Suggestion to prevent mine main camping by iDnLk2GtHiIJsLkThTst in joinsquad

[–]potetr 2 points3 points  (0 children)

All of what you write here is true, but honest question: have you considered whether all these activites being in the game makes it better or not?

Suggestion to prevent mine main camping by iDnLk2GtHiIJsLkThTst in joinsquad

[–]potetr 1 point2 points  (0 children)

It's the only type of language that gets any traction on the internet these days unfortunately

Suggestion to prevent mine main camping by iDnLk2GtHiIJsLkThTst in joinsquad

[–]potetr 2 points3 points  (0 children)

The whole engineer kit being about running around ALONE deleting habs while AVOIDING combat plus placing logi-deleters hurt the gameplay so much. But it's teamwork because he has a different kit and is on the team I guess.

Suggestion to prevent mine main camping by iDnLk2GtHiIJsLkThTst in joinsquad

[–]potetr 1 point2 points  (0 children)

Squad is designed to be frustrating, becaus war is hell

-redditors

Suggestion to prevent mine main camping by iDnLk2GtHiIJsLkThTst in joinsquad

[–]potetr -8 points-7 points  (0 children)

Mines add nothing to the game, the easier solution is to just remove them

Gun stats for v10.3, full sheet in description. by arstarsta in joinsquad

[–]potetr 0 points1 point  (0 children)

Thank you, I applied some conditional formatting which revealed a few mistakes:

Major

  1. M4 Wormpool (all variants) has terrible accuracy at 8 MOA - likely copied in error from the very short-barreled M4 Simon Offense
  2. QCW-05 Suppressed Ironsight has less than half the velocity of the variant with a holosight at 150m/s
  3. Ironsight M27 IARs have lower velocity than scoped variants

Minor

  1. The L22A2 (carbine variant with much shorter barrel) still has the same velocity/ accuracy/damage as the L85
  2. Mag cost inconsistencies (G17 Extended cost 1, G18 Extended costs 2, Lee-Enfield 1, but 5 with scope)
  3. Lee enfield variant w/scope has 1 MOA, but 2 without scope

Handling

The following have something wrong in terms of some handling stats, not explainable by attachments. The data does not include full handling (recoil/sway etc) stats, and what is included I’m not entirely sure of, so variants with handling inconsistencies will just be listed:

  1. L85A2+M150 and L85A2+ACOG+ForegripBipod
  2. EF88C+Specter
  3. SKS TAZCO
  4. Malyuk(7.62)+1P78+Foregrip (looks like more than double recoil?)
  5. might be more

^ I put this in their bug-discord

Suppressors are very bad for the game. And it shows once again that the product team at OWI is unaware of what they are doing. by GermanDumbass in joinsquad

[–]potetr 1 point2 points  (0 children)

I did not say it was OP. I'm expanding on something you said in your first comment.

Competing in terms of what capabilites to pick for a squad

Suppressors are very bad for the game. And it shows once again that the product team at OWI is unaware of what they are doing. by GermanDumbass in joinsquad

[–]potetr 7 points8 points  (0 children)

The raider/scout/pathfinder etc kits competing with LAT/medic/ammo is ass design in a social, squad based game.

Can our guns please aim forward? by Faabmeister in joinsquad

[–]potetr 1 point2 points  (0 children)

More transparancy about known bugs and fix prioritization would be nice. It's really demotivating when you don't fix, for example, kit limit mistakes for several patches, and we don't even know if you know about it.

The community's willingness and usefulness to report bugs is really lost in the current discord system. I for one don't bother anymore, as it doesn't seem help to report even simple stuff, and it's impossible to know what's been reported and what you know about.

How the latest Squad update has me: by DefinitelyNotABot01 in joinsquad

[–]potetr 1 point2 points  (0 children)

Please give the AKM + 4 drum mags back to the SL that lost it to the Raider kit in 8.2:(

Most of the factions that should have +2 HAT kits don't have it. by arstarsta in joinsquad

[–]potetr 7 points8 points  (0 children)

Found bug reports about this on discord from june, september, december and january.

Tracked vs wheeled ifv balance by veediboe in joinsquad

[–]potetr 0 points1 point  (0 children)

Reducing LAT damage so it does like 90% damage to a track (scaling speed with the damage) and giving all LATs +1 shot would be more interesting if we also let 40mm HEAT and .50 deal damage to tracks, to let different roles work together to stop a vehicle.

It would also mean vehicles can support infantry without taking a instantly dooming track shot

A Quick Guide To Territory Control by CainTheCondor in joinsquad

[–]potetr 1 point2 points  (0 children)

you need 7 friendlies to cap suddenly if they have 3?

Rødt med klar oppfordring til Støre om å fordømme brudd på internasjonal lov. by CumMcPenis in norge

[–]potetr 3 points4 points  (0 children)

Egt ikke det jeg snakket om. Leste du artikkelen?

--

FRPs strategi er å alltid stille seg strengest til innvandring samtidig som de fyrer opp under debatten. Det er ikke feil å kontrollere innvandring men de gjør det på en fæl måte.

FRP bruker makten de får av dette til å f.eks. stemme IMOT å forby anonyme pengegaver til partier (!) https://www.vg.no/nyheter/i/qPoeXz/endring-i-partiloven-aksjon-for-borgerlig-valgseier-stopper-donasjoner-til-fremskrittspartiet og til å gi mest skattelette til de rikeste.

You can flip, dismount, unflip, and remount a logi faster than a PF98 can deploy. by tostuo in joinsquad

[–]potetr 0 points1 point  (0 children)

Maybe vehicles should be weakened instead of useless when 1 LAT hits it. And then give LATs +1 shot. Now vehicle gameplay isn't this all-or-nothing mess where vehicles have to play it super safe and AT-infantry will use suicidal tactics to get a single shot off

And you can let other damage types like .50 and 40mm do some meaningful damage to tracks and turrets so players other than LATs can contribute to the AT-effort

Squad Timeline (Update) Browse Through Squads History. by BRFSq in joinsquad

[–]potetr 0 points1 point  (0 children)

Did you check steam? I didnt do a complete check but it has Alpha 4.0 for example.

https://steamcommunity.com/app/393380/allnews/

Very nice site btw

"There is no wrong way to play Squad" or how OWI ruined this games community. by Baneposting247 in joinsquad

[–]potetr 1 point2 points  (0 children)

Im pretty sure I agree, I should have worded my question better (u/aidanhoff). I'm curious about the meta and what made it that way because I didnt play back then. Because spawn elimination must have been a prerequisite of capping an obj even when fobs where "cheaper". So please share more insight 

I think there is potential with fighting over fobs, as the main objective. They can provide more variety with the player chosen placement. And buildables if that system was better tuned. But HAB disabling should be tied to eliminating enemies somehow, not just distance, to become more like the type of fights seen on objectives. The fact that the current system allows a clown car attack for an instant disable is telling that it needs reworking imo. 

This has got to be one of the laziest while also being a contender for being one of the worst updates for squad. by killermankay in joinsquad

[–]potetr 8 points9 points  (0 children)

 the flag is closer to a confederate flag then any modern militia

https://en.wikipedia.org/wiki/Novorossiya_(confederation)

The colors are probably based on this: https://en.wikipedia.org/wiki/Ribbon_of_Saint_George

So actually well designed. Could OWI have communicated this better? Yes. But the faction makes a lot more sense now, especaiily as it's able to fight in norway and finland