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      Forum Rules   07/06/2016

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Found 158 results

  1. One need not look far to see many of us who are disappointed in where our favorite game has gone. Whether it be rallies, run speed, tankopters, or suppression, there has been a progression toward an alternate style of play that does not align with the current or original aim of the game. I often see us blaming new players for the deviation in game-play. That attitude only berates our fresh players, and is an error of attribution. It is not the new player’s fault that they roam about lone-wolf, dispersing throughout objectives shooting enemies, but it is the game itself for encouraging and rewarding that play-style with kills and relevant impact on the battlefield. To be clear, there are some things that need to be more hardcore, and there are some things that need to be easy and simplified. The key to making the game the best it can be is knowing what to complicate, and what to simplify. No easy task. There are some games that do a great job of this, but referencing and comparing them only seems to make members vulnerable to prejudice, splitting the community into opposing fields of thought. Will try to keep discussion in the context of Squad here. Also, this thread could be interpreted as being negative, as we’re only talking about the bad things concerning one of the best games ever made. To be sure, Squad has very many amazing, perfectly implemented features, such as the best VOIP I’ve ever experienced in a game and much more. Only constructive criticism here. PURPOSE - To provide an organized, updated list, and description of various changes to Squad game-play from the community that may be used to influence development of mods, but wishfully, the game. No overhauls or new content. Only discussion regarding game-play adjustments. DEFINITIONS - For clarity. ADS - Aim Down Sights mode aka right-click. Muzzle Sway - The movement of sight picture while ADS is engaged. Suppression - The disorienting effects felt when receiving fire. ISSUES - A list of mechanics that are holding Squad back. 1. Rally Spawning in the game favors a “throw your body at the objective” play-style. Squads may approach an objective, lay a rally that essentially acts as a FOB, and then proceed to assault. And then again. And again. You also get spawn-killed in this game. - A rally that lasts only a short time, which would be used to hmm “rally” a damaged Squad back together, and that is instantly disabled automatically by local enemy presence. I see this as cutting some frustration out of the game while attacking or defending (Wehmann). 2. FOB Spawning in the game is frustrating on attack. You must find and undig that radio, or all your squad’s efforts are pointless and the enemy team will spawn in greater force and seek you out. It is too difficult to disable a spawn and it is silly to surround a compound only to face waves of the same players respawning directly in front of you. - Increase range at which enemy presence disables spawn. 3. Suppression plays no role. It may darken the screen a tad, but it does nothing to dissuade return fire or impede the ease of doing so. There is no point in suppressing an enemy when you can easily pop him in the head. The purpose of suppression is to instill that “wtf I should keep my head down” effect that you would get IRL, but don’t otherwise get in game because, well, it’s a game. Current suppression does not do anything more than indicate that someone is doing a poor job of killing you. - There are many ways to implement meaningful suppression. Muzzle sway. Blur. Some gamers hate these things; some love them. One thing for sure: you’re not going to get meaningful suppression without them. 4. Small-arms are very easy to use. It is great that we do not have random bullet deviation. Game-play that the player has no control over is generally bad for games. What we do have is a great muzzle sway system that is capable of emulating the difficulty that is hitting a bullseye with your rifle without sacrificing skill or realism. So why is muzzle sway practically absent in Squad? If you hold shift, you get 0 muzzle sway in this game. This in combination with speedy stamina regeneration greatly buffs the lone-wolf. The lone-wolves, who are hard to detect and dispersed throughout the map, are too often able to locate organized squads and pop them all in the head before they know the direction of the shooter. I have done this time and time again in Squad, and the game encourages it. It is a good way to get many kills. - Increase the difficulty in aiming and shooting, whether by muzzle sway or other means. This and actual suppression prevents your average FPS player from effortlessly annihilating multiple unaware opponents because they were unpredictably roaming about the map solo. For the love of god. It is so easy. 5. Vehicles are annoying to control. It feels like gliding on ice. Maybe if they were reasonable in terms of game-play rather than realism(?), they wouldn’t have to be buffed so hard in health versus infantry equipment. Not very opinionated on this one. Will add what you guys think. - Simplify the lag-input/whatever it is to make vehicles less annoying to control? Followed by more reasonable damage? - Personally I feel that the driver for certain vehicles should get a “commander” view option in addition to his current view so it is not so terribly boring being the driver. Driving sucks! Not a fan of having to bring that 3rd person to help spot those lone HAT boys running around trying to kill you. Just another infantry man off the battlefield. I know some people feel strongly about this, so can remove this from the list upon further discussion. Ending Note - Of course, the best possible variation of game-play may be a combination of several different solutions, or may lack a solution entirely. Help me come up with solutions or issues, and I will add them to this list. I am an avid modder of games and am always interested in hearing people’s ideas on how to fix things. The mods Athena and/or Hardened by Battle could someday be the saving grace of this game, but it would be best if the base game was made good as is. A common response to these types of complaints is that the devs know exactly what they’re doing and it is their intention to guide the game toward a ca$ual player-base in hopes of selling more copies, and so it is useless to bring up these issues. Firstly, the Steam Store page for Squad specifically describes the original goal of the game, so no new purchasers are under the illusion that they are buying another battlefield game. The devs clearly aren’t marketing for that casual crowd. At least not intentionally. Secondly, if it is true that they are, this incomprehensive list, if not for the devs, is for modders like me to return to and read ideas concerning how things can be adjusted. Thanks for reading and discussing, fam.
  2. Hello Squad Community, I thought about a snapping tool for building. Yesterday I played with my Squad and we build a Superfob. One of my friends build all the sandbags... he wasn't very precise because we need to hurry up. When he began to place the upper sandbags the thing started getting worse. We build small gaps for walking in and out and if the enemy rush the fob we can easy defend. These small gaps worked with the lower sandbags but when he placed the upper ones nobody was able to get through. We had to destroy all upper sandbags and replace them very precise which cost a lot of time we doesn't had. I think if there were something like a snapping tool which you can enable and disable for personal preferences. With this tool you can Safe a lot of time. Please give me feedback if you think it's a good Idea.
  3. Up until very recently, I didn't think that the massive influx of new players was all that bad. I was pretty well used to short periods of horrible gameplay that would eventually level out as people got the hang of the game. I enjoyed helping new players. Now it seems that on many servers this isn't the case. I can only see this getting worse. These players aren't new anymore. They have been playing the game for a few months. They seem to be set in their ways. I used to be pretty idealistic on this topic. I used to figure that everything would be fine if people who know how to play the game just 'lead by example'. I figured that most people would just fall in line and everything would be peachy. Now I have pretty well reversed. It is getting to the point where it is almost too far gone. Too many experienced players are giving up. I've almost gotten to the point myself. Go back a year, year and a half ago and it still seemed like the majority of the community followed a common mindset. They understood that they needed to stick together. It wasn't perfect but maybe half of them waited at least a little bit for a medic. Squad leads communicated between each other. They discussed what they want to do before the match started. We can argue about game play changes that need to be made all day. There are countless threads on this. Lets forget about those changes for now, leave it for all those other threads. and discuss what we can do on a community level. My question is, how do we re instill this common mind set again? We shouldn't have to try to herd cats. It shouldn't be the norm to constantly have to keep asking players to stick together. There is no reason to need to babysit players. It shouldn't be the norm for people to regularly go off on their own. People should wait for medics and you sure as heck shouldn't need to ask players to switch of marksman to pick up a med kit! It should be expected that the majority of the squad understands these simple concepts. If you are genuinely new to the game and don't understand it is understandable but after 10 hours you should have learned by then! If it was only a couple of players in a squad that had to be held by the hand it could be managed but when it gets to the point of half the squad just doing their own thing it gets to be unsustainable. You can get away with kicking a player or two for not making an attempt at following directions but you can't do it for the entire Squad. What are other things that every squad player need to understand? What are rules to the game that should never be dropped? What is the baseline that almost every player should follow in order to help get this game going back into the direction that we want? I don't want to get burned out of the game and give up like so many people have done. I still have fun with the game but it is getting harder and harder to do so.
  4. The candian forces in their current state is over powered for the following reason. Their primary weapon doesn't have enough recoil for the rate of fire it is producing. it has a higher rate of fire than the american m4 and despite that fact has less overall recoil. Which is unrealistic considering the platform the weapon is built on. This is plainly obvious if you load up the firing range and test them. I will post a video directly comparing the two if needed.
  5. My Personal Ideas and Adjustments for Game Play Mechanics by Doctor Hammer With the current iteration of Squad in the B17 phase I feel like it's a critical moment for game play mechanics before introducing Version 1.0. With this post I hope to create a healthy conversation concerning the game play mechanics and to highlight my own ideas that I strongly believe will be positives to the game. Lets begin! Spawn System Commander The Medic Class Those are all the ideas I have for the game right now that I think could be super beneficial and make the game more fun, some ideas more thought out than others, but that's okay, at the end of the day, I just wanted to put those thoughts out there and create a conversation about those possible changes. keep in mind these are ideas are just ideas, not absolute solutions. I am proposing some of these things in the hopes good adjustments to them would be made, and a conversation could be started. I think we all want the same for squad, a teamwork based game that supports communication and tactics. Thanks for Reading! Doc
  6. I find myself in situations where a grenade lands next to me and I have the insight to hear it land or see it land before it explodes. Is there a way I can pickup that grenade and throw it back? I did a quick search of the forum and I couldn't find anything in history. Given Squad's attention to detail around infantry game-play, I find it puzzling that picking up an enemy or friendly grenade and tossing it back before the cook off is outside the scope of the infantry game-play.
  7. British Machine Gunner Gameplay

    The rally at the end scared the crap out of me, hope you enjoy the video
  8. [YA] Yellow ants

    4 Man Flag Defense [YA]
  9. I am sick of browsing squad's reddit and seeing gif or vid of people going rambo (which is hard even without shadow) with high settings except shadows. I am also sick of 'it sucks but everyone does it' bullshit comments, too. Bake in the shadow or just up the minimum rig standard.
  10. Chaos in Kamdesh

    Medic Gameplay in an Invasion match on Kamdesh - had a lot of fun playing with some Squaddies from SYCO and UF. The firefight at the beginning was more intense for me in person than it probably comes across to others watching.
  11. Trying to think of a solution to the age old problem of people giving in and just respawning. How about this. Over time bonus for infantry to stay alive. With stars to indicate how long they managed to survive that round. So first star 10 mins with return of 1 ticket to the team , second 20 mins 2 tickets , third 40 mins 4 tickets , fourth 50mins 8 tickets, and final fifth at 70 mins 12 tickets. Of course if you die your timer gets reset and you start again, you only get the ticket reward once, but you keep the star mark. I know it seems like a gimick but hey who don't like a star for being a good little solider. And of course they reset on next round. Once seen on the end screen you may find more people trying to stay alive. With a whole squad doing the spectacular and surviving your looking at 9, 18, 36, 72, 108 based on a whole squad these may look high but how many maps go beyond 60 min mark and if your doing that well your side wont really need the tickets. These are just some thoughts. Whats your thoughts
  12. Battle of East Novo

    The Squad community is awesome and I wanted to share one of my favorite matches. I've got more videos in the cooker that I consider better than this one, but I really enjoyed the atmosphere and Ziggy did a great job as SL, so I posted this one first. Enjoy the gameplay, it's a little slow because I was still new at the time. I welcome any feedback and tips you guys want to give!
  13. Suggestion REDEPLOY button in Command Menu that lets players respawn without a ticket penalty Purpose get players back in the fight after becoming stranded, especially on large-scale maps eliminates players becoming victims of unrealistic metagaming Conditions Countdown to Spawn timer same as Respawn function Only available if there are... no enemy within X* metres (this should be a large enough number to reduce cheesing, 200 metres for example. The enemy check would be similar to the rally check. *X indicates a number to be determined.) no friendly HAB within X metres (this should also be high, whatever distance a 4-5 minute run is for example) Reasons for Consideration Players often become stranded after.... their vehicle is destroyed, or they are left behind Being left behind is unrealistic for obvious reasons, but lets look at point 1... E.G.: Destroyed Vehicle If one vehicle is destroyed by another, it is unrealistic for the victors to leave enemy assets in the AO. But this often happen in Squad after an enemy vehicle is destroyed. As a result, players are left stranded. Realistically, in either scenario, infantry stranded would be out of the engagement and would radio for exfill to safety. While we now have helicopters, they are extremely limited and getting an exfill is highly unlikely. Summary A REDEPLOY button is the virtualization of a vehicle extraction. It cannot be used if there are enemy or friendly HABs within a specific distance It removes the unrealistic action of fighting vehicles leaving enemy infantry in an AO It puts more infantry in actual engagement zones more frequently, increasing the intensity of the firefights each match It does not penalize multiple players for the choice made by one other player It reduces overall downtime for general infantry players between engagements
  14. New Squad Videos 2019

    It's been a while since I last posted in here and thought I might share some of my new videos I recently uploaded. Coming back to Squad after a few years has been really been worth the time taken off. Feel free to leave any feedback and stay tuned for more.
  15. Hi. Many times i see people placing FOBs in bad location or not placing them at all, even if we have 3 flags to capture first people already rush to the last one and place FOB in some cheeky position, sometimes it works but most of the time it doesnt... I dont know how many times ive seen scenario when winning team keep capturing the flag after flag going for victory when losing team keep respawning in some useless locations at the flag that is Locked because there is no other FOBs to use... yes some respawn in Main Base and will try to defend the first flag but most of the people will keep respawning in old FOBs and the gameplay becomes messy... I also see a lot of times Squads being in some useless positions at the end of the maps trying to outflank entire server, instead of actually playing objectives, defending or attacking flags... not sure where exactly is the problem but it would be nice if players would stick to the plan and also it would be nice to be able to respawn in some better localization... I think the game depends too much on players actions, leaving them full control over respawning locations, i think it would be good idea to make Spawns available on Fully Captured Flags until there isnt an enemy close to it, that could give players options to effectively go back to objectives and have better chance to defend it and overall get back in action, FOBs could still be an option. It also could be more clear what current objectives are, even Experienced players tend to not notice that the flag theyre attacking is locked because enemy already captured the next one, players should be aware more whats going on, the whole gameplay experience would be just better if players would stick to the objectives of the map.
  16. Not done by me, made By Steez of the BigD gaming community. Note: as of 15th July 2019, do not manually set Hexes as team one, two or neutral only use Spline % as explained in the video or they will not work as intended.
  17. Hello, I have been watching Generation Kill again and whenever I do, I want to play squad. This time, my thought got focused on the almost barebone Humvee that the Force Recon Marines cruises in. On a related note, I have been running "light infantry" squad - 4 men, where we primarily hunt down FOBs, reconnaissance, and light skirmishes and capping if the team at large are bogged down. So we have been using MRAP and BDRM (maps that feature militia are too small for me to enjoy this gameplay) as transport and ammo supply roles instead of their fire support role. Back to the barebone Humvee, how would you guys feel about being able to customise the vehicle loadout? From very basic things to SPG Techincal or Tanks choosing more of one round than another to more extreme things - doorless/unarmoured MRAP and no 50 cal. but more ammo supply? The MRAPs will spawn as normal and when you get in, the driver will be able to customsie via command options. Just a thought I had. Maybe it is not authentic due to there being no MRAP or BDRM in service that has no main gun / even if they exist, they are reserved for special forces etc etc... I am NOT envisioning arcady customisation where you trade armour for speed etc etc on every vehicle Thanks.
  18. Smee SL

    Warning these video's contain Cockney accent, unabridged and with fragrant disregard for the class system. If you find this tone or videos offensive for the tone of language and inflection then your in the wrong place. Gameplay with Smee, can you tell there's a map. Was a fat moving game.
  19. [RIP] Hollenfeuer Videos

    I've decided to open a topic to show my gameplay videos, some are funny short clips, others are full rounds from my perspective whilst playing alongside public player and fellow Clan members alike. All feedback is welcomed, early footage was edited on Windows Movie Maker Where as newer footage is through Sony Vegas and should be 1440p @ 60fps. Feel free to subscribe for more fun content coming thick and fast since the release of v12. Hollenfeuer Youtube Channel
  20. cc// Crack Clan TV

    Logistics is the game's way of supporting FOBs. It achieves this by providing building supplies and heavy weapons ammunition in bulk; it is the only way to get supply points to a FOB. We hope you have enjoyed the first of our boot camp series, let us know what you think below and feel free to ask any questions - thanks for watching! http://crackclan.com http://crackclan.com/discord Background Music: ‘Downtown Funk’ by DJ Quads https://soundcloud.com/aka-dj-quads
  21. So, when i'm playing and the FPS go below 85 everything looks so choppy/jittery/laggy, and this is not only playing Squad, other games too, like Insurgency for example, is there any option causing this on my PC? Anyone is having the same problem? Let me know and thanks for the help in advance. PC Specs: - CPU: Intel Core i7 8700K (OC'ed: 4.8GHz) - GPU: Asus GeForce GTX 1080Ti ROG STRIX GAMING OC - RAM: G.Skill 3200MHz RIPJAWS V 32GB (4X8GB) DDR4 - SSD: M.2 Samsung 960 Pro 512GB NVMe(running OS) / Samsung 840 Evo 250GB(running Games) - Monitor: AOC AGON AG241QX(144Hz, G-Sync ON + V-Sync On Nvidia CP(Off in Game) + FPS capped to 141) - OS: Windows 10 Pro (64-bit)
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