#Main problem of RAAS mode (and INV probably)

1 messages · Page 1 of 1 (latest)

astral whale
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Well first it's not a milsim.

"Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and realistic combat."

That is the whole point of "Random", yes many know about squad maps is, because well it uses the SDK to pull the lanes.

frigid sorrel
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🤓 actually squad is a milsim cause a YouTuber told me so

granite flume
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thats why you play aas not raas

astral whale
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Yea but nor does mortar calculator, these tools will always exist though because the SDK has it. However, you need to keep that open to allow for modding, and well the lanes to work.

They did add in more lanes in the last two patches, which is nice. However, you also cannot have points go from top of the map to bottom of the map, because that gameplay is extremely long and boring. Yeho used to do that and alot of the feedback was negative.

You could play on a server that has a "Play the objective" rule, that prohibits rushing. It's ultimately up to the experience of the server in that case.

granite flume
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lol

astral whale
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Squad (Software) Development Kit.

frigid sorrel
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Yea I don’t see how its relevant to squad being a milsim

astral whale
thick mauve
astral whale
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There's 7 points, eventually it will be uninteresting with your line of thought.

Might as well keep it in a linear point.

frigid sorrel
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Truly random raas leads to a turtlefest a lot of times especially on big maps like goosebay, yeho and manic. ‘Proper gameplay flow’ should also be taken into consideration for lack of a better word.

thick mauve
granite flume
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there is also a question of balance some sides have mad advantage from their main compared to the other side for example

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lol

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its true but who plays al basrah anymore

thick mauve
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Most popular map

granite flume
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lol on preset layers its gonzo for now

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i can check stats give me a sec

granite flume
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Guess it depends on the server

worthy totem
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Ie which server(s) and for how long

granite flume
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its harju look 2 collum total times won

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1 is total times in vote

astral whale
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My server for last 6 months

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Yeho most popular "level"

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Al Basrah is a popular invasion map, but 8.1-8.2 it had really insufferable layout changes.

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Across all servers subscribed to my squad stats it's Mutaha ontop lol

fresh cove
dark flame
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I think you are combining a lot of issues into one thing.

  1. This game is not a milsim in the way ARMA or other games are, so what you are describing with searching for enemies is not applicable to this game in the same way it would be in a real milsim.

  2. RAAS is not supposed to be random (I know, it doesn't make sense). It is supposed to be a way of adding replayability to the gamemode AAS without adding many more layers. The fog of war is a secondary feature that doesn't work very well. If you are looking for a gamemode where you truly are searching for the enemy with no pre-determined objectives, well, Destruction and Insurgency exist (but are bugged).

The central issue with your proposal is that, RAAS is just another way of playing AAS, and both are very linear gamemodes. If you make them too random (which was tried in the past), they break down quickly. So instead you should ask for reworks of non-linear random gamemodes (like Insurgency & Destruction) because that will ultimately be a better experience for you.

fresh cove
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Yeah if you’re looking for total map control games, then other modes are what you should focus on

astral whale
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Insurgency rework would be perfect for complete randomnessss

queen plover
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It can still be random

thick mauve
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On many servers. Bc its low performance

dark flame
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Because people complained about back cap rushing, and the developers implemented a rushed and not very well thought out solution.

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RAAS in project reality (squad's predecessor) and long ago in Squad had no fog.

dark flame
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Because this is what kind of garbage came from "random" RAAS

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This has nothing to do with casual shooters? Neither CoD or CS have gamemodes like AAS.

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If you think Squad AAS has anything more in common with CoD than Squad RAAS does, then I don't know what to say because you are living in some sort of fantasy land.

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And re. insurgency/destruction, it has just as much of an element of advancing through different areas as laneless RAAS does, because the objectives have lots of separation and are still sequential. So I think your opinion here is likely from either never playing these gamemodes or not understanding how they work.

thick mauve
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?

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Ok. I didnt know what it stood for. Thanks

granite flume
astral whale
granite flume
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noice

dark flame
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Again, they already tried making it more random, it didn't work well and was generally unpopular. What we have now is probably as random as it will get. I do agree that some layers have substantial issues with the points that could be fixed though.

zinc gazelle
dark flame
# dark flame Again, they already tried making it more random, it didn't work well and was gen...

The problem is really that your expectations are misguided, because the gamemode promises you "random" points but is not. However just because it's not actually that "random" doesn't mean it's bad, or disincentivizes teamwork. The "random" part of the gamemode before you know the middle flag only lasts about 10 minutes of each round anyways, so are you really saying that only those 10 minutes have teamwork in them? Not a very strong argument.

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There is nothing wrong with people going from main to middle flag directly, instead of just ending up in the same spot 5-10 minutes later after the flags are revealed. In the end it changes little.

Some people have made good suggestions about how to change the mode so that the middle points are revealed, but just the enemy back caps are hidden to disincentivze rushing. This is a more realistic interpretation of what RAAS actually is.

lone pollen
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Why is everyone devs included so obsessed with trying to artificially force teamwork

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The only people that use teamwork always used teamwork no matter ico pre ico, aas,raas no matter

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And the ones that didn’t still don’t

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Changing RAAS won’t change teamwork

zinc gazelle
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I am hearing more sales are needed for teamwork KatW

lone pollen
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Nowadays you have 27 ppl back capping like idiots, 8 yrs of gameplay and still ppl don’t know map control is king

dark flame
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RAAS and AAS will always be similar, they are fundamentally the same gamemode. This is a very common thing I see with newer players, they think that RAAS is different when really it's not. The more you play both, the more you understand they are the same. This will never change because they have the same base mechanics.

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If you want RAAS to be a completely different gamemode, then you will never get what you want.

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Hence why I suggest looking to insurgency/destruction

lone pollen
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Bro wants to seek out his enemy like he’s playing an arma op

dark flame
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The points being hidden isn't real because the points are made in lanes, and the points cannot be made without lanes because then the points go all over the place. This is why RAAS is not actually random.

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And of course the original reason given by the devs for hiding the points was not to create a random gamemode, but to deny backcap rushing. Whether people rushed to the middle flags was not a design issue as far as I know.

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The randomization is fine. Could be improved a bit, but what you are asking for (fewer or no lanes) has been tried already and failed.

pliant cosmos
worthy totem
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they only increased the max speed, the rate is the same

dark flame
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I understand, I think this is becoming a language barrier issue with you not understanding what I'm saying.

I can't tell you what the developers were thinking with either the old attempts to randomize the mode more, or the recent ones that (partially) incentivize more people to capture points. But I can tell you that neither of these changes have been effective (in changing the gamemode to something it's not), which I think points to the developers not really understanding their own game mode in this case.

lone pollen
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yeah but in sfw words of that sikh the people are idiots

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ffs there are people going to non objs in AAS

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imagine it in fully random raas

dark flame
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RAAS is the same though. It's only different if you play it poorly. RAAS is about getting information about each point that tells you more about where the middle flag will be, if you ignore that and just wait for the flag to pop up you are playing it wrong.

lone pollen
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nope

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happened before squadmaps existed

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but you probably havent even been playing that long based off your argument

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yeah well thank god the cis community isnt the only one ingame

dark flame
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Russian servers are no better, there are just more hackers not more brain cells

lone pollen
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critical thinking told him??

dark flame
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one is called Advance and Secure, the other is called Random Advance and Secure.

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the clue is in the name

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And how they share a 95% commonality in mechanics

lone pollen
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yes, the whole point of the game is that its not arma

dark flame
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So you want a king of the hill gamemode? Like Domination? Like in CoD? lol

lone pollen
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the experience you are looking for is called WCS on arma reforger

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25 mins to find any enemies

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and its all flags

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well just in my thoughts, people that want this game closer to arma are a core problem :). the only good thing about arma is its gunplay is still better than squad kekw

dark flame
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Actually most ARMA players just play ARMA. There are a small number of them who come to Squad and complain that it's not ARMA (like you).

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To those people I say, why not just play ARMA?

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Because what we have in Squad works and is popular, if you don't like it there are other games to play

lone pollen
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there are a limited amout of POI's

worthy totem
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the random comes from it not being the exact same per layer that AAS is, not that it is fully random

dark flame
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What you are saying here is basically just "what if RAAS could be more random, but without the problems that come with it being more random"?

It's not possible, it was already tried, this horse has already been beaten to death.

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What we have now, yes it could be improved, but what you want is fundamentally incompatible with the gamemode

queen plover
lone pollen
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war thunder is a horrible analogy when getting lots of kills gives you more SL and RP than capping flag and dying

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and even then, peopel play the cap all the time at top tier

dark flame
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Yeah warthunder is literally a game about farming kills to unlock more vics to farm more kills, it has absolutely nothing in common with squad

lone pollen
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because the core players are done with being lab rats for poor gameplay decisions

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im not going to v10 myself again

dark flame
lone pollen
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also not to mention thats absolutely ridiculous

dark flame
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That's how the better RAAS layers work yeah. Some have weird & unbalanced lane clarification, which needs to be fixed.

dark flame
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It is a design issue of the game mode that it hides things from you that it should be revealing

lone pollen
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i think there a lot of things that are objectively bad/good that the avg person doesnt

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but considering ive been playing this game longer than 50% at the bare minimum of playerbase id hope my opinion is differnet

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quite frankly

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you can fuck off with your arma shit

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and its never gonna get added

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so im gonna go be productive

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ico is a byproduct of arma simps 🙂

dark flame
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YES, that's literally why most people are here, battlefield refugees

lone pollen
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whos gonna tell him squad is based off a battlefield mod....

dark flame
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Squad is built off a battlefield mod, if you are expecting something else you are in the wrong place

lone pollen
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uh teamwork has literally devolved since ICO

regal flame
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Squad isn't a milsim, I agree though on Raas not being Raas and just being "let me check squad maps real quick to figure out what lane we are going" definitely needs to be more random.

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Raas right now is just Aas with extra steps

dark flame
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My point is that RAAS being AAS with extra steps is the entire point of the mode, and it's fine being like that

regal flame
dark flame
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The gamemode could certainly convey that point better by adding ?? zones the way destruction does to help people understand what lanes are

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The whole idea of RAAS supposedly being a mode where all the POIs are randomized & hidden is & always has been a myth

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Perpetrated by the devs portraying it that way on the map

regal flame
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send proof of OWI themselves saying it and i will be chilling

dark flame
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The mode it's based on from PR has no fog of war, the mode didn't have fog of war when introduced into squad. Devs added fog of war specifically to deter backcap rushes, not hide midcaps. It has just evolved into something else over time because of how poorly the fog of war was implemented.

regal flame
dark flame
regal flame
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thats why i said RAAS is AAS with extra steps

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and it should be more random

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😹

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hence the name RANDOM advance and secure

dark flame
# regal flame and it should be more random

This was already tried, it was called laneless RAAS, and it was shit. Turns out when you remove lane logic, which is what makes RAAS not "random", you end up with combinations of points that lead to poor quality gameplay.

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Part of the problem ofc is the low number of POIs, and imbalance between lanes for either sides (especially imbalance in how quickly lanes clarify), but the solution is definitely not more randomness

dark flame
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You want the game to be something other than what it is, because it suits your playstyle more. It's not about "better".

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Gamemodes aren't the point of warthunder though. The gamemodes simply exist to force people to not camp the entire round. Squad has other stuff going on.

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What little changes? You have talked about removing lanes from RAAS, which as we reviewed has been done before (with poor results). Haven't seen any other suggestions from you.

regal flame
dark flame
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before RAAS layers were standardized

regal flame
dark flame
regal flame
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its not laneless

dark flame
# regal flame yeah but the caps are still central if you get to 3-cap the caps are still top...

It functionally has to be sequential in some manner so that the flags can meet in the middle from either team. But there is no or very minimal lane clarification in these lattices. https://squadlanes.khorne.faith/#map=Kohat&layer=RAAS+v05 It's a bit more obvious in this one, see how the numbers of the flags change? It's to preserve the rule of your backcaps being closer to your main than the enemy's.

Predict Squad RAAS lanes and learn map layouts with Squadlanes!

regal flame
dark flame
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Ok buddy lay off the vodka. If that's how you wanna engage in conversation I'm not interested.

dark flame
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You'll figure it out

regal flame
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and bring back bleed

dark flame
# regal flame and bring back bleed

See I agree with bringing back bleed. But the problem is stuff like this where the midcap is like 1km closer to one team's main than the other, so if you put bleed + laneless together you end up with really biased layouts. This is pretty much why lanes exist.

regal flame
regal flame
dark flame
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Just more delayed lane clarification?

pine verge
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They just need to clean up the lane logic. There's many cases where you know the entire lane layout during staging phase, but the other team doesn't know the mid point until they've fully capped the third point.

Here's one example. The second picture shows 2 different lane layouts (red and blue) that could be added so that you don't know the mid-point before the match has even started.

regal flame
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I'm saying it just needs to be more random because at the beginning of the game you can figure out where your going without even check squad maps or while doing so

dark flame
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That's the exact same thing, you are talking about removing lanes. Lanes are what removes the other caps.

regal flame
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making it very aas like rather than raas

regal flame
worthy totem
regal flame
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example of raas just being AAS^^^

worthy totem
regal flame
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for example logging camp should be able to have access to bay not and strictly fermont making it AAS

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making it random not one point being stuck on a lane will have the game play completely different than what it now

dark flame
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It would most likely require adding more POIs/objectives

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which is probably why it isn't being done

regal flame
worthy totem
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Lanes as a system aren't bad, simply that certain lanes suck and should be fixed

dark flame
regal flame
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it would also get rid of the lanes
where team 1 knows 4th and team 2 has to cap 3 point to know which is 4th

worthy totem
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Pov of other team

dark flame
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But lumping extraneous lanes together imo is totally fine

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The major problem is as greenberet points out these "bonus" lanes that instantly clarify

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That + the game not showing you how the lane logic works and forcing you to use an external tool

worthy totem
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which is half done with the layer info thing

regal flame
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another reason on why this will help

worthy totem
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Honsetly as much as I love mani, it got fucked with some of the lanes

regal flame
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team 1 know where 4th point is while team 2 legit has no clue

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raas should be played like how team 2 is right now

dark flame
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Manic raas is borderline unplayable tbh

regal flame
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3rd cap should show where 4th point is not on the first one

dark flame
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Each successive cap should narrow down the possibilities, which is how the good raas lattices work

regal flame
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but team 1 still knows where 4th point is without even capping

dark flame
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This is literally what more than half of raas layers are like now

worthy totem
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It seems that the major issue is an imbalance of number of first points=this style of pseudo AAS. If one team has to use like 1 or 2 first points for like 4/5 lanes they have proper raas gameplay but when the other team has 5 first points for 5 lanes they get way more info

dark flame
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It's the worst on goose raas v1 where one team gets literally zero information from flag 1 & 2

worthy totem
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no, I remember some layers where it crossed, those were the worst

dark flame
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And the other team gets instant clarification because they have more flags...

regal flame
thick mauve
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SHUT THE YAP BRUH

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kekw for 3h lol

dark flame
regal flame
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bro whos this guy providing nothing to the convo

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we are having a civil converstation about raas bro

worthy totem
thick mauve
worthy totem
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Team 1 gets way more info from 1st point than team 2 does

regal flame
worthy totem
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And includes a puesdo aas lane on the upper lane

regal flame
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mutaha is another example about why raas should be like yk random not instant laned after like 1 point

thick mauve
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Ok. Sry for the small interruption 😔🙏

regal flame
worthy totem
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Like the North Orchard/Vineyard lane has like no cross over with any other lane

regal flame
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at this point i think raas just need a overhaul on lanes

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half of the lanes just make no sense

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on why it cant have multiple 4th points

worthy totem
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I wouldn't say a full overhaul, more so a to condense some extra lanes to be part of other lanes

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But also the lack of POIs in certain ares also play a big role in these issues

dark flame
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Yeah some of the maps are just a bit fucked in terms of lack of usable POIs

regal flame
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i mean theirs some invasion layers pois that arent in some raas lanes

dark flame
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Also a good bit of the problem is how they forced 7 flag on every layer

thick mauve
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Sometimes i hate how close points are on some maps.

dark flame
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they had to force the lattices to work off only existing objectives but in many cases there simply aren't enough POIs

regal flame
dark flame
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Not if the map doesn't actually have enough POIs to support 7 flags

regal flame
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do you have any idea on which ones?

worthy totem
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Going forward with any new maps/reworks, 7 should be the number since it strikes the best balance imo, but yeah it sucks for those that weren't designed with it in mind

dark flame
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Look at goose bay on the old squadlanes link vs the up to date one on squadmaps

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Goose bay was only designed with 5 or 6 flag lattices in mind so when they had to cram an extra point in there, it caused the fuckery with the 2 useless first flags for team 2

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The real fix for this issue would be to either just retain 6 flag goose bay or make more POIs

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but neither were done, they just duct-taped another flag in there and called it good

worthy totem
regal flame
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if they do what we are saying it will change raas hella and how it will be played which i kinda enjoy because it will bring something new

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new pois new lanes and randomness

dark flame
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100%, there was actually a mod that did that called Hawk's Layers Pack that was quite good

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but it's deprecated now

worthy totem
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I just wish that servers/modders could put together layer packs(using existing maps/pois in new lattices) without it being tagged as modded

astral whale
dark flame
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I think what they did with mutaha raas v2 is a good example of the right way to go about things, because they added a bunch of extra POIs for 3rd/4th flag that helped the lattice not be complete garbage

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Ofc there are still issues with that layer but it could have been substantially worse if they didn't add POIs

regal flame
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mutaha is just cooked when it comes to lanes if its v2

dark flame
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It's not small maps necessarily, it's just ones that have very spread out POIs with no good places to put objectives because it's just an empty field/forest

regal flame
dark flame
regal flame
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yeah exactly

worthy totem
dark flame
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some of the maps just only make sense if the lane clarifies early, which is fine, as long as the game explains that properly and there are still lots of midcap/3rd flag options

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which is why mut v2 is still good

regal flame
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that poi

worthy totem
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Of course its next to a road and buildings but still

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the actual poi is just a hill

regal flame
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my point for yeho on foothills its legit open with some rocks and bushes to hide in

dark flame
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Mogilovo foothills, literally just an open field on the side of a hill

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fucking cringe

worthy totem
regal flame
dark flame
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It's definitely a contender for worst capzone in the game

regal flame
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had matches where someone would cap it and then my team would cap it, your armor has to be locked in

dark flame
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outside of random TC hexes

faint dawn
hollow totem
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you cant randomize objectives
i mean you could, but then you can have situations like first objective is near main and second one is on other side of the map, the third one is again near main, etc etc

fallow tulip
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This post got some King BoH Energy wheres Dongie at on this one.

supple cloak
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Which army goes into battle without knowing where to fight?

fallow tulip
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? You want more Random RAAS? So you like matches that end in steamrolls, is that the point of this thread. More steamrolls?

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steamrolls = lopsided games unbalanced

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You want more randomness so you want more of that is what you're saying.

worthy totem
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There is a big difference between the random you are talking about and the more variable that the rest of us were talking about

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I don't mind the current system of rushing the mid area with most of the forces , so long as that mid area is decently spread out between at least 2 grid squares. My issue is when the lane has no variability/has no functional difference between the available midpoints for the lane(ie east vs west novo on yeho).

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Especially when there is a big imbalance between team info
Ie it's very variable from one teams pov while the other knows all of the points based from first point

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The whole slow build up/searching for the enemy thing isn't too important thing for me. It's mostly a matter of lack of info/imbalance of info thing that bothers me

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Well there are already two big ones, fog of war and the variability of the one layer. But yeah, owi needs to fix/rework insurgency and destruction since those would very much be much closer to what it seams you want

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IMO Raas is fine as just variable aas with fog of war. Some lanes just need some touch ups

fallow tulip
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Yeah the conclusion is you want more imbalanced matches got that part. Just not sure why you don't like fair fights.

tropic swan
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So many posts in here so maybe it's been said, but certainly should be obvious. The issue is that raas is not random at all.
Ideally there would be a ton of possible caps points/poi's, lets say 40-60 on a map like gorodok, for eg. The caps would be selected by logic that considers angular direction as well as distance in its calculations. This would allow very random selections that could still be set out in a mostly controlled manner, that players would have a very difficult time guessing. So, removing the lanes and relying on logic to drive the selection, at map load time, and only selecting each cap as it's required.

fallow tulip
# tropic swan So many posts in here so maybe it's been said, but certainly should be obvious. ...

RAAS is as random as one can expect a mode to be while still being balanced. Some maps could use with some more clusters but it's a tricky balance because a lot of maps are more or less dead space so saying alright these guys get a slightly more defensible compound and you guys get this section of open corn field have fun! Isn't really a great way to go about it. That's why we got cap point clusters and the system we got. They tried pure randomness it sucked. RAAS really at its core is just to provide more variety than default AAS which is does easily. It's just AAS where you don't play the same point every single round.

tropic swan
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If my post is comprehended correctly, "pure randomness" is clearly NOT what I suggest.
.
However, maybe they should just drop all pretence of fog. I mean it seems to me that most of the complaint is towards the hidden factor - peeps guessing the layout.
If the layout is, as currently, randomly selected from lanes/layouts, but is fully visible from the start, it would stop the anguish.

dark flame
fallow tulip
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Yeah fog off should be standard for sure

pine verge
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I just created a small mod (called "Nice AAS") that removes fog, has teams start with their first flag pre-capped, adds a small amount of ticket bleed for the second to last cap, and ends the round immediately if the last flag is capped.

Not that I expect anyone to play it, but I'd like a fogless RAAS game mode similar to this.