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      Forum Rules   07/06/2016

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Found 6 results

  1. Suggestions for Owi

    Recommendation: Analyze this suggestion from a more holistic perspective. (Updated) I believe I may have a solution that would optimize the game a bit further and would definitely be more enjoyable for everyone. A) Multiple Spawn Areas: Preferably three(varies on maps & game-modes) - I suggest having an Optional: Aerial-Support base being able to be destroyed, disabled or Capturable. Main base: logistics, transport For: Squad leaders, Infantry Offensive Vehicle Base = t72, stryker, 30mm For: Crewman Kit, Engineer kit Aerial-support main-base = helicopter, drones, air-strikes. For: Commander roles, and Helicopter Pilot roles. B) Settings/System Requirements: I believe that very few actually use the motion blur so I think we should remove that and the low settings while keeping only the medium to epic settings. I also believe that we should update Requirements by replacing the "Minimum Requirement" with our current "Recommended Requirement'. Settings: Remove All Low settings and Cinematic Shadow = Medium, High, and Epic only. Remove: Distance Shadow Foliage = Medium, High, and Epic only. Remove: All Low Settings System Requirements: Ram Must be: 16gb Ram or higher GPU Must be: GTX 970 or higher CPU Must be: i5-2550k or higher C) Game-play: Ticket bleed changes Troops: Commanders cost = 8 ticket bleed Squad Leaders cost = 4 tickets bleed Normal Infantry cost = 1 ticket bleed Vehicles: Logistics, Transport cost = 15 tickets bleed Small artillery Vics cost = 20 tickets bleed Medium artillery Vics cost = 25 ticket bleed Heavy Battle Tanks cost = 30 tickets bleed Aerial(Helicopter) cost = 30 tickets bleed Deployable/Flags: Radios cost = 30 tickets bleed Captured objectives = 40 tickets bleed I would love to hear some feedback from the community as well, let me know what you think about these suggestions. Will you guys enjoy this more, will it be worse, and please be specific as to why you would disagree/agree. Thanks.
  2. I know Squad is just following the same formula of the original Project Reality right now. The Insurgency game mode makes sense and is original but Advance and Secure (AAS) is pretty much a derivative of the original conquest mode from the Battlefield games. In my opinion, the game mode doesn't feel realistic and camping a bunch of zones just to get more tickets or bleed the enemies tickets doesn't feel impactful to the player. The original Project Reality had a game mode called Command and Control and I'd like to see something of that sort return back in Squad. I would also like to share my own suggestions for game modes which are more realistic and would be more entertaining than AAS. Ideas for Game Modes: Blitzkrieg This game mode features battles that give the advancing team more and more tools to give their enemies problems. In order to win the match, you have to turn the tide of the battle. Each team has the ability to capture radar towers, generators, ammo depots and one super weapon on the map. When a team has more objectives under their control. They receive more supplies and assets. These can come in the form of ordnance, vehicles or supplies. For example, more vehicles will respawn at your main base if more of these are under your teams control. Radar towers have a AOE of effect on the map that reveal enemy vehicles. Perhaps the team who doesn't control these towers may lack the ability to capture and hold them. They may opt to instead just destroy them with sneaky infantry squad missions. Generators power the radar towers. The generators would have to be functional for radar towers to work and can be disrupted by the enemy team. The generators temporarily disabling the radar towers would offer the disadvantaged team some breathings space and a chance to get back into the game. The generators should be easy to shut down from a presence of infantry at the control room of them, but they could also be destroyed from ordnance that can do it. Ammo depots give your team more supplies and allows fobs to become stronger when constructed, their supplies will be higher when being newly built. They will have the ability to construct more dangerous FOB's. Ammo depots could be destroyed setting off a large explosion. The super weapon will be a 155mm Artillery station. It has several batteries which the team can use against another. These can also be destroyed and the battery cannot be moved. The team who doesn't control as many objectives should feel overwhelmed as the other team gets more and more. This mode is similar to AAS but features more realistic objectives which would make sense for real military's to capture. This post is just a example of how objectives can be more realistic rather than feeling gamey.
  3. From the very beginning I have been asking for a change in the mechanics of how objectives work. I do not approve of the "majority rules" system we currently have. I do not think that a strategic objective should be won or lost solely based on the number of people within its "radius". It detracts from good gameplay in my opinion. It does not favor good positioning. It does not favor proactive patrolling. It does not enhance a small but well coordinated defence. There is a youtube video in that link. Please watch it and explain to me exactly what those guys are guarding. Sure, within the current mechanics they have secured the objective. But do we really want gameplay to devolve to that? Abusing mechanics to win? I'm not saying that what they did is impossible to counter. In fact, as others have pointed out the tactics with an organized squad would be quite simple and net many kills and a huge ticket loss on the enemy. My point is, what if instead of having to just "be in the zone" they actually had to defend a physical, tangible, interact-able object such as a flag pole in the middle of that compound? I get it, someone's going to say, "but then can't a marksman just stand off at 600 meters and keep shooting people as they try to raise their flag?" Sure they can, but isn't the point of capturing an objective to secure the area? If there are still threats in the vicinity then capping should be dangerous. At the same time, smokes and suppressing fire can be employed to allow that soldier to raise his team's flag. On the flip side, should objectives not be able to be held with smaller forces? Why should we lose our objective in the rear because we left five guys to defend it but you snuck up with nine and capped it from them without firing a shot? What if instead your nine guys had to get to that flag in the middle of a compound? Slowly creep up and clear it room by room, corner by corner to make sure its clear and you can cap it safely. This is all my personal opinion and feelings. Too many times on Chora I have led grunts against Russians to take market place and they have held the police station south of the road and we have taken the village north of the road and captured the point because we stacked up more guys in the village than they could bring up. Also, not hating on Karm or anyone. I just see egregious abuse of what is in my mind a horrible mechanic. TL:DR change the objective capture radius to instead be a single interact-able object to dictate ownership of the objective.
  4. Harder Game Modes

    Does anyone else think a harder game mode would make the game better? If you couldn't respawn until the next round, how much more careful would you be? If anyone has ever played socom you know exactly what I'm talking about. Another game mode where you have to protect 3 Vip's from being killed by Insurgents, Or where Multiple squads are trying to rescue 3 Vip's from the insurgents. You either work together to complete the objective, or you all die trying. Playing socom you would be in a match with 3 or 5 rounds and the best 3 out of 5 would be the winning team. I don't know I just think that would be pretty damn sweet, for the serious players at least. That would make the need for teamwork greater as well.
  5. Is ticket bleed broken?

    The manual states that after all of the flags are held by one team the other team will start bleeding tickets at a rate of one per second. So far in my experience this is not true. Played a match earlier tonight on Fool's Road where we were able to capture all three objectives in about 15 minutes. While I don't mind that the game didn't end pretty much immediately I don't understand why it lasted about a half hour longer. Also experienced this Saturday on Kohat Toi after my team lost all the objectives we suffered from our main being spawn camped for about ten minutes before the match ended. I know, we sucked but thats what happens sometimes when you join a match halfway through and no one else knows how FOBs are made. Anyway, am I just experiencing bugs or was ticket bleed removed or changed?
  6. This isnt a suggestion, but I'm interested in the discussion. Is there any merit to the consideration of making a capture points'/control points' status subject to a fog of war? It could certainly complicate things, but in real life you don't get blinking notifications when enemies enter a specific zone of a battlefield. Would there be a simple way that would augment gameplay to include a means to allow stealthy behind-the-lines destabilization of territory control? Something that would call for a patrol or occasional status check of control points? I get the feeling this could easily over-complicate things, and it certainly may not mesh with existing game-play focus, but it would augment the value of flanking maneuvers greatly. I think its worth discussing. Your thoughts?