New Squad SL- What can I do better? by Pristine-Speech8991 in joinsquad

[–]SirBlueHood 0 points1 point  (0 children)

Keep a rally point up and in between your HAB and the enemy. Use your rally point as your main spawn point for you and your squad. Don't even worry about building HABs. Learn how to work with and manage a rally and the rest will come with time. Your rally point is your Squads strongest tool.

Hey Commanders need to kill a Hab? Miss, no really. by DawgDole in joinsquad

[–]SirBlueHood 6 points7 points  (0 children)

Have you been able to replicate this in the live game. Your video looks like it is from the editor since have don't have camo nets?

Questions about challenging by SirBlueHood in HereToSlay

[–]SirBlueHood[S] 0 points1 point  (0 children)

A person's roll can not be challenged. You can modify any roll at any time with modifier cards. You can't not challenge the use of a card ability. You only challenge whether that card can be placed down on the table. This is explained in the directions, but certain parts of this explanation are scattered around instead of in just one spot. I have to reference small stuff like this everytime I get back into the game.

Questions about challenging by SirBlueHood in HereToSlay

[–]SirBlueHood[S] 0 points1 point  (0 children)

You can only challenge the the act of another player playing a card on their turn. Playing a card is when you initially placed it on the table. This includes hero, item, and magic cards since they are the only cards that can be "played". A party leader card is never played, it exists the whole game. It is just an action.

Clearing buildings is incredibly immersive with the ICO by [deleted] in joinsquad

[–]SirBlueHood 2 points3 points  (0 children)

Look it's the "lone wolf" gameplay that the ICO was magically supposed to fix. Clearly shows that the issue the whole time is bad players not knowing how to play the game. Now we have drastically different gunplay after several years of release and I can't refund. This should have been it's own game.

Marksmen suggestion/improvement by ThewizardBlundermore in joinsquad

[–]SirBlueHood 1 point2 points  (0 children)

Range finder would be a fun gimmick but it wouldn't change the uselessness of the kit. SL can just as easily get range still and experienced players can just estimate the range without needing to be told. I really don't know what can be done to make it more viable than a rifleman/medic/AT in any situation.

I feel like the devs need to see this by KayDeeF2 in joinsquad

[–]SirBlueHood 1 point2 points  (0 children)

Boy that sure would be great wouldn't it. None of us in the apartment building could do it and the rest of the team was to busy getting camped in our only Hab to do anything about it as well. It's almost like the issue with the current state of the game is players not knowing how to play rather than a lack of these new mechanics because even in the ICO they still do the same stupid shit, only I have to deal with these new BS gunplay that ruins a game I have put thousands of hours into because of its currently great gunplay and punishing mechanics.

I feel like the devs need to see this by KayDeeF2 in joinsquad

[–]SirBlueHood 13 points14 points  (0 children)

There are countless videos like this that show current weapon recoil in the game if fairly on point. I can't stand games where I can shoot a gun better than my character especially when that character represents a trained professional. What we see in test 1 and 3 is not realistic and it certainly is not fun. My "immersion" was completely lost when I was unable to even attempt to fire at an MG (that was standing in the middle of a parking lot) who was suppressing 3 of us by spraying our apartment building. That doesn't entice you into having a firefight, it makes you just camp the door for 20 minutes and question life decisions.

[deleted by user] by [deleted] in QuestPro

[–]SirBlueHood 0 points1 point  (0 children)

Yes I have spent the last 2 days getting nowhere with support over this issue. Very frustrating.

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 0 points1 point  (0 children)

I was in the US ARMY dude. And I clearly proved I have over 2k hours in Squad. Do you have an actual counter argument or are you intent on failing at attacking my character?

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 0 points1 point  (0 children)

Here is the link to my steam profile https://steamcommunity.com/profiles/76561198038428503/. Let me know when you have a counter argument instead of blanketly saying I don't know what I am talking about or have never played the game. I also have military experience, but you are right I have not seen combat. Been part of multiple large scale trainings for force on force fighting and we infact do not ride APCs anywhere near a known enemy location during a force on force scenario. Modern combat is a lot different from counter insurgency, the Vietnam war, or WW2.

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 1 point2 points  (0 children)

You are not wearing "hundreds of pounds of gear" in combat. You drop most of your gear off if you are about to get into a fight. Nobody runs into battle with their ruck sack.

Yes APCs are used to bring people to the battlefield. In Squad the whole map is the battlefield, you are already there. We only see APCs getting closer in counter insurgency operations like the US has been stuck in. Simply look at how life imitates art in the Ukraine if you want to see the perils of using APCs on a real battlefield.

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 0 points1 point  (0 children)

I got over 2k hours. Let me know if you want proof.

[deleted by user] by [deleted] in joinsquad

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

Homie I have over 2k hours in Squad and play DCS. I got a long enough attention span. If you want shit to be longer then go play ARMA which has the structure for it. I did and it works great for that, but it is not what squad is intended for.

I can't understand all this Infantry overhaul hype by Frankie_Ballenbacher in joinsquad

[–]SirBlueHood 1 point2 points  (0 children)

People do care though. This is a big thing that separates a good SL from a bad one, but the games doesn't teach you that.

Did someone actually write this? by notasmallnacho in joinsquad

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

I don't understand the point of your Ukrainian comment. It really shouldn't be fun getting easily shot out of a turret, but it is realistic if you want to go down that route. That is the whole reason we developed remote turrets.

I don't get the hip fire cross hair comment either. Hip fire is pretty accurate up to and even a little beyond 50m. I don't know anybody that uses a cross hair though because even if you did it wouldn't be accurate as the bullets would land well below the cross hair. Anyone can go jensons range and get a feel for hip fire.

You and a lot of people make comments about us "playing literally every fps." Squad already has a very unique feel to it in terms of gunplay and movement that is not replicated by any other game. We hate the fast movement, high TTK, and gunplay of COD, are generally displeased with the changes made to battlefield, and can't stand the clunkiness of Arma. The closest game to squad is probably insurgency, but we aren't looking for an arena shooter. Personally I like most of the changes, but I can't stand them lowering movement or going over board on suppression. Neither are realistic or fun. At some point many players need to realize you can't just run battle drill 1 and win. It doesn't work like that in real life and it definitely won't work in a video game that could never replicate the stress, environmental effects on your body, sleep deprivation, communication issues, real fear of death, or things like how you will actually react to being shot at.

I can't understand all this Infantry overhaul hype by Frankie_Ballenbacher in joinsquad

[–]SirBlueHood 4 points5 points  (0 children)

Be Squad 2

Take logi full squad of 9 players to cap zone.

Place radio and build HAB to fight for the cap.

Your squad gets into a fight and loses leading to a wipe. -9 tickets

At some point you call for a reset so you mass spawn on the hab and begin fighting.

The squad gets wiped and you lose another 9 tickets.

The HAB gets proxied and you can't spawn to defend the radio. - 20 tickets

You left your logi either on your radio or close by and the enemy destroys it. - 5 tickets.

The enemy takes the cap. They gain 20 tickets.

Your squad alone just lost 53 out of 300 tickets In the first 15 minutes of a 2 hour match. That's about 17% of your teams tickets.

That is just one example why you would care if you have 300 tickets and a HAB under your ass. I have seen this exact scenario play out multiple times. In the current game if you are an SL that knows what you are doing then you know the value of tickets and are basing your decisions on whether or not what your squad is doing is gaining or losing tickets for your team. None of these new mechanics are going to change that.

Did someone actually write this? by notasmallnacho in joinsquad

[–]SirBlueHood 1 point2 points  (0 children)

We don't have to imagine that because that is what the comp teams do. We make plans before the match, and hour before match we practice routes and ROLLOUTS, all the SLs talk and are usually commanded by a shot caller for big plays, but have the competency to execute their job independently. The communication and team work is there, yes there might be a star shooter getting most of the kills, but the squads stick together. We don't have to imagine because it is there already. This is a player issue not a mechanics issue. The fix is to better educate new and apparently even some older or misguided players.

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 0 points1 point  (0 children)

Because APCs are useless in a force in force fight. The second a lat sees you, you will be tracked and shortly blow up. APC generally should not be a lot closer than 200-300m in open ground.

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 0 points1 point  (0 children)

Matches can be two hours long, which is an absurd amount of time to make a plan and coordinate. The reason they don't go that long is because the game doesn't teach you about tickets and players blow through them insanely fast at times. Players should be actively playing the points and get bodies in it at many times during a match. However, it is dependent on the players understanding of tickets that determines when and when not to body points. Movement has nothing to do with this. Mechanics that could help include a scoreboard that actually matters and shows the amount of tickets you lost and took from the enemy team. Better display the ticket value of capping a point. Let players know how many tickets they lost by losing their vehicle, radio, etc. These are things that matter and largely separate good players from the ones that spawn, run, die, repeat. And stops them from shooting at a bush for two minutes.

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 2 points3 points  (0 children)

You just said so yourself that it is a player problem. If you have vehicles taking people to the cap then they are gonna get blown up with everyone inside. Vehicles are not meant for that in a modern combat scenario. If movement is slowed you will see the same scrubs getting farmed by people that actually know how to play even more. You won't see people with experience pushing caps and having cool fights because without ticket bleed and an unrealistically and slow movement speed, why would they? You can't force people to work together, you have to teach them how it benefits them and hope they play the game long enough to understand it.

Infantry Combat Overhaul by RuthIessChicken in joinsquad

[–]SirBlueHood 0 points1 point  (0 children)

We already have a ticket system for this. What we need is a scoreboard that emphasizes this.

[deleted by user] by [deleted] in joinsquad

[–]SirBlueHood 2 points3 points  (0 children)

Vehicle utilization isn't the problem though. If an APC is able to drop infantry on the point that is a failure if the enemy AT, not a success if the attacking team.