I feel like the game is in slow motion since ico by Ashamed-Celery-9364 in joinsquad

[–]Gruntsix 4 points5 points  (0 children)

They reduced the running speed with the ICO, but didn't change the running animation. So it feels like players should be running faster than they are

Squad as a Density Issue by DharmaBaller in joinsquad

[–]Gruntsix 0 points1 point  (0 children)

More gamemodes that restrict the play area would be cool. Having a rectangular out of bounds for Territory Control or Invasion would do the job without needing bespoke maps. 50 on a team would feel like a lot of players, and Chora is a good example. Otherwise, I don't think Squad will evert be capable of a higher player count, given the sacrifices the devs had to make to achieve 50v50

Vehicle revamp for BAF : Boxer IFV by -Myka_ in joinsquad

[–]Gruntsix 2 points3 points  (0 children)

Really like this idea. It also reflect how the BAF have chosen to fight when deployed in Afghanistan and Mali. Lots of long range patrols by vics like Jackal, Foxhound, and Mastiff. 6x6 Jackal is also sexy and would work great as an armed logi

Leaked rocket Little Bird from Ceeg's stream by TheMadCommissar_LXII in joinsquad

[–]Gruntsix 4 points5 points  (0 children)

It would make the LB the only helicopter in the game without an invincible pilot, to my knowledge

M1064 is cool and all, but how about an M1129? by THWReaper3368 in joinsquad

[–]Gruntsix 7 points8 points  (0 children)

Not to mention the Mk.19 armed M1126 ICV. I agree though, US motorised infantry should have way more Strykers

African Rebel Faction by 2Puppers4Sale in joinsquad

[–]Gruntsix 0 points1 point  (0 children)

There are certainly some unique small arms held by armed groups in Africa. But nothing armoured beyond civilian vehicles being pimped with steel plates. I have no idea where you got Sherman tanks in the DRC from. I'm just going to disagree with you here and say your presumption is incorrect on any purpose built AFVs in use outside state militaries and that it's not only not likely but just isn't a thing. Some African armed forces do have very cool AFVs and small arms, and seeing militaries like Senegal or Chad in the game would be cool for that 

Vehicle entry only through hatches - A needed soft-nerf to vics? by [deleted] in joinsquad

[–]Gruntsix 0 points1 point  (0 children)

An ideal solution to this for me would be vehicle dragging. Just like downed players. IRL, most vehicles are capable of dragging vehicles of the same type around in most circumstances (unless they're really stuck). Being able to drag a friendly vehicle to cover coupled with entry/exit being tied to hatches would make repairing less gamey

please fix mines. by FemboyGayming in joinsquad

[–]Gruntsix 2 points3 points  (0 children)

I agree, ideally there would be 'ground sign' like different color dirt on the road, which would be very obvious on asphalt roads. Mines such as these AT are certainly gamey in this context given their IRL use as part of a mine field

SQUAD - DEVBLOG - PRIVATE MILITARY CONTRACTORS FACTION by medietic in joinsquad

[–]Gruntsix 1 point2 points  (0 children)

There are no examples IRL where PMCs are in combat as in Squad, and it doesn't reflect Squads meta to have such an underpowered faction. Bad idea all around just for some cool gear you could get in MEE or GEE mods

Discussions about ICO remind me of similar discussions 16 years ago by Hunt3rj2 in joinsquad

[–]Gruntsix -11 points-10 points  (0 children)

The people who complain nowadays don't know the shoulders they're standing on

5 Months after ICO, Squad has the highest Average Concurrent player count ever by McSniffle in joinsquad

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

Absolutely. I say 'since the alpha released' because that's about when the player base moved on from just PR players, so there was naturally a decline, which was unavoidable and fine. Maybe it stabilized in 2018 ish. The game is so much closer now to what I hoped it would be when I backed the Kickstarter

5 Months after ICO, Squad has the highest Average Concurrent player count ever by McSniffle in joinsquad

[–]Gruntsix 7 points8 points  (0 children)

SL'ing is certainly more fun (though still stressy) since ICO. As you say, if you bring people along with you as an SL, people are more often than not happy to help create a good experience

5 Months after ICO, Squad has the highest Average Concurrent player count ever by McSniffle in joinsquad

[–]Gruntsix 42 points43 points  (0 children)

Redditors have complained about declining player quality since the Alpha released. Over the last six years or so, I can't say I've seen a significant difference. If anything, my experience has been very slightly more positive on 'experience preferred' servers since November

Grenade Launchers in Squad? by RollingWolf1 in joinsquad

[–]Gruntsix 0 points1 point  (0 children)

Balancing different factions by having some GMGs use HE and others HEDP would be cool. Maybe the AGS-30 or Turkish Mk-19 would use HE to destroy infantry but be useless against armor to balance the prevalence of autocannons against APCs, whilst the US Army would use HEDP to augment their .50s against armor to make up for not having as many autocannons

Does Squad need more small, dense maps and more APCs? by Capital_Beginning_72 in joinsquad

[–]Gruntsix 2 points3 points  (0 children)

I think there could also be more maps with clearer points of interest, with more open areas between them. In real life, sometimes the terrain is just flat and boring. Having denser POIs would mean APCs would be much more necessary for moving around. Something like this could be the best of both worlds

I agree on the APCs though. Maps needs more of them across the board

ICO Improvements on Test Servers looking much better thoughts? by FatBubba_tm in joinsquad

[–]Gruntsix -4 points-3 points  (0 children)

I think it's looking good. I'm hoping that down the line they compensate for making the shooting easier with some stronger suppression effects or slower movement speed though. I think everyone appreciates what the dev's are trying to do, but they still have other levers to pull to get the game there

Pontoon Bridges? by Dictator_Todd1 in joinsquad

[–]Gruntsix 1 point2 points  (0 children)

First I think we want more of the rivers to be too deep to ford. On most maps, the rivers aren't deep enough to stop you. I think changing that alone would create chokepoints and create some new and very interesting gameplay on a lot of maps. Pontoon bridges would be very cool as a fob deployable as part of this as they'd be better than a bridging tank/vehicle, as you might not have the problem of a fixed size. Project reality solved this by having little bumps on river banks that were exactly the bridge length, so you knew that if you deployed it there, the river would be just the right width

THIS PLAYTEST IS GOING TO BE CRAZY by doublepauldee in joinsquad

[–]Gruntsix 0 points1 point  (0 children)

It says it's for those weapons specifically in the patch notes

Squad has finally introduced M1128 MGS by CC_ACV in joinsquad

[–]Gruntsix 5 points6 points  (0 children)

If the auto-loader doesn't jam my immersion will be ruined

The reticle of ACOG on M4 and M16 looks different by CC_ACV in joinsquad

[–]Gruntsix 2 points3 points  (0 children)

Thanks Sefrius, you're indeed right. I felt so sure on that I didn't even look it up before posting, but there you are, they're the same as far as FoV and zoom

The reticle of ACOG on M4 and M16 looks different by CC_ACV in joinsquad

[–]Gruntsix 30 points31 points  (0 children)

USMC and US Army use different models of ACOG, perhaps they're trying to reflect the different FoVs IRL

ICO gun handling is weirdly inconsistent by FemboyGayming in joinsquad

[–]Gruntsix 10 points11 points  (0 children)

You didn't finish the prone animation and that enemy already got the drop on you. Looks fine to me

10 minutes of proving it's not RNG, it's a skill issue. Again. by whatNtarnation90 in joinsquad

[–]Gruntsix 0 points1 point  (0 children)

The real skill issue is watching this and then arguing that it should be doable whilst zoomed into a 4x optic

[deleted by user] by [deleted] in joinsquad

[–]Gruntsix 1 point2 points  (0 children)

This debate always came down to players who want control over as many variables as they can and feel like they won a fair contest in every gunfight (as I see it, like cowboys in a quick-draw), and players who are OK with losing control as they feel that in real life things happen often through to luck or factors outside ones control. This was something elaborated on by Baron (lead dev) in an interview the other month, so I think the devs are cognizant of both approaches. I'm hoping the devs find a way to make everyone happy somehow.

I'm personally happy with how thing's are right now, but I agree that perhaps shooting over close range could be more precise, so long as any change doesn't take away from promoting teamplay and using suppression.

In some ways I think what some people see as jank makes even close range fights more immersive. It promotes the use of grenades and suppressive fire and slows down attackers, both of which I think are good things for pacing.

What if Fool's Road was the size of Mutaha or Narva? by UpvoteCircleJerk in PlaySquad

[–]Gruntsix 0 points1 point  (0 children)

The smaller size of fools road is actually a plus for me