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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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Found 6 results

  1. Your Countries Squad Logo (FLAG)

  2. 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...
  3. Fool's Road Cap mechanics

    I'm not sure if the Flag capping mechanics stopped working or does it work differently than in other maps/version/gamemode? (This was AAS v1). Before this pic the enemy only had Ammo Hill, but was still able to cap Fortress and after that we also lost Hilltop.
  4. AAS First flag idea

    i just got this idea while I looked at OP first Light. could be interesting add one Shared Special flag will be same for Both team immediately from beginning. I5 area the village at east. http://www.airpressuretendency.net/fcsquad/squadmaps/forest_minimap/forest_minimap.html Everything else stay like it is now. Key point is. This special flag (East village) Is whole game active. If you cap any other flag, status of this special flag is not changed. Team have to hold this flag until the end of game. Lossing of this flag is more than -20 ticket it could be -40 ticket. Because its valuable place. Its control above train depot, village and crossroad. + One advance for militia. If they hold this flag...there is at N train wreck available spawn point which simulate incoming reinforce by train. Current main base is more less "checkpoint" and its spawn limited (9 spawns) after that disappear. Main base is situated more N from castle at edge. Castle simulate observation post and little fortification advance for militia. Example story behind that. US tried surprise attack to take control above trains and village and cut of supply resource route for militia. But closed checkpoint allow militia to react fast enough and try stabilize situation. They take control above south depot and continue push to village. But they know that most of current resources are situated at supply depot which are W from train track. They push parallely to South village and continue to take control above supply at storages but whole time militia trying to take control back above train track and village. Both side know that if they lost both control points it means problems and retrieve. This is just example that its not necessary create just parallel flag chain (like Chora AAS1 or Loghar) but could be interesting have one parallel Valuable area to capture and hold whole game
  5. If you don't build fob, no supply, with having no supply means you will run out of munitions. Odds being that your lose your squad 9tkts + because very few have the patience to wait for revives. Other Squads get upset if you withdraw to resupply, most thinking dying holding the flag is the only option. The drip feeding from 100m away doesn't work. Doesn't take a genius to figure out fob position with troops running from it. Example Played last night we were attacked then defending storage, people didn't have ammo and medics calling they where out of bandages. Couldn't put down fob for another placed fob stopped it. So I made decision, smoke out and withdraw and move the fob, and ream. To launch a second attack. We withdrew. We put down couple of sand bags and ammo box to hold a ridge while we moved the fob east. While moving back a troll starts with our don't know what your doing in chat, and storage gets taken. Then a friendly team kills half the squad, nice. Not. End my game because of a fatal error with this patch. (Shame had been good match). We wouldn't have had to move if we had supply, doesn't need to be super fob. Supply means you have more chance to function. Fighting to the death like it's the Alamo is only needed on the last home flag. This attitude that it's insane to put a fob on a flag doesn't hold water if your defending the flag. Your ability to put down fire needs ammo, healing needs ammo. SL fuel your side. Even placing resource and then removing when done.
  6. So i just had this idea while taking a dump, and those are always the best right? It goes in the same direction as the emergent objectives recently suggested by Valmont, just not as far, it's still about capping flags. First of all, to illustrate the idea, admire my leet paint skills: For those of you who don't know PR, this is how the current AAS(Advance And Secure)v4 system works: There are different flag routes for each layer of a map, in my example called Alpha, Bravo and Charlie. At the start of a round the server picks one of those at random and that' where the fight will be. Before that we had AASv3 which had more randomness: The server would pick one flag at random from each group denoted by numbers in my example. This would turn out a bit weird sometimes, for example the route could be, from BLUFORs perspective: first cap 1Charlie, then 2Alpha, then 3Charlie. This could generate very large distances between successive objectives which made the gameplay a bit incoherent at times, and so it was replaced by AASv4. My idea now is this: 1. Let the players decide which objectives they want to go for. 2. Let that decision influence the next objectve, or rather the next set of objectives to choose from. 3. Don't let the teams see what the opponents have chosen and capped until they "meet in the middle", i.e. common objectives emerge, which one team has to attack and the other is defending. So for example Blufor would choose to secure 1Alpha first, which when completed gives them the choice to go for 2Alpha or 2Bravo next, but not 2Charlie because it's too far away. The next objective after that would probably be dependent on what Opfor have been up to in the meantime. I haven't fleshed this idea out fully yet; there are several possibilities of what could happen next: Say that Opfor has been going for 3Bravo, but Blufor was faster to secure 1Alpha. This means that Opfor can't choose 2Charlie any more, and by now everyone knows what the opponent was up to. Now the question is what flag in the middle will be fought over next, which team gets to decide that? We could leave both possibilities, i.e. 2Alpha and 2Bravo in the example, open for both teams, and select whichever is secured first by a team, automatically invalidating the other one. Or, say Opfor secures 2Bravo quickly but despite being in the same group of objectives, they both remain in play, and the attack/defend battle emerges may emerge between them. Another question is who on a team gets to actually make the decisions? This would probably need a commander role, but it doesn't have to be just a click on the map, ordering "We're going for that one!". Rather, you could also have different parts of the team try to achieve multiple possible objectives at once and when one or more of them has been achieved, i.e. flag(s) capped, the CO decides to commit to one of them, opening up the next set of objectives. Since you can't see what objectives the opposing team has committed to (until the strings of flags somehow meets in the middle), rushing one of their first objectives seems pointless. There is the possibility for new kinds of strategies though: Lets say, referring to the picture again, that Blufor rather want the fight to happen on the northwestern half of the map. They have faster choppers or whatever and insert into 3Charlie and hold off Opfor before they can secure it, in order to block that part of the sequence of objectives. Now Opfor has to make a choice: Let's say another Opfor Squad has secured 3Alpha. Now their CO can decide to commit to that route, giving Blufor the fight in the Area they wanted. Or, he can not commit yet and order more troops to help attack and secure 3Charlie. ...which leads me to another idea on the fly: Areas that have been secured but not committed to (either by CO or the mechanic of meeting in the middle) turn "neutral" again when there are no more troops present. Again in the example, Opfor could decide to abandon 3Alpha, or to leave the troops there but don't commit to the objective yet, just in case they can't flush out Blufor at 3Charlie. So, that's it, feel free to build upon it or take it apart.