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Found 36 results

  1. As titled. Just give it PG-7VL, using 500mm penetration + same damage as AT-4(even though it's 93mm warhead vs. AT-4's 84mm) instead of PG-7VM. Minimum change in model of rocket & scope reticle needed, or just use whatever modders did. This allows hitting with both rockets(without any kind of damage reduction...etc.) to set any APC/IFV on fire instead of...not. PG-7VL is ranged out to only 300m so it's actually partially a nerf on its effectiveness at long range, but this allows it more power to defeat vehicles at close range. Rangefinder of 2.4m is also a lot more useful as that's closer than 2.7m to actual height of M1abrams/leotard2/CR2, and the top of hull of Bradley. Also, reduce PG-7VR arming distance down to 25m or less, because 40m chokes its effective range(which is barely 300m by aiming with the bottom edge of the scope, with anything beyond 100m being mostly down to luck due to the exaggerated trajectory) way too much and has no basis on reality. 2.4m height rangefinder will help make it less luck-dependent in hitting mid range shots. According to tradoc, it only has 5m arming distance IRL for the early version. https://fas.org/man/dod-101/sys/land/row/rpg-7.pdf (page8) Then nerf AT-4/ILAW muzzle velocity down to 225m/s(which is the real AT-4 CS muzzle velocity). Source: https://armypubs.army.mil/epubs/DR_pubs/DR_a/pdf/web/tm3_23x25.pdf (page22)
  2. 7.62x39 has been nerfed in B19 to the point where two shots to inner limbs do not down a target assuming max damage range. And it offers very little damage advantage over the likes of 5.56x45. 7.62x39 used to deal over 50 damage to inner limb, which makes it fairly reliable at 2-shotting people even if no shot hits the torso. Today(B19)'s 7.62x51(G3/FAL) is yesterday(B18)'s 7.62x39. Now, as seen in the spreadsheet, not so much. You *must* hit at least one shot to the torso for 2-shot downs from full hp. Remember the previous design (comment from Z-trooper): Even the lowest damage 5.56x45 now has guaranteed 3 shot downs and 2-shot potential with 2 torso shots, or 1 torso 1 inner limb. Meanwhile 7.62x39 weapons have all the downsides - lower rate of fire, extra recoil(which is in no way alleviated by lower rate of fire), worse ballistics, less precision, much earlier damage dropoff range(~200m vs. ~350m). This is a good time to give AKS-74U(possibly some with 45 round magazines) to Militia, and more AKMS for Insurgents instead of SKS(which is now complete shit without PU scope, and is still mediocre with PU scope). "But what about muh balance" - take a look at AKS-74U damage... So, AKS-74U with 45 round magazines for MIL riflemen, AKS-74U with 30 round magazines for MIL HAT and Sapper. AKMS for Insurgent HAT(both kits, or SKS for RPG-29 kit for "balance") and Sapper, remove AK-74 + 1p29 combo from insurgents and replace all with SKS+PU. This should shift MIL further toward more modern calibers with a mix of optional 7.62x39...etc. for flavor, while Insurgents are using 7.62x39, 7.62x51, 7.62x54r - giving faction weapons more identity without upsetting any "balance." (because they're still worse than all blufor factions, which is the important part for squad...right?) https://docs.google.com/spreadsheets/d/1wx2hNbvcr9g5w14JiamjvqBvnsphkFDGYwnVinFzNfs/edit#gid=0
  3. On Kokan AAS v1 with RUS vs UK the bulldogs seem to be near unkillable. With side/rear shots doing little to no damage compared to the damage output of the bulldogs. The above clip doesn't illustrate the point as well as previous experiences I've had trying to kill these behemoths as they run all the way back to their main as I shoot peas into their rear. The final moments of the clip show rather well how much more damage they put out as well in comparison. It's just feels really unbalanced that the RUS side is not given a vehicle that can destroy the UK bulldogs. The only real method is to kill the gunners and watch them run back to main or let HATs and LATs work on them.
  4. Since tanks with manual loader have magic ghost AI hands to load the gun(it continues to load while "loader" player is firing the loader's machinegun - hence all the benefits of an autoloader *and* manual loader, with none of the downsides); SPG-9 should not have the gunner reload the round manually, instead have an invisible AI load the round. Pretend some random teammate nearby or assumed-AI loader is there to help load the SPG-9. This will make stationary SPG-9 slightly more usable as gunner is able to track the target while SPG-9 is being loaded. Technical obviously does not use this as the back of SPG technical obviously only fits one person. This change is both balanced(as stationary SPG-9 cannot be moved 360 degrees; not even slowly as in PR) and "realistic" as much as Squad "logic" is concerned.
  5. Somehow, tanks take 1162 damage from Refleks while taking 1400 damage from HAT kits. What is the reason for T-72B3 doing less damage with 125mm gun-launched ATGM(warhead weight: 4.5kg, total weight of missile: 17.2kg) compared to 105(PG-7VR overall weight: 4.5kg) and 84mm man-portable Tandem HEAT... I don't remember this being the case in v16. https://docs.google.com/spreadsheets/d/12GB74o-tP37D2o5iVZJQ4MXTlievUXG0g3GD5vA98Eo/edit#gid=0 Is this some bizarre nerf to not allow T-72B3 to kill a tank with only ATGMs? As if lower penetration(500 instead of 900 of Kornet/TOW/most HATs) is not enough? In case nobody remembers: you only get two of them. I'm guessing developers tried to nerf Malyutka yet nerfed the wrong missile, or whoever made the spreadsheet put it in the wrong place. Also, I assume "hull side addon" means the square panels on the side of T-72B3, which are ERA. https://below-the-turret-ring.blogspot.com/2017/04/russian-t-72b3-receive-armor-upgrades.html But they are only worth 80mm in-game, and somehow absorbs less damage than abrams side panels. They can easily be increased to 300mm to resist common low-penetration (300-400mm level) BASIC_HEAT rounds without adverse effect on anything else(except maybe high-angle APFSDS which should bounce anyway). https://docs.google.com/spreadsheets/d/1IZxi7kN4XDGPHPoPu64dq0MhtdjR6P273T84iKZy0Ys/edit#gid=0 Is it safe to assume in Squad world, opportunists stole the explosive element of ERA and sold it off for money like during Chechnya? *EDIT: sideskirt is modeled on T-72B3, but it still leaves weakspots where autocannons can deal hull hp damage from the side. Also according to above link, Abrams has 100mm hull side, meanwhile IRL: Only the front half is possibly 100mm, rest of hull sides are maybe 50mm. (let's face it, it's more like 70-80mm and 30-40mm instead of 100/50) "But wait a sec, how is it possible that superior american engineering end up with relatively thin side hull armor?" It's a fat tank, that's why. I guess your military advisor either neglected to mention this or didn't actually know this himself By that "logic,"(here assuming it's to simplify the armor model) side hull of T-72B3 should follow the thickness at its strongest point: 80mm, not 50mm of in-game source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2-protection-good-indication.html " As stated earlier, the armour of the side of the hull is 80mm thick " Solution: either lower Abrams' side hull to 50mm and have a separate value for front side hull, or give T-72B3 its 80mm sides. Is there any developer that is able to make a post about why these armor values seem out of whack? Is it for gameplay reasons? If so, why not have both realism and gameplay?
  6. Out of 3 hits in that round, only the first one, which wasn't caught on video, visibly did damage as the enemy chopper was almost hovering(actually having trouble landing). Bradley crew confirmed that they saw me hit the chopper as I went to rearm after the first video's shot; so it's not a clientside problem. (ping around 50ms) Something in game mechanics is preventing detonated HEAT round from damaging chopper. I'm assuming this is because there is some kind of collision-only hitbox for rotors. and that the rotor "hitbox" blocked the rest of chopper from getting hit by HEAT warhead, but it doesn't take weapon damage, only collision damage, so chopper flies away safely. Dear Squad devs, how am I supposed to make Halal terrorist chopper-kill montage if 2/3 shots turn out to do zero damage? These are American weapons; you got no excuse.
  7. As titled. Remove it from all factions(as if it's not a solo ninja kit already) or give Russian CE optics. I'm pretty sure at least US and UK have ironsight variants.
  8. The Rally System: Project Reality vs. Squad The purpose of this post is to clearly display the differences between the rally point system in Project Reality and Squad to foster discussion. I want to know what people like and dislike about both systems. I’ll post my own opinions in a comment. Project Reality · Squad Leader kit required · 2 squad members nearby · No enemies within 125m · Disappears after 60s unless within 300/600m of friendly FOB or APC o The range depends on the size of the map (2x2km/4x4km) · Is disabled if any enemy comes within 125m · Rearms every 60s o Overrun rally takes 5min to rearm · Players may spawn as soon as their timer runs out Squad · Does not require Squad Leader kit: o With SL kit only requires 1 squad member nearby o Without SL kit requires 3 squad members nearby · No enemies within 50m · Does not disappear automatically · Is disabled if any enemy comes within 30m · Rearms every 120s · Players must spawn in waves every 60s As you can see these systems are quite different despite sharing the same basic concepts. I’ve made some very crude graphics to help illustrate the differences in distance on both a 2x2km and a 4x4km map. Each point of origin is a common radio placement/objective area. I chose popular maps to help players visualize the distances. Fool's Road (2x2km) *Ignore 10m circle, squash radius is 30m* Tallil Outskirts (4x4km) If anything is unclear or you have questions please let me know! P.S. I realize that there may be issues with Squad that go a lot deeper than just the rally mechanics, and I'm ok with discussing those topics. However, I would ask that everyone try and keep this thread focused primarily on the rally system and what we want from it. Thank you!
  9. Faster ADS for when scoped MGs are using the bipod and for all scoped weapons when prone
  10. What about SVCh?

    Hello. I have a question about a new cool marksman rifle SVCh (Chukavin sniper rifle): will it be added to the game instead of SVD in Russian army? SVD is now gradually replaced with SVCh and it's much more effective and etc. than SVD. It can be opposed to M110 that unbalanced to SVD a lot, so marksman in Russian army is pretty awful
  11. Hi there Community, Just to start the discussion about clans servers. I have been playing this game since the start and so far got 3252 hours ( i can already hear people screaming, we don't care about your hours, you feel like a big man huh ). I have spend countless times training SL's that say that don't know what to do. i would help them throughout the game and give proper instructions. When there are no squads in the start of the round and people are waiting, i will tell people to create one and i will help them with every step ( often works ). By saying the above i want to state that i think i have a strong community sense and want to help the game get better. Clans promoting disastrous gameplay tactics: - 3 manned clan member tanks wiping out the whole game since experienced armour is hard to come by and will create a in-balance very quickly - Sitting just outside of main and not really on main and waiting for logi's and other vehicles to come out of main - Full squad of clan members rushing the first flags to cut off the whole chain of the enemy - Constant switching to US and leaving RU and INF mostly with not so experienced people. If you have played this game a lot, you might have noticed the mentioned issues above are incredible effective and will most certain destroy an almost 2 hour match. (also noticed they handing out macros that will create pre-defined named squads attached to a key bind to claim vehicles and heli's faster.) Balance Clan servers are mostly one side matches since even if you see 14 clan members in one side, they all have 1 friend in there and makes a full faction. When talking about balance they just all shift to the other side and destroy the other faction ( mostly because clans tend to play US only and switch to US on every occasion to simulate balance. Squad locking and guidelines (Please kick the members to accomplish the same, do not lock your squad). Why is squad locking in the game if you cant use it, why are the admins controlling the actual game mechanics and should they be able? Are there rules given from the developers that they have to uphold in order for their license to be renewed ( i can hear someones wallet getting empty by saying this ) You don't have to be on this server This statement is the first thing i hear when mentioning something incorrect, the problem is that all servers are clan servers with a large overlap in rules. Example of a good server I nominate PA servers as a very good example of an excellent clan server with minimal to almost no interference and seems to work perfectly fine. i think it has to do with the little amount of clan members dominating the their servers which makes the gameplay very balanced. Most people know PA server you can solo a tank if you wanted too, yet it almost never happens.
  12. RAF faction Ideas.

    Hello. I've already make some posts about Russian equipment,but it turns into holywars,so it's makes no sense. The reason,why I create this thead: This game is aimed for reality,instead of just pewpewhavingfun.So I think they should stay as much as possible closer to current TOE and Structures. Some Nations doesn't have some specialisations.Like - we don't use shotguns use Bolt-Action Sniper rifles in Army,only SF operators have it. You anyway can't balance weapons,vehicles etc,etc,etc... at least because of their characteristics. PR's conventional kits was copy/pasted.The main diffirence between it - diffirent 3d models. But I have some ideas.I will stay around my experience,and expecially - this http://forums.joinsquad.com/topic/1661-the-weapons-thread/?p=160666 Idea 1. But first - fast facts about RAF. Usually(99%) soldiers doen't have optics or red-dot.Only VDV uses some optical sight,but there is reason - their squad have only 5 dismouts,instead of 7,they cannot have SVD per squad.So - VDV Platoon around 20 man,while Motor-Infantry is around 30 man. Typical rifle squad have such weapon,which many western military have at Platoon level.Like PKM is 8kg 7.62 Machinegun,which used by crew of 2.RPG also used by crew of 2.Most infantry squad have Sniper with SVD. Disposable launcher used very wide.RPG-26 weighs only 3kilograms,and effective maximum fire range of 250 meter.But effective range of them is around 100 meters,because of trajectory(Slow start speed and weight of rocket makes their deal). There is also exist another type of disposable lauchers - Assault Grenades and Reactive Flamethrowers.Assault Grenades,like RShG1 and RShG2 used by Army,FlameThrower used by NBC forces.But many Brigades have at least 1 NBC Company inside them and they're usually work together with Motor-Rifles or VDV. Instead of optic - use limited riflemans with RPG-26 or RSHG2.Also increace quantity of SVDs. You will tell me,it would be unfair,but I suggest use it instead of HE grenade.So,still US rifleman will have at least one. Squad Roles: -Squad Leader -Medic -Rifleman(Default) -Rifleman(RPG26 instead of Hand Grenade) -Rifleman(RSHG2 instead of Hand Grenade) Fire Support Roles: -Grenadier(2) -RPK gunner(2) -RPG gunner-Light loadout(1) //PG-7VL and OG-7V -SVD gunner(1,avaible after 7 mans reached) Team Roles -PKP/PKM gunner(Some quantity) -RPG gunner-Heavy Loadout //Tandems and VL??(Counts as PRs HAT) -Flamethrower //Equipped with RPO-A Thermobaric Reactive Flamethrower.It will be unique weapon of RAF factions.Effect should be like 122mm arty shell explode,but without fragmentation. Idea 2.If there is optics already created - why just don't create VDV subfaction?It's like US Marines - they have some diffirent equipment,diffirent vehicles,diffirent purposes.Almost everything already ingame.But... this is light infantry,they doen't have any heavy support.Their IFV - BMD-2,have similar armor to BTR-80. The only possible vehicles is BMD-2/4 2S25 Sprut(Self-Propelled 120mm gun),Short-Base 4x4 Kamaz Truck,BTR-D and BTR80. Well,thats all... If you're don't trust me - I'll keep Ground Forces Combat Manual(part 3),you may read it by yourself,well if you know Russian. http://militera.lib.ru/regulations/0/g/2005_bu3.pdf And please - If you're still thing I'm wrong,please find proofs first. Edit: So I think about kit loadout. First off,I must explain it's structure,as well as combat attachments. Forces,which Devs aimed are Motor Rifles,aka Motostrelki.This forces is an infantry,which primary uses APCs(BTR) and IFV(BMP) as transport,with support of tanks,artellery and short/medium range anti-air vehicles. Russian army pretty much unified over structure,so they also should works with Marines and Air Assault(BMP or BTR mounted) units with a very little changes.But I will stay around some unknown Motor Rifle(3 Rifle Battalions,1 Tank Battalion,1 AA Battary(Of diffirent vehicles),1 Howitzer Battary). Vehicles like Tigr or Rys' are special purpose vehicles,they primary used by SF. Rifle Battalion have inside 3 Companies,1 recon platoon,1 arty platoon,1 weapon platoon(AGS(Primary) and/or HMGs) and 1 ATGM platoon(if this battalion mounted on BTRs).So they have their independed reconance and fire support unit. Company consist of 3 platoons and HQ.They might have their own HMG team.They also might have the 4th platoon,a temporary attached teams from diffirent units or their own battalion: AGS team,ATGM team,HMG team,Flamethrowers,Engeeners etc etc. Platoon have 3 squad,squads is same. IRL Squad is: 1)Squad Leader 2)Junior rifleman 3)MG gunner 4)Assistant 5)RPG-7 Gunner 6)Assistant 7)Rifleman(old type) or Sniper(new type). 8,9)2 Crewmans 10)Platoon leader of Platoon sergeant as vehicle commander. And now again fast facts: 1)Every squad by default have PKM/PKP at new type units and old style have RPK74. 2)Every squad have RPG-7 as Squad Anti tank weapon. 3)Modern type of squad have snipers with SVD rifle. 4)Besides this - Russian army actively uses Reactive Grenades(Ruchnaya Protivotankovaya Granata - RPG),they might be used by any soldier.But meanwhile RPG-7 is a Grenate Launcher(Ruchnoy Protivotankovyi Granatomet - also reads as RPG),might be used only by trained solder.Assault grenades are reactive grenades with a thermobaric warhead agaist soft skinned targets and infantry. 5)Optics on AK are rare.Very rare.As well as Holo sights. 6)Reactive flamethrowers.They used only by special type of forces - Chemical Defence forces.But usually they work together with Motor-Rifles,so makes sence to add this to game.If someone doesn't know what is it,please seach for RPO-A or RPO-M. For those,who don't want to read my sensible scribbles,skip it and read idea. Idea is about Kit Loadout - as you can see above,some weapon going to be rare today,but still used. So my i think,that kits should be like this. Squad Roles: 1)SL(No optic) 2)Rifleman(Unlimited) 3)Rifleman AT(Reactive Grenade or Assault Grenade,limited) 4)Medic(Limited) 5)Breacher(Of course screw that KS-23,TNT FTW) 6)Engineer 7)Crew Support Support Roles: PKM/PKP gunner RPG gunner Grenadier Sniper/Marksman(SVD) Team roles: Rifleman(Optic) RPK gunner HAT(RPG-7 with PG-7VR or maybe RPG27 grenade) Flamethrower MANPADs operator Recon/Observer(VSS Val short range silent sniper rifle,instead of BLUFOR long range sniper) as for counter this - just add more optics for M4 for BLUFOR.This make gameplay much more assymetrical,but still I think it's still going to be fun.
  13. Suggestions for Owi

    Hours Played: 2227 Suggestions I strongly believe that Owi should focus on releasing the helicopter features, then re-balance the armored vehicles attack, defense, and mobility especially on the speed of the turret that one is able to turn from left to right to improve on the realism aspects. Then refocus the majority of your efforts on optimizing the game to prevent any more bugs, server closed connections. I recommend focusing 80% of your efforts on optimization and the remaining 20% should create an environment or in-game chat browser so that new players could socialize, learn, meet trainers, and learn the basics of the game. After, you guys have finished releasing the promised features(helicopters) than divide up your man-power 50/50 into optimizations, and the feature I had just mentioned above. Once perfected, then start to plan the next phase which is going for a full 100 slot player, after you have achieved a perfect 100 player slot then you should go beta. Add Helicopter + the remaining features that you guys have in mind + re-balancing heavy armored vehicles. a) Highly recommend: refrain from adding any more features for now until all of the following steps have been met. Game Optimization: Fix server connection issues, and bugs. Creating an in-game browser for new players could socialize, learn, meet trainers, and learn the basics of the game. Efforts to increase more players: 100 player slot(Full 80player slot must be perfectly stable, meaning no more sudden disconnections and fps drops due to super fobs.) Go Beta Features, game-modes, add-ons, 150 player slot. I'd love to hear back from everyone in the community in regards to my suggestions.
  14. Body Armor

    They need to add body armor and helmets for the armies in this game, i personally own both of these things as a freaking civilian, and i payed about 1k usd. to put that into perspective, the cost of a single tank shell in this game is the same or greater than that. no modern military would EVER send troops into a region without at least an IOTV rig and an ACH. it really ruins the balance of the game and the immersion of bleeding out from a guy shooting you in the chest with a pistol actually completely turns me away from this game(i have 425 hours too...) this is something i have been saying since i started playing the game and i have never once heard devs talk about it, which really bothers me
  15. British faction balance

    Ive only played one game as Brits yet, but fought them a handful of times over the last couple of days. Their infantry seems really, really strong with bipods for almost every class and a good amount of scopes too. the recoil for the service rifle is great and The "LMG/DMR" is a lot of fun too. Without having played too much, i would say it's the strongest faction measured by inf vs inf combat only. Even russia seems to be quite the underdog in my experience this week. Their vehicles though... the warrior is ofc going to outclass any opposing vehicle atm (since US vs BRIT isn't a thing). but it doesn't seem too great either, really bad horsepower and not as good vs infantry as the bradley due to slow firing(and no TOW). I haven't seen the brits field any MRAPS or the like yet, do they have armored cars? all in all i think they're pretty balanced atm vs conventional forces, but it's hard for ins and militia to fight their infantry in the open... What do you guys think? you have probably had some more experience
  16. With the new armor and stuff the regulars are way better now, its very hard for INS or militia and even more so because holy shit the 1p29 or whatever is so ****ing hard to aim. Like this isnt a increase amount of tickets and be done with. I mean like we need every single INS to have IEDs and maybe make respawn time for militia shorter, because the way militia and INS are suppose to win is speed. Thats how they win irl too. Guerrilla warfare is basically warfare that focuses on speed. Weight system for militia and INS making them faster but less stamina as they have less gear but are less trained. I think militia and INS has to be realistic just like the USGBRUS are getting realistic All my jibberish in one place Make INS have more IEDs Make respawn for militia and maybe INS shorter overall Make militia and INS faster in cost of stamina
  17. The fact that anti-tank and grenadier do not get reflex sight really bugs me, as it discourages teammates to pick roles useful for the team. It really annoys me that most of the time some rookies in my team would just go for sharpshooter role, which is completely useless to the team. Overall, RU weapons and vehicles are completely inferior to US and British, and the terrible iron sight on AK would only make it worse.
  18. Can any dev offer some opinions on what uniqueness would the coming British faction have? I know that the dev has talked about British faction in a recent stream, but little info was given besides that they would be basically the same as everyone else. So I'm more interested in knowing the detailed stuff. For example, what would the performance of the L85 be like as the first bullpup rifle in game? Many IRL advantages of having a bullpup design, such as easy-to-carry, can hardly be represented in game, and it would really be a shame if it just end up like yet another generic rifle.
  19. Faction balance ideas

    This is something that's been on my mind for a while, and i finally put it to text as a comment on one Karma's videos. I am reposting it here, since it seems more appropriate. I suppose i'll get a lot of flack, but whatever. I've been thinking about the way "factions" (armies, whatever you wonna call them) are made in Squad. I know the major differences are there for the immersion and in some modes it might work, but to be honest on Assault, which is like 99% of public games, nothing beats the US army on equal footing skill-wise. What i mean is that with all the optics and shit, if both teams have the same skill level and coordination, the team with no optics will have a really hard time winning. It's not impossible, of course, but in GENERAL is not the case. Thus, when given the choice practically everyone goes to the US team or just leaves after match end, so you get games that are very unbalanced in terms of numbers... The only way to "fix" this, that i can think of, is to implement the option to pick up equipment on the field. That way the insurgents, for example, could setup an ambush and if it works scavenge some optics and stuff. Next fight the US will be in for a surprise when suddenly they face a fireteam with similar weapons... However, this will obviously cause balance issues with people hogging guns forever, slowly building up an arsenal during a match, ending up in a game full of ACOGs etc. To remedy this, i suggest three (technically 4, but whatever) things to be implemented at the same time : Short "life time" of the dropped weapon. After a short amount of time on the ground, the weapon/gear becomes unusable. It's not the most "immersive" thing, but it's not worse than looking at all the dead people in full battle gear around you and not being able to pick their weapon or ammo, is it? Severe penalty in accuracy and/or reload time with a weapon different than your starting one, especially cross-army. This emulates training, experience etc with handling the weapon. Players should have a much more limited supply of ammo initially (like 4 mags, instead of 6-7 as it is now) AND some of the support classes should be able to carry extra ammo packs to distribute to his team (the hidden 4th point). This will ensure a stole weapon won't be operational forever, if you want to keep using that stolen AR you'll have to actively hunt and kill an enemy, steal his ammo and get away with it. I know these are all major changes and i am just throwing my ideas in very broad strokes, but i believe if SOMETHING is done in this direction the game will be more balanced and it'll introduce some interesting gameplay elements.
  20. In my opinion, currently semi fire mode is way more powerful compared to auto fire mode except for indoor distance, thus making suppression fire useless. Here I will make an illustration using the basic red dot M4. 1. Current status: Semi: When crunching, due to the auto-recovery from recoil, rapid semi firing will yield consistant hits on man-sized target 200ms+ like laser, therefore you can reliably dispatch multiple stationary enemies at that range. Auto: Due to increased recoil both vertically and horizontally and the absence of auto-recovery, even a three round burst could yield missed shots on target 20ms away. Trying to "suppress" someone with automatic firing is completely out of the question. Result: It is literally as simple to kill a 10ms target as to kill a 200ms target, providing that it stands still. Guns like red dot M249 is useless engaging someone behind cover due to the lack of accurate semi mode. 2. Proposed changes: Semi: Slow down the auto-recovery from recoil, add horizontal displacement (currently there is vertical displacement for basic red dot M4) of the center to encourage minor aiming adjustment for long range engagement and increase random spread over long range (currently the red dot sight is way too precise, IRL it will be inherently inaccurate over 100ms due to its design, changing it will make optic M4er equally desirable compared to anti-tank soldier and grenadier) so that it takes longer to kill a distant target. Auto: Reduce the recoil of regular M4 to that of M203/Grip M4, and add auto-recovery so that burst shots can be effective at 50ms, especially against target in cover. This will in addition make suppression firing and the guns specilized in it more uesful. Result: Improved gun play experience, now against target in cover, auto mode is actually deadly and semi mode kill speed is toned down, so that better positioning yourself to flank the enemies would be more tactically advantagous than just keeping tapping left mouse button.
  21. Scrambling teams

    Hi, Before I start, a little bit about me: I am not that active on these forums but I have been playing PR and Squad for a long time (since around PR 0.6) and bought squad on day 1 because I love the game. I searched the forums for this topic but could not find any recent entries. However, as time goes on I find myself wishing that there was an option for servers to scramble teams at the end of a round. This is because sometimes the skill gap/coordination gap between teams can get really out of whack to the point that a team can lose for 3-4 rounds straight quite handily. I must say that in my experience, after 3-4 stomps one of three things happens: - The server empties out gradually - I leave because I'm done with it - The problem actually fixes itself! These three things happen in roughly equal proportions. Now, it is my strong opinion that it is a suboptimal outcome to have persistent imbalance. Let me demonstrate with an example. Earlier today, I joined a server the the start of a round (that's when slots opened up). Immediately you can tell whether you've been put on a team that's getting stomped because the player imbalance at the beginning of a round can be north of 10 players as people that lose are more likely to quit. I took one look at the teams and the people and I knew immediately that this round was going to end badly for my team, so I just left and did something else. To test if I was right, I rejoined the server approximately 30 minutes later. Sure enough, the team that I was initially put on had been pushed back all the way to its mainbase and was in a hopeless situation with around 140 tickets left. Now, some may criticise me and say "well why didn't you lead a squad? why are you whining instead of making a difference?" I squad lead about a third of the time that I am playing depending on whether or not I am confident I will stay the whole round and what my mood is. I think that's more than most people. You can still argue that I have "a responsibility." However, I'd argue that there is a good fix for this problem: Allow servers to enable team scrambling at the end of every round. I always thought this was already an option and servers just didn't use it. I recently learned that this was not an option at all. I strongly believe that server owners should have this option as every round would be a true "fresh start" and that would make the game better. I must say that this problem is exacerbated during a steam sale, but it is present on regular days as well. I know there are downsides. Here are a few: - Clan squads will have a tougher time playing with their friends - Some "team rivalry" or the attitude of "we'll get em next time" will suffer To me, those tradeoffs are worth it. I firmly believe that servers with such an option enabled will see more close games on average than servers without this option. If you are a clan player, I wish I had something better to say to you than "sorry pal, this is gonna screw your squad up," but I'm afraid that's the way the cookie crumbles. At the very least, servers should have this as an option. What does this forum think? Do you agree with me that this is a problem and a phenomenon you've seen occur? Do you agree with the proposed solution?
  22. Hello, I know, the game will change, new weapon, artillery, etc, etc... But, i dont think weapon/vehicle update or little "tactical" tweak can really improve the gameplay. I'm playing every night to this game, its my drug. I noticed what currently, the dev ask us to take the flag one by one, which create the following behaviour : -APC rush on malak abad (exemple of rush, but they ask us to rush as far as we can to prevent ennemy to take his first flag so we can take all the one he is missing) -FOB rush on papanov (or anywhere, actually i even see suicide logical trying to put fob right behind the main ennemy base xD) -Using FOB on ennemy rear as teleportation door for taking the ennemy back flag before it can fall back (i know, pr fob will fix it. Did u see pr fob in squad? Not me). -Forcing 70 ppl fighting in 500m when we have 4km² maps and doesnt giving any buff to manoeuvring move (i have csgo for this) -Creating repetitve behaviour to win (i'm using them too, i'm not an hypocryte), i'm not the first one coopérating with an other squad and caping all the flag in fast order so the game is 20 minutes long. -Seriously giving no interest in trying to cut ennemy supply line with big "checkpoint fob", creating "control fob" other big hill (except on malak or logar but, its just fob on top of the flag instead of inside the flag) So, i just took 2 minutes for making this little, absolutely caricatural map of what i'm thinking, let me introduce it. I call it "ho watch, 2 more flags to take at the same times for different game mecanic". It works the following way : U can take all the immediate flag (blue & red) in any orders, but u need at least the first flag to take one of the medium flag, and once u have one of the middle flag, u can take all the others middle flag (white one). Just follow the link between them to understand. Exemple for better understanding : Exemple of "counter rushing reaction" FAQ : "yes bla bla bla, so everybody is going to fight on the red flag on the left". No, if the ennemy is stronger on a flag, he is of course weaker at an other one, so u can win by fleeing him... giving his chance to "guerilla playstyle". U know, the kind of style fight 2 factions of this game are suppose to use!!! "Ppl are still going to put back fob to teleport once they got the medium flag" Yes, but they need to do it 3 times... So its 3 times harder! "Ppl are still going to rush with apc" Like before, they need to do it 3 times... And if for exemple US put all his troops on the right part of the map, INS will just need to do the same... on left.. And the ticket bleed will negate on both side! "Do u know on some map u need to take 2 flags at the same times" Well, i dont consider yes/no is a reponse, u are missing le "but". Le but is currently the third flag. Its also a basic mathematic question. 70/2 = 35. On a 100m² flag's compound = lot of ppl. 70/3 = 23. Its becoming more light, more clear. U can even give a chance to ppl playing in 3 men squad a chance to have an impact on the game. "It already exist in PR" U are talking of this? http://www.realitymod.com/mapgallery/?map=battle_of_ia_drang&mode=gpm_cq&size=64 Yes i agree, and it was cool. Ok lads, i summon the torn of hell, the army of ppl claming its bf-like or not pr like enough. Punish me! And forgive me for my english, ofc...
  23. Hi guys! I've played 37 hours of this game as well as playing project reality, and I have to say that this game is nice in quite a few areas, but also needs polishing. One of the areas that, to me, is glaringly obvious, is the current death/medic/revive balance. I think its safe to assume that many people will agree with me that the system is a tad too forgiving right now, and could use a bit more thought.I'd also say that this is a very delicate subject as we are not just talking about simple realism here, we are talking about gameplay; That's what matters most. Now if realism and gameplay can be in harmony that would obviously be ideal but when push comes to shove, gameplay is key. The facts: 80% of wounded soldiers don't die. 99% probably died because of headshots. The current situation: a appeasement of all as the expense of some: casual mode. Proposed solution: "hard core mode" for those looking for more challenging, more tactical gameplay. LONG VERSION Short summary of suggestions: Headshots now do much more damage, and have a chance to kill - see long suggestion notes Players now have "conscious health" (the current system), and "vital health", making it possible but difficult to "insta-kill" someone Players can now be damage for 4 seconds after they go "unconcious". they then become immune to fire as they become incapacitated. Medics now have to deal with a variety of medical situations as players now have lesser or worse conditions regulated by vital health. - see long suggestion notes Being revived now is not a blank check. Reduced conscious health with a 5 minute "cool down" this will please the hardcore players, but keep the game playable, while not making the game unrealistic in making it impossible to kill people.
  24. I am actually a little disappointed. Tracked vehicles and auto-cannons are cool and all, but it seems whatever cool weapon with an edge you throw into this game you have to make it "sissy" so that an infantry man has equal chance as a tank or whatever. Apart from leaves blocking absolutely everything for anyone with a scope, marksman or tank, now the sights on the tanks also have this greenish tint+dirt that makes it so difficult to see in for example a forest that -of course- an infantry may be able to get close and kill you anytime. This sucks so bad! You have to remove it! This is becoming vanilla battlefield again. Soon we will see tanks where it takes 10 rounds to kill one infantry man or whatever... I was on a tank in the army (noone gives a shit I know and that's not the point) and I can tell you the sights aren't greenish and they come with wipers and gallons of wiper-fluid for a real mud-wrestling competion. You can detect infantry up to 4 km away with the IR sights no problem. Small rabbits glow like candles in the night km away. This game seems destined to become some Quake-arena style game where people run around like crazy and everyone always has an equal chance of killing anyone else at all time because otherwise you can't have Quake-arena e-sports competitions. I thought it was a military sim. That's what I'd hoped for, but this is not it. This is what I think: If you have a heavy asset -like a tank, or a chopper or whatever- it's going to be really valuable. It's going to be a total killer of infantry-men if you put it into a STRATEGIC LOCATION. There might be 2 or 3 strategic locations where a tank makes all the difference, and if you put it wrong or isn't fast enough to adapt, then you are screwed. But, also, if you lose such a strategic asset then it should cause a MASSIVE ticket loss, so people are really careful about them in the first place. So, if people detect a tank, they tend to keep their head down, and find out, that maybe the ONLY WAY for them to defeat it and bypass it, at all, is to STAY-THE-****-BACK and let the scout class direct the rocket-techies to destroy it with an artillery strike or whatever is available at the moment. This way, balance in the game is not obtained by putting leaves all over the place and funny houses with no windows except towards boring mountain views or whatever, it is obtained by two teams possessing equal amount of firepower -of equal amount of heavy assets and the competence to manage and direct those assets. Map designers need to stop playing Quake. Sorry but this really bothers me. The way it is now, an APC is often completely useless other than for transportation. It can only destroy other vehicles if it can even see through the unrealistic all-obscuring leaves, that is. This is becoming so boring. I bet when Apaches are coming there will be 10.000 stinger missiles just lying around all over the place as well, so the poor infantry-men can defeat it easily still. Conclusion: MILITARY-SIM (doesn't have to be 100% realistic, but should be FUN): *Hold strategic locations on the map, *Heavy assets MAKE A DIFFERENCE *Some assets are NECESSARY for countering other assets (in war, still; all assets types still exist because they expose weaknesses on the other (heavy) asset types) *Teamwork; A team can only win if everyone takes on the required roles, and work together as an "army" *Infantry abundant; Fast respawn timer to compensate for heavy losses, but little penalty for dying (doesn't have to be super-realistic, but more-so than this) *Totally fun, with an element of dynamic strategy to it QUAKE-ARENA-STYLE GAME (that come by the dozen): *All assets are equally useful/worthless, *No place on the map is ever better to hold than any other, *Teamwork; A team can survive whatever role anyone takes on. *Totally boring and one-dimensional game-style without any advanced strategy thinking. Games of this type already by the dozen (or hundreds) Which direction do you want this game to take? I opt for MILITARY-SIM. I realize this post seems a little harsh but if this continues I am out. Play some Arma or some shit. Never tried it though. It would be a shame since this is the game with the BEST POTENTIAL sim-wise I have ever played. Thank you for your time.