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Friesen

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About Friesen

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  1. I love it, any snipers/marksmen will be now firing from unexposed positions and try to stay hidden as they should be. Right now I can go head on towards the enemy and shoot with an optic anyone I come across as long as no enemy also doesn't have an optic to counter me. No enemy fire in my direction is going to affect me. Which is why I've stopped playing Squad as I got tired of such meaningless gunplay. But now I can't wait to get back to Squad and hopefully the gunplay will be a lot more tactical with this suppression involving a lot more covering fire rather than twitch-aiming and being about who pick each other off first.
  2. Just wanted to post an appreciation how I'm glad the voices have been heard and finally it's going to be added. I have stopped playing Squad because I found it one of the most super precise sniping fest I've ever played where laying suppressive fire does zero impact. Really got bored where everything is about sniping each other and very little tactical based gunplay. But this just might bring me back!! So glad the voices have been heard. Please do not cut down on the strength of it, keep it strong as it's good when the suppression is strong, it puts more emphasis of the whole squad's firepower and it's more meaningful to lay a covering fire for the squad as well as makes firefights longer lasting and more interesting. Thanks so much devs.
  3. Aim Punch like Post Scriptum

    I've been repeating the same thing over and over in the hope that one day devs will realise that a mere visual suppression effect such as a blur is never going to stop me from returning accurate fire. And I've been hoping that the devs will realise that mechanical suppression effects is what makes it truly work and like MGs suppressing enemies actually effective and that mechanic is as a subtle flinch that slightly puts off your aim for when bullets whizz by your head, similary in which in real life it's an instinctive reaction for those flying bullets, in which this mechanic simulates this. Now that you have Post Scriptum people can finally realise and compare the vast difference of how everything in Squad is just twitch-point-shoot super fast and iron-sighted weapons are completely useless, they are like canon fodder, and optics are like godlike completely unswayed by the incoming bullets. And this is what mainly makes the militia/insurgents vs the US/Russian forces so unbalanced, contrary to what some people believe.
  4. Well you see, you make your judgement, most of people here even though they never tried and see how it works. Then why would you make your assumption such as "ehhhhhhm not sure" when you don't know what you're talking about and the fact that in DH the maps with advance objectives work exactly the same way as in Squad (attacking one and defensive), and once the lockdown was implemented, it made the stalemates reduced by about 80% (as well as pre-early precapping and steamrolling).
  5. By stalemate I mean is that 90% of my almost 1000 hours in Squad the objectives don't go further than the 2 center objectives. Very rarely see actually go to the last capzone unless the other teams are comprised of very beginner like players. Well if you never even tried the lockdown feature for example how in DH works then you'll never know what you're talking about, that is the problem about all the people bringing cynicism to the suggestion of implementing the same feature that already DH, HLL and PS have it.
  6. I don't get it why they changed it... Before you could see which one has got an ACOG and which one just a normal rifleman. Now it's so annoying you can't see this.
  7. Look, if you don't lock the objective you've just capped as well, then the stalemates are just going to continue. The lockdown for the obj you've just capped actually makes the team to reorganize and regroup in order to take it back. Both in DH as well as in HLL if you capture an objective, there's a lockdown which prompts the team that lost it to fall back and defend the next one. It would be virtually impossible to push to the next capzone while you're constantly being counterattacked at the objective you've just captured. The only few times it does happens it's extremely rare, and this is why in Squad it's a stalemate most of the time. Look, both steamrolling and stalemates are a big problem. And I guarantee you in games like DH, the lockdown for both (the next attacking objective and the one you've just captured), works very well. It prevents you from steamrolling the next empty objective too quickly but at the same time it prevents from stalemates which derives from the other team instantly counterattacking the objective you've just captured.
  8. Completely false. Darkest Hour mod has got maps where teams are attacking and defending at the same time and it's got exactly this lockdown feature. The team then that captures the objective, it gets locked for 4 minutes, whereas the next objective that opens up gets locked only for 2 minutes. That means that the team that captured the point has 2 minutes to spare for to attack the next objective before their defensive unlocks for the losing team to counterattack it (which gets unlocked after 4 minutes). Both HLL and PS also have the lockdown feature. (and even though PS is only pure offensive, HLL capzones go back and forth similar to DH). And what it does is that it reduces the stalemates where the battle is stuck at 2 middle capzones, and when captured it gives a sufficient time for the attackers to push to the next capzone without being instantly counterattacked like it's now where often it seems impossible to push out from the objective you've just captured to the next one. It also encourages the team that lost that objective to fall back to the next defensive objective. Too often teams that lost an objective just try to instantly take it back rather than fall back. No one almost wants to fall back and with this feature not only it forces the team to fall back but also it makes them regroup and reorganize in case they want to take back the previously lost objective. Also if you think that with this feature the team that gets pushed back almost never would turn the battle around is not true. On the maps in DH with this attack and defence style I've seen the battle turn around almost 3 times, like 1 team pushes the other team to the last capzone and then they pushed them back all the way to the other team last capzone and so on. So even with the lockdown feature, the come backs happen all the time in fact, however the main thing is that it vastly reduces the stalemates and instant counterattacking as well as pre-early backcapping.
  9. Yes, most AAS matches end up either in a stalemate or steamrolling of undefended objectives. That's what most of my games were in this gametype. I've also made a thread why Invasion mode is ultimately better some time ago and AAS is just a huge waste of time most of the rounds. Unless they added lockdown for objectives (longer one for the objective you've just captured and shorter one for the next objective that opens up). This forces the losing team that lost the objective to fall back to the defensive one (instead of always trying to instantly take it back and also it gives them time to regroup and reorganize). And since the lockdown for the next activated objective would be shorter than for the one you've just captured. It becomes open to capture much earlier. It would give sufficient time for the team that captured the objective to attack and push to the next one instead of being constantly stuck at the defending the one they've just captured and being instantly counterattacked which often makes the team almost impossible to move out. And then usually when they do move out, they often leave it empty and then getting back-capped out of nowhere.
  10. With having 2 objectives open at once, it needs the lockdown feature of objectives even more so. Please devs add lockdown for objectives (so that you can't capture it until 2 minutes elapses. Even better the next objective that opens up should be unlocked 1 minute earlier than the one your team just captured. So the new defending objective has a bigger lockdown time (like 3 minutes) and the next objectives for example 2 minutes. This encourages the losing team to actually fall back and go back to the defensive objective rather than instantly trying to counterattack the lost objective which almost always ends up in a stalemate.
  11. From your comment it seems obvious that you've never seen how it works. A lockdown is time based (hence coolDOWN which is also time based). You are confusing what's on Invasion which is a deactivation of objectives once they've captured, they are not on lockdown. Lockdown as said it's time based, and once it's captured for instance for 2 minutes the opposing team cannot start capturing back until the lockdown of 2 minutes elapses. That encourages the players that lost the objective to regroup and fall back. And also I've explained how in reality it's not as you say, "you need to defend, co ordinate to attack" when the facts are that most of the time it ends up in a stalemate and I've also said how it's been tried and tested in other games that it actually helps to break the stalemate a lot more and stimulates the battle forward.
  12. Most of games remain in a stalemate and very rarely go to the last objective. And whenever in fact they do manage to push the other team to the next objective, that next objective doesn't usually have any defenders, because they still try to retake the old lost objective rather than try to fall back and set up defences on their next one. A lockdown feature of an objective that just has been capture for about 2 minutes (even 1 minute would largely help out) would encourage more players from the losing side to actually fall back and set up defences on the next objective. And trust me 2 minutes it's not a long time so it's not like they wouldn't be able to counterattack and retake the lost objective. In the meantime of this 2 minutes they could actually take that time to regroup and reorganize themselves and then try to retake that lost objective rather than just instantly trying to take it back. Because right now it almost always ends up in a stalemate, you take an objective but the enemy will almost always take it back and you'll find it almost impossible for even 1 squad to leave that objective and try to push to another. Because as soon as you do that you lose that objective quickly and it's just an endless stalemate. The lockdown feature works very well in other games and it is something that is necessary when you have multiple objectives open at a time which one of them is either you have to attack and the other you have to defend. And the lockdown of 1-2 minutes feature works a great treat to stimulate the battle forward more. BTW -> A lockdown feature of not only the objectives you've just captured but also a Prevent Capture Time for the next objectives that open up as well. So that it would prevent steamrolling and taking of the next objectives that are empty and before even defenders have the time to get there.
  13. I played a minute ago and I think I must've gunned down single handedly an entire british squad and none of them could handle my optic so yes the optics are extremely OP and it's going to make any faction that has less optics very under-powered.
  14. Thank you fuzzhead for acknowledging the very important need for it. All I ask is a subtle flinch like Post Scriptum already has, look how effective is here for instance at 6:42 at making that sniper take for cover after that bullet snap which prompted his aim to go slightly swayed away.. And it works brilliantly because then optics are not so easy to just peek out and snipe everyone. Suppressing someone is then actually meaningful and effective.
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