Jump to content


  • Content count

  • Joined

  • Last visited

Everything posted by Tennessee

  1. Release - Alpha 9.12

    The MAT-V isn't the replacement vehicle you are thinking of. That is actually the JLTV which looks very similar but is smaller than the MAT-V. However, the humvees are still going to be around for a good long while.
  2. Founder Weapon Skins

    I just want my fast rope thingy.
  3. Commad Role, do we really need it?

    Certainly think there should be a commander roll and that he should have a few critical tools to make him useful beyond just trying to coordinate squads (because lets be honest, there is no guarantee that anyone will listen. Hope they find a balance where the commander roll significantly augments the capabilities of a team as opposed to being a necessity to win. Having the outcome of a game rely on the abilities of one man is never fun. We have had hints that fobs will eventually have tiered tech levels (for lack of a better term). Having a commander in a position to approve in some manner the higher tiered fobs would be nice, especially if those higher levels become major tools for teams to support heavy assets. The obvious tool that should belong to a commander is if we get a UAV tool where he can mark enemies on the map. If we see heavier CAS options (fixed wing strikes, heavy arty, etc) that were featured in that mod enter the game, it would be nice to have the commander in charge of approving those strikes and having to manage when to use/risk them. If a counter to those strikes are featured in the same manner (call in air superiority fighters for a period of time to neutralize enemy call ins) that would also fall under his command. Regardless, would simply be happy for it to be an option even with bare bone features for really organized teams.
  4. May 2017 Monthly Recap

    I spy with my little eyes.. a suppressor and a new scope for the DMR platform.
  5. Will we get a M1128 version of the Stryker?

    I wouldn't mind seeing it as it would lead to pretty cool and unique game play. However if you are looking for a 30mm solution for the US Army and want to use existing art assets (until Bradley is good to go) EUCOM is starting to test the new Stryker Dragoons which were acquired in direct response to Russia. Normally I would be wary of even considering a vehicle that is this early in the acquisition process, but EUCOM sent over the request as a high priority need and the turnaround time has been impressive. Vehicle is supposed to be operationally deployed in 2018. Only downside, currently only a little over 80 models are scheduled for delivery at this time with more possibly on the way, although those models could have even further upgrades. Good news is that it would be pretty accurate for US vs RU Eastern Europe maps.
  6. Potential British Faction Vehicles

    2019 isn't too far away and considering how much of their armor is getting replaced (and how many of their new platforms will based on Ajax) it might be worth taking a look at. That thermal camo is crazy. Can't wait to see how it holds up against current tech.
  7. Potential British Faction Vehicles

    Aren't the Brits getting the initial Ajax (Scout SV) deliveries this year? Not sure if it is just LRIP for testing or the actual first full block of vehicles. Regardless, Brits have lots of toys to play with.
  8. is the m9 gong to disappear?

    No point in even thinking about it until the Army actually starts procurement. If you think Beretta is going down without a fight you are seriously mistaken.
  9. Join us on Discord

    It appears the instant invite is expired?
  10. Roadmap, when beta, when final?

    I fail to see what everyone is yelling about.
  11. If you are going to bleed a ton of tickets on a well defended cache then yes it is smart to not get bogged down on it. On the flip side, it does provide a good opportunity for intel farming from a distance but your team shouldn't devote a ton of resources to it.
  12. Can downed incapacitated players be damaged?

    Negates the role of medics and incredibly disruptive of team play. Respawns are already utilized way too much.
  13. Brutish forcesTea

    Not only that, they will be able to parade in main in full dress reds, have snappy marching animations for when you want to go into battle looking smart, and the medic class will heal with bagpipes.
  14. Can the engine handle THIS player model?

    For sure need a way to earn cig skins.
  15. SQUAD FHB Beauty Trailer

  16. Lets help support this game

    I might try again, but man Steam Forums are the anus in the armpit of some deformed freak that is the internet. Keep up the good fight. Might spawn on the rally on Monday to help out.
  17. Got "That Feeling" again.

    This game is titty city.
  18. Any advice for squad management?

    Ha, well part of the appeal of being an SL is that it is complete chaos always. Most of your squadmates have never been in SL, so they don't really consider the amount of information you are constantly having to process, especially when you are in a server with active Squad Comms. First piece of advice I would give, accept that you never have full control and that your plans will constantly go to hell. With that in mind it is much easier to keep your cool and try to see all the possible options/risks. Outside of assaulting or when the enemy gets close, I find myself rarely using my weapon. I honestly think 90% of my time is spent with binos and looking at the map. Some guys are good at leading from the front, and there are certainly situations where that is most appropriate. But most of the time, I try to stay in the middle of the pack and view my guys as my primary weapon... I truly can't understate the importance of the map. It is your primary tool as SL. Also, mark your targets not only with mini map icons, but move and attack icons. Enforce comms discipline when it is most important. It is so easy to get overloaded by information by all your hunks trying to be helpful and call out targets, call for medics, etc. Just tell them you need comms and try to work through SL and Squad members one by one in quick order rather than consume all that information as one. Exact orders rarely work, and that might be where you are having the biggest issue. The problem with exact orders, is you can't see what your guys are seeing, you can't know what is over the horizon, and you are many times not going to be in a position to make a decision better than those who are in the middle of the shit. So instead, focus on parameters. We are holding this flag, right now, do not engage from the rally/fob area, do not advance past these areas (that helps you keep folks in a position where you can quickly and effectively retask them without having to worry about their every movement), medics to hold closer to me, etc. This will liberate you to focus on what to do next, observe enemy movements, etc. Most importantly... Squad leading is more about not completely screwing it all up and looking like you know what your are doing and have control... because you sure as hell don't.
  19. some SL's

    In this thread we learn that some people playing video games aren't cool and some are cool.
  20. reward for winning?

    The reward for winning is not being a loser.
  21. Carrying ammo?

    No, or at least there has been nothing to indicate that will be the case. Just that the regular riflemen will carry ammo bags that can be used by the other classes to refill magazines and likely munitions. Won't be an endless supply obviously, but could be a life saver for AT at the right moment or enough to keep momentum going during an attack.
  22. Why play this game?

    I am sure this has all been said a million times, but can't help myself. Let me first say, I have no problem with the folks who enjoy the progression stuff, I play BF1 all the time for a more casual experience and certainly a lack of any progression and reward for a game like that would make it less appealing. For Squad though, really happy it isn't there. For Squad (and PR before it), I can honestly say that they ruined all other FPS games for me in a way. Even if I just want a casual round on BF1, I have trouble playing without friends. Heck I couldn't play other FPSs for a long time, only when real life got in the way and I couldn't dedicate the time (or more often brain power) to Squad and PR. Obviously, community and teamwork are a huge component. Unlike other games, you can't win the game without serious team work. That human element, whether satisfactory (a lot of good Squads, good FOB placement) or enraging (LULZ Super FOB in middle of nowhere or WE NEED BACKUP at farm house in the middle of nowhere) gives the game an added dimension. Heck, going into a round and constantly having to think about your actions and change up your game plan gives this game satisfactory depth. I also like the fact that this game isn't about me. Even if I am squad leading, my goal is to help my squad and my team to have a good experience and win the game. Heck the burden I feel to ensure others enjoy their experience is actually one of the greatest motivators I have ever experienced in a game. Sure I could grab a DMR kit and go sit in the hills, but chances are I will get smoked/will never make that big of a difference. This is the one reason I am glad there isn't progression, because if there was the game would be about you. Finally, and most importantly after teamwork/community, is the fact that this game makes me think, especially when I am doing the SL job. How many rallies are left, can squad 1 hold the flag long enough for me to cap, where is the enemy spawning from, where should the next fob be placed, how many of my guys are still up, is the high ground ahead secure enough to bring in some vehicle support, should I hold for counter attack or move ahead, do we open fire now or get a little closer, what is the best avenue to move ahead.... These are calculations I am having to make constantly, and it is so satisfying when all those calculations lead to success, and much more disappointing when they do not. Unlike when I player a lot of other games (especially when compared to my pre-PR days) I don't get off the computer and feel the same as I did when I watched too many cartoons as a kid. I feel like I used my brain, had a fun time with friends and really satisfied a competitive hunger that I typically only get from sports or a big win at work.
  23. Well a lot of this game (and certainly the future of this game) is going to require players to continuously refine their tactics and organizational skills. You think RPGs are bad, wait until you have IEDs, Javelins, FOB based AT weapons. heavy assets, etc. To be honest, if a OPFOR squad is smart enough (and determined enough) to drop a rally and direct concentrated and coordinated RPG fire at your vehicle, then they deserve to win that fight. I'll be honest, I have never experienced a "flood" of RPGs. I have certainly have had a few very unlucky situations where I directed my vehicles down the wrong street and run into a hornets nest. But almost every other time I have lost my vehicles, it was either due to a bad decision or a calculated risk. And it isn't about being military, most of us aren't, and I think the military guys would tell you their real world tactics have little to no value in squad. But the game does demand players take into account almost a third plane of thinking, which is what makes this game special. When I am looking at the map and around me, I am constantly trying to figure out how much of the area can be considered secure, where is the enemy spawning from, how long do I have to exploit an attack before they reorganize and come at me with AT weapons, do I risk driving into that village which I have no intel on.... Its mentally fatiguing sometimes, but so much more satisfying. Players who don't think like that, are always going to be at a disadvantage and I think that disadvantage is only going to become more glaring and more complex as the game goes on. As for the video, while we don't have full situational awareness, I saw what one can assume were bad decisions to push vehicles too far forward. That first attack, why were there no infantry at that position? Did the vehicle rush the flag. Or did the OPFOR simply move in behind advancing forces and find a target of opportunity. Regardless, well played by OPFOR. On the logi attack, BLUEFOR pushed a logi into an area where the high ground was blatantly still held by enemy forces and just left the vehicle out in the open. I mean those guys weren't exactly hidden from view. I am not saying that there isn't potential for balance. But I believe the primary problem right now is that many players are just unrealistic about how to utilize their vehicle assets.
  24. How Do You See Squad In A Year?

    Yea I, think more than anything else I would like to see some clarity/steps towards integrating high quality (even a certification process) which closely integrates mods. Would honestly love for servers to have the option to switch between a Post Scriptum map and Vanilla Squad. Not sure if that is feasible.