: How can something static counter/balance out something that is highly mobile? The only way countering vehicles with mines is placing them just outside of the main on vulnerable points (VPs). If you don't you can't counter vehicles reliably, because every sane person will avoid any VP or road like it's lava. By your logic this basically means either you counter vehicles before they get to the actuall combat or you lose. BTW the thing killing most fighting vehicles in the games I play is the HAT, so I would say the HAT is the main balancer. My point here: Mines don't counter vehicles actually on the battlefield only right outside their main on VPs. => It mainly punishes Logistics and nobody want to do logistics anyway. No need to make it even worse. Ok I can accept that I am the only person who only gets "Heh. Nice. Someone found my mine." feeling from it. But you brought up a good point. If we ignore that it does feel "Very immersive" because destroying large amounts of vehicles with IEDs/mines doesn't happen in reality => hence impossible to be immersive. But Having that much impact in Game, maybe killing 50 points worth of tickets alone, just because you placed a handful of mines infront of the enemy main or on a VP? While this is also true to a degree with HAT kits, the HAT kit is only 1 per team so it balances out especially with the change to permanent ammo. My point here: Mines are to influential in Game for to little effort. I planted 5 mines in this screen can you spot all of them? Solution As you can see you can hide mines completely under a rock and we all know that many maps have misc rocks and bushes on the roads meaning even if you pay 100% attention on the road you can still hit them => no counterplay. It is not feasible to sweep EVERY VP most of the time you won't be able to sweep at all. Also time is incredible essential in squad. If you need 20 min from the main to actuall combat because you have to check every possible minelocation or try to drive around that you will have your entire team yelling at you for not helping them, becaus Squad is sadly an extremely fast paced game atm meaning that you simply cannot take your time. To sum this up. My point still stands. Mines are bad for Gameplay punish logi drivers, require 0 teamwork and has to much influence on a game if done right. This is everything for now. If you disagree pls take a few minutes to elaborate why you disagree whenever possible with game facts and not "feelings" or "but I like them". Gameplay doesn't mean that only YOU are having fun but that everyone has a chance to have fun.
  6. TL;DR Mines are a very low effort high reward fire and forget weapons that offer nothing to gameplay, cause weird behaviour and are unrealistic in their use compared to reality and should be replaced with more command detonated IEDs/Explosives or something making mines mainly a area denial tool. Mines are bad for the Game because of: -low effort/high reward -high frustration victim/low satisfaction user -no proper counterplay -unrealistic in their use Low effort/high reward: It is very easy sneaking around as a raider, placing a mine on a important road, digging it and leaving without ever looking back. Worst case friendly hits it which is usually both fault of the user and the victim, second worst nobody hits it and best some enemy gets blown up. So you bet your 2 tickets worth against up to 30 ticket AND the loss on time. Example: Place a mine close to enemy main, enemy Supplytruck hits mine => no supplys for everyone for a while. High frustration victim/low satisfaction user: From a pure Game perspective it is simply frustrating hitting a mine while the user of the mine might not even notice he hit someone. Example: Driving out of main with Supplytruck so your team might recover after loosing all FOBs just to hit a mine 200m outside of main. No proper counterplay: You can remove mines but most of the time you won't be able to spot them, especially if you are in a vehicle. No tools to enable mine detection and even if there was, you have the low effort/high reward mine against high effort/low reward mineclearing. Avoiding likely mine locations is, depending on the map, hard or even not possible and leads to wierd gameplay where you try to avoid proper infrastructure at all cost and prefer to drive through woods. Unrealistic in their use: Mines have 1 main intention: AREA DENIAL You don't place mines to kill an entire armoured platoon, you place mines to force them to slow down, halt or channel them in a certain direction. ATM this is not possible and the "ambush mining" is the only feasible use of mines. Solution: 1. Instead of the Current System there should be more IEDs for the raider ideally with 2 seperate detonaters. Unlike mines IEDs require the User to actually do something, having line of sight,trigger it at the right moment and allowing at least some counterplay. 2. Alternatively to put more emphasis on the area denial aspect of mines you could add for ex. 4 dummy mines and remove the ability to dig mines. This would mean you could Block an important road with your 5 mines where only 1 is real. Then either your victim can gamble and just drive on or needs to clear at least 1 mine until he can move on, being easy to ambush by other means at that time. This could also be used in the same way for IEDs, ex. 6 dummy watercontainers and 2 real watercontainer IEDs. This would enable counterplay AND would remove the undesirable aspect of the Fire and Forget Kill you can get from mines. Everything said here is true for AT and AI mines and for every game similar to Squad like Project Reality or Post Scriptum.
  7. V10 weapon muzzle control

    Hm I think you missunderstood. I quote the imortant part here: Because in a real firefight you have such an insane amount of stress that it will always influence your accuracy and even your gun handeling, you will often be unable to go into a proper fireing stance because of the terrain and you carry at least 15kg extra arround with you sometimes for hours. Everyone can fire a rifle accurate at the range. Obviously on the range every soldier will do good but on a real mission having real combat is no comparison. Maybe videos are better to understand. Compare this: to this: to this: In case you miss my point. In the first vid you see how soldiers do pretty much everything as wrong as they can in a real stress situation and forget everything they learned. In the second vid you see how they are supposed to user their weapon. In the third vid some random gun fanatic has some fun at the range. TL;DR Having shooting range like accuracy in a realistic wargame is BAD because it simply is unrealistc to shoot as well in combat as on the range.
  8. V10 weapon muzzle control

    Dude the "Range" and Reality have almost nothing in common. Just watch some Helmet cam videos from Afghanistan and tell me that these professional soldiers do as well as you do down range. They dont. Because in a real firefight you have such an insane amount of stress that it will always influence your accuracy and even your gun handeling, you will often be unable to go into a proper fireing stance because of the terrain and you carry at least 15kg extra arround with you sometimes for hours. I assume you are no soldier so you can't really imagine that. Every Child can fire a weapon in a safe enviroment like a range. So in the end v10 gunplay is more realistic then v9 because Squad isn't a range simulator but a war simulator even if the recoil is exagerrated it is better for gameplay. Just my 2 cents.
  9. The Best Gun in the Game

    The long rifle! But I admit I was only able to play 1 hour this weekend and the dragunov Was the only weapon I really used. It is a one-shot-one-kill machine!
  10. Tank need at least 4 man to operate

    IMO A Tank commander position is a must have, I always struggled leading a tank squad, radio with other squads AND drive + watch for enemys. It should be like it is in PR at the moment just with a 3rd position for the commander who can either look out of the hatch (don't really need a mg and IRL it would be manned by the loader and only for close range defense) or have his "commander view" with thermals and so on. It should always be possible to man a tank (or APC btw all combat vehicles could need 3 man) with 2 man minimum but to get the most out of your vehicle a commander is a must.
  11. Op First Light map updates (old Forest map)

    Operation Lumberjack?
  12. Surrender / taking prisoners

    I even made a search on the forum looking for "surrender"... If one of the DEVs already said no to something like this there is not much point. Seems I have missed that.
  13. Surrender / taking prisoners

    Yes you will always have to get them back to your main, so the enemy team has at least the chance to rescue prisoners. I thought about friendlys getting any intel immediatly but a timer of 5 or 10 min before you get any intel might be better. Almost all numbers I wrote can be changed to something more fitting and its just to give you the basic idea. Edit: regarding the Dynamic mission. Think about PR, sometimes an armored vehicle is tracked but not under immediate threat by enemys. You take your supplytruck, drive to it and repair it while the enemy Squad that tracked the APC tries to finish it off. Basically this IS a Dynamic side mission. The Objective is to get the APC rolling again and there is a reward for the winning side, either an enemy APC less or your own APC combat ready again. What I propose is not that different from this example or even building FOBs or taking out a AAV so your Trans can fly in. AAS wouldn't be the same without those "sidemissions". Just don't get hung up by the term "sidemission" I just was unable to discribe it better.
  14. Surrender / taking prisoners

    One mechanic I miss in all Wargames is the option to take prisoners. In reality, no matter if it is conventional warfare or asymetrical warfare, many soldiers/civilans are captured alive by their opponents. The reasons for taking prisoners or surrendering vary but the main reasons are: Active Capturing: -Intel -Media attention (taliban vids) -leverage ("we have this guy and murder him if you don't...") Surrendering: -Survival -beeing surrounded by a bigger force -beeing unable to fight back The main problem with these things in a multiplayergame is the player. The player doesn't fear death, "Why would I let myself get captured and give my enemys an advantage, when I can try to take a few with me?". How could this be implemented? I thougt a bit about it and think that nobody would let himself beeing captured, maybe expect for Roleplay reasons, if there is no punishment. So basically if your forces are at least 2:1 to all enemys in a certain radius (for example 100m) and you have either direct sight to the enemy or he is in 20m range (shoutrange) you can demand surrender. The enemy then can choose to surrender, tell them to fuck of or stay silent (there should be no indicator for the capturer if he fullfills the requirements or not). If he chooses to surrender the player lose control over his character and is treated like he just died without any additional punishment for him. Then AI takes over the character and behaves similar to Counter strike hostages. They cannot run away, fight or do anything else (they are constrained) you can put them in vehicles or move them on foot. The objective is to bring them back to main and then your team gets a bonus (will talk about that later). If he chooses to ignor the demand to surrender everything stays them same, except that if he dies then he will have some sort of punishment only to him(not sure what exactly atm but I guess it should be spawntime, it should be very unpleasnt so you really think about better giving up). Of course there should be an additional risk for the Capturer, so if he judged the situation wrong, he or his squad will also get a punishment of some sort, so that shouting "give up" will not be a nobrainer. For example if he demands surrender while he does not fullfill the 2:1 requirement any dead squadmember will have a longer spawntime (only a example). As soon as someone surrenders there will be a message to the team saying something like "A comrad got captured in A5, save him!" and if the team manages to bring him back savely to their own main, this team gets a small bonus. If the prisoner is killed in combat by friendlys there should be a heavy team punishment, if the enemy kills the prisoner there should be a not so heavy punishment. What can this add to the Game? It is basically a sidemission that can change the flow of a normal AAS game. It would be a sidemission that could happen anywere and WILL play out different everytime. The enemys can try to lure rescue troops into an ambush or divert the enemys attention from another attack. It should be something that doesn't happen all the time but if it happens it is something you cannot ignor. What will be the reward of this? I am not entirely sure atm, but for a Insurgency game mode it would be of course intel. In AAS gamemode intel could be FOB positions on the Map or the current rough position of all enemy squads. A simple Bonus would be additional tickets. So that was what I was thinking the last few days about, please give me your feedback on my idea.