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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
The suggested features list (in order of importance); 1 - Reverse prone (ie, lay on your back) 2- Prone rolling (belly down to belly up) 3 - Weapon resting 4 - Emergency reloads 5 - Staged reloads 6 - Sprint dive and/or sliding The explanation: 1 - Reverse Prone (lay on your back) Being able to lay on one's back side is tactically advantageous in certain situations. It's a good way to get out of the way of bullets or team members in a jiffy, or get low while putting a bullet in that tango that just ran around the corner into your face. Being able to roll from belly down to a belly up position means you can check your six and stay low to the ground. 2 - Prone rolling Obviously in full combat gear with a pack, rolling around like Solid Snake isn't feasible. However, being able to roll halfway or 3/4 means a soldier has room to look between his feet (6 o' clock) or to the side (3/9 o' clock) without having to reorient his entire body in an awkward shuffle or magical rotation. Even when wearing a pack, one could still roll onto their bum faster than getting up into a crouch. 3 - Weapon resting We all understand that running a kilometer and steady aim do not go together. That's why rifles have had such long forends or "handguards"; A soldier rests his rifle. This is why shooting in the prone is so stable. If you see a boulder, window sill, tree or other stable surface then you rest your weapon in order to get a good shot. Muscles alone aren't that great at holding a bead on a 200 meter speck. 4 - Emergency reloads If you're in trouble and out of ammo, it might save your butt to just drop that empty mag on the ground and focus on getting more bullets on target. Any ammo left in that mag is left behind, but thirty rounds is ten times more than three (and you might need that extra ammo to survive this encounter). 5 - Staged reloads Remember that time you had to cancel a reload animation (right at the last moment) to knife some fool, only to return to a replay of that reload you just nearly completed? If you drop your rifle mag then need to quickly draw your secondary, your rifle shouldn't have a magazine still in it when you return to your reload. One step of the reloading process was already complete, but the single animation sequence has to complete in order for the reload to complete. I propose a much more convoluted, complicated, sophisticated, technically complex system of staged reload animations for small arms in Squad. Not just for "realism", but tactical depth and quality of life. 6 - Sprint diving and/or sliding Being able to slide or dive into cover is a great way to get low and get to cover quickly. It's also fun and really cool. Thanks for reading! Hope we see some of these features in the future.
Laki posted a topic in Feedback & SuggestionsFREINDY WALL OF TEXT INCOMING! GET INTO COVER! I love the new ammo system. It really makes it possible to starve out a heavily fortified FOB if the enemy is unable to keep supplies flowing in. I find myself taking my squad to disrupt supplies and cutting off reinforcements more often than going directly in to the meat grinder that is a HAB attack, and If my squad succeeds it means the FOB will get starved of ammo and my team can move in and destroy it. I think this strategic level of play is what I love most about squads gameplay right now. For me it has never been the kills, or score, but the slow play of trying to stack the odds against the enemy team by denying enemy recourses, splitting their efforts and keeping my squad alive. At the end of the round the stat I rate my success as a squad leader is the amount of casualties taken, haven’t managed to pull off a clean sheet yet, but that’s the dream/challenge. (And for those you you how read this as me playing as a behind the lines commando unit. You are wrong. I usually play really close to the objectives, but with a mindset of controlling enemy movement, supplies and drawing their attention to make room for my team to move in rather than trying to go for the kills or caps myself, usually every other squad is rushing into cap already). I really like the change that anybody can revive, cause it keeps more players on their feet actually playing the game and contributing rather than in “hold spawns” loop, watching the map. I made some notes for suggestions/ideas while playing way too much squad this weekend. Hoping for feedback. Bugs: 1.) BUG! My keyboard layout/language keeps changing at seemingly random. It’s key under the escape key that I have bound to command map and it keeps changing from § to ‘ to ö. Strangely § and ' are keys that are in that location in some keyboard layout, but ö is on the other side of the board in my native Finnish layout. Still trying to figure out what causes this, but it seems to happen most frequently when entering/exiting a vehicle and placing a rally/buildable. This bug is also present in Post Scriptum so it could be a bug in the engine? Sometimes F1 also gets randomly assigned to § , ‘ or ö Map: 2.) Hold for map keybind. This would be such a big quality of life improvement for me, since I keep checking the map constantly, I hope it could make more players more map aware and help with getting more accurate enemy markers on the map. It should work like any the hold to bind, so map is only open for as long as you keep pressing the button 3.) I’am not a big fan of the UI for marking enemies on the map. Would rather have a radial menu on the map (It used to be a radial menu?). Also would love to be able to mark anything from the SL radial menu. Maybe have the middle “point of interest” button could be a kind of sub menu that you can cycle with the mouse wheel with all possible markers available. Also having the buttons in “mark enemy” submenu cycle with mouse wheel. The mark enemies menu arrangement feels kind of wonky for me at the moment. Most of the time I need to mark enemies quickly, but in the menu the 12 to 3 o'clock position that I hover my mouse over when entering the menu is for marking a FOB, which is the marker I use the least. I would suggest a new button placement, with mouse wheel functionally to scroll tough every marker of that type, in a clockwise order starting from 12 as follows: Infantry, armor, FOB, vehicle. And the middle of the mark enemy submenu we could have (with mouse wheel scrolling) all of the request markers. 4.) I would love to be able to place lines and arrows on the map. I don’t want to be able to draw on the map, because public servers are a thing, but to be able place attack arrow and defend lines to help me better coordinate my squad and team. These would only be accessible trough command map. The interface could work like this: Pick a line/arrow tool, click to place staring point or said line/arrow, the line orient towards the mouse and keep following the mouse unitl clicked again to lock the direction and place the line/arrow on the map. Lines/Arrows could have a fixed length or be user definable with a reasonable maximum length to make it harder to draw certain body parts all over the map. 5.) I’am hoping we get topographical commander map at some point. It’s sometimes really hard to see elevation differences on the map. Would also like if the commander map would clearly define forests from fields. 6.) I feel like we need a new zoom level in between fully zoomed out and the next zoom level in. Full map is too wide and one zoom level in I feels too zoomed in. Mechanics: 7.) The new ammo, revive and rallypoint systems are truly amazing gameplay mechanics to give players a chance to be alive more than before, but not begin able to mount attacks without proper supplies, it begin easier to get people back up also really helps with squad cohesion. I think the next step might be to make spawns a resource like ammo and building mats with a cap of 40(?) per FOB. The only problem might be that if spawns are ferried by a logitruck a behind the lines supply disruption might become too powerful, a possible way around this might be giving fobs passive spawn resource regeneration, this would take some weight off logi squads so they don’t have to do that many runs to cap off the spawns on defensive FOBs. Maybe something like +2 spawns a minute if no-one has spawned in 5 minutes, so defensive FOB's would get fully loaded with spawns in 25 minutes with no logi effort. If implemented someone need to come up with a formula of how much ammo/building is one spawn. Maybe 10 spawns = 1000 supplies? Maybe logitucks always carry 10 spawns + room for 3000 supplies. 8.) The rallypoint system is really good, but could still maybe be improved upon. Rallypoints could have a limited amount of spawns to force players to pull back from an attack if they are in danger of running out of spawns on their rally. This could cause a new dynamic into the game where every attack doesn’t end in a wipe, but rather sometimes in a disengagement or a rout. I Think a full squad worth of spawns for one rally could be a good starting point for experimenting. 9.) The amount of rallies could also be limited and cost ammo to recharge, I feel like 3 rally points would be enough before SL needs to get a refill from an ammo source. 10.) Played a couple of rounds of Post Scriptum and I really liked the way bushes and water slowed your movement down, creating natural chokepoints on the map. This is quite similar to my earlier suggestion thread about having different movement speeds for infantry depending on the terrain, but just adding this feature and making walking faster when on roads, could be a nice middle ground. 11.)Taking on a really steep incline should also slow down movement speed to create natural barriers. 12.) I feel like this has been discussed before, but I think you should be able to pack up buildable weapons, if shovelled down they should return building materials to the FOB. This would allow squads to react to enemy flanks and keep enemy armour guessing where the TOW is located. Ofcource there is the problem that in theory this would allow players to dig up HMG’s to build up TOW, but I believe the time it takes to dig up a couple of emplacements and the fact that you are trading them for a TOW is enough of a penalty. UI and quality of life: 13.) I’am having a lot of trouble adjusting my mouse sensitivity. When I get everything adjusted the way I like in game my mouse is moving extremely slow in menus and on the command map. Would it be possible to have one more sensitivity slider for command map and ui? 14.) Don’t know if the UI scales with resolution (playing in 1920x1080), but I feel the left side of command map and spawn menu is starved for space on the vertical axis, with a full squad open to see their kits, you don’t have any room to view see any of the other squads with out scrolling. So the suggestion is to have the UI use more of the horizontal space for example, have squad members in two columns in the same space one squad member uses now with SL taking up both columns. This way you would get a nice symmetric layout and save some vertical space. In a perfect world this would auto arrange by fire teams, with alpha on top. I know some people are gonna dislike this, but I don’t really need to what gun someone is wielding, for me only name and kit would be enough. This could maybe be an option in the settings, to give players (me) choice to see or hide the weapon in exchange of seeing more info about your team. 15.) As a squad leader I would love to be able to box select squad members on the map and assign them to a fire team. Since a lot of the time squad cohesion breaks down at some point and you kinda have to make fire teams up as you go. Vehicles: 16.) I really like playing a squad that has an attached apc, ifv or mrap. Only problem is that all vehicles with open turrets, getting into the gunner seat is a death sentence, since the enemy know exactly where to aim as soon as you start firing. Would really like it if the gunner had a chance to take cover inside the vehicle, but still maintain some visibility, so you could suppress the enemy with the MG, and when they start returning fire you could take cover and wait for them to shift their fire off you again. This could make the MRAP and FV432 a little more viable choices as for infantry support vehicles rather than just battle taxis. 17.) Vehicle gunner views seem quite zoomed in even when zoomed out as much as possible. Don’t know if this is realistic or a design choice to force players to run vehicle with a crew of three, but I would love to have a bit more zoomed out view in the gunner seat. I’am also a big fan of the suggestion of binding unzoomed turret rotation to WASD and keeping zoomed in controlled by the mouse. With the exception of commanders view, which could be controlled using the mouse even when zoomed out. 18.) I bet this is already in the works, but vehicles really need a reverse camera (for those that have one in reality) or a view looking back from the driver window or rearview mirror. 19.) I bet this one is also coming , but I wish jumping off a moving vehicle would cause damage, don’t mind friendly vehicles running over you not doing damage, but I feel like vehicles should stop to unload passengers. 20.) When playing with vehicles every now and then due to bad driving, going off road or just bad luck vehicles get stuck on the map. This creates some amazing experiences where you need to to defend the precious vehicle from an incoming enemy while you try and get an other squad with a vehicle to come and try to unf*ck your ride. The process of actually ramming the two vehicles together until both are free or stuck is quite immersion breaking. In Post Scriptum you have the ability to reset vehicle, but I think, just pressing a button to reset a vehicle is way too easy. I suggest that you should be able to reset a vehicle, but only if you have an other vehicle in close proximity. Idea begin that the other vehicle can tow the stuck vehicle out of the ditch. This would promote teamwork and hopefully less vehicles and tickets will be lost due to stuck vehicles and no more need to ram stuck vehicles. The best interface I came up for this would be to have a person “pick up” the vehicle and place it down like a buildable within a radius originating from the original position of the vehicle or the position of the vehicle not begin picked up to make sure you can actually get it back on the road. With this interface there might be a need to figure out way to stop people from carrying tanks up a ladder to rooftops. Limiting the radius to 5 meters could be a good place to start. One way of adding and extra layer of work to get your vehicle back on the road could be either using shovels to pick it up, or needing shovelling to make it enterable again after the relocation I want to give big thanks to everybody working on the game, some of you maybe even since 2004. PR and Squad are one of a kind games, you have truly come up and mastered a new genre of gameplay mechanics! Thank you for the countless hours of PR and the countless hours of squad yet to come.
With the eventual overhaul of a more in depth medic game play and the dragging mechanic, the following proposal could not only compliment the changes but add a simple and further emphasis on rewarding teamwork and SL decisions in the heat of a skirmish. I will break them down below! How it works: Players will be categorized into two sections, only a medic can see the state of a player (or player model). These two states are as follows A. Incapacitated (current "downed" system with live player waiting for a medic) B. Critical (player is no longer live, but player model is a valuable target [read full article to see why and how]) Section 1: Systems defining the state of a player A: Causes for incapacitated state Low caliber hits & frag rounds to the body & or multiple hits to the limbs B: Causes for Critical state High caliber hits to the body & low caliber hits to the head (high caliber hits to the head = deceased as per current system) Section 2: Rules for each player state A. Incapacitated Player screen: Incapacitated players go through the same process as they do now, dimmed screen waiting for a revive. Players who press Respawn cause their player model to go into Critical (Their RESPAWN timer is NOT affected) Bleedout to deceased state as per current system B. Critical Players placed in Critical go to respawn screen. Respawn timer +20 from current system Medics who bandage the Critical player model cut down that player Respawn timer in half! Medics who bandage the Critical player model put it into a Stabilized state Stabilized player models have the current bleedout timer increased (for survival gameplay purposes; more on this later) Once the bleedout timer expires, the Critical player models changes over to deceased Section 3: Special Buildings required for game play in further sections A special building is required at a FOB for the two types of systems to be in play. They are the following: 1. A medic station 2. An intel radio (must be manned by a live player) More on this later Section 4: Friendly Critical players gameplay Friendly Critical player models are important and require a medic (and possibly other dedicated players for super efficient transportation) Rules for mechanics to be in effect: A special building (medic station) is required at a FOB for this mechanic to be in play (if it disappears or is dug up, the mechanic will not work) Critical player models may be brought back to MAIN BASE For every # (X) Critical player models brought back to MAIN BASE 1 ticket is refunded (rewarded) Section 5: Enemy Critical players gameplay While some squads may make it a priority to rescue critical player models, the enemy may too. These will be broken down into two sections (C & E) Note: X means up to the devs/community for balance reasons Rules for C: Reduce enemy tickets A special building (intel radio) is required at a FOB for this mechanic to be in play (if it disappears or is dug up, the mechanic will not work) special building does NOT HAVE TO BE MANNED by a live player ENEMY Critical player models may be brought back to your MAIN BASE For every # (X) Critical player models brought back to your MAIN BASE; enemy team has 1 ticket lost Rules for D: intel on the enemy a special building (intel radio) must be manned for this mechanic to be in play (for reasons below) For every X Critical ENEMY player model brought back to your MAIN BASE; the following situation happens The live player manning the special building receives the general location (the SAME current system used for CACHES in Insurgency mode) in YELLOW on their map and their map only The live player will then use these general locations to relay to their SQUAD LEADER and/or local VOIP (was placed for balance but removed due to a good point) If the special building is not manned or is removed; the map locators are wiped If the special building is rebuilt, it is a blank slate and the number and revealings of critical bodies continues (see below) The number and revealings of Critical bodies brought to your main are as follows: 1. 5(or X) ENEMY Critical brought to main = General location of an enemy SL 2. 10 (or X) ENEMY Critical brought to main = General location of an enemy SL rally point 3. 15 (or X) ENEMY Critical brought to main = General location of an enemy vehicle in use 4. 20 (or X) ENEMY Critical brought to main = General location of an enemy HAB /FOB Radio 5. After 20 (or final X) Critical brought to main = rolls over and resets back to step 1. Section 6: Rules for vehicles Vehicles may pick up Critical player models Vehicles may only carry 1/2 of their normal live player seats Empty vehicles with Critical player models can have them removed (or rescued) by a player using the "use button" (to place the player model into a dragging state or just next to the vehicle The proposed system would not only place emphasis on the medic class but also add an additional layer of gameplay for both sides. If played correctly by one side through coordiated teamwork, they can receive a great advantage over the enemy. Feel free to make suggestions or ask questions, I will happily update if this discussion evolves! Best, Gz
I personally think that the anti tank weapons currently are way too overpowered seeing how fast you can get killed if you are in a vehicle. anti tank weapons are heavy and are not easy to keep still for a longer period of time. I personally would like to see improvement on it, perhaps adding more weapon sway which you can stabilize briefly (like a ''really'' heavy sniper rifle), or giving missiles the chance to bounce off would solve this problem
I am interested in what the opinion of the general community and of the dev team is towards adding prototypical items to the game, within reason of course. Obviously with the inclusion of helicopters in the future, there will inevitably be some form of CAS. My question, as someone who grew up as a modder in the early 2000s, is could we potentially see the addition of, whether by official channels, or mods (hint) the RAH-66 Comanche? I don't believe that such a piece of equipment is unrealistic, while yes it was a cancelled project that never left prototype phases, it definitely isn't something that is so unbelievable that it would not fit. My belief in this is that the Comanche could be a very useful piece of equipment for a strong team, due to the fact that one of the designed roles of this helicopter was spotting and designating targets for the AH-64 Apache. These two Helicopters could have a dynamic gameplay loop between the two in the game in the future which could provide for an extremely interesting opponent for guerrilla factions as well as a very fun experience for the CAS squad. On another note: This is a question directed specifically at Devs, should they grace this humble fan's post. Is there a general idea on how the flight mechanics will work, such as being closer to something like PR/BF2, RS2:V, or even ArmA?
Amazing game, been loving it since day one. Couple of things though First off, when emptying an assault rifle, it be AR15 platform or AK platform, heck almost any existing gun platform, the bolt will lock in the back. Now when this happens the weapon makes a distinct metallic clinging sound, which i am deeply fond of because, it sounds cool, and it tells me to reload. This should be added soon, as i find myself too many times facing an enemy with empty mag and weapon. Worst thing is coming behind the enemy and hearing that clicking sound. Second, the M72 LAW which is issued to the anti tank role of US Army is a disposable weapon system, WHICH means that when you've fired it, you throw it away like a condom. For some reason the soldier im controlling is a total retard and choses to store the empty LAW on his back. So when engaging enemy with the LAW, BOOM, then switching to primary and emptying a mag into the abyss, and then switching back to LAW again, this fucking retard brings me the just fired, empty, disposable, condom, and ill have to tell him to reload. Lets fix this, make it a badass animation when throwing away the M72 like a baws. Keep up the good work devs ;) Oh and the sniper is too weak.
To keep consistent with the realism philosophy, I suggest that repair stations should not repair vehicles that are occupied or at the very least, when the gunner seat is occupied, the repair should stop and should not start again for 30 seconds after a gunner leaves the gunner seat. People are camping vehicles at repair stations making the game a little like battlefield, though the repair time is long for vehicles - it breaks the spirit of the game. Example of request: If a vehicle pulls up in range of the repair station with no man in the gunner seat, the repair station begins repairing. If a vehicle pulls up in range of the repair station with a gunner in the gunner seat, the repair station does nothing. If a vehicle is in range of the repair station and a gunner leaves the gunner seat - a 30 second time starts and at the end of the 30 seconds repairs start. If a vehicle is repairing at a repair station and a man enters the gunner seat, repairs stop and the counter does not start until the gunner leaves the gunner's seat.
r3volution posted a topic in Feedback & SuggestionsAfter quite a few matches this weekend playing as Squad Leader, I've realised a lot of the SL's time is chewed up by attempting to get grid refs for spotted targets and enemy positions. I think I've come up with a possible solution to make this a bit easier if it's possible. Allow infantry (non-SL) to place map markers in the same way the SL can, but these are only visible for members of the same squad and shaded differently (enemy = orange, general - yellow or light green). For any map marker placed by a squad member, the SL of that squad could choose to click on that map marker to 'approve it' in the same way a vehicle is approved remotely by the SL. Squad leader can also delete these markers by the same menu as approve. This allows the squad to use markers for themselves without general map clutter, but also allows the squad leader to selectively choose map markers to show to the whole team. TLDR : Allow grunts to place different coloured map markers visible only to their squad. SL's can 'approve' these like vehicles so they appear to the whole team or delete them. Any thoughts?
I was thinking about the gameplay in Squad and what I believe is wrong with it - how to fix it or why it is the way it is. I will start with a little rant / explaining followed by proposed solutions prevent the problems. The way I see it is: players are motivated to "play wrong". Let me explain what I interpret as "playing wrong". I consider it a major gameplay flaw that the game allows/encourages bezerk charges into the frontline, zig-zaging like mosquitoes and having about the same regard for their life as bezerker that nearly OD'ed on his drugs. When I break it down, I see it as two points that "encourage" this kind of behavior: Habit Motivation By "habit" I mean: other games encourage this and they do this by (perhaps unintentionally) motivating players to play like this. Now here comes the crux of the argument: motivation. (Too) Many shooters today offer game progression - the "feature" that is unlocking "new stuff", such as: new weapons or that hello-kitty-knife-skin that would make your 8 year old sister jealous. And before I start expressing my opinion on this matter too much, I just want to add: how many requests have been made to incorporate this into Squad? especially after Steam release... These games are motivating players to get as many points as possible to unlock game "features" that are otherwise not obtainable. Game companies do this to encourage players to spend more time on their game, which is fair enough for them. However, this has severe consequences on the gameplay. When one is motivated to get as many points as possible in order to get their cookie... I mean knife skin, or whatever... they are obviously looking to do this as fast as possible. And how does a game generally provide points? Kills and objectives - kills being the most quickly accessible "source" of points for a solo man/boy seeking a high points-per-hour value. So the aim for the player is to obtain as many points as he can per hour, therefore, kills per hour. Are there any drawbacks for dying? No, just a few short seconds of your time. It is much more points-per-hour efficient to seek and destroy the enemy in a sprinting fashion with little regard of your virtual life than it is to stay alive and play carefully. Who cares if you die? Certainly not the player, he will keep his points and is now that much closer to that "hello-kitty-skin". So what we end up is two teams composed of point-greedy-whores (can I say that?) that have little regard for anything but their own score. They will run around like mad things looking to "steal kills" for quick points and rage at whoever does this to them, because: POINTS! This might be OK for some very casual games, but I personally find it to be a very BAD thing. I will stay away from those games but unfortunately the same people join the "more serious" games I like to play too. That is fine by me but unfortunately the games I like, though they try not to encourage this type of behavior, they certainly don't restrict it. Let's look at Squad specifically. The best times you see how unrealistic a game is, is when you have someone who does that professionally do it all wrong. We have a friend in our group who is in the military - but man, does he play the game "wrong". We are all communicating and teamplaying, in a line-abreast formation engaging contacts in a village from prone position, a good distance away. Our friend (in the military) is squad leading. He has positioned us well and we are dealing with the enemy squad up ahead. I can see that as long as there are contacts in those buildings, our squad leader does not want to move out and risk getting injured which sounds logical. He wants to keep us alive, but this is Squad. That enemy squad has a rally point and they are spawning as quickly as we are killing them. Problem - we will never "clear" this village in this manner. Another problem - every time we kill them, they have better intel on our exact positions and gain an advantage with every engagement. You cannot solve this like in real life because they will keep spawning. The only way is to bull charge this, hope you wipe them out and move in close enough to their rally (wherever it may be) to destroy it. THAT, is what this encourages in order to be successful. Players are also used to that type of "gameplay" or behavior, so seems logical. You die from sprinting all over the place straight towards your enemy? Who cares. Annoy your nearest medic or respawn, no big deal. There isn't much motivating players not to die, as long as there is a rally nearby - so they HARASS THE SQUAD LEADER FOR A RALLY EVERY 15s!!! And when I say straight, I don't mean literally. You can "strafe-sprint", that is to say, you can sprint sideways (in diagonal) with [Shift]+[W]+[A]/[D]. You can change this mid sprint but you always run full speed. The effect is a greatly unrealistic one of a soldier zig-zagging faster than any human could ever accomplish - good luck hitting that at range with ballistics. This is another "feature" that encourages the previously mentioned style of gameplay - running and rushing like mad men on drugs. So, this gameplay encourages chaotic style of gameplay, don't wait for anybody at your rally, sprint towards your intended victims!! I find this experience to be so mediocre, I cannot consider it entertaining. I only ever play Squad with my friends, because we play together, as the game was initially intended (as I interpret it). I must add that the gameplay quality decreased to disastrous proportions on steam release. I will go ahead and assume that this is because pre-alpha gamers were mostly PR (Project Reality) players, and they were/are teamplayers. Those were nice people and fun to play with, all (or 99%) with mics. But now let's look towards the future. How do we resolve this mess? Here are my thoughts on it. Add a momentum system for sprinting. When you start a sprint, you accelerate towards your maximum sprint speed (fairly quickly in a straight line). When you change direction in the sprint, you must accelerate in that direction. Therefore, the sharper the turn in a sprint, the more you are slowed down. This will prevent those bionic-machines from zig-zagging like mosquitoes/flies. MOTIVATE a player to value his virtual life. This one I would tackle in the following way to encourage teamplay as well as better, more realistic gameplay. Increase spawn time. And I mean, really increase it. This is the VERY best way to encourage a player not to die. Think about it, who wants to sit there like a tool doing nothing whilst his friends are fighting? I would add a "squad spectate camera" so that this person may watch his remaining team fight it out. MUTE his mic, so that he may not ghost or otherwise annoy whoever he is spectating: dead people don't talk. Perhaps add a motivational text on his "death screen": "Remember: A real soldier only dies once." He will have time to reflect on this whilst he is sitting there without anything else to do. Add a "wave" system. I find annoying that players run off as soon as they spawn and solo it towards what may be left of their squad. The enemy is having an easy time dealing with one enemy at a time... So, when die: you will spawn in the next wave (for example, every 2 mins there is a new wave), so that you will likely spawn with friends. You still require to choose "spawn", but you are not cleared for spawn until the wave timer is over. There is one condition however: you must wait for 1 minute minimum. Why? To prevent a dead team member from saying: "20s until next wave" and this being a good reason to charge the enemy in a suicide run. With this solution in place, you will miss the next wave and be forced to catch the next wave. You die = you wait. You don't want to wait = don't die. This will motivate players to do anything in their power to ensure survival, and it requires teamwork. Do this and you encourage every player to do his best to stay alive, smoke the threat and retreat, seek a medic, travel long distances to resupply. No more doing suicide runs to resupply because that is much faster - it isn't with this system - so stay alive!!! Lower the number of tickets. This was one in one of the patches but you didn't fix the source of the problem, so rounds were too short. When players don't care about dying they will have little regard for their damage to their own team. When you encourage them to stay alive and thus can afford to lower to ticket count, you make every ticket more valuable. Medics will have more fun! No longer will medics be constantly pestered by idiots that sprinted to their death because they don't care - bother the medic or respawn. Instead, players will take care to survive as long as they can, resupply to ensure survival and medics will have less annoying victims to take care off. Instead, the player will more likely wait for a medic rather than wait all that time for a respawn. The medic now has the time to smoke the area, setup perimeter with friends and get him up and the downed player will gladly wait in order to avoid waiting for a respawn. I truly believe these changes would improve the gameplay. It would slow down the gameplay but - if unlike me you consider that a negative - really encourage teamplay. You always spawn together, you want to increase your chances of survival (anything to avoid death, death = waiting). And in the event you get hit, you want to be close to a medic. Waiting for a medic = better than waiting all that time for a respawn. Spawning in waves also means that when you see a soldier, more likely than not, he will have friends with him - which you must consider before opening fire. This is also more realistic as in real life: if you look left, you look right, and see no friendlies - you did something really wrong! It also means if you get killed by some lone wolf not far from a spawn, there will be a higher chance of you getting revived as friendlies that spawned with you will react to the enemy and a nearby medic will more likely revive you. When your squad has contact they can now ambush or otherwise engage an enemy squad from "safe" positions and when it looks clear, sweep and clear the area in case of survivors. The longer spawn times allow this to be the case. They know they have a bit of breathing room when they successfully wipe a squad. The spawning squad will not want to just rush to that location and risk another death but be clever about it, maybe send one scout to survey the area before committing the whole squad. In any case, I consider this to be a major improvement! Greetings, MistaX32 Edit: spelling mistakes
I was reading through a Dslyecxi's article about an Unreal Tournament mod called ''Infiltration''. That mod is quite old, but it has some really neat and ground breaking game mechanics and features. The article explains very well all of the various features of that mod, but unfortunately all the videos there have been disappeared. I tried to google out some of the videos and i managed to find this . If i remember correctly, all the other videos were also uploaded on youtube, but it's quite hard to find them cause they all are hidden. So you basically need a link to access them, but you can't find one because all the embedded links in Dslyecxi's site are broken. So, is there any way to dig out those videos or can we know if they even exist anymore? I'm pretty certain Dslyecxi doesn't have time or interest in this stuff so i don't even bother to contact him. But if anyone here could somehow find those videos, i (and probably many others) would be pleased. It's a shame if they're lost forever, they demonstrated the games features just perfectly.
First i know its Pre-Alpha and every can change and second i haven't access now, so i can only discussion with the puplic media content. If you are close to a enemy FOB, a magical state bar appear in the upper left corner. Isn't it critical ? because you can detect a enemy FOB without vision ... maybe its possible to make the FOB state bar invisible? Is that a placeholder for the overrun and C4 mechanic or do you have any other plans i the future ? btw. the search funktion need min. 4 letter to work so i cant search for FOB sorry for a eventually double post.
**how do i insert video from youtube? it's kinda broken on mine, PM me pls** In the video, they show us the HMMWV vehicle. And it was awesome! But because this is still on early development, the gunner has no mechanics 'yet' as it seen in the video. In the video, the Machine gun position always following the view of the player 'right away' (so fast) without / regarding the 'speed limit' of the turret. Like, in real life, they should be like 'heavy' and become somewhat slow when rotating the gun. I believe this is gonna be optimized (for sure), and the Dev will working on it. Though when you guys optimizing it, i think iam gonna do some little suggestion. In the old Project Reality:BF2 mechanics, the turret speed is limited (like mouse speed), so it will not go beyond (lets say, i don't know exactly) 4sec/1 rotation turret. In the SQUAD mechanics, i think we should change it using "Sprinting Mechanics System". Not the sprinting, but the idea of the 'head' when running to different direction. The head turn first, then the body. Same like the machinegun's, head turn first, following with the gun it self rotating with limited 'rotation' turn. I think this is good mechanics, but what you guys thought? Let's the discuss begin!
I'm in the 15th MEU and we use a heavily modified Arma 3 with things like weapon resting, realistic medical system, task force radio, magazine repacking, hand signals, barrel heat, the ability to trade equipment and ammo, large backpack radios and small short range ones and more. I'd like to post a couple of videos from youtube show casing this from the 15th MEU and our off shoot the 506th made from former 15th members. These are just for ideas or possibly to see how one of your ideas would work in reference. If you own Arma 3 feel free to come play on the recruit server to test these out first hand. It's open to the public every day but sunday nights. The mod list and links are on the Recruit server tab Teamspeak Address: ts51.gameservers.com:9440 PW:15nd This is not clan recruitment even though it kinda seems like it, this is for devs to see what works and possibly give ideas on making things better. If there is only one thing you take from this let it be Task Force Radio. I have never seen such precise communication with 100 players at once. If you're not familiar with the system you use one button to speak to people near you in direct chat and another to broadcast over the radio. The radio allows for any channel in the xxx.xx range and you can assign different channels to the num pad allowing to quickly swap channels with a button press I.E. 1. Squad, 2. Platoon lead, 3. Actual, 4. Air Support, 5. Armor, 6.Artillery etc. making communication easy and flawless without dozens of people talking over each other at once. You can also assign radio freqs to your left speaker and and other to the right. This allows your squad to be in your left and command in your right. The radios are also effected by range, terrain, and battery life. Last you can pick up a radio off the enemy and use it to listen to their communications. This system borderlines as near necessity in a large tactical game. Another mode in Arma that is simular to PR is Capture the Island. I don't have any videos but it involves both sides building a base somewhere on the map in secret, then defending it while also sending out squads to search and desroy the enemies HQ. You start the round with a Mobile HQ then like an RTS you set it up somewhere hidden and add buildings that give out new weapons and equipment for your men to use. The men then must take towns to connect supply lines like Company of Heroes which turn into points that are used to grow the base. As you encounter towns they are grey (AI) or red (Enemy held) then you use this information to narrow down where the other teams HQ is hidden. Just ideas.
At the Start of the Match every Player will spawn in a Transport vehicle (Aircraft, Helicopters, Trucks, Armoured personnel carriers... etc) which are driving to the location of the Battle. That will happen every 10 minutes. If the player dies he needs to wait 'till the next spawn wave then he can respawn. Good idea or bad idea? -TheTrueLPG