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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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Found 18 results

  1. I recently came back to Squad after a LONG time away form it. My first impression when I first got the game was "meh". At one point I thought "I´m playing Red Orchestra 2 with modern maps". But v10 has suprised me and I´m quite pleased. I see the game is moving a bit towards where i´d like it to be. I AM REALLY HAPPY ABOUT v10. The animations, vault, climb jump stuff is just great. I know there are some problems with animations and medic stuff but I have faith they´ll fix it. Now, there are 2 things that I´d like to see improved. 1. NAME TAGS. Not only are they annoying but I think they provide with a combat awareness that should only be achieved by communication and realistic tactics. I know it´s annoying, but FRIENDLY FIRE is REALISTIC. There is no blue on blue because you can always easlily tell if you´re aming at a friend even if he is 300mts away from you, prone, behind 2 tree lines, smoke and inside a house!!!!!! PLEASE make name tags have some delay (3-5 secs), NOT TRHOUGH WALS AND STUFF and smoke!...and only close distance...like dunno...30 mts???.... Target confirmation is a big part of modern warfare and tags just take it away from the game. Identyfing friend from foe is a skill I want to have a part in the game. 2. RESPAWN TIME and fobs. I know they´ve increased it when the FOB is under attack (I think). I think you should either make it a REALLY long time to respawn in a fob that is under attack, or just completely remove the possibility to spawn in a fob under attack. Being new to a game that claims to be "realistic" and spawning under fire over and over again made me think I was playing COD. If you change that, sls will be compeled to plan the location of fobs and its defence. Thank you for Reading. I´d like to know your opinion.
  2. Cannot spawn nor join a squad

    Hey, I recently decided to get back to the game. So I update the game via Steam, launch it and look for a server. Problem is, I can't seem to be able to spawn on the map (click+enter or double click don't work) nor can I join a squad (or create a new one as well). I already tried checking the cache and manually deleting the AppData\Local\Squad folder but it didn't solve the problem. As somebody mentioned on an other thread, I also tried setting all the Steam inventory settings to off in game but it didn't solve the problem either. Does anyone have a clue of what is happening here?
  3. Sometimes, maybe 1 in 10, I join a server and I see all of the players on the map for a second. This includes the enemy team, which shows up as red and I can see the squad leaders and everything just like the blue markers but in red. I don't know if it's just me, and I don't use the intel, but other people might and it's not a nice bug to have lingering around.
  4. What about only being able to spawn with the recruit kit (same kit you receive when kicked from a squad, basic rifle with two mags) to emphasize joining a squad?
  5. Have noticed an increase of first flag rushes, The extreme was last night on Gordok BTR rush for militia first flag, joined to the delight of BTR / stomping miliitia. To the point that Russia capped everything. A slow starting pub side tends to need more time at the start to get going . Sumar has US doing crazed Mosque rush too and insurgancy to market. These rushes require organised players which pub sides dont have. Staggering spawn might mean more chance for pub based game not being fought on starting flags. And the demoralising effect it has on game play. This happened for a time with PR. Can we get staggered armed start. Timings Logstistic first Techs & Hummers 5mins AFV 10min Armour 15mins It's not the new larger maps its the crazed middle sized maps that have rushes. I just think it destroys game play. Perhaps stop any ticket bleed till half way through round time. Happy gaming
  6. I'd like to see some kind of mechanic that will disable spawning if someone was killed within X number of seconds and/or Y number of feet from the spawn. Obviously it's not a viable location if someone is able to camp it, so why not disable it instead of allowing summer kiddies to rack up as many kills as they can, completely ignoring the tactical aspects of the game?
  7. Hello, I cannot seem to join a squad and spawn into the game because when i click on a squad to join, or even try to create one myself, It greys out the "join" button just like i clicked it, and then it goes bright again and i am not in the squad. I tried clicking it a gazillion times and even tried several different servers. I can't spawn because i can't be in a squad. I've also tried deleting config files and validating and reinstalling, nothing seems to work. Thanks in advance.
  8. Accessing roles

    Three suggestions on how I'd like to see the accessing of roles implemented in Squad, breaking away from the fundamental PR system. 1. You cannot "pick up" kits. In PR/Squad a kit is treated as something you have and something you use, not something you are. It's treated no different than a baseball bat, or a shoe. Why? If you're a DM, you're a DM. You don't lug around a DMR and trained marksmanship skills as though they're an entity, passing them to the next person at will. Where's the realism in being a helicopter pilot one moment, and being an LAT the next? IMO, when you spawn with a kit, you are that kit. If you want to change your kit, wait until you are no longer among the living. You don't spawn as a shoe, only to drop it for something else. You are the shoe. 2. Coinciding with my first point, all kits would be selected via the spawn menu. No more taking special kits from supply crates. 3. Limit SLs to the squad leader kit. Let's assume, for a moment, that being an "AT Gunner" is a position in the sense that being an SL is a position. Where's the logic in allowing AT Gunners to be DMs, or grenadiers, or riflemen, and not limiting them to HATs/LATs? The same goes for SLs and the SL kit. Unfortunately, people don't like big changes, especially when those changes deal with fundamental features of PR. I imagine many people will look at this with a PR mentality and think "Meh". As a result, I doubt many will give these suggestions a second thought, but I'd like to see them, so no point in not throwing them out there.
  9. 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
  10. FOB mechanics

    Reading the uprising topic as a game mode suggestion I kinda realized that I'm not discerning the point in that compared to assault and secure, which lead me to conclude that it's more than likely a question of spawn mechanics. I think as things stand there's little in way of command and control other than flanking and bunching together. I've never seen people spread out in bid to crossfire, storm or siege areas. More than anything it's about the way that FOBs work where they will spawn irrespective of what happens in the field other than the spawn que. If it were so that in order to confront FOB you'd have to do little more than to find it and begin spawn camping it than it's more likely that people would see to it that they actually secure the area around it and on opposite scale of balance actually deem it necessery to actualy situate FOB out of harms way on attack since squad on defence is less likely to explore the FOB to which end there will generally be an offensive FOB if previous FOB and terrain allows it (specifically in city based maps). What I'm pointing to is that there's little reason to get sophisticated if current FOB mechanics encourage clusterfuck of COD as apposed to say simulate what "Pentagon" would feel about the situation and thus offer up as relief. If an area around FOB is heavier on enemies or it's really just surrounded by enemies then spawns should be forbidden for another squad say en route from FOB built more like 200/300 meters away instead is actually expected to clear the enemies for it to work again, and counterbalance to that being that you may pretty much spawn instantly as in base if that FOB is rather remote from any enemies. What that does is give you an immidiate sense of what happening as apposed to rellying on your squad lead to trust a stranger to both properly assess situation and convey it with same degree of gravity to then convey it to you. On strategic level it makes it both easier to pull offensive maneuvers on the large maps where your whole squad could spawn immidiately not 300 meters away if they were wiped instead of spreading thin and on defense it makes it that much more rewarding and intense as things really may go sour therefore you'd really not want anyone coming anywhere near the FOB. So if the FOBs begin reflecting the situation on the ground I feel like it's inappropriate to lose tickets for lose of them as they're condusive to that on their own and thus have a more organic motive to protect it or not (the whole lego building thing becomes a bit more in the right order of things, as in squad leaders see less of a need to spend time away from really leading while soldiers are more so affected by what occurs when they don't have appropriate fortifications). I also think that Otherwise if FOBs must have the ticket loss associated with them because you don't wish to make this dynamic overly dramatic, than it should be supplemented by some mechanic that would make the dynamic viable while not discouraging FOB construction. In that same sense rally points should probably encourage mobile warfare where shootout across the 100th of meters are just lame if for example spawning a rally point near any FOB or objective acts as force multipliar thereby making it more so a special power as apposed to a chore for the squad lead in game without vehicles. While it is conducive to COD sort of thing, I feel like it makes it that much more a tactical thing with FOB fullfilling strategic purposes instead of both sharing reponsobilities. It fills it with more purpose and allows squads to disperse more in anticipation that SL will place the rally on any single member on the objective/FOB while letting squad leaders die now and then meanwhile for that same reason they are also usually expected to take point- to determine FOB/rally location of placement- (I'm implying that the 50 meter limitation be removed, have no cooldown penalty). This makes leads to less fragmentation where you wouldn't necesserily wish to spawn on the rally point for the rest of the squad to spawn on FOB (more so closely situated) because it may be easier to spawn on FOB without the timer. This mechanics should lead to players fighting over FOBs as much as objectives with less stress placed on SL and without obligation from soldiers to directly follow them as much as is sometimes the case on the map with storage which is my favorite. Average player will find more meaning behind spawn mechanics possibly more so then objectives thereby making the games more so interactive instead of "we will follow the SL confined by somewhat consistent spawn mechancis aspiring to complete somewhat arbitrary objectives".
  11. Future of FOBs

    I'm interested in having a discussion about how FOBs will work in the future, right now the system is very rudementary and (I'm guessing) not representative of what the final system will look like. In PR you need supply crates near you in order to build a FOB, with Squad I've heard devs talk about the actual Radio component being dropped from trucks etc. I was thinking about thow it is done in RTS games and realized that it would be pretty neat with an actual Command truck that you have to deploy in the field and then build emplacements around. When the front line shifts you could fold it back in and set up a new spawn point with it. It would of course need to be balanced by having a deployment time, and to keep anyone from moving it maybe you'd need a Squad leader kit to drive it. If you've played Company of Heroes you'll know that the British have this. It is of course also the way the MCV works in Command of Conquer, though the bases can't be re-deployed. One of the things I'm most excited about with Squad is the potential for assymetrical FOB systems.
  12. So here's the situation that was encountered last night....... Map: Kohat Toi River Valley (Daytime) Server: SFSS Game mode: Insurgency Issue Summary: cache location too close to US Main spawn point A bunch of varying clan and non-clan members jumped on the SFSS server last night to get in a few rounds. When the map rotation cycled around, the Insurgency mode popped up. First thing noticed was that the US Main had two spawn points on the eastern part of the map, and the Insurgents had one main spawn point on the western part of the map. All three spawn points were clearly marked on the map as off limits with the obligatory red circle and slash through the middle of it. The map timer completes and we all head out of our northern main. We get no further than 100 yards out of the main and are being engaged on two sides - one force is pinning us down from the SW firing NE as we head out, the second force is in the hills above our main spawn firing at us while we were pinned. Later in the round, I managed to get out of the spawn and made a long flanking run to the E, then snuck up on one of the guilty shooters - sure enough, he was sitting on his cache location with an SVD shooting directly into our main. He quickly met up with a few rounds to his noggin from my M-4 but by then it was too late for the round in total. A sound tactic in normal game play; however, this was straight out camping the main spawn. I posted several messages in all chat that to please stop camping the main spawn only to receive the obligatory "We're not" return statement. Now normally I don't really care, but this went too far. We fortunately were lucky enough to have an SFSS clan member on our squad, and asked him what the rules were for his server to make sure we weren't in the wrong making the ChatAll statement. We even had him check his map to ensure the "no kill" zone marker was on both sides' spawn points, which is was. He even agreed that what was occurring was not acceptable. Where this took a turn for the outright "ignoring the rules of the map" and the spirit of fair play (it is a game after all) was when one of our teammates was forced to spawn at the our northern main due to RP expiring before getting replenished. He spawned and was promptly greeted by two Insurgent members inside of our main spawn - they were promptly killed and gave up before a screen shot could be captured as evidence, but I'm sure if the server logs are investigated the facts will be uncovered. There were two main issues that led to this situation from my perspective: 1. The cache locations spawned too close to the US Forces main spawns 2. The insurgent forces ignored basic rules of engagement for "no kill" zones clearly marked on the map I know that creating an in-game barrier or no kill protective area is not as easy as it seems, so until that level of game play can be developed and deployed, I'll make this suggestion to new players and members of this forum for the sake of the long term viability of this game after 12/15...... In the spirit of fair game play, please refrain from shooting into an opposing forces' main spawn points. It is perfectly acceptable for you to recon the area and point out troop movements, but outright engaging the OPFOR as they are leaving their main spawn detracts from the game play and enjoyment of those involved. For anyone that was a part of the Insurgent forces employing this tactic - I encourage you to place yourselves in our position and you too would feel disappointed in the game play experience. Imagine if our team was a bunch of new players on the 12/15 day of release? This type of encounter could result in players not participating or asking for a refund. Just something to keep in mind...... Finally, I hope all server admins will take a closer look at this and make the necessary adjustments to their monitoring of game play rules.
  13. Week 7 Build 2282 Videos

    MY VIDEOS FROM LAST WEEKEND. HOPE YOU ENJOY BUILD 2282 https://www.youtube.com/watch?v=f5EsDMM3uqI&index=15&list=PL_cDJP8gPYNquwSF7pzmBLioATu4pFe-L https://www.youtube.com/watch?v=6tEg-q4GGqk&list=PL_cDJP8gPYNquwSF7pzmBLioATu4pFe-L&index=16
  14. Ok so i have a spawning bug aswell but its hard to explain but only happens when i spawn at main (or so i think) I die, i select give up. screen goes black with "dead" i have no options and cant press any keys to access anything. The only thing i can do is bring console up (~) and using the commands type to my team. after awhile ill spawn at main unable to move or anything with a blurred screen the only way to fix this is to type suicide in the console and wait to spawn again. Sometimes i dont ever spawn i can wait up to 5 mins with nothing, alt tab and game says its running fine but in game i cant do anything but type via console. No matter what i do i cant spawn so i have to type disconnect and rejoin. thats the best i can explain it. --- I also have not modify the game or changed any keys.
  15. This concept works along with another concept at this link, but can expand to work with others. Commanders should be able to control when a vehicle spawns. If he wants to spawn all the jets at once, so be it, and more power to him. Vehicles usually affect the team's tickets (or budget) whether on spawn, or as a penalty on destruction. The more abusive a commander is with vehicle spawns, the higher the chance of creating a negative impact on the team's tickets or budget. Therefore it falls on the commander to carefully choose when to spawn them. Having said that, the commander can choose when he wants to reinforce the team's vehicles. If he decides to spawn tanks over and over, that's his decision and he takes responsibility. On the other hand, he can also withhold assets from the team until an appropriate squad is available to use them. No vehicle theft from main or wasted assets. If a vehicle is needed, the commander can choose whether to give the infantry group who were stranded at main a small jeep, compared to a more expensive transport truck. There may be a heli pad, but no pilots to fly the CAS helis, so the CO doesn't need to spawn one. A squad leader needs a logistics truck, and the others have been destroyed, spawn a new one. No vehicles may be spawned outside of the main base. The vehicles will spawn at their appropriate locations. If the spawn point is blocked by a previous spawn, or another asset, the spawn will be cancelled and the CO will receive a notification. There is a catch though. Assets do not spawn of their own accord. Only a commander may spawn them. Safe guards must be put up to avoid random players going commander to spawn vehicles.
  16. Every so often in PR your FOB is overrun (enemies get close to it) and you don´t even realize you cant spawn on the FOB anymore. My suggestion is that since FOBs have Radios, they would be randomly transmitting chatter and as soon as an enemy got close enough to disable the fob the radio would start transmitting static noise . This could happen progressively like, enemy between 125-150m of the fob, theres 20% static, 75m-100, 40% static and so on. Also having your rally disappear right in front of you could be tweaked, maybe in the same way or something similar? Many times in PR I have my squad members telling me "Our fob is no longer spawnable", while im right next to it. The only way I would know that is if I kept checking my map constantly. I see this as another way to reduce the necessity to keep opening the map like i´ve read in other threads. Thoughts? Edit: Im putting this here with big letters to make it easier to read. By the time you hear the static, the FOB is already unspawnable.
  17. Edit:- At the bottom of my OP I have added user suggested alternatives. The Controversy Vehicle spawns have been tried & failed or unwanted in tactical/military simulation type games. However, PR gameplay does actually have a unique scenario which is common which could justify the feature in a limited context. Why? Your tank is fully crewed. Driver, Gunner and Machine Gunner set out on their journey to promote peace and democracy in their tracked beast which would probably be legally defined (in American law) as a weapon of mass destruction. Jokes aside, you've spent 3 minutes travelling to where you want to go whilst telling your fellow crew the most intimate secrets of your existance due to the excrucianting boredom incurred on the taxing journey (but it's only been 3 minutes). Suddenly your machine gunner has died upon 1st contact (sounds familiar right?). Now the heartbreak begins, Machine Gunner is no longer the machine gunner: RTB 3 miles up, 3 miles down to pickup your regenerated machine gunner?Crew continue playing as RPG magnet?Squad becomes split upMachine Gunner may be forced to lone wolf for sometimeMachine gunner may rage quitCan't be bothered making way to tank from Firebase or non mainbase spawnOnly mainbase spawn available Solution Conditional Tank spawning (and for vehicles that encounter similar scenarios). Example of conditions: In tank squadwas previously in 'exposed' part of vehicle (example - turret area of the machine gun of tank)was killed whilst in 'exposed' part of vehicle (eg turret area of machine gun)Only spawns in 'exposed' part of vehicle (eg turret area of machine gun)Possible additional spawn time penalty for this feature for gameplay purposes/balance issuesPossbily limit to once or twice per each spawn of each tank (for balance)Spawn can only occur in friendly capzone once the tank has been there for 1 minute User Suggested Alternatives That the feature replicates the fact that SOME tanks are crewed by 4 and not 3 "if a tank IRL has 4 crewman, and you only have 2 players inside (driver/comander and gunner), and someone dies, the dead player should take control of one of the other NPCs until there is no more crew available." Tank SL To Deploy Rally I think maybe alternatively, you could allow a Tank SL to drop a rally whilst he is inside a tank? Or even then you could dismount, drop rally at the expense of no time at all Concept Is Present in Other Areas Of Game (addressing gripes) Shot players can be resurrected and brought to full health after being shot. Why not the tank MG gunner? SLs can drop RPs. Why can't Tanks spawn in 1 crew member (or drop RP) with added spawn conditions? Thoughts?
  18. Spawn Waves

    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
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