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Everything posted by Friesen

  1. please do not release this patch

    I think 2 is good but if they decide to turn it up to 3 then at least each enemy encroaching it within 100m should add some 20 seconds delay penalty to players spawning on that HAB.
  2. please do not release this patch

    2 players should absolutely disable spawning on the HAB period. No more silly spawnkilling and getting killed as you try to take out the HAB from a magically spawning players inside the HAB.
  3. A12 just got released?

    why there isn't any news on steam which would clear any confusion of people wondering whether this is the actual v12 download.
  4. Alpha 12 Release Trailer

    I'd love a countdown on the forum website for when the update is going to come out like the devs did before with the previous update.
  5. please do not release this patch

    I'm completely sick of HABs in V11 being insurmountable where it's impossible to take it down without spawnkilling occurring. And I'm so sick of being unable to pin down enemy marksmen/optics who pick you out in seconds even though machine guns are pouring hundred of bullets at him and being completely unswayed by it. It rewards solo sniping and marksmanship in general rather than real teamwork cover to cover tactics and firing as a whole squad based on more suppressive fire rather than single snipers twitch-shooting everyone off. It's these two reasons I've stopped playing Squad and really hope V12 is going to change these two with the suppression system and hab changes.
  6. What would you like to see in Squad

    I honestly would like for not everyone to be able to create a squad and be a SL but reach a certain amount of time spent playing the game to at least filter out newbie players who create squads and then ruin the gameplay for others.
  7. The KEY to every argument in SQUAD

    Leave rally points alone... I love muh rallies...
  8. The optics are already way more OP than they are in real life. in game you can basically zoom in and only use the outside of the optic vision to spot enemies. The blur that is right now in the current version does not stop me from easily spotting enemies using that peripheral vision outside the optic that is zoomed. In real life not only the optic FOV would be a lot smaller because you can't glue your eye so close to the optic (like it's in the game where you have the optic on the entire screen almost) due to it's recoil and thus injuring your eye, but also you don't have a vision outside the optic zoomed in magically like it does in the game. Yes I know the limitations of the engine that you can't make the outside vision not zoomed in while the optic is. And while the added blur in the last v11 update was a great idea to try to balance it somehow. The blur still does not stop from easily seeing enemies and it makes it way too OP. Sometimes I even only use the outside the optic view to spot enemies rather than the optic itself because there is usually a lot more field of view to see in it and often it's easier (especially with the smaller AK optic). Just need to ramp up the blur slightly to it so it's not actually used to spot enemies like you can now, please.
  9. Currently nothing to play, can't play V11 either cause I'm too unhappy with it, can't wait for V12 any more, it's sooo hard to wait ;( Anyone else feels that way....
  10. I'd rather have more mechanical flinch to your sight (which there is none in V11) than the visual effects like the blur. The blur does not stop me from returning accurate fire and the flinch is the most essential part of suppression in balancing firefights between optic vs non-optic weapons. Visual effects are useless in trying to make an optic shooter hit the dirt and take cover, the flinch is what's needed.
  11. Honestly I'm so happy to see the rallies are infinite. Seriously the limited spawns on the rally were so annoying trying to catch that last spawn on it especially as a SL. It made no sense. The way to balance it out is to make encroachment radius for rally bigger like it's been done as well as the lack of ammo also balances so it's not OP. I'd only add that rallies should disappear if someone gets spawnkilled on it (killed within 3-4 seconds of spawning on it).
  12. Suppression is the only thing I'm waiting for in this upcoming update. The firefights should be more interesting and longer-lasting and relied more on suppressing fire rather than one optic picking everyone out while the machine gun is spraying him with bullets. That's the reason the game turned into a sniping fest and the suppression is strongly needed so that the MGs aren't as useless as they are now. The game is really annoying when the optic riflemen can drop you down in seconds regardless of you pouring bullets on him and him being completely unswayed by it. Everyone is complaining how you get sniped out of nowhere constantly, the suppression should help in a way to try to balance the firefights and make MGs as well as normal iron-sighted weapon more relevant in terms of the sheer firepower being more significant vs lone sniping.
  13. I would like to know all the specification of the rally point mechanic please when it comes to adding spawn delay for each enemy nearby. What is the maximum distance that 1 enemy adds up to the spawn delay Is it also different values for different distances like 10 sec of delay when much closer like within 50m and only 5 sec when further than 50m and up to 100m ?? What's the maximum range that enemy adds a spawn delay to the rally point. And also if there are any changes to the delay encroachment penalties in the new update then how much of penalties are going to be in the new update or will it be the same ?
  14. SQUAD - The more, the worse

    No rally points in Post Scriptum made me extremely sad and disappointed to the point I've refunded the game. Spawning a whole team on trucks really sucks imo.
  15. Do you realise that even if a medic revives 1-2 guys, the scoped rifleman can kill up to sometimes 3x, 4x even times more than average standard no-scope rifleman. This is because the way zoom with the optics work in this game is done that is extremely easy to get kills with it. In other games zoomed optics are a lot harder to use, therefore in Squad you actually want your squad to opt for scopes rather than medic even. The fact of the matter is that optics in this game behave wayy too powerful and are just too OP, there's very little sway, no penalty from suppression/getting hit and numerous other missing mechanics which makes the optics just too powerful in this game to the point that it actually makes your squad more powerful to have more optics over a medic even.
  16. 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.
  17. 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.
  18. 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.
  19. 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).
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.