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One need not look far to see many of us who are disappointed in where our favorite game has gone. Whether it be rallies, run speed, tankopters, or suppression, there has been a progression toward an alternate style of play that does not align with the current or original aim of the game. I often see us blaming new players for the deviation in game-play. That attitude only berates our fresh players, and is an error of attribution. It is not the new player’s fault that they roam about lone-wolf, dispersing throughout objectives shooting enemies, but it is the game itself for encouraging and rewarding that play-style with kills and relevant impact on the battlefield. To be clear, there are some things that need to be more hardcore, and there are some things that need to be easy and simplified. The key to making the game the best it can be is knowing what to complicate, and what to simplify. No easy task. There are some games that do a great job of this, but referencing and comparing them only seems to make members vulnerable to prejudice, splitting the community into opposing fields of thought. Will try to keep discussion in the context of Squad here. Also, this thread could be interpreted as being negative, as we’re only talking about the bad things concerning one of the best games ever made. To be sure, Squad has very many amazing, perfectly implemented features, such as the best VOIP I’ve ever experienced in a game and much more. Only constructive criticism here. PURPOSE - To provide an organized, updated list, and description of various changes to Squad game-play from the community that may be used to influence development of mods, but wishfully, the game. No overhauls or new content. Only discussion regarding game-play adjustments. DEFINITIONS - For clarity. ADS - Aim Down Sights mode aka right-click. Muzzle Sway - The movement of sight picture while ADS is engaged. Suppression - The disorienting effects felt when receiving fire. ISSUES - A list of mechanics that are holding Squad back. 1. Rally Spawning in the game favors a “throw your body at the objective” play-style. Squads may approach an objective, lay a rally that essentially acts as a FOB, and then proceed to assault. And then again. And again. You also get spawn-killed in this game. - A rally that lasts only a short time, which would be used to hmm “rally” a damaged Squad back together, and that is instantly disabled automatically by local enemy presence. I see this as cutting some frustration out of the game while attacking or defending (Wehmann). 2. FOB Spawning in the game is frustrating on attack. You must find and undig that radio, or all your squad’s efforts are pointless and the enemy team will spawn in greater force and seek you out. It is too difficult to disable a spawn and it is silly to surround a compound only to face waves of the same players respawning directly in front of you. - Increase range at which enemy presence disables spawn. 3. Suppression plays no role. It may darken the screen a tad, but it does nothing to dissuade return fire or impede the ease of doing so. There is no point in suppressing an enemy when you can easily pop him in the head. The purpose of suppression is to instill that “wtf I should keep my head down” effect that you would get IRL, but don’t otherwise get in game because, well, it’s a game. Current suppression does not do anything more than indicate that someone is doing a poor job of killing you. - There are many ways to implement meaningful suppression. Muzzle sway. Blur. Some gamers hate these things; some love them. One thing for sure: you’re not going to get meaningful suppression without them. 4. Small-arms are very easy to use. It is great that we do not have random bullet deviation. Game-play that the player has no control over is generally bad for games. What we do have is a great muzzle sway system that is capable of emulating the difficulty that is hitting a bullseye with your rifle without sacrificing skill or realism. So why is muzzle sway practically absent in Squad? If you hold shift, you get 0 muzzle sway in this game. This in combination with speedy stamina regeneration greatly buffs the lone-wolf. The lone-wolves, who are hard to detect and dispersed throughout the map, are too often able to locate organized squads and pop them all in the head before they know the direction of the shooter. I have done this time and time again in Squad, and the game encourages it. It is a good way to get many kills. - Increase the difficulty in aiming and shooting, whether by muzzle sway or other means. This and actual suppression prevents your average FPS player from effortlessly annihilating multiple unaware opponents because they were unpredictably roaming about the map solo. For the love of god. It is so easy. 5. Vehicles are annoying to control. It feels like gliding on ice. Maybe if they were reasonable in terms of game-play rather than realism(?), they wouldn’t have to be buffed so hard in health versus infantry equipment. Not very opinionated on this one. Will add what you guys think. - Simplify the lag-input/whatever it is to make vehicles less annoying to control? Followed by more reasonable damage? - Personally I feel that the driver for certain vehicles should get a “commander” view option in addition to his current view so it is not so terribly boring being the driver. Driving sucks! Not a fan of having to bring that 3rd person to help spot those lone HAT boys running around trying to kill you. Just another infantry man off the battlefield. I know some people feel strongly about this, so can remove this from the list upon further discussion. Ending Note - Of course, the best possible variation of game-play may be a combination of several different solutions, or may lack a solution entirely. Help me come up with solutions or issues, and I will add them to this list. I am an avid modder of games and am always interested in hearing people’s ideas on how to fix things. The mods Athena and/or Hardened by Battle could someday be the saving grace of this game, but it would be best if the base game was made good as is. A common response to these types of complaints is that the devs know exactly what they’re doing and it is their intention to guide the game toward a ca$ual player-base in hopes of selling more copies, and so it is useless to bring up these issues. Firstly, the Steam Store page for Squad specifically describes the original goal of the game, so no new purchasers are under the illusion that they are buying another battlefield game. The devs clearly aren’t marketing for that casual crowd. At least not intentionally. Secondly, if it is true that they are, this incomprehensive list, if not for the devs, is for modders like me to return to and read ideas concerning how things can be adjusted. Thanks for reading and discussing, fam.
After playing around with the new helicopters, I've thought of some suggestions that could be applied to both the current conventional forces and the irregulars. The suggestions come from numerous play time in Squad from Kickstarter till now, PR, Battlefield and Rising storm. Situation Firstly, I understand why the game play choices were made during the development of Squad when vehicles were still in development, however now with the faster transport for larger maps and factions having equal balance in conventional force roster, I think that permanent rallies should be removed. Having rallies as a consistent spawn point takes away from the ebb and flow of combat, with no real defence, attack, silence and more of a run gun element without much silence, no real transport and less squad to squad game play. I spent a whole game as a helicopter pilot ferrying supplies (which is totally fine, it's what you do!) but not once as a transport after the initial rush, once squads placed their rallies, they were mobile from that point as it was a home brewed spawn. The issue with this is the fast paced flanking, where you eliminate a defence or counter attack but instead of having a rest, recoup and combat flow you become bogged down in a wave style attack, the same can be said for FOB's except their rearms from logistics, their large nature makes them easier to find. Feedback from taking a FOB also has that heroics game play that feels rewarding, I rarely know I've destroyed a Rally and often can keep looking for a while longer. Front lines exist less and more of an on point swivel even when large engagements are underway, which makes sense, but the ability to give up, spawn and run in from a different angle with such speed (even if it does take a minute+) is very different to the more tactical approach and slower movement. Since helicopters and now armoured transport is a thing, removing rallies persistence would better enforce team play and a slower style of game play, or at least force squads to work more with each other, compared to currently infantry and infantry, with heavier assets doing their thing. Who should get permanent rallies? Irregular forces are out gunned, out... well everything right? But that works for their play style. They are nimble, swarm and disappear style of game play. Previously this has been done in games by including tunnels within the map, however as players recognise and learn from playing each side, the Blufor forces know the tunnel entrances and choke points of the Opfor through months of play. This completely erodes the intention of playing as a foreign inva... peace bringer with less knowledge of the land. Battlefield Vietnam did a really cool concept to defeat this, they allowed the Opfor to 'place' tunnels with a kit, essentially these were mobile spawn points. Since this fits their style without giving a predictability, allowing Militia and Insurgents to utilise the permanent rally feature would be a neat way to keep them buffed (future conditions through testing could be applied, such as needing to rearm to place another one, akin to the ammo bag style of the riflemen) Conclusion I understand this approach to conventional forces would slow down their game play and potentially make it easier to steam role pub games, however like similar games with a dedicated player base, the general knowledge does get learn't over time and then from there, the base of standard is built. I do miss the times we would spend in game with a slow approach, chatting shit on a defence flag getting to know my squad before all hell broke loose, having to survive in a chaotic situation and then if you made it through, dumping a rally for those who couldn't be revived and then chatting, planning and having the silence to think and also actually become a bit nervous. Was it a Fob? Should we advance and try to get more info? Was it a Rally?? Or those amazing moments of flying in mid game in a chopper as transport, landing as the Canadian faction in the forest under smokes to get out, reinforce an already doomed squad in a desperate front approach, somehow pulling through and then, just then, a short rally dropped, then silence ensued for the next 5 minutes. As we tried to plan out the next move. Right now, you just keep running and it rarely goes without a gunshot. The trailer now states on the Steam page that it's combined arms with use of transport but that's not really the case after the first 10 minutes of setup... Thoughts please?