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Showing results for tags 'classes'.
Found 9 results
I really like to see the Class Icons on the map, to know who's the LAT, Marksman, Medic, etc.... but i would love to know the direction people are facing, is it possible to make this happen in the future? Without the class icons you can see where they are facing, but i have to hover them to know their class... Can we get the best of both worlds into one? Just a suggestion on a little detail, thanks for your time
As the title says. Having binoculars on every unconventional force class- as it is in PR- would give them a significant edge in their planning and tactics given the fact they have very limited access to optics and durable armor. Each player being able to see how an enemy squad is positioned allows them to easily traverse around the kill zone and ambush/flank. I feel it would also make the unconventional forces even a more considerable Ambush/CQB force to be reckoned with if they had access to three grenades for riflemen, 2 for each other class besides medic (still no frags), and more smokes for positioning and denying enemy lines of sight.
So, as a call of duty/battlefield/fortnite/pubg and basically any game that includes a sniper, sniper, I would love to see this in Squad. It would add a long range aspect to it with calculations and precision to kill the target, which I would really enjoy. Using sniper, you should have the classic ghillie suit and modern snipers. I also want to add this as Im at it; PEOPLE SHOULD BE ABLE TO USE WHATVER ''CLASS'' (or ''team position'') THEY WANT WITHOUT BEING IN A SQUAD. I find it frustrating when having to join a full squad, everything is taken, so I create another squad, and no one joins. Let people use whatever gun they wish, without the need of a squad. Thanks -Albz
With the addition of mines and I.E.D's soon to squad the engineer kit/class is a must have why you ask? Well supposing these I.E.D's and mines are going to hidden (there general purpose not to be seen) who is out there to locate and take them down without having a silly rifleman run over it or even worse a Humvee or BTR. So i suggest a few things for this engineer class to have firstly a metal detector which would be the equivalent to a grenade or pistol in another class these would detect the I.E.D's and mines and allow the squad leader or the engineer to place some flags or mark on the map so no one is hurt. Next a wire cutter kit this would mean the engineer could cut through barbed wire at a faster rate, how ever this would mean the barbed wire would need a buff and for the its cost to be increased so it is not spammed. Also the engineer could have a shorter or different rifle such as a stubby M4 for the USA and a Ak 105 for Russia this would mean the engineer could still remain combat effective while preforming tasks which would mean swaping weapons every once in a while. Finally the bomb disposal kit and/ or equipment used to destroy the explosive hazards in your way this could be a process in where once the I.E.D or mine has been it cannot be detonated once the process has started this process would be an animation of the engineer getting down or his hands and knee's and cutting wire and diffusing the bomb, this process would take 20-30 secs depending on device but it would leave the engineer vulnerable while this is happening and making his squad have to pull security and open to ambush while the engineer is defusing. That is all i have to say feel free to add in any comments bellow which you think would be a good addition. Also one final thing this class would only occur for regular forces as the irrugular forces would be the ones planting the bombs duhh.
NikolaiLev posted a topic in Feedback & SuggestionsAnd a question I would couple with it: is the Medic class too critical? As it stands now, Medic is arguably the absolutely most vital class to any squad of any faction. But is this really desireable? As I'm aware, most rifle groups in reality don't actually have medics, being elements assigned on the platoon level. And even when they appear, there's usually only one of them. Now while medics are vital to keeping soldiers alive, I feel that in Squad they are not only overrepresented, but too critical for the functioning of a squad. Consider the plight of someone who simply wants to play as a rifleman. With 5/8 of the non-SL members being asked to fill crucial fire support and medical roles, there aren't that many who would get to choose to be a simple rifleman, and a lot of squad leaders will kick you if you refuse to at least take the optics class. As it stands right now, some factions' medic classes get inferior guns (though some don't), and don't get any offensive grenades. A common order from SL I see is "just take medic, you get the same gun" and yet later the medic is demanded to stay at the back of the squad, never engaging offensively. This makes sense, but not all players enjoy that kind of playstyle. And this isn't just a problem with Medics; it's also a problem of Riflemen vs. fire support classes; grenadiers, AT riflemen, marksmen and autoriflemen are all vital assets to the squad, and you get several in abundance. The end result is that not many people are allowed to play the simple rifle+grenade setup of a normal grunt. And I feel that's kind of a bummer. How can this be addressed? Several ways, actually. Simply reducing the amount of medics to 1 and fire support classes to 2 would do the trick, but I think we can do better than that. Riflemen tend to carry less weight, not lugging around medical gear or heavy guns and ammunition, so it would make sense for them to move slightly faster and have a higher total stamina. It would also make sense for them to be able to carry more magazines and fragmentation grenades, which would give them an edge over non-rifleman classes, making them valuable assets to a squad leader. Finally, it might make some sense for riflemen to be the only ones to get e-tools, considering the aforementioned factor of not needing all that load-bearing space to carry medical equipment or munitions. That said, I'm not sure how many soldiers in real life actually are asked to carry shovels. Further, there's a simple but somewhat radical change we can make to make medics not so absolutely vital: all classes can "revive" a squadmate using CPR. But it would take much longer (anywhere from 10 seconds or more) and would still require the man be stabilized with bandages, of which normal classes only have two. Plus, CPR would only revive, not heal, so medics would definitely still be extremely useful, but players not wanting to play medic wouldn't utterly handicap the squad. I feel this would provide a more fun game. So, what do you think we can do to enable players to play as Riflemen without kneecapping the efficacy of their squad?
So, there's a suggestion thread but I want to moreso hold a discussion before I go forwarding ideas because I'm not actually sure if it needs a buff. Let me preface by saying that right now, Scout is my favorite class. I love that I can be free of SL responsibility while still directing fire and finding enemies; it's very satisfying. That said, I feel like I'm a liability because I'm not a medic, a machinegunner or a rifleman with an optic. With a small magazine and no selective fire, the SKS makes for a pretty lousy weapon; not to mention its mediocre ammunition count! I can already see improving its ammo load, giving it as many total rounds as an ordinary rifleman. There's also the possibility of more grenades. But what I'd really like to see, if it's not already implemented (and it's not noticeable if it is) is: giving the scout a more concealable outfit, making him faster, giving him more stamina, or a combination thereof. That said, if the Scout is already seen as a very useful class, then any buffs would be undesireable. So, discuss away!
Cheers guys, i'm new to this forum but im playing Squad already few month. During the last weeks i started my first tries as a Squadleader. I usually really appreciate the cooperation of the squadmembers but there is one thing i really dislike. A lot of times there is noone playing medic or you have 3 Snipers in your Squad but no LMG at all. My suggestion is to add an option where the Squadleader can configurate the access to the Squadroles. I don't want to have a change in the number of specialist (3/3 restriction) at all, just for the distibution. Let me give you an example for a full Squad you have 8 (+SL) Options. (Same options for small Squads as there is a auto restriction of equitment) So the Squadleader can open the roles: 2xMedic/Optics/Sniper/Antitank/LMG/2x default Soldiers. This would make the life for SLs a lot easier. Due to the fact they don't have to animate Squadmembers the whole time to change to the roles in favor of his tactics and he has the equitment he wants the whole time. Of course it should be possible to recalibrate this restrictions during the game by the SL but only by him. Furthermore in case that a new player joins the Squad he has only access to the equitment that is needed by the SL. In my opinion this should be easy to implement by the developers and would be a great gain of comfort for the SLs. What do you guys think about this? greets aCi
Hey guys, I found this classlist in the Squad formus. Now I wonder what happened to the Heavy MG class form PR (Charring a 7,62 or bigger MG like PKP, PKM, M240B). Is it scraped? If yes, what are the reasons to delete the MMG Class? I Personally enjoyed a bit heavier firepower in my PR Squad especially in Defense or Ambush situations.