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Valmont posted a topic in Off-Topic DiscussionJust to point out some stuff that alpha and beta testers of both games can comment on the current strengths/weaknesses/difference of both games. Hell Let Loose is going to be, in my opinion, the most relevant game to compare Squad to right now since: - Both run on the unreal engine 4. - Both have roots on Project Reality. - Both aim to have very similar features, specially in terms of gameplay/teamplay. As a recent tester for Hell Let Loose and a Previous Kickstarter backer for Squad these are some things I can already point out that are the most significative differences to me: Graphics wise: - Hell Let Loose is a lot less blurry than Squad, including long range vistas and specially has a much sharper foliage. This helps to distinguish between friendlies/enemies making initial play a lot less frustrating than squad. Squad currently does requires more practice before you can actually identify enemies/friends effectively. - Hell Let Loose has a much wider and varied color palette and its map design resembles PR a lot more. The single map I was able to test feels and looks a lot more like PR WW2 or Forgotten Hope 2 but in HD rather than how Squad feels and looks compared to PR maps. Because of these points the maps are more vivid and feels more like the "real thing" in hell let loose, also its effects like reflections and shadows are a lot more refined compared to squad. - Squad maps are a lot bigger than Hell Let Loose, but for some reason don't feel bigger. - Squad just feels like there are more and bigger? objects blocking your long distance view most of the time making it feel like you are in a corridor, somehow hiding its huge maps. Perhaps this is because of how high the players "eyes" are from the ground?. In Hell let loose you always feel like you can see very far away and over most objects. Maybe that is because the maps are flatter or the objects are smaller or the far away objects are just sharper and easier to distinguish or perhaps a combination of all those points but the difference is quite significative. Gameplay wise: - Squad is far superior in player and weapons animations at this point. Specially the weapons look and feel a lot better in squad but perhaps it is because of the WW2 era weapons vs. modern ones. - Squad has suppression effects while HLL doesn't also contributing to HLL's faster gameplay. - HLL has some kind of slight recoil auto adjustment, meaning that when you fire your weapon will recoil a lot (WW2 style) but then recenter itself kinda automatically while in Squad you have to manually recenter your aim with the mouse. - Squad's running and walking speed are slower, making Squad slightly more tactical than Hell Let Loose. - Hell Let Loose movement feels a lot more like Battlefield 1 where you move faster and feel lighter and there is less momentum compared to Squad where movement and aim/turning speeds are slower and your character in general takes a little bit longer to respond to your inputs (not nearly as bad as Arma thou). - One thing Hell Let Loose does better is its ease to distinguish between friend and foes and for one particular/main reason: Aided by its sharper long range visuals and very different player model silhouettes for both the germans and the allies (perhaps also their walking/running animations are different). They made it so that the german models are slightly bigger, wider and their helmets are easily recognised even over very long distances. Also because its colors are more varied and vivid you can easily tell an allied "Light Green/Beige uniforms" vs. German's dark grey over huge distances as well. Therefore I've seen less players complaining about how hard it is to distinguish between friends and foes in hell let loose than in Squad, but that might be because there are a lot less "new" players in Hell Let Loose right now so they seem to know what they are doing better. All in all, I think that at this point if you come from playing PR you will feel more at home with hell let loose or if you want a new experience, never played PR before or come from another shooter like Arma/Insurgency you will like Squad more. PS: There is an off topic post related to Hell Let Loose but since this particular topic is about Squad and its current differences with it I believe this topic better fits in the Squad's General Discussion forum.
I apologize if this topic is too negative - But I hope the Offworld team appreciates criticism by the community. Some brief questions to the devs about common concerns in the Squad community: - Why focus on performance heavy (but neat) things like dynamic foliage, barrel smoke etc. when the server-player sync is sweating at 70p, inf only, low detail maps? Will the server-player sync handle such things on a 100p vehicle map? Can you afford spending resources on this when there's sync issues already? - Some insiders have hinted you may have to abandon the 100p combined arms goal and stick with a smaller scale/fewer vehicles maps due to resource restrictions. Why are you adding more high resource features instead of abandoning these if they risk costing so much you must give up the 100p C.A. goal? - The current v. is poorly optimized for all, and worse still for AMD users. Current early alpha graphics are p. much on par with PR:BF2, and I can run these maxed at ~20FPS, when I can run the gorgeous Battlefront reboot at ~100fps, (64p with vehicles). Shouldn't optimizing/improving graphics be a #1 priority, rather than adding more content? - The design of the maps leaves a lot to be desired. Yes, the Russian maps+TrueSky look better, but still. What we've seen from the community artists/modders is gorgeous. What priority vs. adding more content is given to releasing mod tools atm? Will you, once mod tools are released, focus on working on the much needed polish of gameplay aspects like controls, optimizations, streamlining, and engine features, and let the community create most of the art and content like maps/new vehicles, with an efficient incorporation of the best of this to the base game? - What many people liked about the PR inf controls vs. those of, say, ArmA was the quicker, more responsive and direct, 'arcade-ish' feel since it felt like you were the soldier, whereas the hyper-realistic ArmA controls with delays, wobbly camera (which is 'realistic' - your head moves around IRL - but put on screen, you can't use the part of your brain that compensates for this to give a steady perception), and exaggerated endurance effects makes it feel like your soldier has brain damage from sniffing glue. If Squad is the spiritual successor to PR, and is "a balance of arcade, teamwork, and realism", why add hyper-realistic features that make controls less responsive and direct, like momentum while sprinting, excessive camera wobble, stamina effects on camera movement, breath hold for short range weps (which ruins suppressive fire), too much recoil climb vs. recoil spread, delayed animation start for switching weapons and reloading, etc., which makes it feel like someone else is controlling your character? - With the explosion of new players in a game where a good gameplay experience relies mostly on playing with like minded people, why not add things like automatic mic check to join certain servers and such tools to filter servers by desired play style? In Squad, you all too often have a bad time by only finding casual no mic players when you want teamwork, or only serious mic users getting annoyed at you for wanting to play casual without voice chat. I hope you have time to answer some of this. Sincerely, Bollz and the community