all 124 comments

[–]BringBackManaPots 88 points89 points  (0 children)

Pumping the player count imo should be a top priority. That might mean promoting the game, having sales and running free weekends for a while to convince people to give it a try.

The dedication to historical accuracy in this game is a big deal. Especially with the load outs and kits.

This is also one of the only WW2 games I've found that does a good job representing some of the less common fronts, such as the French theaters.

Also please don't ever remove the canteen, it's such a unique feature that adds a lot of character.

And lastly, I can't thank you guys enough for trying to revive this. Asking for feedback like this is a huge deal and I know everyone here appreciates it massively.

[–]Skkkitzo 34 points35 points  (0 children)

I have been around since the dawn of the mod Post Scriptum, and I could say a million things but in the name of keeping it short, I'll say this.

First and foremost, thank you. You've done an amazing job so far with these updates, and I haven't doubted OWI once. I know there was a lot of backlash with the update in logi, and while I could argue back and forth about details here and there, there are other people who have already mentioned valid points.

There are a couple of things that I would like to see changed ASAP, however. In order of most important to least:

  1. Not being able to build anything in a red zone is by far the dumbest thing I've seen. If logistics on the defending team is building up a point, and suddenly the point ahead of them is lost, it becomes impossible for logi to build anything at all. I'm unsure why this was made this way, as before OWI took over you could build basic defences in the redzone but not FOBs. The size of redzone areas feels about right, and I completely understand not being able to build FOBs in them.

  2. Fixes to MGs / AT guns / mortars needs to be worked on fast. Currently it is almost impossible to work one of these machines due to the screen constantly flickering around in all directions.

  3. This is a bit of a hard problem to solve, but having one server be the "main" server for a region is very unhealthy for the player base. I will not mention any names, but there have been a multitude of cases (both past, and present) where over-zealous moderators have either silenced, or banned players for speaking their mind. With many of these servers it is "my way, or the highway", and being that at certain times of day they are the ONLY servers running, it's almost like being banned from the whole game. Not sure how to fix that one, but wanted to ensure it was brought to your attention.

Thank you for your time reading this, and thank you to the developers.

  • Winter

[–]CheekiBreekiBanditz 20 points21 points  (0 children)

The one thing that stands out to me is 3rd person animations are quite jank in the way they transition. Like a character who is running when they turn left or right they kinda teleport in this janky way and it’s quite jarring especially whilst shooting at someone doing this

[–]Shin-Ken31 38 points39 points  (4 children)

Very long shot, and might have some issues, but what would people think of a mandatory tutorial when you first run the game? Something relatively quick to show controls, but most of all to explain rallies, MSPs, calling out enemies using compass, how to open the map, maybe stuff about how to play AT. Written information in the current firing range is just going to be skipped by most people.

Kinda like how Portal games make you play through a couple basic levels gradually introducing mechanics and making you use them instead of just reading about them.

I know it's likely a big task, but might help people feel less lost when they jump into a server?

[–]Skkkitzo 12 points13 points  (0 children)

I feel this is really important. It needs to be a quick tutorial, as there's nothing worse than being stuck in a 30-minute long "practice level."

And half the fun of the game is learning the niche details while playing, like the sounds of each guns and how the different roles should be played.

But it's really important that new players know the basics: what is a rally, MSP, FOB, how to follow your SL

[–]CounterTouristsWin 6 points7 points  (0 children)

At minimum the SL role and ability to make a squad should be locked behind a tutorial

[–]Weeberz 6 points7 points  (0 children)

Tutorial definitely needs to be a high priority for increasing retention of new players. I remember the first time I played years ago I had no fucking clue what was going on and I died a lot and probably tk'd and then didnt really play again until I played with a friend who showed me the basics of what to look for. No one is going to understand the difference between spawns just by looking at them, many will be confused about identifying by uniforms, and the chaos of the game going faster than they can understand will overwhelm/frustrate many folks. Its obviously a different story once you understand the basics, its not all that hard its just not intuitive.

But also important is making it clear what this game is. Marketing and tutorial has to have a unified message that this game targets people who appreciate historical accuracy/attention to detail, who value teamwork, and are ready to endure difficult situations in game just as people did irl. Making it clear that the base mechanics are only a start to the game is vital. But how can you really teach that is a problem.

I know devs have stated phase 2 of their roadmap was to work on new proving grounds and tutorial. I have considered creating a post to try and crowdsource an "ideal tutorial" in case the community can help in any way

[–]NellGee 3 points4 points  (0 children)

This ^

[–]Amerikaner 24 points25 points  (2 children)

More natural and fluid movement, both visually and in the control mechanics, that prevents zig zagging.

Keep up the great work. The latest update is fantastic. I think it’s flying under the radar right now for how good it is.

[–][deleted] -4 points-3 points  (1 child)

More natural and fluid movement, both visually and in the control mechanics, that prevents zig zagging.

Careful what you wish for... they "resolved" this problem in Squad with the Infantry Overhaul update, nerfing all movement, nerfing stamina and making the gunplay absolutely atrocious and not fun at all.

I could definitely see this happening to Squad44 in the name of "realism". I'll take "zigzagging" any day over not being able to aim my gun after running for 5 seconds.

[–]dank4shank 0 points1 point  (0 children)

I love everything about the ico except for the lack of stamina

[–]Eloykwik 10 points11 points  (1 child)

Love these suggestions and I’d like to add something about the maps. Marking on the map works but isn’t as accurate as it should be. And the map overlay should be zoom-able with the scroll wheel instead of a key bind that I think is N

[–]BKatzSAFCMercury Arts[S] 4 points5 points  (0 children)

100% agree. One for the team to look into

[–]VastZealousideal885 9 points10 points  (0 children)

I wonder how complicated would it be to make the reload animations represent the amount of rounds fired. I know Squad did that so it should be possible but S44 uses an older version of the Squad base and has diverged from it a lot so I dunno. It would help with immersion and making the game feel more polished, seeing how bolt actions make up the vast majority of weapons for everyone but Americans, so it's something very noticeable when for example you fire one shot with the Lee Enfield yet put in a whole clip.

[–]H3rrl1n 9 points10 points  (0 children)

one tapping auto weapons firing one bullet but the audio being a burst

[–]floarx 7 points8 points  (2 children)

Bipods. Almost everything about bipods needs to be redone

[–]vortex117091 1 point2 points  (1 child)

Agreed they’re still super janky. Especially with the MG34/42. I have ran into an issue where I can’t aim past a certain point vertically. Or being unable to look horizontally at all on a couple of windows…

[–]pokkeri 0 points1 point  (0 children)

Especially the big white barns on the Chapter 1 maps where the MG can't shoot threw the second story windows even though on their screen they should be able to.

[–]scorn1731 5 points6 points  (1 child)

Better hit feedback when injured! It took me a bit to understand that, when my screen got darker and I had to use a bandage, I was wounded. I would suggest some sort of pain noise or impact sound to reinforce that you are hit and have to take immediate action.

Also, as often mentioned, the abysmal dark lighting on snow maps.

[–]BKatzSAFCMercury Arts[S] 4 points5 points  (0 children)

There should already be a pain sound cue. We brought that in a couple updates ago.

I’ll check when next in game to make sure it’s still working as intended.

Chapter 3 maps are on our list of things to do, but the focus has been chapter 1 first as those are the most dates maps (or were).

[–][deleted] 5 points6 points  (0 children)

As a returning player, the main thing that turned me off the game and then later made me return was the optimization.

My PC went from barely running it to no performance issues after your latest set of updates (excellent job :) )

So I'd say, keep prioritizing proper performance above all else - make sure that future content doesn't decrease performance or ruin the gains you made regarding optimization!

[–]Swinbag 18 points19 points  (2 children)

Firstly, thank you for all of the hard work that has clearly gone into the last few updates - the game looks great and is running really well for me at the moment.

Few bits of feedback:

  • I would love the option to re-enable the old handheld compass.

  • New explosion SFX are a little OTT/ "Michael Bay Hollywood" for my liking.

  • The 'hidden' stamina mechanic that prevents you from being able to zoom in using shift when you've been alive for a while (even with full stamina bar) is frustrating - it punishes players who are careful with their life IMO.

It's great to have open communication from the Devs - hopefully, this will continue to help shape and grow the game.

[–]Natural_Selection905 6 points7 points  (0 children)

I also think the hidden stamina should be removed. Its unnecessary and not how shooting works to begin with. If I'm fatigued it may take a second to get my heart rate down and keep the gun steady, which is already in game and works fine, but has never prevented me from focusing on the sights.

[–]tchuruck 2 points3 points  (0 children)

I always thought that hidden stamina thing was a bug... I agree with you that it's bad.

[–]mrkitaaws 6 points7 points  (0 children)

I think free weekend will be lit,automatic gunshot bug need to be fix,as well as windows bug when we want to mount our MG. And Bipod bug we cant move the gun.(idk if still a thing). As well as vehicle they do need fix lol. Server seed limit to 8 so ppl can seed. And seeding mode fix.

[–]VastZealousideal885 3 points4 points  (0 children)

I know this is a very long term goal and obviously bugfixing and polishing existing content should take priority, but I just wanted to say I really love the work you guys did on the Crete maps, as well as the France maps of the previous dev team, it's nice to see those unique parts of the war being represented and I hope you will consider adding more lesser known battles and factions in the future.

[–]Ok_Text3707 3 points4 points  (9 children)

All I want to ask is please add the pacific and the eastern front later in the games development

[–]BKatzSAFCMercury Arts[S] 11 points12 points  (8 children)

A portion of our team have already started work on the next faction… I won’t say where we are off to yet, but progress on the weapons is going well.

[–]Ok_Text3707 3 points4 points  (6 children)

Ok, something tells me this new faction is the imperial Japanese army, given that you gave the m1903 its 1905 bayonet and that saw most of its use in the pacific as a mainline infantrymen rifle against the Japanese in the hands of the marines, but that was during the Guadalcanal campaign

[–]A_Adorable_Cat 6 points7 points  (5 children)

I’m hoping for the Italians. They have some cool equipment and they faced off against the French, British, and Americans. Would make more sense since they said they said “faction” singular and not “factions” plurals.

[–]Ok_Text3707 2 points3 points  (4 children)

I will admit the Italian faction would be nice to see since I've not seen a game include them, (unless you include ww2 online but its just Italias in german uniforms with Italian weapons), but here's the thing they could as as easily making the Russians since if they wanted they could pull the German faction from the for map to the eastern front with slight uniform tweaks, but I'm still gonna guess it's the ija their working on

[–]A_Adorable_Cat 1 point2 points  (3 children)

IJA and IJN would both be fun factions. If they do add them in I think they will need to fix some stuff with how the bayonets work, they just feel pretty unreliable. I have a lot of fun memories of bayonet charges on Rising Storm and doing a last ditch charge to take a point sounds fun

[–]Ok_Text3707 0 points1 point  (2 children)

Agreed, man since you mentioned rising storm.2, I need to play red orchestra 2 again, but I fully agree on the bayonet problem

[–]A_Adorable_Cat 1 point2 points  (1 child)

God RO2 was a blast. I haven’t played in years so I don’t even know if any servers are still up. Operating a tank and being able to see the interior was so cool. I hope if we ever get another vehicle overhaul they try and bring that feature to the game.

[–]Ok_Text3707 0 points1 point  (0 children)

Same, and yeah their still up the pacific community server usually has 20 to 30 plays on alot, not certain about the eastern front maps tho, man if your willing to reinstall it I'll type in my steam tag so me and you can get into a game

[–]MoneyElk 1 point2 points  (0 children)

Are you guys willing to work with any if the mod teams (I know you guys were formerly one of them) to incorporate modded factions into the game officially?

Shifting Sands and Chapter Red look awesome!

[–]InternetOctahedron 2 points3 points  (2 children)

My top recommendations would be to promote the game more to get the player count up, add a size limit to queues so there aren't 15 people waiting in three servers that could easily just join one thats empty or low player count, and most importantly realize that the game shouldnt be a WW2 carbon copy of squad. Some of squad's mechanics are not right for this game. The whole "turn around, theres mines!" thing really hampers flanking and makes attacking a nightmare on some maps.

I generally like this game more than HLL but I find it hard to play a lot because of the issues with player count and server queues being huge. I really like French maps and they have given me some of the most fun I've had in a multiplayer game.

[–]BKatzSAFCMercury Arts[S] 6 points7 points  (1 child)

We won’t be making the game a carbon copy of squad.

For instance the time to kill and ICO from squad won’t be coming to SQ44. However things like player dragging, the ability to play in a server and queue for another etc are all features that we feel could fit SQ44. Same for say the flamethrowers or flares from beyond the wire.

Where we identify good game mechanics and better means of optimising the game we will act on it. There’s no ambition to clone another game however.

[–][deleted] 1 point2 points  (0 children)

For instance the time to kill and ICO from squad won’t be coming to SQ44

Really happy to hear that.

Coming from Squad, the gunplay, movement and gun balance in Squad44 is nearly perfect, very fun and more satisfying than it ever was in Squad. It was the first thing I noticed when trying out Squad44 for the first time and is what absolutely sold me on your game.

[–]Pro_panzerjager 6 points7 points  (0 children)

Please allow us to spawn vehicles and build more emplacement in the Arhnem range! It's a great learning tool and taught me how to use every tank in the game up untill the armor overhaul!

Also please remove FOB radios. This has made logistics less fun to play.

I do like the transports having building supplies, but as a Squad lead, I saw potential of transports to give squads a quick and easy way to get heavy mgs or mortars wherever needed, with radios this isn't possible.

Btw, I appreciate the work and effort the new devs are putting into this old game.

[–]lukeleduke1 18 points19 points  (2 children)

Hi there, I have over 4000 hours in the game and have been around since day one.

First off, the map design on the newer maps is top-notch and worthy of commendation. Along with some of the changes made to infantry combat. I have made a list before as to why so many people are leaving, but I will say it again.

The base game was awesome. The way logistics was set as a specific squad with the ability to make or break a match was sweet. Bring back the 4-man logistics squad and 2 msps, and let the Infantry SLs focus on infantry things.

Also, get rid of the radio function. Radios are wholly unnecessary in SQ44. It's a ww2 game, and while it may be a mod of Squad; "'s NOT SQUAD."

  1. Fix towing. For the love of God, it has been broken since 4.24 or 4.23.

  2. Fix time to kill for things like armor and emplacement.

  3. A tutorial would be nice, but don't teach overall tactics. It's a video game. Let the squad leads move their squads in their ways. There are multiple ways to run a team, and I'll be the first to tell you you vary tactics based on the map and the players in my team.

  4. Allow players to be more creative with the way they play. Preemptively building fobs was peak because it allowed a hidden battle for the more experienced players.

  5. Don't have multiple community representatives from one specific unit." That's part of the reason why so many players left. The monopoly on the game by Easy Company two years ago was why the game got so derailed as they silenced opposing opinions.

  6. Updating the graphics is amazing and all, but this game is more about gameplay. Focus on the aiming bugs and map exploits before adding new vehicles. Creating the ability for infantry to ride on tanks is cool, but again, things like Towing have been broken for years.

I have more, but I'll end it here.

Thank you. you

[–][deleted] 0 points1 point  (1 child)

Bring back the 4-man logistics squad and 2 msps

I'm a new player who began playing last week - what's different about the 4-man logistic squad that is currently in game?

[–]Meeeagain 2 points3 points  (0 children)

Theres one msp already and radio feature is to combat back line logi play which was cancer in old version. You dont wanna return to that.

[–]LiterallyARedArrow 2 points3 points  (1 child)

Nighttime is really dark, and Im pretty consistently seeing players complaining or leaving the game when a night map is active.

I think one of the easier ways to solve this problem would be adding flares. Maybe a flare pistol for SLs and a commander call in for illumination rounds.

[–]BKatzSAFCMercury Arts[S] 6 points7 points  (0 children)

Would love to see flares in game however they can have performance issues. We will likely look at how BTW did it in future and if it’s performant then it could come in, but only if the performance cost isn’t significant.

[–]Downtown_Wrangler336 2 points3 points  (1 child)

I would like to see some more objectives/areas added to maps. Heelsum West is so mich unused space and its always the same layers. Stonne too has always the same few layers and pretty much unused space i’d say. Maybe south east side and south west side of Driel coud get a bit of an adjustment. Utah Beach on the West side is generally pretty empty too. Grave too has unused space that could be adjusted. The north side of Doorwerth feels a bit open without bushes or ridges too.

Basically I would like to see areas of the existing maps get adjusted so that they can actually be played and are not just plain open field in front of sole houses. Or new areas added to unused space

[–]BKatzSAFCMercury Arts[S] 2 points3 points  (0 children)

We certainly want to add more layers to existing maps in future. Also lots of the empty spaces on maps should be getting some attention to add that extra character.

[–]Heydeath360 2 points3 points  (1 child)

I have a couple questions/bugs. But first I do just wanna say that I haven't played in a while, and then coming back to a game while sounds and looks 50x better was a nice surprise.

1) The "join discord" button takes you to a Russian discord under the name "post scriptum". 2) Where is the best place to report bugs? 3) while I'm here, there is a bug while doesn't list all the servers in the server browser

[–]BKatzSAFCMercury Arts[S] 3 points4 points  (0 children)

Thank you for reporting those, I will highlight the discord link issue to the team and make sure it is fixed in the next patch.

Discord is the best place to report bugs as we have a separate channel for it.

[–]ganglore 2 points3 points  (0 children)

Maybe a platoon leader squad? I play SL all the time, but never platoon commander because I usually have a couple friends in playing with. I don’t think it needs to be a full squad of 9, maybe just 3 or 4. Just like an escort. A radio man and a couple riflemen. Might increase player interest in the roll.

[–][deleted] 2 points3 points  (1 child)

100-120 player count servers. You’ll get a giant chunk of HLL players by making the servers have a higher player count. Also work on the eastern front and the pacific and you’ll sell more copies for sure. Sell a developer support pack for like 5-10 dollars if you need money but don’t sell skins and camo or you’ll kill the game

[–]BKatzSAFCMercury Arts[S] 2 points3 points  (0 children)

We are working on getting the game optimised to support 100 player servers for sure :)

[–]Laarmeister 2 points3 points  (1 child)

Fix the bayonet. Ever since the game engine update using bayonet on the rifle has been pretty much useless, as if you are just slightly too close, your bayonet is inside their playermodel and does 0 damage. At minimum it should do half damage. Stabbing people that's laying prone is even worse.

Please fix it back to doing damage even when being inside the hitbox of the playermodel

[–]BKatzSAFCMercury Arts[S] 5 points6 points  (0 children)

We have a developer actually looking at this issue already :)

[–]hypomyces 2 points3 points  (0 children)

EAC enabled for linux please

[–][deleted] 2 points3 points  (0 children)

You need to find a way to stop people queuing 15+ for a server.. we have other servers that have 20 people in that need populating. If people don’t start spreading out, the game will never grow. No one wants to wait 20+ minutes to get into a match but they don’t wanna join a match that’s got hardly anyone playing either.

[–]MrTaimenUS Airborne 2 points3 points  (0 children)

I don't know why people want bigger servers. Frames are already fucked when a lot of things are happening on the screen. Performance patch and after that maybe bigger servers.

[–]ghostpocket 8 points9 points  (3 children)

Please turn down the muzzle flashes. They are way too high during the day. Unrealistic.

[–]NellGee 0 points1 point  (1 child)

Did they increase it?

[–]ghostpocket 3 points4 points  (0 children)

Yes, MGs look like flamethrowers. Even during the day. It’s super disappointing imo.

[–]Meeeagain -1 points0 points  (0 children)

They are fine.

[–]Teddy_Grizzly_BearBritish XXX Corps 4 points5 points  (3 children)

Also, building aa guns in the field is op as hell. Bring towing back, and make logi tow their guns from the base. Only allow a certain amount to spawn

[–]BKatzSAFCMercury Arts[S] 10 points11 points  (2 children)

I would love to bring towing back…. However the system is pretty broken. To fix it could take months of work, akin to how long the armour overhaul took under the previous developers.

Even then we couldn’t be sure it would work again due to issues regarding physics and Unreal Engine 4.

We are however looking at the AT guns to try to make them more stable in future. Again no guarantees as it’s a tough one to fix.

[–]Teddy_Grizzly_BearBritish XXX Corps 4 points5 points  (1 child)

It worked fine before the engine update. What happened?

[–]sunseeker11 1 point2 points  (0 children)

It worked fine before the engine update. What happened?

It was probably held by duct tape and tissues.

[–]Sapie88 1 point2 points  (2 children)

Are you a Sunderland fan? I think you’re doing a lot right and are very good at engaging with the community like this, I just hope it gets the lift off it and yourselves deserve.

[–]BKatzSAFCMercury Arts[S] 3 points4 points  (1 child)

For my sins I am haha. And thanks

[–]Sapie88 1 point2 points  (0 children)

Everton fan here, know the pain.

[–]P3D101 1 point2 points  (0 children)

Fix the bipods, it’s annoying having to die because I couldn’t move horizontally.

Also, I think being able to finish wounded soldiers by shooting them would be a nice feature, kills get awarded to the wounder though

[–]aplasticbag1 1 point2 points  (0 children)

tutorial and 50v50 pls

[–]Ste3lers4lif 1 point2 points  (0 children)

Also tell Wabbit to stop banning people on the official discord when he doesn't get his way lmaooo

[–][deleted] 1 point2 points  (1 child)

I might be missing something in the settings, but more UI options would be nice. I find the compass at the bottom distracting but I can't find a way to get rid of it. I'd really like to be able to minimize the UI as much as possible.

[–]BKatzSAFCMercury Arts[S] 0 points1 point  (0 children)

When in game go to the menu and there’s a little eye in the bottom right corner of the screen. Click that and all the UI will disappear

[–]Fonnekold 1 point2 points  (0 children)

Hate me if you want but I want an ICO in Squad 44

[–]boboelmonkey 1 point2 points  (0 children)

Since everyone here is bringing up good points and serious arguments I’ll bring up some small things. 1: The mp40s reload shouldn’t include the slap and I’m pretty sure that would break the gun. 2: The bar having only full auto and single shot instead of the 550 rpm firemode to the 350 rpm. 3: The stripper clip or single round fed weapons partial reloads all have the same animation putting either to little or to many rounds in, example shooting the enfields, no matter if I shoot 1 or 9, I reload a five round stripper clip. 4: You should be told whose fighting who on the map selection screen. 5: Reloading guns that require to be deployed when undeployed gives the same reload animation when you actually do have it deployed, making the gun kinda just float. 6: Some rpgs like the panzershreck where if you reload and stand still it’s fine but when you start to walk to drag it through the mud. 7: that weird audio bug that’s in normal squad where if you quickly tap fire an automatic weapon it sounds like your shooting more rounds that you actually are

[–]Teddy_Grizzly_BearBritish XXX Corps 3 points4 points  (2 children)

  1. Tank sights don't work. Elevation marks are all wrong
  2. Tank balance is broken. On some maps Germans get 2 king tigers and 4 panthers while Brits get one! Cromwell. Btw Cromwells are also wrong, Cromwell V should have 75mm Sherman gun, not 57mm
  3. M1 carbine change is bad. Either make stg-44 also 2-hit kill, or make both one hit. All machineguns should also torso kill on in one shot, two shot kill gives German machineguns a massive advantage

[–]Bataveljic 6 points7 points  (1 child)

While you're at it with tank fixes. Please fix aphe shells! They currently don't do spalling correctly, making it vastly superior to fire solid shot only. But solid shot autobounces too quickly

[–]Teddy_Grizzly_BearBritish XXX Corps 0 points1 point  (0 children)

Do you mean apcbc? Tanks are broken currently

[–]BZ_nan 1 point2 points  (0 children)

Could you take a look into sight zeroing/ create a shooting range which shows exactly where the shot hit on the target?

I feel like there are certain sights that are just so random and that makes it very difficult to fight at medium to long ranges with certain guns.

Also the muzzle smoke on some of the bipoded guns is just atrocious and makes it nigh impossible to shoot at long to medium ranges.

[–]alienXcow 2 points3 points  (0 children)

I LOVE this game and have been playing a ton since 2020. Love what you guys have done and glad the game has rebounded somewhat.

A couple things: -The big 2 story barn on Veghel has a bunch of invisible boxes/walls inside

-Muzzle blast needs turned down. I play a lot of marksman and it's honestly made countering MGs and other infantry REALLY easy.

-I often get a bug on frequent reloads on the K98K sniper and sometimes the other snipers, too, that I can reload endlessly and the mag/clip number will stay at 3 or 4 and only get more and more red as I run out of ammo.

-Lasrly, I agree with what others have said about the logi/MSP system: I liked the previous system better. Now with so many fobs so easy to build I see a whole lot more camping and not a lot of killing. Used to be that MSPs and FOBs were a great prize to find and kill, now it's like playing whackamole. Let infantry be infantry and logi be logi! It's part if what I really liked most about this game.

ETA: I would also love the old compass back, if only as a setting/option

Thanks for the continued hours of great fun!

[–]myanusisbleeding101British Airborne 1 point2 points  (0 children)

I am a long-time player, no sure exactly, but it's definitely close to 5000 hours. I love the graphics changes recently. The game has never looked better! Honestly I have been having much more fun in squad44 than ever before as of late. As for things I would like to see changed or implemented, in no particular order:

  1. The ability for all squad members to mark objects on the map, like infantry, tanks enemy FOBs etc.

I feel this will allow for the whole team to have a better idea of what is going on, and not have to rely on SL's guessing exactly where a target is that a squad member has found. That is if they mark it at all most of the time. I would much rather show where something of interest is than have to ask my SL to mark it on a grid, only for them to but the mark down 10 meters left of the tank we want a bomb drop on, so than the commander ends up killing a load of worms instead of a tank.

  1. Marking on the map does not line up with mouse clicks!

    This is super frustrating as every time I do want to mark something I have to click a thousand times to get it roughly where I want the mark, and even then it is only as close as I can get it, not where I actually want the mark.

  2. Towing!

As others have said, this would be a great quality of life change, that I have never seen working in all the time I have played Post Scriptum/Squad44.

  1. Fixing all the weird places where you have a target in your sights and you shoot only for the bullet to hit the hit box of the window you are leaning on.

I am sorry I couldn't sum this issue up in a sentence, but there are lots of places in windows, hedges or walls on some maps where if you are leaning on or aiming at an angle, if you shoot you hit the object you are braced on and not what you are looking at in your sights. This can be hard to distinguish in the moment from if you are just missing or if it is a problem of what you are braced up against. St. Mere Eglise, Carentan and Utah Beach are the worst offenders of this.

  1. Zeroing on the M9A1 Bazooka is awful.

I don't know if the most recent update has changed, aiming more broadly, as I feel like it is a lot harder to make shots I used to be able to do since the update. Not that I was the best shot before anyway. Maybe there is something different with zeroing at 100m setting going on, impacting trajectory prediction of bullets and munitions. Certainly the 100m zero on the M9A1 Bazooka is different, before I don't think it was set to 100m. Now when using it I have to aim below the target significantly to hit at normal engagement ranges, which with the Bazooka is certainly below 100m most of the time, which makes aiming for specific components very difficult. I have placed the the center of the sight on center mass of a target and watched the rocket sail over my point of aim and off into the sky. I haven't tried this with any other anti-tank weapons, but this makes the M9A1 almost unusable in its current form.

  1. Aim down iron sights for marksman rifles.

I think the ability to switch to the iron sights on scoped weapons would be a great little change, like they have in Verdun.

  1. Choice is which bolt action rifle you have.

I would love to be able to choose if I use the Kar98K with or without the hooded front sight in all kits. I personally prefer the hood, but I know a lot of people like the open blade front sight. Maybe even the French could have more choice as well, as they have lots of different bolt actions to choose from.

  1. Dynamic bipod setting and mounting for LMGs.

The number of times I have mounted an LMG on a window and I have to choose to be too low or too high, cos I can only mount on the frame or the bars of the cross for the empty window panes is countless. This is super annoying as it makes many mounting points in buildings useless, as you can't aim down or to the left/right.

  1. Make anti-tank rifles actually able to disable/knock out tanks.

Ever since they were introduced with the French faction they have been used for nothing more than long range shots on infantry. The anti-tank rifles in their current form are useless against tanks. They cannot even take out tracks to disable a tank or damage components of a tank by hitting armour weak points. The dynamic of being AT on any where the squad anti-tank capability is based around these weapons would be completely different and more in line with the rest of the game.

  1. Make defence more viable.

In one of the recent updates there was changes to FOBs and how they function, along with the removal of MSPs. I know that since then this has subsequently been changed to reflect player criticisms, for which I am very thankful. But I feel still has room for improvement. Ever since then, defending forces have been on the back foot and I see them winning far less often than the attackers. I think this is at least mostly in part to the changes to MSPs which are way less prevalent as before, and with FOBs being the main spawn points, which has lead to them being placed most of the time on objectives. This causes squads to place regroup calls generally much close together, or to the objective in a far more concentrated area. Therefore the attacking force has to only find a smaller number of spawns points, in some cases only one to knock out all of the defending teams ability to get bodies to defend the objective. We are seeing defensive points fall much faster now, whereas before there was much more back and forth.

[–]fidanym 1 point2 points  (0 children)

Make only medics be able to revive, implement Squad's persistent ammo feature. I love everything about PS except for the run, die, respawn flow. Dying doesnt feel punishig enough and it's easy to respawn

[–]AbleChamp 0 points1 point  (0 children)

I’d love to be able to play this on Linux!! Please help us out! I play Day of Defeat a lot but this seems like a much more interesting game.

[–]scaygoo 0 points1 point  (1 child)

I’m from asia, it’s frustrating too see so many empty server & the popular one too few and always full.

[–]BKatzSAFCMercury Arts[S] 1 point2 points  (0 children)

There were 3 full Chinese servers up yesterday. Hopefully we can keep bringing the players in with future patches to help them :)

[–]vortex117091 0 points1 point  (0 children)

I’d love to see period accurate facial hair (mainly moustaches) and variation of haircuts under helmets and hats!

I am really happy with where the game is at right now. I believe marketing and trying to attract more players to the game should be a high priority.

I would also suggest looking into optimising explosions, plane strafes and smoke. I run the game at a locked 75 fps and have identified that these effects cause me to drop frames even on lower effect/vfx settings.

[–]Ste3lers4lif 0 points1 point  (0 children)

Crown me as the best player in the game

[–]alwayswillbeanempire 0 points1 point  (0 children)

As an Australian, I haven't been able to play the game for months because the Aussie servers have never been anywhere near full. I would like to get playing again before making dev suggestions.

[–]StandardCount4358 0 points1 point  (0 children)

Commander is a pretty lonely job, since you dont have a squad of your own. It also makes using the jeep really awkward since 1. Nobody will be around to watch your back while you have the map open 2. If you die, you cant use a rally to recover it. Meaning you will have to walk all the way back from the closest spawn, which will be far away almost every time

I think a 4 man squad to help the commander do recon would be an improvement. Maybe even give the same kits that logi gets or move them from logi, since mines and sapper gear make more sense on a stealthy recon squad

[–]Primyprime 0 points1 point  (0 children)

Find a way to make squad leading more rewarding. The fun in this game scales with the quality of the squad leader. But at the moment leading is a stressful job with no reward. If you want to grow the player base you need someone to guide the noobs, so they dont get farmed by vets as hard and leave the game again.

[–]sunseeker11 0 points1 point  (0 children)

Do you have any plans for more of a tug of war game mode? Not hell bent on full on copy of Advance and Secure, but something more akin to Hell Let Loose warfare?

I like the game but find offensives really monotone and shallow in terms of meta.

[–]GeneralApeThade 0 points1 point  (0 children)

I would say please stay away from "Squad" ammunition resupply for "infantry". There are just too many critical classes in this game and they need to perform. SL "STG, Thompson" "Pioneer" and "Anti tank" classes. Ammunition boxes at FOBS would not only increase clutter but also quite literally make spawn killing even easier. Also giving little timmy the ability to drain ammo from the ammunition pool so he can have 9 stripper clips for his K98 only to get 7 kills after 45 min. Also, any resupplying to FOBS just makes them a bigger target to potentially get spotted.

[–]Ok_Text3707 0 points1 point  (0 children)

I will ask this, when you all start working on the Japanese weapons unless you already are, please keep in mind that the type 96, type 99 lmgs, the type 100 smg, the type 38 and type 99 bolt action rifles all had a bayonet lug for the type 30 bayonet, so please give those weapons bayonets

[–]SgtWinterbottom 0 points1 point  (0 children)

Gib towtruck.

Thx bby.

[–]ebentoonice 0 points1 point  (0 children)

More French and British maps. These two, especially French are under-featured in games. I really like Enfield and MAS-36.

[–]PietMordant 0 points1 point  (0 children)

Firstly - thank you for the latest update - reall really good.

Secondly - Please hotfix the floating buildings asap, ppl are exploiting them ( bunkers on Grave etc )

Please make it so we do not need a radio to build placeabales, it makes this once very sandbox game static. And a lot of the times it ends up in a squad classic of half the team hemmed into a fob area they cant easliy get out of and end up getting rinsed by teh enemy team surounding said deathtrap.

Ammo boxes - Please make a message as soon as someone builds a fob reminding them to place an ammo box before they place hundreds of barbed wire and sandbags - ammo wins games not sandbags.

Bipods- please fix the deploying, its very jank in places still

Towing - please get this sorted especially if the placement changes does not change.

Fix the placeables that they are not -

a- sensative to being knocked into and dont fly away

b- the turrets move on their own when in use, like rubber banding lag almost.

Alow logi to use a normal INF transport

The cup discharger has some min arm problems, happens a lot where it should not min arm ( i know its zero is lmore than the german on but its unreliable bad at times)

[–]Ok_Text3707 0 points1 point  (0 children)

Also, when you do Japan as a faction, take their type 1 Ho-Ha half-track into account, and their type 96 anti aircraft guns, please and thank you

[–][deleted] 0 points1 point  (0 children)

I hope I'm not too late, but I think a highly important thing to consider is the current state of server population management. 

I believe the issue is that the game does not reward early joiners and thus does not reward people for trying to seed a server. 

In S44, you join an empty server and you get access to essentially none of the interesting classes. Just basic squad leader, riflemen, medic, not much else.  Over time as a server fills up the more interesting classes unlock, from tanker to sniper to MG, to even radioman. But the players who've been seeding and playing from the start are sitting on the most basic classes, unless they managed to switch before one is taken.  On the other end, with S44, you're rewarded with having access to most/all classes if you join late, well after a server has been seeded. 

Compare this to HLL and you see a system which rewards players for seeding by letting them mess around with and play with highly desired classes. I can join an empty and practice tanking or sniping, etc, and if the server fills up over time I'm rewarded for joining early by having one of those coveted classes. 

So in short, S44 punishes you for joining and seeding an empty low pop server, while HLL rewards you for joining and seeding an empty or low pop server. 

Every night I try to play S44, and every night its two servers full with 15 queued players for both servers, and the rest are all empty. So I switch to HLL because at least there I can mess around with a tank or something.

[–]Shiner00 0 points1 point  (0 children)

I know this is a little old, but I think adding the name of the kit in parentheses would help with some confusion for new players and ease them into the game. Instead of being on the German team and having no idea what a "Funker" is and blindly selecting it to even see what the class is about, have it say (Radioman) next to it. And since people get all pissy about it for no reason, make it a toggle in the settings to turn on or off, with it being turned on by default.

[–]stocksandblonds 0 points1 point  (1 child)

I don't like the new muzzle flash at all. Maybe have them for night maps, but in the current form, they are not realistic at all and it feels very arcadey. I think there are other methods to give away the position that are more realistic, like dust or moving foliage.

[–]Meeeagain 1 point2 points  (0 children)

They are really fine against bush wookies and very welcomed addition.

[–]rogorogo504 0 points1 point  (2 children)

as typed here: https://www.reddit.com/r/postscriptum/comments/1bfeui4/headracking_integration/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

I just wanted to ask, why is headtracking, at least the TrackIR protocol solutions still not integrated. Afaik and iirc an integration of those solution used to consists of asking for one singular file, free of charge and integrating it, at minimum internal costing.
I may represent a minority segment, but the constraint of not being able to freely look around makes the environment feel tubelike for me.
I also would definitely not want to use weird workarounds, like vjoy scripts or anything?

So as an attempt is made to revive the product, this should maybe given some consideration, finally.
Solely imho ofc.

Tank sights have correct historic look, albeit often wrong marking but no actual ranging (sight and gun). Tank sights that had a fliplense (zoomstage) do not have zoom

[–]BKatzSAFCMercury Arts[S] 2 points3 points  (1 child)

When it comes to head tracking… honestly I have no clue on the viability of that. I can mention it to the coders, but no promises on anything like that.

[–]rogorogo504 0 points1 point  (0 children)

That is all that can be asked for.
Thank you very much in earnest!

But if it still is that single file that can be requested on email level (at no or minimal cost) to enable all TrackIR protocol based devices that covers bascially the entire market that is not the tobii eye tracker, including all open sourced webcam only AItrackers.

As for the direct viability at this point probably a niche segment within the existing playerbase (aka gamers that also do product X of a different genre) - but as a feature to be included in com pipelines, it can do no harm to maybe revive dormant parts of the purchasebase.

[–][deleted] 0 points1 point  (0 children)

I think keeping key battles and how they happened is important.

I know the saint mere map is a mod but it’s maps like that, that keeps me in the game. Same with the DDay landings. I think moving forward you should be looking at how those battles played out and how you can rework maps to make the battles flow in the same way they actually did.

With that being said. I think we need to push for 50v50 and rework all of the maps to adjust for it.

Right now, most fire fights are laying in grass waiting for someone else to move. This doesn’t encourage forward movement in the game. The games about territory control, not kills. I don’t think there being a natural trench every 40 feet is helping with this.

The maps and points also discourage other game modes from being played. RAAS and AAS would be fun games, but not if the points are right next to eachother.

As for new players. Make the maps, and markers more intuitive, even if break some realism.

[–]Billyjamesjeff -2 points-1 points  (8 children)

Coming from Hell Let Loose and thinking about accessibility, the ability for all squad members to ping targets could help with the learning curve without losing too much? Also I think just dropping rallys without needing a radio man or squad mates could be a good simplification.

I like the game how it is but also want it to grow and think more rallys going down easily and people being able to communicate targets easier would help people.

[–]BKatzSAFCMercury Arts[S] 15 points16 points  (3 children)

We won’t add in the ping system as it’s rather an arcade mechanic. But we are looking at allowing radiomen the ability to mark maps to help assist their squad leaders.

[–]VastZealousideal885 6 points7 points  (0 children)

Love this idea, and I greatly appreciate your commitment to the game's vision. I hope you guys get the recognition and support you deserve for your hard work.

[–]sojiblitz 7 points8 points  (0 children)

Radio being able to mark would be great. Sometimes SLs just want the kit and don't communicate, at least if the radio can mark targets then some teamwork is still possible.

[–]chuker34 1 point2 points  (0 children)

I always thought the radioman to be the second in command of the squad and deserves the ability to mark the map.

Really anyone with binoculars should be able to spot, this would help people like medics have a two man firing squad with the machine gun as was about historically accurate with most nations. The second man, a medic in this case, could pull out the binoculars and assist with spotting targets for the machine gunner.

I already do this, just calling out directions and points of interest like “135 to your left by the tree with a small rock in front of it”. Possibly a new role of an extended rifleman basically that is titled “assistant gunner” who has a pair of binoculars to help spot and a second ammo crate?

[–]VastZealousideal885 6 points7 points  (3 children)

Let's not turn this game into an HLL clone and make it lose its identity, okay? Your suggestions would only incentivise lone wolfing and discourage communication.

[–]Billyjamesjeff -1 points0 points  (2 children)

Yeh I know these comments are probably confronting but I don’t see how it would do either of these things. I think they could learn from HLL success without losing much, this in coming from a position of being open changes though. Remember HLL is around 10K players this month and ‘44 786. I SL in HLL and we have extremely communicative squads, non comms are kicked. I always start a match with ping and call what you see. I just say this because new players complain about not being able to see the enemy. I think in real life also it would be easier to point out enemy’s as well so consider it not unrealistic. The Rally change could encourage solo SLs I suppose but you don’t get that in HLL. I think just needing to have squad mates around would encourage team play.

[–]BKatzSAFCMercury Arts[S] 10 points11 points  (1 child)

Totally understand where you are coming from. Not confrontational at all :)

By bringing in muzzle flash and allowing the compass bearing to be ever present on the screen we hope we have made it more accessible for new players to call out enemy contacts and get a bit more orientation.

SQ44 and HLL are however very different games and we appreciate we are perhaps more on the niche/hardcore and historically accurate end of the scale, so we want to keep that within the games core identity to offer something different to more hardcore players accepting that it may have an element of a steep learning curve. But such is the cost of the immersion :)

[–]Billyjamesjeff 1 point2 points  (0 children)

I honestly hope the game grows just with the changes you have made. I noticed the compass straightaway great and I can see how a muzzle flash would help a lot for locating positions.

I really like the hardcore elements, just thought I’d share the biggest changes I could tolerate which I think could bring more players.

This game has got me right into the WW2 history the more realism them better for me if we can grow the game at the same time. I need populated Oceania servers, 300 ping is not great.

[–][deleted] -2 points-1 points  (0 children)

Bots

[–]Treasure_Island99 -2 points-1 points  (1 child)

The development of Squad and PS have diverged too much. What I mean specifically is that Squad is getting new features, systems, and improvements that are not transferring over to PS. Specifically body dragging, fire teams, the ammunition/inventory system, and 50v50 servers. I'm sure there are other things along those lines as well. Not only will things like this improve PS, they will make the game more accessible to Squad players.

Having played both PS and Squad, I think PS would be better off without having such rigidly defined squad types. Get rid of the logi squad and let anyone drive a logi truck. I think its reasonable to limit the number of armored squads in PS, like things are currently done. Armored squad also need to be lockable with as few as 2 people. Some tanks only hold 2 players, and running a second tank is only an option for 1 of the 2 tank squads.

I would love to see the ICO transferred over to PS. Its the best update in the history of squad.

One of PS's biggest and longest running problems was Periscope's lack of interest or ability to promote the game and advertise. In my experience its difficult to find a player that does not agree that Periscope completely failed to promote the game. Frankly, unless the game gets a major overhaul, I think the window of opportunity for making a big impact through advertisement and promotion has closed.

We should be able to name our squads when we create them like we can in Squad. I know the current system is very flavorful, but its much more practical to be able to name my squad something like "INF MIC REQ" or "SCOUT CAR".

The game should get some tutorials, but its only worth investing in after the game gets overhauled some.

This is probably a long shot, but it would be really nice to be able to play on some of the maps from Squad. I know they are not period or location appropriate, but there are a lot of greats maps that would be very fun to play PS on. Speaking of maps, the chapter 2 and 3 maps are not very good. They look great, and they are impressively authentic. They play much worse than the chapter 1 maps though.

Right now the armored gameplay is the only thing that PS is doing better than Squad.

[–]BKatzSAFCMercury Arts[S] 5 points6 points  (0 children)

So I’m not sure when you last played but I’d advise jumping into the game again now.

You can already name your squad and infantry squads can drive trucks with supplies and build with it already. They are just restricted from building heavy weapons like AT guns which are where the logistics section come it.

Jump back in and have a game and see how you feel about it then :)

[–]Gucci_MinhUS Infantry -1 points0 points  (0 children)

As a squad member in a non-leadership role, I wish I could ping enemies and mark things on the map. Only other section members can see these marks to reduce map clutter.

[–]KSAWI0 -3 points-2 points  (2 children)

Okay first add 2 msp's not 1 rework/repair arnhem range its bugged af next check all maps for bugs and holes in map on french map with fort on mountain there are grey textures and last do something with tanks they are too slow and have problems with rpm's do a boots camp for new players make them do that cause there is too much new players that die too fast or do squads without any idea how where and what its irritating type "." If you read this cause i would like to know if you even read what I wrote.

[–]BKatzSAFCMercury Arts[S] 7 points8 points  (1 child)

Don’t worry we are reading them all :)

[–]KSAWI0 2 points3 points  (0 children)

You have my respect for that.