#Squad fkn sucks, revert ico-thats a suggestion owi fyi
1 messages Β· Page 1 of 1 (latest)
#constructive_feedback
This guy knows whats best, we should hear him. Here OP points out that he believes the game sucks and very thoroughly elaborates why and thoughtfully suggests how to improve said problems. Need more guys like this to make this discord a better place!
Instead of making hate threads, u should go upvote pre existing threads discussing how ICO sucks. Just a suggestion if you actually want change. Mine for example sits at over 40+ thumbs up.
Skill issue 
u literally have a mod on the workshop that reverts about everything on the ICO back to pre ICO except movement, go beg a admin to run that mod if u want
another suggestion is just get good roflmao
Skill issue
Homeboy spell trash correct at least and uses more sentences
Facts
U okay?
ye im good, wbu?
U sure?
U okay?
Yuh
U sure?
Ico is based, game is great, dev team is decent.
instead of optimizing game make shitty update that makes it so no one wants to push and everyone stays in the same building the whole match.
Whine harder
Yeah no the game is definitely not great and the dev team is not good
Each update is a lot of bugs that arenβt fixed for a month
try the gloval escalation mod. Adds some new stuff, reverts most of the ICO changes except for recoil, suppression and leaning
Ge is trash. From stealing content to bugs, GE is trash
Yeah u have under 500 hours
Ur a fkn idiot
This is
average ICO hater
Average v7 lover
your hours dont mean jack shit
game plays fine
stop developing stockholm syndrome for squad. you dont have to play a game you dont like
You can surely understand that Squad is still a very unique game with a lot to like about it. Does not mean it cant be better. Imagine a cooperative, teamplay focused experience with guns that dont suck. Some people want real Squad back. Its you who is posting in a thread about this exact thing telling people they are wrong.
what we had before the ICO was not a cooperative, teamplay focused experience with guns that dont suck. what we had was a medium-paced run and gun shooter. similarly to what you might expect from something like hell let loose
while the ICO hasnt improved teamplay by that much, it has definitely slowed the game down and replaced the standard run and gun meta with cover and concealment (what people call bush wookies)
By your own words you played the game for less than 100 hours. Stop trying to tell people what the game was.
Bait posted, opinion ignored
because within 100 hours i realized what the game was and how it played. i only started playing squad because i was told it was the "spiritual successor to project reality"
You have no insight into what the game was. Stop claiming wild stuff
i was able to full sprint up to an opfor position and get fast, accurate shots on people with a 3x optic at close range
try doing that in squad now
clearly it has improved on that
"improved"
would you prefer being able to do this
and everyone else being able to do this
I would prefer all of V5, including the cheesy wiggle spam, the vertical only recoil that was uninspired and boring to any CS/Rust/etc. player, the lack of proper suppression and all the other weaknesses of V5 over what we have now. Yes. I mean surely you gathered that by now
i can tell
The shooting feels shit. Thats not something I can forgive in a FPS.
Doesnt mean I dont like all the other stuff that makes Squad so unique and great.
its not great, but pre-ICO gunplay resulted in significantly worse tactical gameplay, and it was apparent
the entire goal of the ICO was to force run-and-gun players to change their playstyle and slow down
it effectively got rid of that
And as a game designer it must be your goal to improve one aspect of the game (RTS) without sacrificing the second half (FPS) to such a degree. Also you should not cap skill ceiling to compensate for a high skill floor. Tackle that instead.
It did so not get rid of that. If anything full W key iron sights are meta now.
and even then you cant pull off half the shit you could before the ICO
what would be your proposal to prevent such a run-and-gun meta then? because i dont think suppression and stamina changes would be enough
yeah they pretty much crippled gunplay, made it harder to full sprint into battle and click heads
I dont think anything was wrong with the game at all. Why do you ICO enjoyers feel that people who put a lot of time into the game as it was somehow need to justify themselves now?
Suppression, "over"zoomed PiP scopes and a more challenging (but not RNG based) recoil pattern would have massively shaken up the game already.
Why try something so ambitious all at once? How was that ever gonna go well?
And it didnt achieve anything positive*. You brought up slorgs. ICO fan extrodinairy. He said it failed.
So now guns are less fun, everyone is just proning, the game is HAB to flag straight line blueberry blob only and teamplay isnt better. How is that a win?
i think the fact that the game was dramatically slowed down is already an upgrade
i dont have a problem with everyone proning through bushes
Not if you could hang at the previous pace frankly
Dont need the game to be slow if you fast π
fast is not enjoyable
Says who
says me and a good chunk of the milsim community
especially PR players
fast is what every other FPS does
squad shouldnt be every other FPS
Tell you what before the game description was changed post ICO the game was being sold as an arcade milsim hybrid. And it played like it. And thats what people came to expect of it... for years.
I am not interested in full milsim
i did not like the arcade milsim hybrid
and id rather it be even more milsim oriented
id rather you be dead when you die, i like onelife events
id like if no one had a map except for SLs
Thats exactly the point isnt it? You didnt actually wonna play Squad. Now they changed it and now you want to play but people want their Squad back. Hence this thread and the countless ones we have seen over the months.
exactly why its subjective
i have no other alternative, arma 3 runs like shit feels like shit
arma reforger is barely playable
so until arma 4 is out with proper milsim communities, id rather have milsim in squad
i get that through onelife events
the initiative hosts them sometimes
my ideal game would be one with no hud, with no magically healing yourself with a field dressing and a medic touching you while holding a medkit, with no markers that give you range, with no respawn points scattered around the map
but alas, such a game might be too utopic, such a game probably wouldnt be very popular
You can surely understand that many people are resentful that the game they enjoyed for years was turned into something trying to appeal to a different audience and make it more accessible to new players after they put years into it.
And then you yourself are aware that the gunplay isnt really great. Like no1 says "Oh I play Squad because shooting at stuff feels so rewarding". So there is obviously an issue here. After ICO its the one thing that everyone always talks about. Didnt use to be anything like that before.
They need to fix it. Make the game focus on all the good stuff that makes Squad great and unique but the FPS cant be this shit. I just must not be.
Especially as an Arma player you should understand. Arma 3 and Reforger have way more responsive weaponry and those are not run and gun games. Its not the right way to do it.
I'd say the current state of Squad is already a compromise. It didnt go off the deep end and become a total hardcore milsim. And both sides of the spectrum can enjoy Sauad to some degree. The ICO does need some tweaks, and OWI is still tweaking it every once in a while.
It needs a fundamental rework. Gunplay is the worst I have ever seen. No more excuses
If you were to run a basic RAAS gamemode with the current respawn and healing mechanics of Squad in Arma 3, it pretty much can play out like a run-and-gun game.
As the Armas are sandboxes, its not particularly hard to make them fast paced run-and-gun shooters.
Fear of death is a driving factor that makes certain Arma 3 milsim communities so good. You don't even need suppression mechanics if you can't respawn instantly. You will naturally not want to get out of cover.
You don't need wacky gunplay to make you move slowly in that situation. But as for Squad, that fear of death isn't present.
That's why the ICO crippled gunplay so badly
All you are saying is that there is game design choices available that dont involve ruining the FPS aspect of your FPS game
Agreed
Certainly
But that doesnt mean what we had before the ICO was particularly better. Atleast to me.
Because you want a vastly different Squad
People who played a lot obviously did not
This thread is one made by one of the second category
Yeah but there's also people who joined Squad early on and left over time due to it becoming a less-dedicated, fast paced shooter
There's many people who thought Squad would just be a modern Project Reality. I'm sure that's what the Kickstarter backers thought.
Raw data from steam reviews since squad V6 release:
Total Reviews:4710
Recommended: 1420 (30.16%)
Average Total hours: 540
Average Hours Last 2 weeks: 15.47
Not recommended: 3289 (69.84%)
Average Total hours: 1130.88,
Average Hours Last 2 weeks: 26.52
Players Sub 100 hrs:
Not recommended β: 343 (49.57%)
Average total hours: 45.74
Average hours Last 2 weeks: 11.3
Recommended β: 349 (50.43%)
Average total hours: 43.85
Average hours Last 2 weeks: 8.65
if we filtering out the players with less than 1000 hrs:
Not recommended β: 1338 (86.1%)
Average total hours: 2217.17
Average hours Last 2 weeks: 33.06
Recommended β: 216 (13.9%)
Average total hours: 1930.63
Average hours Last 2 weeks: 27.7
Players with more than 3000hrs in the game:
Not recommended β: 252 (91.64%)
Average total hours: 4324.24
Average hours Last 2 weeks: 39.96
Recommended β: 23 (8.36%)
Average total hours: 4175.91
Average hours Last 2 weeks: 25.22
With more than 4000hrs:
Not recommended β: 112 (91.06%)
Average total hours: 5455.82
Average hours Last 2 weeks: 46.01
Recommended β: 11 (8.94%)
Average total hours: 4911.9
Average hours Last 2 weeks: 23.61
and 5000+ hrs:
Not recommended β: 59 (95.16%)
Average total hours: 6394.01
Average hours Last 2 weeks: 44
Recommended β: 3 (4.84%)
Average total hours: 6232.3
Average hours Last 2 weeks: 41.77
Total reviews by players with ZERO last two week hrs(HAS NOT PLAYED V6):
Not recommended by 227
Recommended by 96
this was from back in December 3 months after the ico came out. would find the fact again but i just dont gaf
the game sucks, riddled with bugs, boring asf to play.
And I am sure they were disappointed just as many of us are now. But there is an argument to be made that buying stuff based on Kickstarter promises is different than picking the game up for how it actually plays.
And Squad wasnt some prone only immersion sim with noodle arms
It is different, but Squad kept the "spiritual successor to Project Reality" tagline long after the release
That's what got me and many others into Squad in the first place
For me it was that and Karmakut's Squad milsim videos
And I was pretty disappointed when the Squad I bought played like most other FPS games
Thats why I felt the ICO was a step in the right direction, and im sure many others felt the same way
Slorgs primarily got me back into Squad. Infact i talked to him in most of the playtests whenever I happened to land in the same server as him
Oh you mean that guy that quit the game because of ICO?
And slorgs videos are just him roleplaying. It doesnt feature any desireable FPS gameplay.
Once again, very different crowd...
Yeah. Karmakut didn't quite like the ICO it seems.
But his Squad milsim videos from 5 years ago made me believe that the Squad I was buying would be less arcadey.
and then it wasnt. Which is why people played it. Not because of broken promises but because of the game that was actually built.
@all the disgruntled people https://tenor.com/view/austin-powers-gold-member-no-pleasing-you-gif-3561876
If you look at September 2023, following the launch of the ICO, the player count for Squad initially dipped by 2.%. But data from subsequent months indicates a positive trend. The player count has a trajectory that remained upward, with a 25% increase by April 2024. These fluctuations suggest the ICO has had a generally positive impact with the highest count recorded in April and sustained interest.
https://imgur.com/a/2BGl8tP
Could you pick out ICO on that timeline?
No but I can on this one,
Since the ICO release in September, there's a few thousand extra players and increase of over 20%.
If you average it out.
There are more than 4400 reviews only in October 2023. How did you get 4700 reviews in 3 months?
the whole server browser is just GE at this point
back in the day it would all be vanilla save a couple mee servers maybe a couple gc if it was working
get a better computer
GE isn't a complete revert of the ICO, it still has the majority of it.
Just a lot of tweaks.
You can? that line looks pretty flat to me.
The raw numbers are in the screenshot
there was a sale its not because of ico
The rate of players has remained stable.
If you were here to play a milsim you are in the wrong game my dude, Squad is one baby step removed from battlefield in overall game flow.
If you want to play Squad as a milsim, then play private events or play mods.
yeah, thats something i found out shortly after my purchase
dont get me wrong, its still a good game, just not what i expected
Yeah the marketing team are big fat liars tbh
theres no decent, polished milsim game on the market as of now
i was expecting it to be alot more project reality-esque
because of the "spiritual successor" thing
Squad was modelled off pubg partially
PR is more milsim basically because of the insular community+ having more shit going on with assets
But at its core, for infantry, it's pretty similar
yeah i think the community is a huge part of the problem in squad
its just gotten worse and worse over time
See idk why just a gunplay change would actually make the game appealing to milsimmers
The actual things that control game speed/flow are core mechanics like objectives, capture mechanics, tickets etc
Gunplay is basically irrelevant in comparison
they could definitely do tweaks elsewhere rather than just cripple gunplay
i dont like how much the ICO has brought the range of engagements down
That's what we were saying all through the playtests for this
But the devs are just stuck on deviation somehow being the answer to all their problems
i think the suppression and stamina changes are pretty good, they did that right
but the noodle arms is... yeah
squad gunplay already felt very floaty before
it got way worse
Stamina changes good, suppression is ok in theory (needs work on implementation), yeah noodle arms are quite bad
And they just steadfastly refuse to change the key issues like deviation from walking being too high
But it's been months and tbh most people have given up on major fixes
In theory it should extend the range but reduce accuracy, hence the epic firefights that you can survive etc. The issue is only that people refuse to shoot at something past 100m because apparently bullets stop working.
What doesnt compute is the rise of the playerbase. Ok it gained a lot of players, but reading comments from certain people saying that the majority of playebase left. That means either that more people keep joining at a faster rate than people are leaving, net positive. If those that cant stand it still play, i dont understand why keep bothering if its so painful.
The reason nobody shoots at stuff at range is simple: you're looking at a 3-4 hit ko at longer ranges with most rifles, when the sway and recoil will make it extremely difficult to land more than 1-2 shots before your target is back in cover.
With supression its still better than not to shoot. Talking for a scenario where they already spotted you. Otherwise ofc you hold fire until the best opportunity.
I would personally just not waste time with suppressing a target that most likely can't kill you anyway
Use the time to reposition instead
you're completely ignoring map and gamemode design in this "firefight range" equation. ICO's goal and design is directly at odds with what squad demands a player do with gamemodes and map design. it is an inexcusable design conflict
the philosophy behind ICO's design of gunplay and kits is not compatible with gamemodes and maps that demand the player be dynamic and versatile, you go from open fields to dense towns in as little as 150m with kits that are designed to only be good at a single part of that gameplay. MGs are designed to only be good when deployed on a bipod (they're not even good then) while gamemodes demand that you advance and push to take objectives, remove spawns and pursue enemies.
the game is completely at odds with itself more than ever post-ICO and the reasoning behind a good portion of ICO's targeted changes do not add up
I said in theory. I agree with you, the gamemode forces you to act agressively most of the time.
in regards to the playerbase, squad has likely experienced a high player turnover with the launch of ICO paired with the heavily discounted sales, specifically in countries like russia where the game was available for as little as Β£3. squad overall is becoming less punishing, as in death is easier to avoid, with the boost to suppression and the penalties players have to deal with when trying to take the initiative and be the aggressor. overall it's a more casual game now and the lack of competent competition in the market has left more room to grow, though i would argue the growth seen is quite poor given how heavily the game was discounted following what should have been a major update and driver for new sales. i would be curious to know how the median playtime has changed since the release of ICO, i remember it being somewhere around 45 hours a few years ago
It would weird if there was so much turnover because the game has had a gain in about a 20% player count that has remainable stable since the beginning of this year.
Sale after sale after sale and free weekends contributed to an increase in players yes. Lets see how many stick around for 2000+hours like most of us who bought Squad on a full release and gameplay was as intended only to get an ICO and back to beta testing a million extra bugs and performance issues that came with it.
The ICO has been out since September. The player count has only continually grown, maybe it will change but for now it is remaining stable and higher than pre-ICO.
as i said
numbers can be deceiving, who knows how many of those are playing mods
You can check which servers are most active on Battlemetrics and see if the top 10 - 25 - 100 are running mods.
Where do see the option to search for mods?
You don't search for them specifically, most include it in the name, if that fails look for the map naming conventions. Global Escalation uses GE_ as a prefix for its maps, Galactic Contention uses GC*
Interesting, filter on map. I only get back about a dozen servers that are using GE.
That's at best 5% of the Squad community.
GE has multiple top 10 ranked servers, but those are all attached to larger communities.
I think total active servers for GE there might be fewer than 20.
Even if you double it, you'd be at 10% of the Squad Community assuming each server has 100 players.
In NA it seems they're almost half the full servers on any given day
If that were true it'd be reflected in their server rank and measured player counts.
They also seed much faster and have longer queues suggesting demand exceeds supply, unlike with vanilla servers who are fighting for seed scraps
That's the case for all of the established communities' servers.
These are half no-name servers that popped out of nowhere though
And GE servers are currently 5 of the top 10 USA servers on BM, so....
GE servers are "more popular" because this mod attracts the more casual players and focuses them on fewer servers.
Also the Battlemetrics ranking means nothing. Servers who attract a more international playerbase, like GE servers, because there are no national servers which run GE, can very easily be higher ranked because of how "ranking" is calculated.
Idk I know a lot of people who play exclusively GE after having 1000s of vanilla hrs
I think what you say is right to an extent but it's not a complete picture. GE can be either a shitshow (like old MEE) or pretty normal games depending on which server you're on.
It is a measure of how populated the server is.
It is volatile at the very top, but generally speaking you can look and see a handful that are consistently popped.
Yes, it is logical that a GE server which has more international players has more players around the clock then lets say a north american west coast server, which has mostly players from that geographical region.
At some point more uptime= more popular server tbf
I don't think GE is exceptionally international, compared to vanilla.
national servers almost never run mods.
It used to be when it launched because the authors locked it to windows servers and were fucking weirdos about it. But that was fixed ages ago by server hosts and now lots of the GE servers are national.
Yeah, chinese and russian.
Ex 1strb GE is pretty firmly NA
English = International
That's not how BM calcs rank tho? It's affected by uptime which means servers that have wider uptime spans are higher, but language itself isn't a factor afaik
Also english is not international in NA unless you mean USA-Canada lol
In fact european servers are just freakishly national compared to everywhere else
English is international because basically everyone can play there. So the potential player base is much larger and thus the uptime is longer.
Yeah but in practice it doesn't really happen. English servers are divided across the Atlantic pretty cleanly with not much overlap.
Everyone can't play on the English servers rofl, you have to be able to speak English.
There's cross pollination between some servers like TT/RB/BB just because the high skill players don't have many places to go, but for 99% of the playerbase this doesn't apply
Heck there is even a decent west coast/east coast NA split
Or there was before EOS fucked browser pings
True western-euro centrism is assuming everyone speaks their native tongue+ fluent English so they can play on the widest variety of Squad servers lol
Don't think youre trying hard enough. It's still pretty easy to everything in the game, that is of course if you're not running every single freaking step you decide to take in the game.
Guns feel shit to use even at full stamine. This idea that all you do is unbind the sprint key and the is gunplay is suddenly fun again has been debunked a million times over in the last 7 months.
The guy might not be very diplomatic about it but man does Squad suck these days. Pace is ruined.
I think most people playing are ok with the gunplay, pacing and overall gameplay.
I certainly have fun with the current game.
Good for you. I however do not, none of my friends do either.
You have to understand how meaningless it is that you and everyone you know have a subjective opinion on how fun the game is.
Because your enjoyment of it is not subjective of course and hence of more meaning.
I'm not saying mine is.
You said it had been "debunked" that the gunplay was fine and the game was fun if you didn't sprint. I said it was fine.
I am saying what you say.
I said it was debunked that stamina management yields fun gunplay and I stand by that.
Where did I claim people can not enjoy the game?
The gunplay is fun if you don't sprint everywhere.
And p.much everyone I play with agrees.
No.
If you don't treat shift as a requirement to press W the issues disappear.
Stop sprinting, adjust expectations and gameplay accordingly. Gunplay is fun if you're not trying to do things the devs don't want happening or expecting to be able to do them.
Stop making assumptions about how people play and projecting your own expectations onto others.
Gunplay is not fun at full stamina or even at rest. This is my opinion and those of everyone I know.
Your need to tell people they are wrong is annoying.
Everyone I know shares my opinion that the gunplay is fine as long as you're not trying to fight against the changes.
It's fun once you stop doing that.
Good for you. Go play. Stop trying to gaslight those that no longer enjoy the game.
Its getting old.
Then leave the game lol
But... Pre ico is their whole personality. π
"wanting the released product they paid for" personality
We can argue that OWI is obligated to separately release the september 23, 2020 build for such cases. That was the paid product state when it came out of EA. Everything added and changed later is live service and since it isnt subscription based, you can waive the right to accept it.
You did not pay for the game, you paid for a license to download and play it afaik. They are really not obligated to do anything.
I know, but the guy above waants the product that they paid for.
He has it. He still has the license he paid for.
It also makes no sense to demand a refund because a game got patched after release.
This stupid arguments about reversing the game / refunding it are a complete waste of time.
i haven't and won't
generally when a product is past final release there will no longer be fundamental or foundational changes, ICO being a near sudden inverse to what was there before it is disruptive enough to cause a prolonged dispute but overall it's not really a pain point when compared to the implementation of "features" that increases the rate of eye strain, nausea and general discomfort among your playerbase with no sign you're addressing it
They had no way of knowing the side effects on some people. Maybe they should look into options to change a setting and remove certain aspects, of course in a way that it doesnt get unfairly abused. π
They had no way of knowing the side effects on some people.
this is total nonsense
My presumption. Easy way out would be to just slap on the epilepsy etc. disclaimer and whoever suffers from this can get fked. I dont have these issues so i really cannot truly understand in depth.
In Gav We Trust. Need more devs like Gav
Out of what exactly? It makes no sense to reverse ICO. It would just replace a gunplay with issues with a gunplay with issues.
"Out of what exactly"? I dont understand this part.
Ico was a mistake.
I would like to apologize to any of the people that were complaining about the ICO that also suffer from low FPS. After seeing the reddit post and follow up video by slorgs, I can totally understand how people would be fuming at the ICO gunplay mechanics if they're regularly playing at <60fps when scoped in... I always was amazed at how much people must suck to be whinging about the ICO "noodle arms" because my guns have always stabilized just fine since it was released. To find out that just because I have a PC that runs squad well (>100fps avg) meant I had a big advantage in the actual reticle stability sucks. I'm sorry.
I'm interested though, are any of the ICO haters also playing at consistently high FPS but still salty about "noodle arms"?
Yes. I`m playing with average processor and a 1060 6gb. My fps is usually around 40.
He asked about consistently high FPS.
Seems like i cant read.
Anyway, what he says might very well be true. People with different opinions because they actually had different experiences with the update.
even with high FPS ur recoil is worse off than a guy with low FPS, so both sides are literally suffering
do u either
-
want low FPS so you can get low recoil but increased sway and worse off suppression sway as a result? or
-
want high FPS so you can get low sway and low suppression sway but higher recoil as a result?
theres no winning
also a proven fact that OWI doesn't bother with extensive playtesting, what we have now is a system that has been cooked up for a long time but only playtested for like, two weeks at most? before being pushed to live
π¬ already said to push it back but nah, lets just release it to the public in a shitty state
i also dont like the ico but to tell someone to fuck himself is a no go