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Noobgamer

Be careful what you wish for from Post Scriptum

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Posted (edited)

An analysis on what Squad should avoid getting from Post Scriptum.

 

Post Scriptum's biggest difference from Squad----Decentralization:

1. SL no longer has any vital function for the operation of the squad, and squad itself has been reduced to a mean for players to get gears, as now you can spawn selectively spawn from a truck, which can easily move around avoiding detection. Back in Squad, often when a celebrated veteran SL creates a squad, it would be filled almost immediately due to everyone knowing the importance of SL. Not the case in PS at all, as whoever becomes the SL does not affect the other players. 

 

2. You can be your one-man army. Because how accurate and deadly the basic rifle could be, and the general absence of optics across all but one roles, many special roles like machinegunner, sniper and grenadier are less critical for winning a fight. Also, the map design and weapon type dictate that you win by brute force of number, not by placing key soliders on key positions. Of course, one can still achieve great result if skillful, but unlike back in Squad when you can pin down an entire enemy squad with optic machineguns in a good overwatch position, and call up your team to finish them, here in PS it's all about having more people to attack/defend from more angles.

 

 

Effects of decentralization:

1. Squad-level teamwork is basically gone, as now nothing requires the cooperation of squadmates. A sapper can just wonder around in the field alone, find an enemy spawn base or truck and just blow it up himself, which is almost impossible to be done alone back in Squad. This is dangerously making PS a direct competitor to Red Orc or Battlefield, which would make PS look bad considering that it is not a AAA title. Also, this game is unlikely to lead to any clan-heavy community like that in Squad, which is both a blessing and a curse, as unlike Squad this game would be much less likely to have games totally onesided due to veteran SLs going to the same faction. On the other hand, any idiot can drive around the truck and get wasted, and people may pick roles that only benefit them instead of ones that benefit his faction(like Squad SL can order his teammates to take up AT roles, I mean come on why would I even want to use the roles of Sapper or AT unless I'm a heavy teamplayer myself). 

 

2. PS is strategically shallow due to the flat/free/open map design and spawn mechanism. No longer does it matter for veteran SLs to rush building HAB in critical spots for map control, or for the opposting team to prioritize countering such moves, cause you don't run out of tickets in this game.

 

3. PS is tactically shallow, because, as far as all the existing maps are considered, the types and patterns of terrain layouts are all the same, that it it basically the same experience fighting in different towns on different maps.

 

4. Vocal communication is useless. As players from the same squad no longer have to move together, which means that no one on the other team can assess enemy strength and plan strategically where he and his squad should be going. This means that team communication that provides intel is not as important now, that in PS you can have a great game without even talking or listening to chat. 

 

 

 

A funny bug: PS sometimes has difficulty registering hits, like there was a time when I got shot by a machinegunner and shot back, but both of us lived. He literally emptyed his entire drum on me that I can see bullets hitting all over me, but to no effect. It was only after both of us reloaded the guns that I was able to put him down due to faster reload. 

Edited by Noobgamer

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Posted (edited)

I refunded it ... twice... thought I would give it another go but its just painful..graphics wise and sound wise its fantastic, best bit are the bombers or the tank explosions..

 

SLs are redundant in PS to some extent, there is no need for squadies to stick with an SL good or bad because they have nothing to offer, good players will of course stick with the SL and work as a unit so can make a difference with flanking etc but the incentive for those casual players to keep close are gone because no rally and they can spawn on the MSP ... whilst rallies are op in Squad it ensured if you wanted to not run a great distance you stuck with the squad..

 

They have just one logistics unit.. which is unbelievably painful in 90% of the matches... SLS can still build if supplied, but you would be lucky to get supplies..so you end up with fobs in daft places or not at all, the whole team is held hostage by logistics.  Also, a logistics unit where the SL can only place items, so the other 3 in the squad are effectively groundwork specialists... would be good to at least have given them the ability to place somethings... especially due to the fact the SL can actually dig things too so you dont need 3 other guys in the squad.

 

MSPs themselves are painful, they have not implemented SL authorisation so anyone can drive off in them, which opens it up to some abuse by trolls ... so many times pushing on a flag for some wag to jump in and drive off in the only spawn point the whole team has....

 

Defenders cant build habs... only use MSPs which there are only 2 available... oh yea coupled with 1 logistics unit who is building mortars elsewhere.. then with the enemy rush and you cant even get emplacements up as a defender (because you need supplies from logi squad) before you are overwhelmed..oh and no msp as its been found given it can only be placed in certain areas around the flag.

 

Map wise I like the maps, its Normandy so you cant really complain that its all the same, thats what it was like, the big issue is that they may not be doing many more..also the two they use are basically attack and defend flags (invasion)  which is basically a steamroller 90% of the time by the attacking team due to what I mentioned above.

 

Teamwork.... 

 

Sometimes it works sometimes it doesnt,  its got less communication than squad coupled with more confusion and of course no real reason to work as a squad due to rallies...  There is no real strategy, basically some one said that they want front lines where everyone spawns in on an MSP and hits the city..there are a few big problems with that...

 

1) MSPs are meant to be mobile but they decided in their wisdom to not allow them within a certain distance of the flag and sides... so its pretty easy to figure out where the WHOLE team is coming from.

 

2) Commander role is not a commander role its fire support and has no teeth which is good and bad .. I dont want some guy telling me where to take my squad but I do want them to be able to offer more than fire support, authorising support vehicles perhaps, supplies, MSP 

 

3) the flag capture areas are huge so as a defender its impossible if not working as a team to defend 

 

4) they put a timer delay on the next capturable flag to slow the advance down I guess, it doesnt work ... as with the problem with maps in squad, the rush just happens anyway random flags a must.

 

5) squads get split up easily as players just respawn on the MSP ... it doesnt encourage teamwork it just creates a bunch of players running around uncoordinated into a capture area.

 

6) MSPs make the rush even worse as you just drive that sucker down to the next flag, build nothing and everyone that is dead spawns in.

 

7) the servers will need to implement rules that the game should have...

 

Ive played 40 odd hours in game and not once have defenders won nor tickets reduced to 0..Sort out these problems and I really think PS could be a great game but right now for me its painfully frustrating experience.

 

So as OP said be careful what you wish for in Squad... 

 

1) getting rid of rallies is not the answer,  they have been tweaked so will be good to see how that works)

2) Msps are useful if used correctly but should never be used as the only spawn for the whole team

3) SLs are so important to team co-ordination a game needs them to have something to make them sticky for players

4) if the server admins are having to implement rules per server, the game design is not doing its job 

5) specialist logistics leaves the whole team at the mercy of one squad

6) Commander role is toothless without tools that ensure squads need that support 

 

They were about to go live with this on the 18th July, but the overwhelming feedback was that it was no where near ready, its been kicked back to August and is in closed Beta (you gotta buy the game to play)... you might want to wait.

 

 

 

 

 

Edited by embecmom

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3 hours ago, Guan_Yu007 said:

Just wanting to point out that the PS maps are not in Normandy. They're in the Netherlands.

correct..apologies.

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Posted (edited)

 I think one, or is really a lover of WW2, or I see no reason to prefer PS to Squad (especially now that in a few months we will have Tank and Helo)

Squad is better in everything (obviously IMHO)

Edited by Tmac

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Post Scriptum is also cheaper, and in a completely different setting. Imo it's worth it, the devs will continue to add stuff to the game after their full release, so i see no reason to not play it if you're a fan of WW2 and Squad.

Back on topic tho.... 

6 hours ago, embecmom said:

1) MSPs are meant to be mobile but they decided in their wisdom to not allow them within a certain distance of the flag and sides... so its pretty easy to figure out where the WHOLE team is coming from.

 

2) Commander role is not a commander role its fire support and has no teeth which is good and bad .. I dont want some guy telling me where to take my squad but I do want them to be able to offer more than fire support, authorising support vehicles perhaps, supplies, MSP 

 

3) the flag capture areas are huge so as a defender its impossible if not working as a team to defend 

 

4) they put a timer delay on the next capturable flag to slow the advance down I guess, it doesnt work ... as with the problem with maps in squad, the rush just happens anyway random flags a must.

 

5) squads get split up easily as players just respawn on the MSP ... it doesnt encourage teamwork it just creates a bunch of players running around uncoordinated into a capture area.

 

6) MSPs make the rush even worse as you just drive that sucker down to the next flag, build nothing and everyone that is dead spawns in.

 

7) the servers will need to implement rules that the game should have...

1) I do agree that their spawn system is flawed, but i prefer it over how Squad has it pre V12 where fobs turn into a meatgrinder very often.

 

2) Again i agree with this, tho it would be very nice to have in Squad, not to tell other squads what to do (mostly) but other things like heavier artillery or an airstrike.... This can all be balanced out with maybe ticket costs or having a set amount of resources available so the commander will have to choose wisely which to use, when and where to use it.

 

3) I think this is a positive over Squad, i want to fight real battles over larger areas. It gives you more options to go about things. One squad could hold one part of the area, and another squad could hold somewhere else in the same capture point. It gives the attackers more options aswell as the defenders.

 

4) This is true, randomised AAS is coming, and i really hope that you won't be able to see the next point you have to attack untill you hold the current one, this will make gameplay a lot more dynamic and interesting. This will stop people from rushing more effectively than a time limit.

 

5) Now this is also due to PS just being a test and almost nobody playing seriously. I'm a decent squadleader in squad in my own opinion, but in PS i don't really care because it was just a quick test anyways. In the full release i'll keep my squad in check, and i expect others to do that aswell.

 

6) This is true.

 

7) I think it should be up to the servers to dictate the rules. This way people can choose whatever server they like and play by the rules they prefer.

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im just waiting to see if HLL does it better or at least differently as PS feels mod like...

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7 hours ago, Guan_Yu007 said:

...

5) Now this is also due to PS just being a test and almost nobody playing seriously. I'm a decent squadleader in squad in my own opinion, but in PS i don't really care because it was just a quick test anyways. In the full release i'll keep my squad in check, and i expect others to do that aswell.

...

 

I think this is a much greater issue than you perceive. Because PS was in a test state (now Beta) only the most dedicated players were playing, if even they aren't getting a satisfactory level of teamwork then I've got to agree with the OP about the general system changes having a negative impact.

 

While I haven't played much of PS so far it does feel like the infantry squad level changes are hurting gameplay more than helping. I've only seen a handful of FOBs set up and objectives just turn a contest between the two trickles of infantry coming from MSPs.

 

However, that all being said I have seen vehicles being used in much more interesting ways in PS than the majority of Squad. This may just be because there are more powerful vehicle types in PS at the moment and the issue will disappear when MBTs and more IFVs are introduced to Squad.

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9 hours ago, YuriIsLoveYuriIsLife said:

dang now i'm even more eager for hll

One of the parts that I love in Squad is the use of weapons, such as handling, difficulty in use, recoil etc. From the HHL videos I've seen, the gunplay, it definitely feels like an arcade print. Then maybe I'm wrong...

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7 hours ago, Tmac said:

One of the parts that I love in Squad is the use of weapons, such as handling, difficulty in use, recoil etc. From the HHL videos I've seen, the gunplay, it definitely feels like an arcade print. Then maybe I'm wrong...

should be on steam in q4 ... PS I would say looks better ... but I want decent gameplay first.

 

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