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Kraus posted a topic in General DiscussionHello All, Can Server Admins forbidden SL to Rush the enemy first Flag at the beginning of new Round?
The legacy group is inviting anyone who wants to come try out an event hosted on our Training server. The event will be a Rush game mode. Much like battlefields Rush mode but in squad. Defenders get light vehicles and supplies, the further back the Attackers push the more equipment the Defenders get. FOB's will of course take place of the MCOM system. Attackers attack FoBs in stages. Commanders will be present to direct flow of action and to keep players inside playable areas and away from back FOBs. Defenders will have time to set up defenses while attackers think of routes and tactics. We try to keep the maps RU v US for kit evenness. BTR is only available for the last FOB. Open top humvees for US, no CROWS except last FOB assault. Flag caps are to be ignored and tickets reserved as much as possible. WHEN: Saturday at 7pm CST EVERY WEEK (new game modes will be tried, always open to suggestion) WHERE: Always at the - [USA] Legacy Training | Vilayer.com - server under the Customs Tab DISCORD for the Op. USAlegacy.xyz or https://discord.gg/Wazp8r3 We hope to see new people come out to try it and become regulars. The server will be tightly moderated, goofing around and disobeying game direction will result in permanent expulsion. Come to the event with a mindset of teamwork and cooperation, I mean, why else would you own Squad?
Greatings community, Here are some ideas that I was discussing with some friends while playing the game regarding the current state that its in. I know everything is subject to change and that the devs are adding more and more functions in the game while we move on. I'd love to see some feedback and perhaps some discussions regarding this topic. The main points are: adding an adrenaline like dimension in the game for vaulting, stamina, rushing/sprinting, drawing weapons for quicker, more realistic immersion ! Vaulting: We all know that there is no vaulting in the game right now and i've read some topics that this will most likely be implemented as the game development moves on.To jump over a 50cm wall we have to press jump and duck to cross like back in cs1.6. This usually fails because your stamina is depleted or on a low point due to crossing a field. Imagine a situation where you get shot at in real life, and you have to make it over a wall or ledge or w.e. You'd jump over that mofo and even risk breaking something to prevent getting killed. Closing in on my point now; the devs should add some sorcery in to make sure once you get shot at, you gain some kind of adrenaline and the stamina isnt affected while you jump/duck over a object for cover. Ideas:vaulting does not affect staminavaulting affects stamina, but lower the penalty from 33% or 25%, whatever its at right now to something more acceptable like 5%or vaulting affects stamina while not suppresed/being shot at but it does not affect stamina once you are being shot at. In this version, suppression adds adrenaline and your soldier will make sure to get to safety like in real life. This option would be the most realistic imho. You could go even further in to immersion and add a legs damage penalty by shot wounds or falling from height wich slows the vaulting animation by 50%. But we are getting to deep now, suppresion and adrenaline would be a nice implementation in further gamesthe last option could be an option if vaulting is not added in the game, here you would gain the adrenaline mode once you are being shot at and stamina is not affected by jumping. This would however break the game once you snipe / engage from a distance and opfor could just get unlimited jumping. Making it to hard to hit the enemy.All in all, vaulting and adrenaline would be nice.Running/sprinting for life: Drop the current run / sprint mode as it is right now and add the folowing:normal 'run' (movement by arrow keys)running (movement by arrow keys + shift*) *=default keybindingsI'd love to see the some extra rush mode during a run where you could gain an extra 10/15% sprint speed. I honestly think this would add another dimension in chasing/closing in on objectives to make sure you arrive where your headed towards alive, not dead or wounded. Mix classes up a little and modify the run/sprint speed for every role. An rpg eqquiped with 4 rockets would definitely add loads of weight and should prolly run slower then a normal soldier. Im not sure if this is already ingame. I have not seen any differences in running with classes. Changing weapons: This one should be a dead give-away and probably is suggested many times since the weapon change animations are ruining the whole game. Other games implement a fast animation to secondaries but why not set a new standard, and let other industries follow our example. Instead of having a four second animation from RPGs to your m4/ak/any other weapon. Add the folowing; yes, adrenaline, once again, since this would improve the flow and immersion alot. Once being shot at, your switching/animation greatly increases by as much as something like 50%. Set a difference between switching from RPGs to rifle, this should take longer since an RPG is big as f#ck. However switching from your rifle to pistol could be faster!my second idea would be totally awesome. See to it that theres an option to drop a weapon by pressing some button like 2 times while you are in an animation. When switching from your rpg to pistol in a firefight, you'd drop that fkin bazooka and get to your makarov as QUICK as possible.Third idea is that drawing pistols should be increased if spec ops roles are introduced in the future. Trained special forces could have the ability since they are trained to do something fast. Thats about it for now guys. Im sorry if i mentioned some ideas which might be posted before me, if so, please copy the link and ill delete the idea from my post in an edit. Feedback and support (if you like it). Disclaimer: Sorry for bad Engiesh, it are my the second language!
Hey guys, I haven't played Squad yet, but I'd like to know a bit about how high is the penalty for dying. Basically how quickly after dying can you get back to the spot where you died and fight again. I'd prefer the penalty to be quite severe, since that's pretty much the only way to force players to play carefully and to communicate and play as a team. I wouldn't like players to just be running around carelessly or trying to be Rambo in every fighting situation. Perfect example of high death penalty would be DayZ, you have so much to lose if you die there that it just gives you this real adrenaline rush when you're in a shootout or any other dangerous situation. Also if anyone can tell me if developers prevented those sorts of behavior(careless rushing) from players in some other way, I'd appreciate that, thank you! -Matija