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      Forum Rules   07/06/2016

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Found 82 results

  1. Razorwire Idea

    Hello, It just came to me. While there is nothing wrong about how current way of putting razorwire down works, and I would not change it, I would however expand on it and put more ways how to deploy it in the game. Why? If you, like us, like the idea of funeling the enemy into a certain kill zone with razor wire or blocking some avenues of aproach then you will understand. But to explain why to other people, is to be more conveniant and easier to use. The idea is to open the map as a squad leader and deploy ("put", or "paint") razor wire on the map. So, when you "paint it" on the map, its deployed in the world where your teammates can go and showel it. Also, these "painted" razorwires would be visible on the map for teammates so they know where to go to showel and build them up. Also, another veeeeery old thing is which STILL didn't change. Razorwires need to be razorwires and not paperwires. They need to hurt and they need proper equipment to get removed faster, like razor cutters. Regards, Rain
  2. "FUBAR" Using only FOB's

    https://i.gyazo.com/910c7f5d430a9b8260e23f6f6759f07b.jpg
  3. FOB/HAB/Respawn Suggestion

    Squaddies and Devs, Currently, a FOB needs a HAB for fellow team members to spawn. As a FOB is being attacked, the HAB timer increases. Would it be a good idea for a well-supplied FOB to have a low or 0 second respawn timer? So that if a team keeps regular Logistics runs to a FOB, it can be rewarded by faster Respawn and similar team benefits? Thanks for your time!
  4. With helicopters arriving in coming updates, i was thinking about how fobs might be seen from the air. I'm not entirely sure how fobs are eventually going to be used but my suggestion is to have some sort of camoflague net, to try and hide fob locations. This might be difficult because of open areas, little tree cover, different foliage colors on each map. I thought this would be useful for teams who have built a forward operating base and rely on keeping it hidden.
  5. Hello, I recently set up a (non licensed) 50 slot server hosted by Gamerzhost for my SQUAD clan, everything is fine with the server except the fact that no one, not even an admin, can place any deployables (FOB's, HAB's) on any map, not even on Jensen's Range, except for Rally Points. The placement "ghost/blueprint" is green, but when you left click to place the deployable the ghost just disappears and nothing else happens. AlwaysValidPlacement does not work either. I can't figure out what the problem is. I'd be very grateful if somebody could help me. Current Server config: (RCON is disabled)
  6. I have the impression that the minimum distance between fobs was initially a way to avoid FOB spam, back when there were no logistics vehicles and supplies were gained automatically (crazy times). Now, with cooker FOBs gone, we are at a point where you MUST resupply a FOB for people to spawn on it, spamming them is hardly a big problem now. Why not remove or atleast shrink the minimum distance requirement so that 1. stupid teammates can't **** up your plan with bad FOB placement 2. Smaller maps like Sumari and OP First Light can have more than one worthwhile FOB?
  7. Scout guide 101

    Little guide of using the SCOUT role.
  8. Recently played a insurgency game and realized I could not drop a radio anywhere near cache. It was a short match to say the least considering we had to protect a radio 200 meters off the cache as well as the cache itself and cold not even build defensive positions on the far side of cache compound. Allow radios in insurgent resupply and cache locations.
  9. Does it seem to anyone else that the single block hesco deployables are incredibly difficult to place close enough to actually build a wall? they are also unstackable without "adminalwaysvalidplacement 1" or in training range. they refuse to butt up against each other, and you cannot use them as you would sandbags. They are already costly enough to justify the inability to destroy them with HMG's and low power ordinance, they give about a third of the cover for the same 50 build points. They would just be much more usable if the collision box was small enough to allow them to touch on parallel placements.
  10. The current meta seems to dictate that you attach an IED on every FOB radio you place. You then detonate the IED when you notice the FOB meter going down (in the process killing all enemies digging out the radio). After the explosion, you can place a new IED on the radio. This is a good tactic, I can't argue about that, but... If an IED is able to blow up a HMMV or a Stryker, shouldn't it also destroy the radio stack? Currently you can detonate any number of IEDs near the radio without causing any damage to the FOB radio. What if detonating an IED near a radio, would also destroy the radio? This would make these "IED radio detonation" a last-ditch effort instead of default way of protecting your radio.
  11. What type of FOB/HAB is your favorite?

    What type of FOB/HAB is your favorite?
  12. Super FOB'ing Storage Site

    This is kind of my usual Super FOB layout on Storage. So if you see this, it was probably me who built it (just kidding, I don't have a shovel). What's your usual layout if you FOB up Storage Site?
  13. I'll argue that the best place for a radio is in the open, against a wall. Being a player from the Free Weekend, my naivety affords me something else -- some fresh perspective. I think that the thinking regarding radio placement hasn't evolved from the times when the radio was still a spawn point. Because of this, we see radios in places that don't make sense. Before, there was a reason to put the radio in a defensible spot and a place that wasn't easily accessible. But now, after the radio is placed the next things to interact with it will be an enemy shovel. SLs put them in rooms out of habit, and it's time to change that. Hopefully you can start to see what I'm getting at: if you're building a FOB you actually want to make the radio as attackable as possible, because if the enemy has shovels on the radio then you will be the one attacking it. Having the radio placed in a location without cover ensures that you don't have to be the one entering chokepoints to get to the radio. The reason that you want to put a radio against a wall is twofold. Firstly, a lone digger could potentially hide behind the radio, meaning that you have to move positions to find the shot. If the radio is against the wall, a digger must expose themselves. Secondly, grenades. To ensure that an RPG/underbarrel/good ole easter egg lands right where it should, having the radio against a wall is the perfect solution. If you overthrow then the grenade will hit the wall and drop onto the radio, or it will roll into the wall. These are the two key parts of my thinking regarding radio placement: Put the radio in a place with minimal cover/maximum viewing angle Put the radio against a wall Let me use an example: Police Station on Sumari. It's common to set up a FOB there with a HAB on the roof and the radio in one of the rooms in that building. But consider the two situations in which a radio can be dug up. There's the "hot dig", where you've having to fight your way out of the HAB and to the radio to try and stop the enemy from digging. There's the "cold dig", where you realise the enemy's digging the radio but no one else is there, so you have to send the next spawning/nearby person there. In the hot dig, it's pretty much game over if you're stuck on the roof. Going downstairs can be walking into a firing range. In the cold dig, even reaching the radio in time can be difficult enough. If there's even a few enemies keeping watch, then you can forget about saving the radio. But if we place the radio in the north side of the southern part of Police Station aka the south side of those closed double doors that separate the two parts of Police Station, then we can resolve these issues. In the hot dig, you can underhand throw a grenade onto the radio, or you can shoot at it from the roof. For a cold dig, you can do the same thing. What's more interesting about the cold dig is this scenario: imagine that you learn the radio is being dug but you're already near Police Station. You can throw a grenade from outside of Police Station onto the radio. Considering the radio is against a wall, your chances of landing the perfect grenade is pretty high. If the radio is in a room, then you simply can't pull off a cheese nade. This is what we should be thinking about when placing a radio: how do we make it as easily attackable as possible for ourselves? I think a similar type of thinking can be applied to sneaky FOBs. You want to prevent the enemy from seeing it from a long distance, but hiding it in a room will actually be detrimental. If the enemy going through the compound then they're going to hear it anyway, so hiding it in a room won't stop them. Instead, courtyards are the right places. TL;DR: Place radios in places that are easiest to throw a grenade onto, because the only people who touch radios are enemies.
  14. Feature Suggestion: When finding an enemy FOB radio, the SL gets the option to retrieve/translate Intel from it. This will give the SL a short amount of time to check his map for the approximate location of another enemy FOB (if it exists) as accurate as 4 keypads. Conditions: - SL needs min 2 other Squad members (to help "translate" or "decrypt" the intel if you will) on him to retrieve Intel from the Radio - Optionally, the FOB radio could then be blocked from being destroyed for 1 minute (this will make the decision for the SL tougher: destroy or gather intel, which brings more value?) I believe this will add not only much more realism (enemy radio chatter would naturally give away strategic information) but also makes finding an enemy FOB radio all the more valuable/interesting, while not altering the gameplay too drastically. Thoughts?
  15. Hello fellow Squadies, I want to give you a short feedback on the FOB mechanics. First of all, I really enjoy the FOB building system. I think it is much better than in PR and i can't wait for more Assets to be added to it. Hopefully soon we will get some Mortars and maybe a TOW Launcher ;-) Now a thing where I think needs a bit of rework. Make the FOB so, that you can over run them with a certain amount of Soldiers and so make them unspawnable for the enemy Team until these are killed or go away. This would put a End to the ridiculous Spawn Camping inside the HAB. The HAB itself was a attempt to reduce Spawn Camping but didn't solve the Problem completely. Also, often attacking a FOB is somehow impossible, when it is entrench in a Compound with all Exits blocked by Sandbags, the Enemy being able to spam Nades due infinite resupply at the Ammo Box and being able to Respawn on it, the whole time when it is under attack. Making a FOB unusable by over running it would solve these Problems.
  16. FOB Deployable Artillery

    As someone fascinated with the concept of indirect fire, I am eagerly awaiting the introduction of static artillery. In my opinion having FOB deployables such as Howetzers and mortar pits could greatly improve the game. Not only would it add to the combined arms goal of Squad, but would help turn FOBs into key map objectives for players to attack or defend. Another thing I would like to see is a manual approach to aiming said artillery, following the trend of the Rocket Technical. Instead of gunners just clicking a map, have them experiment with the angle of elevation and orientation. This would promote communication with forward observers and keep the crew from getting bored. So what are your thoughts on FOB based artillery and when do you expect it to be implemented?
  17. It keeping with the spirit of the philosophy of the game (realistic), I request that if multiple repair stations are allowed at a single FOB that you program a minimum spacing distance between them so as to prevent multiple repair stations from repairing a single vehicle. I've seen as many as three repair stations repairing a single vehicle.
  18. With the FOBs could we get 2 models for it one with a deactivated state. Antennas, down laptop close. The other with an open laptop with antennas up , and lit screen for active. Maybe even flashing lights on the Radio . So easy to see which stage the fob is at. Also Ammo box how about making that destructible with grenade, like weapon cache. Not just an undig.
  19. Hello, I have some suggestions regarding FOB information for SL. 1. On the map, each FOB placed by your team would show 2 mildly colored circles. One would display a 400m radius around the FOB, so all SLs would know where they can plant additional FOBs. The 2nd would display a 100m(?) radius around the FOB, allowing SL's to know where they can deploy emplacements (such as ammo crates/50cals etc) around it. 2. When pressing the 'T' key (SL menu), the 2 circles mentioned above will show up on the SL's map, thus providing him the information he needs in order to know about his intended FOB radius of effect. 3. Possible addition: allowing SL's to place a special marker of the map for future fobs that all other SL's can see, along with the radius info (radius would only be displayed when you mouse over it). I think these improvements would make SL's lives much easier and enhance the game experience. Thanks and have a lovely day!
  20. Right now, the only incentive to fully dig a deployable is so that it would take longer for the enemy to dig it up. However, really the only time the enemy digs up deployables is when they dig up razorwire/sandbags blocking the entrance to a cache/FOB building. Deployables have four stages, in order; when they haven't been built (0%), when they're partially built (~30%), when they're built to the point where they're usable or visually appear fully built (~60%), and when they're actually fully built and can't be shoveled any more (100%). The problem I see is that there's no real incentive to build deployables all the way to the fourth stage, and people often stop shoveling at the third stage. My suggestion is that the second stage should occur when the deployable is 50% built, the third stage gets ditched, and instead the second stage is followed by the fourth stage at 100%, meaning deployables must be fully dug to be usable.
  21. Fob without supply

    I guess we gonna have a different system on fobs creation in the future. The pr system of logistics is much more complex and real, we don't get so many fobs around map bcuz you cant just make it in the middle of nowhere if u haven't got a proper support. What u guys thinks about it?
  22. Basically the same thing as normal "base mode" jensen's range with the reduced limitations but the deployables are instantly constructed instead of requiring building. This would not only be fun to mess around with but also allows people experiment with tactics and build that superfob they always dreamed of without wasting a round or spending 5 hours switching kits and digging it yourself.
  23. I have been experiencing something kind of worrisome lately while playing Squad. When the Open Alpha started over a year ago, 3 out of 10 games had people giving away FOB positions at the beginning of the match. The last 3 rounds I have played had very obvious traitors revealing FOBS and team killing then leaving the server. I want to know what the Dev team has planned to keep this from happening in the future. As of right now, this game is completely ruined by this.
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