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Doctor Hammer posted a topic in Feedback & SuggestionsMy 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
This is a small thing I noticed and I know this may almost sound nit-picky, but the FAL reload animation isn't accurate as to how a real FAL reload looks like. In-game, once the magazine is empty you hear the bolt lock back on the last round, followed by a tilt showing the bolt held back. The magazine is dropped and another loaded back in, but instead of hitting the bolt-release your guy charges the bolt back manually. As your guy pulls the charging handle you can immediately tell it sounds like the bolt is forward when it should be to the rear as well. A small change that simply uses the bolt-release feature on the FAL would be very appreciated. It should bring the reload time down slightly as well I think. Again, this is such a little thing that I didn't see any one mention it yet. So here it is
Personally I think the crewman should be changed to only have a knife, sidearm, bandage and binos. I will break down my reasoning for each part of the kit and why I believe it should or should not be part of their kit: Knife - Everyone should have it, it's not really effective but allows someone to technically continue fighting without ammo, at a highly reduced effectiveness. Bandage - Every soldier should be able to stabilize them self until a medic arrives. Binos - This allows the crewman to exit the vehicle and spot enemy infantry/vehicle targets for the gunner. I would only use this if very far away from the targets and hopefully in the future the diver can simply open their hatch to peek their head out and use their binos without exiting the vehicle. Until then, this is a good substitute. Sidearm - Along the lines of the knife, every soldier should be able to defend themselves. A simple handgun allows them to do so, but not so effectively that they can really participate in an infantry squad as infantry. They could kill someone who pushes their location, but they would really want to switch kits if they cannot use their vehicle any longer. Rifle - Crewman do not need this. A rifle makes them too effective and similar to a rifleman kit. If they exit a vehicle, they are essentially just as combat effective as a rifleman, which can make them too likely to abandon a vehicle and continue on as a crewman. Their kits are basically identical, only missing the barbed wire and sandbags I have yet to see people use. A kit used by infantry should have an advantage over the crewman in infantry combat. Grenades - This is similar to the rifle, they just don't need it for their role as a vehicle driver/gunner. Shovel - Crewman should not be building things, they should be focused on their vehicle. VRS's should be created by the infantry squads at the fob. My reasoning for these changes is to lock crewman into a vehicle driver/gunner role, and make them not want to get out of the vehicle. If they do get out of their vehicle, they should be a severely reduced combat effectiveness and want to change kits ASAP. If crewman had less equipment, they would be more likely to "go down with the ship" or drop the vehicle off at main or a fob, so they could change kits. Abandoning vehicles at these places is totally OK in my mind as they are places they can be repaired and other people can spawn there and use them.
Right now other that the Squad Leader role, the recon role also has binoculars, I generally don't see many people play this role but many people want to play Marksmen and the people that do, a lot of them play it in a long range recon form of a role. While having a scope on a long range rifle is good for spotting nme units or fortifications, having binoculars will make the Marksmen role a lot more versatile on top of this i feel that it would bring marksmen in a new light for squad leaders.
Hi Guys! I purchased squad before it came on steam. When it then came on steam I pairred it with my brother's steam account. I have a steam account myself now, and I was wondering if there is ANY WAY to make SQUAD and the FOUNDER STATUS available for me to play on my account??! We tried family sharing on steam but it won't let me play the game - and I don't want to buy it again because then I lose the early backer status... PLEASE CAN ANYBODY HELP??! THANK YOU !
Hello, sorry if this is a repost, but i searched the forum and didn't find anything about it. When I am in a server and the map changes the game crashes. It goes from the final screen with the scores on it to a black screen with nothing but the compass on the bottom. If I wait nothing changes and it just stays on that screen. If this is a known bug with a fix I would love to know, if this is a known bug with no fix let me know, and if it is an unknown bug please tell me so I can make a bug report for the devs. Thanks for any responses.
When you are in an injured state, your priority shgould be to stop the bleeding. It is quite frustrating, bleeding out, whilst folding away an AT weapon. Can you please look into the possibility for this weapon, that you can enter directly into the bandaging function, rather than the serveral seconds spent folding away a LAW or RPG which seems to be priority number one when bleeding to death. This can lead to death if you already have low health. Priority should be drop the weapon, stop the bleeding and pick it back up. Thank you for a fantastic game.
MuffriDer posted a topic in Feedback & SuggestionsA problem I've had with in PR (no complaints about how it is considering the effort put into the solutions) is that when a squad talks to my squad, all I get is somebody's name. I have to look up which squad that player is in to find out which squad it was. Sometimes the SL is polite enough to say which squad he is in so I can get back to him easily, but that still doesn't solve the problem. The issues is, "What does that squad do?" Was that the TANK or an INF squad? Is it the Recon squad talking or the APCs over at Obj Delta? --- Please allow the commander comms channel to display the squad number and name for quick reference. i.e. [sqd 2 - TANK] [sqd 8 - Mech Inf 2] [sqd 3 - Recon] [sqd 1 - Mortars] [Commander] I'm not sure if SMs need it as well. [Xmas monster - AR] [Happy Tree Friend - Medic] [Thorrrr - SL]
This has probably been ittirated In a certain form some where on the forum but I couldn't find it. Anyway a problem I have felt in PR is that flag capture in AAS was important but often ended up between two flags where bodies were kept being thrown with not much coordination with squads in a tactical aspect, so thought of this as a way to encourage stronger tactics. How it works: Advance and Conquer would give each team a large number of tickets (hopefully player abjusted). at the beginning each team would try to capture as many flags as they can without being able to enter an area of 2 flags away from their current objective to prevent flag rushing. Once they are a flag apart the ticket counter will start to drain from both sides at a rate which will that guarantee that both sides will lose all their tickets after an 1 1/2 or 2. And now the fun begins. Attack: Both teams will compete to capture the most flags (no even number of flags!) Once one team has the majority of the flags the amount of tickets each team loses shifts. The team with majority of the flags (conqueror) loses tickets at a slower or the same rate while the opposition loses tickets a bit faster. The rate would be added to the existing rate which would result in less time for them to drain the enemy (5-10 mins). This in turn would encourage capturing more flags to win faster. Defense: However there would be consequences for not defending. for every flag the conquered can get back, it gets 5-10 mins in tickets and the rate decreases, and if the conquered becomes the conqueror, the team who lost its flags will lose 5-10 mins. As you can see there it would become a real power struggle which makes the game more interesting and there is incentive to defend and also attack. Player Incentives: Because of the importance of both attack and defense there is a lot more tactical value to coordinating with other squads and developing a strategy to win the game faster. Squads would be rewarded score wise for both defense and offense. Since it's important to reward player actions in a way if you want to give them motivation, though specifics depend on whether the dev's will use a specific score system for game modes or a general one. I have many ideas but is up to them. Balancing: I became to tired of thinking so it's up to you[emoji12] But seriously I know there is probably a lot of balancing that should be done but I am one person. And this should be thought by a community. Not to mention individual scoring Overall it would give a new life to AAS while bringing the fun of Conquer with better gameplay Please make sure to leave opinions and suggestions.[emoji1]
We recently let the devs know that the gun sounds were perfect and spot on. But it seems that recently they have been replaced. I thought that recent sounds were "off" a bit, and the monthly update confirmed that the gun sounds were redone. I am requesting that possibly they and Anders might consider going to the original first person sounds of the m4, ak, and rpm, as I have never heard gun sounds in video games as real as those. I was afraid of them altering the gun sounds from that perfection.