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About SoulShaper2

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    Fireteam Leader

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  1. Okay, this has me excited! So excited I’m replying on my phone during holiday! Firstly, the spawn mechanics change seems like a fantastic step! I would love the whole APC ability, it can allow more motorised assaults. But the fact we are moving away from a higher rush spawn is good imo. A tactical advance seems correct to me! I would implore that we keep persistent ammo as well, that’s a feature I seem to really like! as for current mechanics, slowing down weapon raising, reloads and general running to make fire team buddies and what not more essential compared to Rambo would be ideal! some potential suggestions on top of all this excellent work: - Supply crates. Currently with it being a numbers game I don’t think you’ll see transport heli’s or IFV’s being utilised the same way. A physicalised crate allows the heli to hover and drop crates in more urban or difficult terrain. An IFV can resupply infantry by yeeting an ammo crate out the back and keep moving. I think this is important as currently infantry don’t pull sector on resupplies. I think you loose vehicles too often to this. I would envision it as potentially a transport heli or truck can carry 4 crates. Each worth 500p. You decide how many crates of what to load. An IFV could carry 2 300p ammo crates etc. That way the supplies can be physicalised. - I would make AT more effective and immobilising but not ‘killing’. My own thoughts so feel free to ignore. But I’d suggest that lighter rockets can cause damage and there be 2 states. Damaged but crew repair and damaged. Special repair (such as a construction crate being deployed next to it) allowing mini stories of heroism to unfold for vehicle crews without the infantry being unfairly punished with a vehicle still within fighting capacity after several attacks, I think this balance would make vehicles more sustainable and crewable but meaning they can still be abandoned or bailed. With the intention of being repaired. Again though. In these damage states they can’t harass infantry as easily. Other features of quality of life would be fire team leaders getting bino’s, FTL marks not disappearing during a squad order and keeping the all can revive feature but keeping a ‘you gon f*cked up’ part of being dead if you play anymore hopscotch with bullets. I’m sure there is more but I have 4% and still need to traverse a country to my PC so I need to go! how often are play tests?
  2. Alpha 13 Public Test, Round 1

    Hey, just spent a day on the Public Test, thought I'd share some of my thoughts both good and bad! =) Game Engine Update! I'm not sure how much of this has been intentional optimisation or just engine update. But I have seriously seen a drastic improvement upon old performance, the game looks sharper, I can identify targets at longer distance, see movement through leaves (not full foliage, but US camo through a tree when I'm in a window I saw) and it doesn't tax my system as much, frame rate holds up! This is a great improvement for me, being able to clearly make out more detail at distance without face hugging the screen is really nice. I am seeing the occasional crash, but I'm being a good tester and sending the feedback! It usually happens during map change for me. Can't really say much more about this as I'm not sure the changes under the hood, but this, this I really like =) Vehicles seem incredible vulnerable, but buffed, which is cool. I'm getting behind the fact we can remove wheels from a car, means we can disable Logi's badly placed and keep them hostage. To counter this, maybe a way of destroying a friendly vehicle without the negative squad score? Still loose tickets, but you don't take a negative 'friendly' kill? That and maybe less ticket loss? So a gamble of the Attacker, either destroy the wheels, leave it hostage for infrastructure reasons, however you obviously don't get to ticket hit the enemy. If the enemy can 'destroy' the vehicle, a smaller ticket hit is taken, just for the fact they bothered to go out and destroy it appropriately? Just a small idea, rambling on the back of vehicles. Game Modes / Meta I've played more destruction than the other RAAS, It's currently pretty hard to get a foothold in the games I've been playing but I think this is more due to teamwork than the actual game. The UI for the map could do with some changes, I think the Orange lines without more direction feels a bit old school game UI. Either a more utilitarian style or a sleeker look could be a nice change? The RAAS I have played, Seemed a really fun setup, players still rushed, but more for scouting, however I noticed on the smaller maps, they scouted all the way to the enemy base, I'm not sure how to completely fix this rush, It was a tad sad to see our heavy armour just roll straight up the main highways, I suppose you could lock it down by hiding the main, but then even the meta, most of us would know where it is? The locations as well, definitely could use a change of being further or zig zag, I found after the first two flags it became kinda easy to see and what distance they'd be. I don't know if this was just because I played one game, or if the change you made to the zones will mean it will always be a nice distance for the flags. If that's the case, it would be nice to have a small change of the RAAS having something wild, like the zigzag of the manually created maps. Just for the spice of uncertainty. Squad Changes 1 Medic - I'm really getting behind the medic being less essential as a piece of glass, it makes asking as an SL for a single medic a lot less daunting. They are still essential for the role of an effective squad, but the scope addition means they can fight, and as a player not spend a good hour only looking at a bandage or hiding, maybe less realistic but a smooth way to make it more player taken. Combat Engineer - A sound addition! Like the fact he can dig quicker and has the ability to place defensible objects, he can work with HMG or Marksmen a lot as a FT to help secure an area or choke point, I'm hoping he doesn't just end up being the shovel bitch though, however the mines, C4 and what not should make him able to move around and be rather versatile. If the squad all builds HABS etc, he should really only be there for his speed on his own quick 'pick me up' fortifications. His ability to help vehicles to should make him a good asset when trying to work with other squads, cool tank stranded imagination here. FTL Changes - A good choice to remove range finder, it takes a hit for mortars but honestly seeing many 1 man FTL as a LAT kinda ruined it for me, made it difficult for vehicles and encouraged more isolated play. It's a shame I haven't seen many changes to the way squads have been working though since this implementation. Perhaps an FTL role, with bino's or extra ammo in the bag? So that he can keep his Fire Team up and active? I'm not sure on this, I just know it would be decent to have more Fire Team orientated play, feel this was a much needed change so thanks for that! New Map changes / UI - Love being able to draw a direction line, really smooths the process out for which way a vehicle is going or an overall movement, can help chain bounds together, I do dislike how I click on it, then have to click the next drop down, for only one option to select, it would be a small point but just an urk. Would like this to be a tad quicker and smoother. Rally System - Yeah.... This is a serious no from me. I actually like the fact as an SL I no longer need to run back every couple of tickets, I like the fact they now make sound, further highlighting such a valuable and time consuming asset to be placed, more thought needs to go into it. I do honestly see what was trying to be accomplished with the new idea as well, as at one point I found myself changing ours to assist Sq2. However, 1 moment of video game teamwork, vs a lot of the now rushed meta, careless action makes it not worth while, removing a squad in a desperate firefight, to find yourself flanked by a second squad now only means one thing, you'll face a zombie esque style of onslaught until ammo is depleted as you try to Easter egg hunt for all the rally's quickly before they can spawn and continue. Happy to have it in the for the public test for tweaking, but overall not feeling this vibe. Speed - I actually I'm okay with this, Hope I don't ruffle too many feathers with this choice! The animation could use some tweaks so it's a tad more natural, it currently really does look sped up, but the sense of urgency now as I do a dash across a street is felt =) Hope this covers most of it, anything else I think to add I'll mention! Thanks for taking the time to produce such a fab update =)
  3. Squad Leadership Research

    Done =)
  4. Mark Rifleman Ammo Bags on Map

    I would like this as well actually! Maybe just as a single shell or something? But having a fire team lock down a compound, it does make it a lot easier if all groups know where the ammo is located!
  5. V12 no ammo

    Actually, I'm really liking the system. If SL's plan accordingly with each other to place fobs and logistics is used correctly then spawning in for a defence, or mounting for an assault is fine. During a conflict or an assault trying to get ammo, you got the ammo bags and vehicles and to be fair I've had far more memorable moments with this patch, trying to coordinate with logistics squads or APC's and the flood of relief as it rocks up out of town and my fire team can resupply and get back into the fight. If even some of the squads work together than the ammo being persistent isn't a frustrating issue for squads with organised logistics on Habs, it comes an issue with Rallies. But not having to run back and place a rally cos of tickets, or lose a rally due to someone spawning in is such less hassle and frustration for an SL. I like the infinite rally. The counter of this being the persistent ammo? Even better, sometimes having to bail and regroup and resupply just adds to the fun and complexity of feeling like it's a prolonged battle instead of a run n' gun game. Personally, I really am enjoying the change of battle and more drawn out engagements, with the ebb and flow changing rather than just being a head lock charge, with emphasis on logistics now being essential. It's more fun then having to sit around waiting for a timer as respawns are the way of controlling the flow.
  6. supply system

    I do find the ammo crate system useful in PR. Honestly though I don't mind the current iteration for Squad, especially the resupply from infantry and vehicle, the heavier fob supplies though do have me questioning how it will work once helicopters are added. For instance could you just do a flyby passing and not even need to slow down and fear the risk of taking heavy fire? Just something I was pondering.
  7. Happy Anniversary Squad!

    I didn't realise a year had passed!! My goodness!!! Time flys when you're having fun I suppose! ;P Happy anniversary dear Squad!!!
  8. Fatal error problem

    Please, please, children. The devs have responded and so have the moderators. They have gotten back to us, and also let us not forget it is us in the first place that pined for these glories beasts of machines to be bestowed upon us in their vehicle glory. Month after month went by as the prophecies were proven wrong with each update until our blood lust became too much, to spare their young -and probably somewhat old- developer lives they threw vehicles into the sacrificial pit of the alpha testing. Tis an evil and tormenting place for many of these so called alpha youngins have been weaned to believe that the term alpha means early playable demo before you buy and not 'holy fucking shit what happens if we add this into the game? Oh, why did he turn blue?... fuck.' and thus the circle repeats, the developers do and get kicked in the balls. The developers don't, they get hunted with pitch forks. Okay shit aside. They worked long and hard for this update and to go to a convention is fair play in my book, calling them out for little to no response is I feel somewhat harsh since they are incredibly involved with the community through posts and they do actually. While this issue is kinda unexpected and the logistics system was a let down a little for me (Hey sorry devs I saw an opportunity to join in and couldn't resist a quick side kick in the ribs while you were down) The whole crashing thing? Really I'm okay with that as finding bugs are hard with a small team, we all bought this alpha game to give a big player base, allowing these bugs to be found and ironed out before it was released to the major public. By buying you should rather then be so rampant at blaming them and demanding rollback, record each crash, your system specs, what you were doing at the time of crash, how busy the server was (gawd so much effort I know, I usually make a pot of coffee for this part. Lewl jks I don't do crash reports). And thus you will mature into a proper, alpha's little helper:
  9. Better Rifle for Militia Medic?

    I don't mean to say Medics need a nerf, I feel they are the right balance to keep the game fluid and moving while still keeping a slower pace to the match, trying to get a full squad back up to fighting strength can really hinder a fast approach. Just having a good medic knowing his job should consist mostly of 70% holding the medic bag, 20% bandage, 5% smoke (really others should smoke for him, saves his lungs n all) and 5% going pew pew. :3
  10. In PR there was the crewman kit, needed to operate anything more... demanding mentally then a car. Probably something like that will return! But for now I think your rule works swell! :3
  11. FOB Spawning Current Logistics

    Thank you for taking the time and responding to my nervous post ^.^ I'm definately not complaing, the new animations and sway when moving and sprinting really add more weight to my soldier, turning it more atmospheric and almost scary! Also the vehicles, the new UI all of it tis be good!!! <3
  12. FOB Spawning Current Logistics

    Hey all, returned again from the depths of squad to post here! I did do some searching before posting, if I missed it then I apologise! Basically wondering if the current FOB system will see later adaptions to require a logi truck to require it to be placed rather then currently only using the logi truck to kick the five minute timer in the balls? I just feel actually having to plan HOW to get the FOB there was always good fun and some of the best moments were doing supply crate drops to squads with a chopper. Dropping the blue smoke and hovering while I dropped the crates *fast ropes* and flew back ^.^
  13. Hello everyone, got a few things to say!

    Guy was in my Squad today and was an Ace comrade in arms! Welcome to Squad buddy ^.^
  14. I heard at the end of the video they were thinking of getting more test players? ... .......
  15. Logistics of Personnel [OP summarized]

    Wow! Reading through all of this it's been well thought out and a very interesting idea that has some cute little icons to help convince me. I for one am definitely into this idea, in PR there was that all to often danger mission to fly in a squad and drop em an ammo crate or two, allowing them to create that false front line and from there on it became a lot of small scrims and back handers. This idea still allows people to create these flanking FOBS but makes them more risky in terms of deployment and continous use, giving defenders a chance to locate from recon where supply units are going and home into that location. A needed element I feel since right now defenders become encircled all to often and no matter how much clearing they do one side never actually becomes clear due to the teleportation without risking a squad or a small fireteam to clear it out and still hold a flag. The added complexity also gives room for a higher level of thought for a commander making him more then just gracing us with nice UAVs but prioritising tickets to locations and working alongside SL's more. This factor could make it go down hill as it becomes a bit dependent on players but thinking of outside just public, and long term for Clans, Squad league and perhaps long term public after looking at how the PR community can usually ebb and flow well together. I think it would add a very good tactical element increasing the way Squad aims to play out while not making it overly complicated such as the whole crates and ammo found in Arma, it requires planned thought and a plan but not 30 minutes discussing in teamspeak beforehand it can be changed and adapted in a match, allowing Public players to hopefully work well together, while allowing more organised structures to really sink their teeth into a strong 'smart' way of playing.