Friesen

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About Friesen

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  1. I hardly ever use the pistol in Squad.
  2. What a totally wrong direction the game would take place if everyone but the SL had binoculars. The game needs less zooms and more relying on the Squad Leader to spot the targets for his squad. And the only reason it feels like everyone should have binoculars because the optic downright overpower every riflemen that don't have an optic but just an iron-sighted weapon. As a result optic can see more than what he does because of the outside of the optic view and the iron-sighted greatly suffers because of this unrealistic flaw. Add proper weapon mechanics, penalties for getting hit, suppression effects of jittery/jumping sight for bullets whizzing by and it will solve the extreme unnatural advantage of the optics who just pin-point and tap tap everyone the minute they spot the enemy while being on the run and not in cover.
  3. What a totally wrong direction the game would take place if everyone but the SL had binoculars. The game needs less zooms and more relying on the Squad Leader to spot the targets for his squad. And the only reason it feels like everyone should have binoculars because the optic downright overpower every riflemen that don't have an optic but just an iron-sighted weapon. As a result optic can see more than what he does because of the outside of the optic view and the iron-sighted greatly suffers because of this unrealistic flaw. Add proper weapon mechanics, penalties for getting hit, suppression effects of jittery/jumping sight for bullets whizzing by and it will solve the extreme unnatural advantage of the optics who just pin-point and tap tap everyone the minute they spot the enemy while being on the run and not in cover.
  4. The game needs proper suppression effects, more sway, more penalties and other shooting mechanics first to counter the use of already overly abundant optics in the game, not add even more friggin' optics that cause a huge imbalance in terms of iron-sight vs optics from the gameplay point of view and behave nothing like in real life.
  5. But like in the DH video, optic only becomes effective the moment the machine gun stops firing. Not like in the video "Squad 2" where I demonstrated I pick out the enemy machine gunner behind sandbags while me standing up in the open and receiving continuous MG fire. You seem to forget that having a zoomed-in view, the jumping effect of the sight is bound to be higher than a normal 1x zoom. So the enemy optic that receives a continuous fire wouldn't just have an easy time aiming back because of the jumping sight for each bullet whizzed by and would probably have to duck in cover (like in the video at 9:55 against the firing machine gun). Therefore optics or single shots in general will only be useful when not being pinned down. Saying "you don't know if you just aren't good at ironsights it's implying I'm just bad at iron-sights, that's an implication. Well if you read carefully the entire post I wrote "unless you run right behind enemy", it is suicidal like I described in situations where both you and the enemy optics already see and shoot at each other. And I wrote the only reason I scored the kills with the iron-sights because I took many enemies by surprise. Otherwise it is a suicide. You also have to take into accounts how penalty for getting hit would turn a lot of engagements differently since currently many times hitting the enemy once does absolutely nothing to him and often he kills you back. That happens so much more often when shooting at the optics. It wouldn't happen as much if there was at least some kind of penalty for getting hit like a drastically increased sway for instance. Do you see what I'm trying to get across now? Giving that many times there is 3 optics per squad + the marksman that's about 40% of the squad so 80%-90% of the players is not entirely true since most of the kills are done by the optic (except occasionally for the grenadier but in this case we're only talking about optics vs iron-sights).
  6. I get it, you want BRDM, but the devil is in the details so can't just add the BRDM and ignore all the other details that causes this imbalance. Also the title is a bit misleading because it asks itself outright "How to give the Militia an edge". So I give my own honest answer that while the BRDM would probably make Militia win much more often, the infantry engagements would still be one-sided towards the surplus of optics of the other team. And the last post wasn't as much as repeating myself but more like trying to point out how it would be better to see first how the jumping sight suppression effects improve that current imbalance before adding the BRDM and by this trying to show an evidence through the video of how totally different the outcome of infantry firefights would be affected, given that Squad had the same suppression and sway mechanics that DH 44-45 mod has. I'm bad at iron-sights? Really, so the first screenshot 24 kills the highest number of the whole team, even higher than the optic riflemen on our team (because the SL has no optic in Militia) isn't high enough for purely iron-sighted weapon then... (Mind you that only was possible because I kept taking enemy by surprise from the back all the time. There is no chance to win an engagement if both you and the enemy having an optic already see and fire at each other).
  7. No flanking would take even longer. That map is not the First Light map with an objective on the storage site, it is just used for the rerefence. The US team on the other version spawns much further back and flanking would take even longer to get to the location of a parked vehicle than going straight along that road. The vehicle can within seconds click drop supplies and quickly drive off to the rear.
  8. But you can't reach the logi, look I've outlined that for you. The logi truck stays completely out of reach for the enemy to even see it because is behind the hill and is in the range to resupply the FOB that is placed inside the objective.
  9. If the X is storage site on First Light then you can't stop the enemy from rushing their logi vehicle to it because they are behind the storage site and your team is on the other side of the map.
  10. You could just simply have the logi trucks not being available for the first 3-5 minutes of the battle. The logi truck would just come into battle later on. Having rally points initially inactive after exiting a vehicle would slow down the game in a right way. The magical teleporting whole squads into a rally behind the enemy objective without physically actually going there should be way harder than just driving a vehicle and dropping off a rally. And it would encourage squads to flank the enemy by foot rather than driving a techi like a clown car.
  11. If it could be so that a rally point after exiting the vehicle only becomes active after 2 or 3 minutes (same like the FOB only just a slightly shorter time). I'm convinced that this would prevent this silly driving behind the enemy and magically teleporting an entire squad. Because otherwise there is no purpose for the transport trucks, when the entire squad can just wait for the SL to drive behind some building and morph a squad in there instantly rather than actually physically trying to transport the troops like in real life.
  12. Of course I'd love to see a BRDM for the Militia team or some other vehicle where the gunners are not exposed as they are in the current techies. However better suppression system and other shooting mechanics would definitely improve and prolong the firefights by not making them a completely useless dead-meat at longer than 50m where is just a simple tap-tap and you're dead because right now it's like shooting ducks at a range when using the optics and that so largely determines the chances of winning a battle. I agree the current techies they are so exposed I don't think I've ever found them useful to actually use them to shoot at enemies, every time I start firing I get sniped by the optics within seconds. This is why again I bring the issue of optics dominating not just single riflemen but techie gunners as well. They totally disarray any balance in terms of the gameplay on the battlefield. The game just outright forces me to not play an iron-sighted weapon because most of the time that's a suicide unless you actually run up right behind the enemy really close which is rare. Let's say the BRDM gets added to the game... All that it will do it'll just make all the riflemen to rely on the BRDM and be the same old "hey BRDM can you deal with that enemy optic, take out that optic game", while all the standard riflemen being useless that can't even lay down an effective suppressive fire that would actually maim the optic rifleman and make his ability to return accurate fire dispersed. I mean when I play Darkest Hour 44-45, the sniper with his optic is pretty dangerous when hidden. But the minute I actually start pouring bullets on the enemy sniper there is no way for him to even hit me back accurately. In SQUAD this is entirely opposite, and this is my the biggest issue with the game that deters me from playing. Might as well make it an all-out optic game or all-out iron-sighted game because the disparity between the two is just too huge. Example at 9:55 (careful loud intro) And because of these suppression effect mechanics in DH, the machine gunner is actually pretty powerful when he fires at you, the sniper has no chance to hit back accurately because of that jumping sight while the bullets are whizzing by. Eventually he snipes the machine gunner only when he stops firing at him.
  13. But dear sir, I was trying to explain how the lack of mechanics in the gunplay vastly favours the optics and that they're not entirely deciding the outcome of the victory title but still play a very large role and I mention these shooting mechanics because not all of the gunplay mechanics that I have mentioned are confirmed to be added in the future (and which are very important to not be disregarded). In fact a lot of the times the reason Militia wins over Russia/US team is because they blow up so many vehicles and that costs the US/Russian team a lot of tickets. However the amount of kills shown on the scoreboard at the end despite Militia winning the game is a clear proof that optic completely dominate any standard iron-sighted riflemen. I never have as many kills playing as an iron-sighted weapon than what I usually get while playing in the Russian/US team as an optic rifle. And when you dominate standard iron-sighted riflemen so easily your path via the enemy fob/objective is open and it facilitates the victory. It takes way less effort to do so playing while having the surplus of optics, even 1 more optic per squad than the other team makes a huge difference in an average percentage of winning the firefights. Since sometimes it's that last optic rifleman alive that kills and finishes off the entire enemy squad. It's just a walk in the park.
  14. I am so tired of trying to convince anyone that a slight jittery aim for each bullet whizzing by your head mechanic is a key to an effective suppressive fire and thus giving INS/Milita a higher chance to win firefights, and with winning firefights comes conquering enemy FOBS/Objectives and thus much easier to win the game. It is hard to judge how the gunplay mechanics affects the gameplay without knowing the difference from other games. The classic example here is -> Darkest Hour 44-45, the mod for RO1 (not RO1 itself because there the jumping sight for whizzing bullets is absent). Giving that Squad happened to have exactly the same shooting mechanics that DH 44-45 has, like let's just assume for a moment that it actually had everything from the level of sway (because sway in Squad is so low), aiming capability, penalty for getting hit like loss of aim (currently your aim is absolutely perfect and totally unswayed even if you get hit), jumping sight for whizzing bullets etc etc, all these details (because perfect gameplay always lies in details that's why the most mainstream games like BF/Cod are crap because they don't care about details). If Squad had all these details to shooting mechanics that DH has then 100% the US or the Russian team wouldn't be so completely dominating the Militia/INS with their surplus of optics per each squad that they do now. You're going to say "optics are not the only thing that decides the winning games by US/Russia team" ?? Please...... how many times I have gone over this argument. For the last 1 or 2 weeks I've been trying to only play and try to win as Militia/INS. And the only reason we've won is because I was playing as a squad leader and was very cleverly placing our fobs that no enemy could ever take it and destroying along the way at least 2-3 enemy fobs, also partially by the stupidity of players on the US/Russian team. Still, notice all those screenshots how in literally every single won game that we won as Militia/INS, the US/Russian team still has way larger number of kills. And I swear I'm not trying to brag that I played those won games as militia extremely well but just merely trying to make a point that if I didn't play as a SL and try to do as best as I can, the US/Russian team would have an absolute walk in the park with their optics to steamroll through the map because that's what usually happens every other time. Notice all those screenshots how in literally every single won game that we won as Militia/INS, the US/Russian team still has larger number of kills. Sorry but kills do have a huge impact on winning the game. Why? Because in order to destroy that enemy FOB or get to the enemy objective YOU DO HAVE TO KILL THAT ENEMY DEFENDING IT FIRST. In order to get to that enemy FOB and objective, the kills is what facilitates the squad to actually secure it. And here where the totally unrealistic use of optics with 0 sway on standing position and no penalty for getting hit, turning 180 and killing you instantly and no jumping sight for whizzing bullets making suppressive fire ineffective comes into issue. The absence of these mechanics is the core cause of most of the imbalance that is in the game. Not the absence of more super weapons that militia doesn't have... Now I know that weapon resting over objects feature is confirmed which subsequently should increase way more the sway when actually not resting weapons making it much harder to aim while running and standing in the open field but still features like penalty for getting hit is desperately needed and if only Squad had my favourite feature of getting jittery aim for each whizzing bullets just like it's in DH 44-45 where there is just a tiny jump of your sight, it would make me so happy and I would be so thankful to devs if they ever did add that great gunplay feature to the game.
  15. Please implement a rally cooldown reset after exiting a vehicle. Even during the match driving behind enemy objectives and just parking enemy vehicle by the building and attacking is a common occurence and unrealistic. It would prevent unrealistic morphing an entire squad behind enemy lines by driving a vehicle and placing a rally point. It would force the squads to place a rally point way ahead of the objective and advance on foot like in a real battle where the infantry slowly moves up through the terrain, through smoke and through suppressive fire. Not silly parking a vehicle behind a building, spawn on a rally and taking enemy from the back all of sudden.