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About disposableHero

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  1. Alpha 13 Survey Review

    Hire a data scientist. If you can't do that, hire someone who knows what they're actually doing with surveys. You're out of your depth.
  2. Alpha 13 Released

    "Experimental" is the new "Permanent" Despite overwhelmingly negative feedback on removal of perma-death penalty timer and the addition of the buddy rally, they both remained in this release. Why? Because some imaginary new player base is going think those two features are what will keep them playing Squad over playing something else? Listen to your existing customer base. Otherwise it's a nice release and a lot of welcome changes. The new engine has improved performance and probably has a lot more benefits to be realized still.
  3. Alpha 13 Public Test, Round 1

    Perhaps then you or someone else from OWI should identify which of the changes present in the play test are eligible for commentary from the community and which ones we should just not comment on? What sort of commentary is in bounds and what is out of bounds? We'd hate to waste our time and theirs offering our opinion on the changes we're currently playing and the direction of a title we've all paid for.
  4. Alpha 13 Public Test, Round 1

    LOL @ the people White Knighting OWI They asked for feedback. That's exactly what they're getting.
  5. Alpha 13 Public Test, Round 1

    The Good * New engine upgrade has resulted in dramatically improved frame rates and better performance. This is obviously fantastic and was worth the wait for all by itself. Looking forward to further improvements as the 4.21 engine is better understood and other features are better utilized to improve performance on both the client and the server. * Nice to see new assets added to the game: Spandrel and TOW MATV are welcome additions. * Shoveling changes are nice, both visually as well as in terms of game play (and helping new players understand what mouse buttons to hit). * Removal of destroyed vehicles - finally! Great change! * Removal of ping and FTL ranging: thank you! Squad should be about communication and coordination. While I was initially uncertain about these changes, I have to agree with them now. * Fog of War on RAAS and lanes on RAAS: Fantastic change to keep the game play relatively fresh on most maps. Controlling territory and recon elements are important now. Obviously on some maps - especially Tallil - you're still going to have a rush to the middle no matter what you do, but that is a map problem and not the fault of the game mode. The Bad * Movement and Stamina. This is a mixed bag. The speed increase is a mixed bag. It's a game, not a real life simulator, so the speed increase in concept is fine. The implementation is entirely different, though. Your speed is too fast now, but to me it's much more complex than that. Your speed should be more tied directly to your stamina. If you have full stamina, then being able to sprint and accelerate is fine. As your stamina decreases, you should become more fatigued and winded, naturally slowing down (and not as able to control the sight picture of your weapon - more on that later). Perhaps something like full speed up to 50% of your stamina and then slowing proportionally to your remaining stamina. I know you slow now as your stamina reaches the "red" level, but your stamina should really have a noticeable impact long before that point. However, what is completely wrong is how *fast* your stamina regenerates now. I agree with how quickly it burns as you continue to sprint, but it also regenerates to full at the same pace, being full again in around 10 seconds or so. Sorry, but someone running full tilt with a rifle in their hands, loaded down with ammunition and whatever gear they have strapped on their backs isn't going to sprint 120m or so at full tilt, stand still for 10 whole seconds and fully recover enough to sprint full speed for another 120m. Yes, it's a game, but this is the kind of movement found in other shooters, so why are you trying to copy it? Add in what seems to be reduced sway when you're fully winded (0 stamina) and how quickly it recovers, and you're to the point of everyone having pew-pew laser beams. There is no "punishment" for players sprinting around the whole time. It's a complete paradigm shift from the game that Squad was apparently aiming to be over the past 3 or 4 years. It's absurd to the point of needing to ask why there is even a stamina bar in the game if it is so inconsequential? Just get rid of it, let people sprint all game like: Apex, CoD, BF, Fortnite and on and on and on and be done with it. * Buddy rally: A million and one ways to exploit this new system. The first question that needs to be asked is this: What was so broken with the rally and HAB system up through v12 that made someone think that allowing SLs to place a rally on any other rally was the fix? Seriously. What was the issue that this change was designed to fix? Experimental or not, it's a horrible idea and, much like the movement/stamina change, completely contrary to the type of game Squad was promoted as being. I hope it is done away with, and quickly. If the problem is logistics and team spawning issues, then make changes to the over-run system and the durability of HABs, make changes to the logistics system and add more transportation (which is coming with helicopters anyway). Over-run could be changed to mirror the flag cap mechanic - require 3+ more enemy alive in the over-run radius than defenders to disable the spawn. Make players use C4 to actually destroy the HAB structure. Severe the tie between a radio and a HAB, so once the HAB is built it doesn't matter if the radio is destroyed or not - the HAB remains until it is destroyed. Reduce the minimum distance between radios so HABs can be built closer together and therefore closer to the attack/defend points. There has to be dozens of little tweaks that could have been made just to the HAB/logistics system that would help improve the ability for players to spawn close to the action that would have made more sense and actually solved the problem better than the "buddy rally". It seems like an ill-conceived over-reaction. Overall some really good changes, but there are some changes to core game play systems mixed in that seem really poorly thought out that over-shadow any of the good stuff.
  6. Logistics Mechanics

    The current logistics system is in desperate need of an overhaul. The radio is antiquated and should be done away with. It is inconsistent with the inventory system current in the game. Persistent ammo in the game now means I have limited grenades, bandages and magazines for my soldier, yet the Squad Leader seems to have an endless supply of big boxes and cumbersome radio equipment on him, with the only restriction being that he is 300m away from the last radio stack he dropped? Radios can hold up to 30,000 construction and ammo points, which is a lot of supplies, but it can be hidden in a bush or inside a building and there is not the slightest clue that all of those supplies are present. If there are 30,000 points of ammunition stashed somewhere on the map, that ammunition should have a large visual footprint. There is no difference currently between a radio just dropped with no points on it and one that has maximum points allocated. It is an additional liability to the HAB itself and the ability to spawn, and it causes defense to be spread too thin trying to protect the radio, the HAB and the defense objective (if placed for defensive purposes). The radio has too many functions: it is the container for all supplies and it is also the linchpin that allows all other deployed assets exist and function. It has too many purposes in the game right now. The current logistics system is not ideal for helicopters. If the radio system remains along with invisible supplies, pilots will have 2 choices: Hover inside the "magic circle" of the radio (does altitude matter for this?) and drop supplies, or, worse yet, land to drop off supplies. As mentioned above, this will expose the location of the radio to the enemy team and also make the helicopter extremely vulnerable. The result could end up being the same as the "leave your apcs in main" meta that we've seen in previous versions and still do on some maps. Helicopters might very well end up in main more often than not, leaving us with driving logi trucks all over the map again. There is also a related issue of repairing and rearming vehicles away from main base that I will touch on below. So, despite the constant argument about whether Squad is PR 2.0 or not, there are systems from Project Reality that absolutely should be brought into Squad because they've been proven over time to work. They can also be improved upon and re-thought to make them better. If I could, this would be the logistics system I would put into Squad: Replace the radio metaphor with physical supply crates. Crates should be required to build any type of deployed asset or resupply ammunition. Assets, once deployed, remain until physically destroyed by the enemy regardless of the presence of supply crates. This increases the sustainability of the HAB as your spawn points are not destroyed by one player who ninja's your radio. Building should only be allowed if within X distance from a construction crate, such as 50m. Distance obviously can be adjusted as determined by play testing. Vehicles should be able to drop ammo boxes as a representation of the ammo, although the current system is not horrible. However, dropping ammo boxes and not allowing players to resupply from the vehicle itself will put a stop to certain "gamey" strategies, such as having a H-AT player ride on the hood of a logistics truck as a poor-man's TOW Humvee. While those type of tactics are creative and fun, they really don't have a place in a game like Squad. Instead of loading "points" into the trucks, allow for a certain number/composition of crates to be loaded, with each crate taking up a number of inventory slots in the logistics truck. For example: A logistics truck has 8 Inventory slots available when it is empty. Supply crates (used for building) each take up 4 inventory slots (they're big). Each Supply Crate has X Construction points in it - say 2000? Ammo crates each take up 2 inventory slots and each crate carries X Ammo points - say 1000? Repair crates each take up 2 inventory slots and can repair up to X points of damage to a vehicle - say 200? Helicopters, depending on the size, would also have inventory slots available to fill as needed. For example, the UH-60 could have 4 slots available while a Chinook might have 12 available. Etc. Numbers will have to be worked out for balance. The idea behind this is it lets the player decide what kind of supplies they want to bring out and the utility of the vehicle. Is it to support tanks? Okay, bring out repair crates. Are you building? Take out 2 Supply crates. Etc. You get the point. This leads to my last suggestion for logistics overhaul... Remove the Repair Station as a deployed asset from FOBs. Vehicles can be repaired from a repair crate dropped by a logistics truck or at main base only. This allows for fun game play opportunities for the armor squad in terms of composition as well as something for people who drive logistics trucks to do that adds more of an element of danger and tactics. Secondly, it gets rid of a the "gamey" element of armor sitting on a repair station constantly re-arming and repairing while defending a point, or having massive repair/re-arm facilities hidden throughout the map. This will have implications further down the road in the development of Squad once attack helicopters are introduced. The logistics system is a vital part of the game of Squad. It deserves some attention and the injection of some new ideas.
  7. [WIP] Qwai River but not really

    Sprigg - this looks great! Can you put in the doors on mine that would get blown up with C4 and then the engineers would work frantically to repair to keep the troops out? Please? Also Must. Have. Land. Bridge.
  8. We need more maps!

    https://squad.gamepedia.com/Squad_SDK Want more maps? Get to work.
  9. Better podcast service - you can skip around, etc. on this one: http://pca.st/td9j
  10. Interview with Merlin and Drav from OWI

    Recently Jeepo and I conducted an interview with Merlin (CEO) and Drav (Project Lead) from OWI, talking about all things Squad. Enjoy! Also available are our interviews with AFSoccer (OWI mapper) and the one, the only, IronTaxi. SquadCast Audio
  11. Little Peeves I Have With Squad

    Now that's a goddamn fire fight! You don't experience that - ever - in Squad. Engagement ranges are far too short due to map design, and the duration is non-existent due to the pew-pew laser beams. How about having suppression reduce your stamina? Since v10 introduces sway based on stamina, you will have reduced accuracy without introducing gamey jerking of the gun. It will also reduce mobility/sprint - which will likely make you have to hunker down while being shot at since escaping isn't really an option. That, coupled with better sound effects, particle effects and maybe a bit more blur should do the trick.
  12. Return of Password Nights The tradition continues. Password Nights were perhaps our most popular events on our Project Reality server. High levels of teamwork, coordination and competition made Password Nights special events for players in the community. We are going to be bringing these events back to our Squad server starting Friday, February 2nd (7pm Central). Interested in joining us? Well, you won't have to scour the web site searching for the password to join. We're going to whitelist the server for these events, so you'll just need to get approved for access prior to the night of the event. Getting whitelisted is easy, just join our Discord server and request whitelist access through our friendly robotic assistant, TacticalBot. Complete information on Password Nights, a link to our Discord server and how to request access via our bot can be found here: https://www.tacticalgamer.com/forum/simulation/squad/1802345-return-of-password-nights We look forward to seeing everyone there!
  13. Warning before squad kick

    Why over-engineer something that is so simple? First warning is the title of the game they're playing, isn't it? squad skwäd/ noun a small group of people having a particular task. "an assassination squad" synonyms: team, crew, gang, band, cell, body, mob, outfit, force "an assassination squad" a small number of soldiers assembled for drill or assigned to some special task, especially an infantry unit forming part of a platoon. synonyms: detachment, detail, unit, platoon, battery, troop, patrol, squadron, cadre, commando, tiger team "an elite reconnaissance squad" Give them the boot if they're not adhering to your orders and working with the other 8 people in their squad. If they want to go play lone-wolf, have them install CoD and give that a whirl. They'll be happier, you'll be happier, we'll all be happier.
  14. Submit Your Battlecam!

    2 video examples of a squad working together to destroy enemy vehicles and infantry in ambush and defense of cap point.