#More ICO tweaks please

1 messages · Page 2 of 1

formal oak
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But we can disagree, it's been a pleasant discussion, thank you for that.

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Good discussion is hard on Discord due to the short nature of the messages back and forth.

robust thistle
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No you can’t. We’ve all played games which lack most of squad’s ICO mechanics. In a game where there is no suppression mechanic and little to no weapons sway, the standard response for a player being shot at by a MG is simply to shoot back. Why? Because the game mechanics allow for that sort of behavior. Those games are more about FPS skill than they are about teamwork and tactics.

Squad is first and foremost a game about teamwork; it uses over exaggerated mechanics to encourage a certain style and mentality among players. ICO may not be fully figured out, but it is a primary reason why Squad is viewed differently from most other games.

formal oak
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Hard disagree. Squad is and has been viewed differently from other games since Alpha, ICO had nothing to do with it, and teamwork and tactics were greater right after alpha than they are now. Apologies I have to get back to other things, have a good one.

robust thistle
# formal oak Hard disagree. Squad is and has been viewed differently from other games since A...

The term ICO didn’t exist, but even from its origins with Project Reality, Squad was more focused on team-based play at the expense of FPS-oriented gameplay. The intent and design vision was always there.

And if you think teamwork is currently lacking in this game, find a better server or group to play with. The potential for teamwork is as high as it’s ever been, you’re just unlikely to reach that potential when playing with a bunch of randoms.

formal oak
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Played PR from .3 I think, POE (another BF mod before that), ran PR and Squad servers. There was an extreme level of teamwork where I played. The level of play has cratered across the board, but I suppose that's relative to personal experience. I'm not alone in that opinion, but it is just that, an opinion. Right, I'm done lol, glad you're still enjoying the game at least.

robust thistle
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I’m not alone. Thousands of people are enjoying the game. Player counts have gone up, not down, since ICO was implemented.

cloud bison
vocal orbit
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Dang its almost as if Squad is an amazing game and framework for communication and teamplay hidden underneath some poorly thought out gunplay changes. Im more interested in player retention than player count given how often sales have been happening and the downward trend of sale prices. Squad was like 15 bucks a couple weeks ago.

Hopefully i dont have to explain why driving off veterans and pumping the community with new players who dont stick around isnt healthy.

vale elbow
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just played a round, how is this still the state of the game

robust thistle
# cloud bison Clash of Clans has >50 million monthly active users, is clash of clans therefore...

Agreed that quantity does not necessarily quality. But Squad was and still is a niche game with a specific target audience in mind. If ICO truly was as bad as some players claim, you would expect to see a decline in player counts, not a jump. The game is first and foremost about teamwork; the FPS enjoyment was and still is secondary to the former. A good portion of the player base enjoys Squad because of the mechanics which emphasize the teamwork.

broken socket
# robust thistle Agreed that quantity does not necessarily quality. But Squad was and still is a...

Teamwork game already exists though homie. Hop on https://store.steampowered.com/app/505460/Foxhole/

Foxhole is a massively multiplayer game where thousands of players shape the outcome of a persistent online war that lasts for weeks. Players ARE the content in this sandbox war game. Every individual soldier is a player that contributes to the war effort through logistics, base building, reconnaissance, combat, and more.

Massively Multiplaye

Price

$29.99

Recommendations

39159

▶ Play video
cloud bison
robust thistle
broken socket
robust thistle
broken socket
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? The game is exactly what you're wanting to play though homeslice.

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Why push for something that already exists amigo.

sly crown
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If your argument that ICO good because player increase you're simply cherry picking

robust thistle
sly crown
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My point was to make it clear I'm not even trying to dog on the ICO. By most people's standards they would say I'm proICO. It's simply incorrect to say the growth is solely or even majorly due to ICO

robust thistle
# sly crown If your argument that ICO good because player increase you're simply cherry pick...

You and others are literally cherry-picking when you say that player growth after ICO was due to a whole bunch of unrelated factors. You're allowing your own bias and opinion to form a narrative. My point is simple: if a game has good mechanics and offers a good experience, people will continue to play it and new players will continue to join. ICO as imperfect as it initially was, didn't drive off players in aggregate, it drew in more.

sly crown
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I would say that the notion that it would "discourage sales" is also silly. Sales are often run when sales are stagnant. They move units.

sly crown
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It'd be just as wrong to say that ICO grew the game as much as it would be to say it didn't grow the game at all.

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None of us can measure that data, it doesn't exist.

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The one thing we can say is that it did not, in fact, kill the game.

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If you think ICO is solely responsible for the growth that occurred after the release of 6.0 you are simply going delulu my friend

robust thistle
sly crown
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Lots of long time players did absolutely stop playing after the release of ICO.

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What's your response to this phenomena?

cloud bison
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The game just needs to be better than the other available options to be popular in a niche

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Squad remained good in terms of comms, spawn system, teamwork mechanics outside of ICO so people kept playing

robust thistle
sly crown
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A significant amount is testified by the very people who left who said they did not enjoy the gameplay of ICO.

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You can find steam reviews corresponding to the release of 6.0 to back this

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"Buddy" I'm a kickstarter, I have played this game longer than you I know when it released

robust thistle
sly crown
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No shit, I'm not saying its easily quantifiable. My point is it happened and you pretend like it didn't.

robust thistle
sly crown
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Are you stupid? I just agreed it isn't quantifiable. That's the whole fucking point.

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You are attributing all this growth to ICO without being able to quantify it and yet you stubbornly sink your heels in and say I must quantify the thing I'm telling you is also unquantifiable?

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Come on now, take a step back and think about what you're saying.

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I promise you're not going to find anyone more charitable to the argument that ICO was a positive direction to the game than me

robust thistle
sly crown
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That's just blatantly incorrect to do

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Taking a note from your 'argument playbook', quantify it then

robust thistle
sly crown
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I don't think you understand what you're saying, unfortunately. Kind of just rambling.

robust thistle
sly crown
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That can't possibly quantify the growth that is due to ICO.

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What growth is specifically due to ICO?

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How many players were gained as a result? Come on, you can quantify it!

merry flame
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ICO stan vs ICO stan

robust thistle
sly crown
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Yeah he's literally being so argumentative over an indefensible point to someone who could not be more charitable to his argument

cloud bison
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The steamcharts as always are much more highly correlated with sales & major content releases not inbetween/mechanics/QOL patches

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The "ICO bump" people talk about didn't even happen til the fall sales a month after 6.0 dropped

merry flame
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When was it Aug of what year?

sly crown
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There are historic trends following releases, every major release brings in new daily active users for a period and they tail off to an extent. 6.0 release did the same.

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No spectacular growth resulted from 6.0 alone--very much in line with previous major updates.

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Additional growth occurred as aidan said following sales in I believe late october/november

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I would absolutely agree with the statement that "Some people came (back) to play specifically because of ICO"

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But it's completely incorrect to say "all the growth in this period is due to ico"

cloud bison
sly crown
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The argument that ICO killed the game is just as daft as the argument that it saved the game or something.

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It's just an update. Some people didn't like it, some did.

robust thistle
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The people on here are habitual complainers. The game has hit its highest peak player counts ever in the last year. Squad and its community is healthy and alive, despite their being ongoing optimization and tweaks. If you want to spend your time as a Squad community member talking about issues and problems, most of which are never going to change, have at it. Most of the community won't read these posts as they're too busy playing the game.

merry flame
sly crown
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Not sure what that has to do with anything

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Yeah there was maybe a month or two before the next major sale. The typical post-update player spike happened and was already starting to level out and decline by the time the fall sales hit.

merry flame
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Huge spike

sly crown
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That spike wasn't spectacularly different compared to previous major updates.

merry flame
robust thistle
merry flame
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And free weekends?

sly crown
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I nor anyone you're talking to right now has made the argument that the game is dead or that we are involuntarily playing the game

cloud bison
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So glad that this is the best the ICO extremists can offer

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Really helps their arguments

robust thistle
sly crown
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Nobody here disagrees with basic objective fact regarding the growth of the game. However your complete inexperience in this realm is showing compared to 3 people who have actually been tapped in since and before ICO.

robust thistle
merry flame
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He does

sly crown
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Probably plays more than you do.

robust thistle
sly crown
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That's not how logic works

sly crown
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Sledge, the game grew significantly in global audiences in a similar timespan to the release of ICO

robust thistle
# sly crown That's not how logic works

People tend to play games only if they enjoy playing them. You guys are bitter and like to talk about it. AA or group therapy might be a better venue for your frustations than this discord. No one really cares what is being said here.

sly crown
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Russia and Chinese playerbase exploded

edgy mantle
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Tbf a lot of the modded servers have severely reduced ICO like ge Galatic contention etc I assume they all went there

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I assume any anti ICO went there

sly crown
robust thistle
sly crown
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Those mods also exploded in growth after ICO.

edgy mantle
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In squad

sly crown
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Well, there are only a few of those and the GE author keeps trying to kill all the competition so idk about that

merry flame
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GE super popular RN

sly crown
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There are far, far more vanilla servers hosting a larger number of active players at any given time comparatively

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but GE definitely has a dedicated base, and at least some of them play specifically because of the ICO related changes

edgy mantle
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True more vanilla then modded servers

merry flame
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But modded holds a chunk deff

edgy mantle
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Looking at BM top server right now is a Russian one that is GE

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Then bloody bucket ge

merry flame
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12 popped GE servers on that list

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Server browser is dumb and will probs not show some

edgy mantle
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Then you have steel division and then supermodded servers

merry flame
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1.5 star wars

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Super mod maybe has 2

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Idk how people sleeep on it so hard

broken socket
merry flame
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SD has 4 popped

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Oh crap I am only looking at NA

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14 Moded/ GE servers popped that my browser decied to show

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4 SD

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1.5 star wars

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math

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1,800 playing modded that show in my browser at the moment

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Steam DB says 9k ish

robust thistle
merry flame
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Can we assume I missed RUS or Asia servers?

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How many people are playing there?

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So 1/4 of playerbase is currently playing without or no ICO

vocal orbit
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Half the server browser was ge until AFAIK that mod got dropped by most servers for pretty justifiable reasons

merry flame
vocal orbit
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Also not to necro a 20m old discussion, all the post ICO spikes were due to major sales

merry flame
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Also Modded is harder to seed so I am comparing Vannila which is hard to seed rn to modded which is impossible unless people show up for it

merry flame
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take a peep yourself

cloud bison
robust thistle
vocal orbit
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It was relatively flat until major sales and turk update. Less of a spike than prev updates the april prior

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Playercount really stagnated because of a lack of good content all summer, planm was bland and smurfy and vdv was pretty meh

robust thistle
merry flame
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Moday before

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After update

spice summit
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all this yap to get baited by a milsimmer gg kekw

merry flame
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These charts show no substantial change

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Can we look at this chart?

robust thistle
# merry flame

Player count now versus player count versus pre-ICO. Which is higher?

merry flame
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The modded GE community is larger

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Also

robust thistle
merry flame
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oh my bad 2K

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If you look at peak and after

merry flame
merry flame
robust thistle
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Pre-ICO

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Post ICO

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Player count delta is great than 1k. Players counts have gone up since ICO.

sly crown
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2-3k increase

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Again, this growth cannot be attributed to solely ICO.

robust thistle
sly crown
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Ok, and?

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Nobody here is arguing it decreased.

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The only thing people are trying to get through to you is that ICO isn't responsible for some explosive growth that saved the game. Just as much as it didn't kill the game.

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Some people left, some people came.

robust thistle
sly crown
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That's not incorrect either

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Mods absolutely grew in popularity after the release of ICO for those who wanted to maintain the older mechanics.

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Growth in Russia and China absolutely did help keep the game popular.

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For some people ICO really did ruin their experience.

robust thistle
sly crown
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What's the problem?

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It's observable fact that mods grew in size as did global audience

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The only subjective statement there was that ICO ruined it for them, which like who are you to deny them that opinion?

sly crown
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ICO was a divisive update, some long time veteran players left, some players returned, and new players joined the ranks. Pretending that it was all bunnies and rainbows is just as dumb as to say it was doom and gloom.

robust thistle
sly crown
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At the end of the day it's just another game update. People have left from previous updates and they'll leave for future updates too. Just as much as some people will come back or join after certain updates.

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UE5 release? Gonna lose some people with outdated hardware or that lose FPS, gonna gain some people who are excited for the new visuals.

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None of them are silver bullets to success or failure. It's all cumulative.

merry flame
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Who knows maybe the driving will be less fun too

sly crown
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🤷🏻‍♂️ I like the driving more overall but we will lose some tokyo drifting which while unrealistic was fun

merry flame
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Reduce all the good game mechanics to the comms and spawn system

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This message was sponsored by the doom and goom chat

vocal orbit
sly crown
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I don’t think that debunks vocal minority at all lol

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Vets with 1k+ hrs are the minority and most invested in the game.

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I don’t think it’s wrong at all to say the average squad player barely understands or cares

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Most of them are drunk playing music on voip by putting their phone speaker up to the mic while backcapping

vocal orbit
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Sure but if you have a high turnover rate of new players who mostly go to ge, sd or, gc thats no indication that the vocal minority thing is true either

merry flame
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Like without SLs that understand the game its just walking sim

robust thistle
sly crown
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Vocal minority isn’t necessarily some super own in the marketplace of ideas. It’s true that few people are as experienced and invested

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It’d be like saying counterstrike pros are the vocal minority that are unhappy with the CS2 changes and should just suck it up

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Of course they’re a minority, but they are also more acutely aware of how these things affect gameplay at that level compared to the avg gold nova player

broken socket
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Why are we so caught up in majoritys and minoritys tho. The majority of INS players don't main the Mosin because they're wrong. All that really matters is BoH or not. Have you tried Foxhole Sledge? Or are you just ehvying out your ass here?

sly crown
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Bill we all know he boh

vocal orbit
sly crown
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Some people are insanely stubborn

robust thistle
sly crown
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When the foundation of your opinions and arguments rely on flawed logic yea

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Again you argue with me like I’m not on your side regarding ICO lol

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I like ICO overall just realistic about its shortcomings and what would make it even better

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I’m just not delusional to attribute a year of growth to ICO alone or even primarily

robust thistle
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I like how this narrative has evolved so eloquently in just a few lines of text.
We started with: ICO is horrible and the game didn't grow after ICO.
And from there we went to: Fine, it grew after ICO, but only by 1k players.
Okay it grew by more than 1k players, but most of the players play GE exclusively.
Okay GE mod doesn't account for the majority of players, but....

sly crown
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You should look into farming. You’re great at setting up strawmen

robust thistle
sly crown
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Nobody has made any of those arguments lmao

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You're arguing with schizophrenic hallucinations, not anyone here

robust thistle
sly crown
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No, you're high as a kite fighting ghosts.

vocal orbit
sly crown
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Here are some statements I think anyone reasonable here can agree with:

  • ICO was divisive. Some people really did not enjoy the changes. Some people did.
  • Some of the people who did not enjoy the changes were players with significant investment in the game (1k+ game hours) which lead to a "brain drain" effect on the community due to the loss of mentors.
  • ICO did not staggeringly change popularity of Squad in any particular direction
  • Many sales and updates since have also contributed to growth; it is difficult to segment how much of growth is from what sources; cumulatively, Squad has grown, but ICO did not contribute to this growth proportionally more than any other major update, and sales have a demonstrably larger effect on growth than updates do.
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Also, it's hard to get specific numbers on this because Steam doesn't publish regional user counts, but as NA server admins we have observed a loss in the scale of this region's playerbase while also noting many new RU and CN servers and population growth.

robust thistle
sly crown
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OK, tell me where you think I've gone wrong

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No, please tell me in your words which bullet points you disagree with, please.

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Let's work this out so I can better understand where you're coming from.

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There's an easy way to solve your inability to post what you're trying to post. But I'm not interested in solving it because I can't have you just rely on links to other posts. Just tell me what you disagree with and I'll help you fix your posts.

robust thistle
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Numbers went up drastically since ICO. The popularity of the game has changed in one direction. ICO was and still is an underlying factor

sly crown
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So can we agree just for simplicity's sake that Squad has grown 3k average active users since ICO?

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The highlighted segment here is the growth period coinciding with the release of ICO, 6.0, on September 27th.
All I want you to note here is the scale of this spike growth compared to the spikes further along.

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Do you think it's unreasonable to say that there were growth periods after ICO that were larger than the release of ICO?

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For additional context, here's the release of 5.0 (June 21st 2023) and 7.0 (Dec 12th 2023)
Just eyeballing it, do you think that ICO's growth was proportionally larger than the two major updates surrounding it's release?

merry flame
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Oh this guy most be those AI that are in the new Discord TOS

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The AI cant use the images yet

sly crown
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Here's how to fix your inability to post links since you at least typed a single sentence of your own words.
Go to #rules-and-roles and get the link posting role by clicking the corresponding button.

broken socket
sly crown
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I would estimate 5.0 as having grown peak users from ~14.5-16k to 18.5k; Free Weekend occurred right before this release so tough to narrow exactly how many users diff. But somewhere between a 2.5-4k growth
6.0 from ~14.2k to 17.8k, 3.6k growth.
7.0 from 15.2k to 18.7k, 3.5k growth.

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Frankly, ICO's contribution to the user count is very much in line with most of the major updates. Historical trends can be observed in Squad's user activity history that indicate the largest effects on the size of the playerbase are free weekends (which fall off rapidly the following period as most won't convert to sales), followed by sales.

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Major updates have a fairly predictable growth pattern that does absolutely bring in some players especially returning ones, but Sales have a much larger effect on the playerbase and take a good deal longer to fall off.

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Again, I like ICO (though I don't think it was or even now is perfect), but the idea that 6.0 was some god given update that skyrocketed Squad's popularity is simply not true and I'm not sure where you get this idea.

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It's just another update. Some people didn't like it, some people did. One thing that I think is important to note is the second point. There's a real argument to be made that even if ICO has contributed to popularity significantly that in the short term it harmed the playerbase as the average player shifted towards less experienced as more experienced players left and many more new players bought the game. A lot of us believe this game shines at it's brightest in experienced play, that silly "teamwork" thing the devs keep talking about being important, and that there was a noticable decline in the quality of matches after this period. Even if we were to say ICO is fundamentally better and the playerbase larger, the loss of experience in the community has a notable effect.

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Some people lost the game they enjoyed playing, and didn't really get a say in it. I think that's reasonable to have some sympathy for, at least.

merry flame
sly crown
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I think there's an argument that it made the average player rely on their teammates more because they were less capable of getting kills on their own. Some people would call this teamwork, and on some level that's true, but I think it's not a very compelling form of teamwork. It doesn't require very much coordination, merely traveling together, and there was already an advantage in numbers preICO. It's also very small scale teamwork when we're talking about a game that wants 50 players per team.

The strategy layer was largely unaffected by ICO. No changes really affected Logistics, Radios, HABs, or Rallies. The largest issues with teamwork in Squad are getting all of these 50 people united on one goal, and I wouldn't say that ICO moved the needle at all on this, and worse alienated an experienced group of the playerbase that did have a greater understanding of the larger strategy. I think that the loss of veterans contributing to lowered teamwork on average is a strong argument.

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I think Offworld's messaging around the ICO was really the worst part of it. They spoke of it with lofty goals and nonspecific means of getting there. They definitely represented it as some huge shift in teamwork that I don't think panned out the way they thought.

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I think it's fair to say that ICO

  • Slowed down the pace of the game with direct nerfs to infantry movespeed, stamina use and regen speed.
  • Made people on average less accurate, extending the length of firefights
  • Encouraged people to fire more rounds in firefights for the suppression effect, both extending and increasing activity during firefights.

I don't think these are inherently bad changes, but I can agree that it made some aspects of the game laborious and had some quirky results in gunplay.

lost kindle
long plover
tranquil basin
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It didn't I see 100s of marksmen everyday solo transport trucks into nowhere. It has infact increased.

broken socket
tranquil basin
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ICO rewards stationary gameplay, unless you are a knife main.

merry flame
burnt flint
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A properly set up mg with a good player was deadly pre ICO, punished sloppy movement and bad aim. Now mgs merely blur my screen.. they are useless

pliant forge
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the most fun squad has ever been was ICO initial release. Anyone who disagrees is mad, bad, and sad

sly crown
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It was an exciting time, but each subsequent patch has improved upon it.

lost kindle
cloud bison
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Half the vet players are hiding and the other half are so diluted down they're barely noticeable

maiden nova
# pliant forge the most fun squad has ever been was ICO initial release. Anyone who disagrees i...

I am sorry but the most fun i had in squad was when there were no big big vics just apcs. Inf squads could kill all vics without needing to many rockets from normal lat. The teamwork and generaly vibe was better. People actually trying to play and not just play giga slow most of the time. The gunplay being not to arcady but not as complete wonkie as now. Maps actually being somewhat balanced nowadays alot of map layouts and the voting make for some really unbalanced layers. Or the lack of maps in rotations because just a certain amount of maps are being played. Nowadays the average Knwoledge of a blueberry is way lower then ever even before the sales. All these things paired with a gun system that is wonkie and some optics like the susat and insurgent ak optic and milita ak optic that gives you kinda the same gunplay as preICO because for some reason its complete different atleast for me.

burnt flint
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squad was peak pre vics ...

vale elbow
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simpler was better

robust swallow
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Just imagine how many players in squad are actually WarThunder players 🫠

pliant forge
sly crown
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What specific changes do you think made it worse, exactly?

pliant forge
sly crown
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There was definitely a significant portion, but almost entirely is not correct. Lots of people saw the kickstarter and the early access steam release.

pliant forge
sly crown
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Do you consider yourself, then, someone smart who can hit things?

pliant forge
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I could hit things when ICO came out, many could not

sly crown
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Can I ask what mode and kit you most commonly play?

pliant forge
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Invasion and raas and medic, although I play a lot less now because they made it too easy to shoot again to please the stupid people

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The only problem I had with ICO release is that MGs on a bipod should have been stronger. Rifles were in a beautiful place

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I played squad almost every day during initial ICO release for all those months

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It was the most I played squad since the pre vehicles days

vale elbow
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@broken socket we've got a foxhole player

sly crown
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Not to stereotype, but if invasion is your most played mode you're dealing with a lot of static fights where you're being less effected by stamina effects.

pliant forge
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Stamina is just a basic competency check lol

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One of many mechanics that made it so stupid people couldn't hit anything

sly crown
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I wouldn't agree with that primarily on the basis that there was very little instruction to players. Unless you were frequenting community discussions you probably wouldn't have been really aware of how stamina works.

pliant forge
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75% will drain their stamina for zero reason because they forgot to use the brain tissues. Just keep your stamina between 80-100% always except for major emergencies and it's so easy

pliant forge
cloud bison
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except it wasn't? the stability penalty from literally just walking was 90% of the issue with earlier ICO builds

sly crown
pliant forge
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I had no problems hitting targets in ICO launch build

pliant forge
sly crown
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I'm not anti-ICO.

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I like it, I just think it also had (and has) sizable flaws

cloud bison
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balanced opinions are not accepted here

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extremists only

pliant forge
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The worst parts of the game are unrelated to ICO imo

sly crown
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Oh, I've always been labeled an offworld glazer by morans

vale elbow
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this has to be rage bait

sly crown
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I checked his profile out of curiosity and he did have like a 2.0 K/D

pliant forge
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The way they handled spawn ammo is a bad mechanic they should have never done that

sly crown
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My concern is that particularly when considering invasion that's not necessarily impressive on it's own

pliant forge
sly crown
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Well that's just a funny joke

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your stats are public

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I don't doubt you were able to be effective, it's not a bad K/D, but that's not the only thing that makes an effective squad player is all.

pliant forge
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You can draw a diagram of when squad was most fun and the peaks are pre-vehicles and like the first month of ICO

pliant forge
sly crown
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lol

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They're bringing back the carbine in UE5

robust swallow
pliant forge
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I will try the game with significant time when UE5 comes out maybe

sly crown
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I'm not trying to knock it.

pliant forge
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The current tweak of ICO is not actually that bad I'm mostly trolling, but I do think it was more fun originally. My actual biggest issues with the game are everything around vehicles and the supply system

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Not to be a PR elitist but PR has the perfect system for the relationship between spawning and supplies

sly crown
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I played since 0.4 so I get it

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I remember the same chaos and as divisive 0.8 deviation update lol, the original ICO

pliant forge
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You always spawn with full ammo, but you can only spawn with basic kits. And special kits like engineer, hat, sniper you have to spend fob supplies to pick up after you spawn

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So much better than what squad did

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It means that you can play still play the game if your front line has no supply, you will just not be able to use any specialist kits

pliant forge
long plover
pliant forge
#

Also attackers can destroy supplies because they are physically in the game which is cool

#

If you see where their supply pile is you can have the jet pilot try to strafe it or bomb it

cloud bison
#

because that's the practical implication of what you're asking for

pliant forge
#

oh your talking about PR lol

#

I started playing 0.96

sly crown
#

Yes PR. 0.8 radically increased the deviation of weapons and introduced the stability pips we now see in Squad after ICO

sly crown
broken socket
#

I like how in PiratePengus world. Getting reemed by Armor you can do nothing about is playing the game normally and nbd.

pliant forge
sly crown
#

hot take vehicle balance is great except that layouts get fucking 4 ifvs

#

if we were talking like 1-2 IFVs then it'd be fine

#

replace em with more light vics and apcs

broken socket
pliant forge
#

I mean when ICO went to live build, not the playtests they were kind of buggy

broken socket
#

so what was good about the first live build

lost kindle
long plover
#

Like, 3 LATs or 1 HAT on IFV to make it burn, 5 LATs or HAT+LAT on MBT to make it burn
1 LAT on MRAP for 70% dmg so 2nd destroys it

#

But each vehicle with faster respawn timer (5-7 mins, not 10-15)

next frost
long plover
next frost
#

and vehicle gameplay is more demanding than AT gameplay. The people who actually use vics effectively dont just drive around the map, they have hundreds of hours of game experience to enable them to be that effective. The average IFV squad has only like 15 kills and killed 2-3 vics max.

long plover
next frost
#

I agree that LATs should be stronger, but the current balance, especially with the UE5 tweaks work.

long plover
#

If you have HAT - it's fine. But vic HP + HE damage and suppression + ammount of carried and spare LATs make it feel bad dor infantry squad as a whole.

Maybe AT has it easier as a single player, but for inf squad it's much harder than for vehicle squad.

#

I'd even say that right now squad meta is heavly favoring vehicles

next frost
#

I agree tho that it would be worth a try to buff LAT damage so that it takes one less hit to kill 1000/1250 hp vics, and reduce the HP of NATO IFVs to 1250 as well.

#

The wheeled APC/IFV meta to CQB with enemy inf is just stupid imo, this vics should be more fragile.

sly crown
#

Easily solved problem

frosty gull
# sly crown Easily solved problem

I agree the process is "easy" in the sense that it is straight forward. But I think the effort required to pull it off is out of line with the payoff, and it isn't particularly fun on either end.

sly crown
#

When there's another full health one, or two, around the corner, you're right. Otherwise, it's extremely simple for any SL to organize.

frosty gull
#

Basically 2 - 5 guys have to commit to a specific course of action, with multiple moving pieces to kill a vic that costs 10 tickets and comes back in 10 minutes.

sly crown
#

Worth it every time

frosty gull
#

I don't think it is complicated, I think it becomes arduous when you have to do it for basically every armored vehicle in the game, with the possibility of it becoming very difficult if they're good.

#

LATs really should be more "anti-tank" and less "light" if almost every subfaction is going to putting out 6 - 10 armored vehicles.

lost kindle
frosty gull
#

Unless you pick certain subfactions that get more.

lost kindle
frosty gull
#

(They get more for a reason.)

lost kindle
#

Just 2 people, hat and rifleman= 2 hat shots

frosty gull
sly crown
#

If I had the magic Offworld wand my wish would be to remove an IFV from every unit and replace it with an APC or light vic

lost kindle
#

If you play non-public - there's no problem

frosty gull
# sly crown .

I don't think it is just IFVs that are the problem. IFVs stand out because, like you said, some subfactions get a lot of them, but the super-tanky APCs are awful about it as well, or even factions having huge numbers of junk vics that you have to constantly kill, that are in constant rotation.

sly crown
#

The threat of a "super tanky APC" is not nearly as frustrating

lost kindle
#

Lav should have less hp, no discuss there

#

Also brdm either

sly crown
#

IFVs are the problem not because the number but because of the sheer fighting power they bring particularly with HE rounds and coax.

lost kindle
#

Other vehicles have balanced hp and firepower conditions

sly crown
#

Tanks are "top of the food chain" but actually kind of shit

#

IFVs are by far the strongest asset most teams have access to and they get them in insane numbers

lost kindle
#

Tanks literally don't live more than a 10 minutes in avg pub

#

So 15 min cooldown help to save tickets as much as possible

frosty gull
sly crown
#

Shit I know it, but AAVP is less impactful than a LAV in almost every way.

#

Boxer is like one of the only ones that's actually notable (and partially because the Warrior is absolute dogshit)

frosty gull
#

Boxer?

sly crown
#

brit tracked

#

fv432?

frosty gull
#

Yeah, that is the other one I'm thinking about.

#

BUlldog

lost kindle
#

Or bulldog

sly crown
#

oh yea bulldog mb

lost kindle
#

I don't think lats should have more damage. Will be more optimal to balance vics hps or remake vics dmg system

#

And make lat stab time like it's not a joke

tranquil basin
#

It takes alot of lat shots to kill a tank. I soloed a tank once with rpg7 it took me 18 shots to kill it shooting in the back. This was a long time ago not sure how many lat shots it takes to kill a tank these days. It is however possible to shoot of the tracks and call in airstrike.

broken socket
#

Whether or not you're someone who deepthroats the current lat damage values. LATs objectively aren't even ammo efficient most of the time against light armor. Bare minimum a light anti tank kit should cost less ammo to destroy an APC then the alternative or you overload hat workflow.

tranquil basin
#

If they lower the health HATs will probably become too powerful? I think lat damage should be adjusted to make the kit more rewarding. At the moment I only use it for infantry instead of wasting rockets on vics.

long plover
# sly crown 2 LAT, Riflemen, rally on edge of FOB radius with ammo crate, or rally with ligh...

Sadly no. Because for even softest ifvs you need at least 4 hits to destroy, while at guys have 1 shot before rearm. Ifv sprays in general derection of very noticable white smoke with HE and boom - one of your ATs is down.
If anything goes not ideal for infantry - ifv disengages, or just yolos into you, destroying your rearm vehicle, your infantry and your rally.

Again, then plan and idea might be straight forward, but the execution should be flawless. Which is a huge gap between vehicle gameplay and possible mistakes allowed

tranquil basin
#

Waiting for rocket launchers to stabilize takes too long these days too. I feel most bad for AR and LMG players though.

broken socket
#

Pro ico stans trying to copium explain why machine guns are actually good still despite having no upsides is my favorite type of pasta

long plover
broken socket
#

When did MG suppression get nerfed

tranquil basin
next frost
broken socket
#

Well he is German so he does love his Panzers that said he's also a known BoH so it's 50/50 whether his takes are bad here because he's an armor player or because he's just Bohing it up

sly crown
broken socket
#

you misread I said there was a 50% chance his bad take here was just because he an armor main and the other 50% chance was because he's Der Shredder

sly crown
frosty gull
sly crown
#

I don’t think dumbing down AT gameplay is necessary or a good direction

#

AT is a role that has skill expression that is worth preserving. Dumbing it down by making them do more raw damage may “balance” the interaction with vehicles but really guts the interesting part of AT.

#

There are certainly good reasons to still give them quality of life adjustments, like reducing the time to stabilize in ideal conditions (full hp, stamina, unsuppressed). This would particularly effect ranged shots, as short range shots can be made via intuitive aim or snapping with front sight, whereas ranged shots often require not only more stable sights but also careful ranging which will delay firing time as is.

#

Being able to more effectively engage vehicles at range will be helpful particularly with the increased ranges UE5 will have.

frosty gull
#

I'm not asking for HAT-type damage, only enough that "lighter" armored vehicles don't require a full orchestra and writ of mandamus to kill.

I don't think being as tanky as they are is particularly desirable, because that's most of the what allows them to intrude on MBTs' domain. IFVs (and the tankier APCs) being hard to kill, makes the distinction between them and full on tanks narrow enough that their weapons will often put them ahead of them in terms of value.

sly crown
#

I don't think that's a good idea, though. It makes all vehicles more vulnerable.

#

I think that finer adjustments would create a much better balance overall rather than trying to hammer out the problems with a flat damage increase.

broken socket
#

I mean you can make vehicles as vulnerable as you want them, you don't just have to up the damage flat out on the launcher itself. You could tweak heat, make a new damage type be a tryhard, probably just tuning HEAT to be slightly better for lighter vehicles wouldn't cause too many problems. The only other heavy hitter that shoots heat are tank rounds, which people also complain about not dealing with light armor very good at SPG-9

#

hypothetically we make heat enough to tip BTRs to say 4 hits to 3 like olden days. so we need 960 x (X) to equal at least 333. So for BTRs that'd be a change from 0.25 to 0.34. This changes tank heat rounds to 714 which doesn't change breakpoints, and changes SPG-9 to 646 also not changing breakpoints

frosty gull
# sly crown I don't think that's a good idea, though. It makes _all_ vehicles more vulnerabl...

I don't think the increased vulnerability would change things very much for things like tanks or the heavy IFVs. Reducing the number of LAT hits to kill them from 45 to 36 (or whatever the number is) would be a big change in the mathematical sense, but how often are vehicles like that actually being chipped to death by LATs? In terms of gameplay the relationship would probably still be "LAT tracks tank and something else kills it."

sly crown
#

My point is the opposite: the effects it would have on light vehicles.

broken socket
#

At the same thing you could rebalance ammo costs to a lower value making HEAT rounds more economically viable for dealing with Light Armor to further encoruage their use. if HATs cost nearly the same and take less time people will just use hat

sly crown
#

Targeted damage balance changes like Bill's stating are... understandable, but I think kind of boring.

#

Not necessarily bad, but just not very interesting.

frosty gull
sly crown
#

I do not think that trucks and MRAPs should be more vulnerable to LAT.

#

Engined in one, killed in two.

#

I should clarify though, I don't think the vehicle itself should be more vulnerable. I don't necessarily think that HEAT performance against crew in light vics is the best

broken socket
#

thats fair since it's the only things LAT can actually kill xd

sly crown
unkempt kayak
#

Bring back leaning with lats and hats but reduce the amount of lean.

frosty gull
# sly crown Engined in one, killed in two.

I don't think the threshold should necessarily change, but I'd prefer if one hit got them just in to burning threshold with a second needed to secure a kill outright. Right now they burn after 2 shots, but if you miss the engine they're unaffected by the first hit except the HP damage.

I think making infantry AT play more deliberate, with a focus on predicting and preparing is fine, but when even light vehicles can just YOLO through a LAT that is doing all those things it feels pointless.

sly crown
#

These weapons aren't that strong irl.

#

Here's something we might be able to agree on, though--I think that damage to occupants could be better.

#

If you hit the front cab of a transport/logistics truck, that should give the driver a very bad day

#

Same for MRAP cabins. A shrapnel/spalling effect that can more reliably injure and incapacitate could help the AT feel more effective without altering the damage/hp calculation

#

I don't think though that hitting the truck cab or the engine should set the vehicle on fire and potentially explode all the other occupants, that's just a no go for me.

frosty gull
sly crown
#

I mean I’d certainly prefer if they could, I don’t know, trace a few rays in a cone shape on impact within the vehicle and deal damage that way.

#

I actually have various ideas on things that I think could be tweaked that I can try to expand on later

frosty gull
#

But yeah it might feel better if passengers were affected by the attack. Right now, dealing with light vics feels almost pointless. It'd be fine if AT gameplay was super casual low-floor low-ceiling gameplay, but making it relatively high effort, and somewhat more difficult than normal gameplay means that the payoff doesn't match what you're putting in.

sly crown
#

I think there are better ways to solve the problem than dumbing it down

frosty gull
#

I think that putting light vehicles into burning with one shot wouldn't change a lot as long as long as the occupants don't panic, and jump out, and drive off to repair. Right now the second shot takes them deep enough into burning that they don't actually have time switch kits and repair, but if one shot took them just into threshold.

sly crown
#

I do not think that making light vics more vulnerable is a good change at all

#

Like, 2 LAT ambush is still a thing and now it would instakill a full logi

frosty gull
#

I think it already does.

#

Or something very close to it.

sly crown
#

It still allows dismounts

#

Just as you said, they can continue driving and dismount shortly

#

But in your world it makes this kind of movement even more vulnerable—now it only takes a single LAT to do this ambush

#

Very bad not good idea

vocal orbit
#

all you need to do to rebalance lats is just bring back the general feel of 5.2 aiming. damage is fine, ammo count is fine, just need to not have to take a 30 second nap before shooting when chasing down armor. less missed shots, more damage done, less ammo used no need to fix more stuff that isnt broke

sly crown
#

Aiming is not the only thing wrong with the current vic-at balance.

frosty gull
sly crown
#

I'd actually argue that ammo count is not fine, and one of the more interesting aspects that could be adjusted.

vocal orbit
#

the only thing id change about ammo count is make the rifleman bag capacity and at rounds all divisible by the same amount but thats just qol annoyance

vocal orbit
# frosty gull The problem isn't the aim time.

it is. having to run to get an angle, then having to wait for stam on top of the completely unchanged from 6.0 sway, then having the added noodliness of armor's he/50 suppression is a huge nerf to inf at.

lucid pivot
#

I think the suppression is a way bigger issue compared to sway at least when it comes to AT.

frosty gull
#

Oh yeah factions with no HATs (or greatly restricted access to HATs).

vocal orbit
frosty gull
#

That isn't the most impactful change by far.
For me the bigger "nerf" was that emplaced ATGMs became marginally worse at medium-long range, and much worse at short ranges. There is a much bigger range band for them to play in to get inside the effective range of an ATGM now, and you aren't assured hits at range either.

#

For someoen else getting A-town stomped by 4x LAVs or 3x BMPs is their salt mine.

vocal orbit
#

yea the atgm changes were annoying, but atgms arent the only tool inf has, and it isnt doing most the armor killing either. hand held at is far more impactful than atgms. Though atgms are certainly important. just not to the same degree

frosty gull
#

They aren't the only toll infantry has but the changes have holistic effects.

lucid pivot
vocal orbit
#

@frosty gull im not arguing with you that the atgm changes were bad, im not saying they didnt have any effect. my point is that at kits being nerfed has a greater impact than atgms. Between the two changes and mg kits being pointless talil is insufferable to play on as inf

sly crown
#

I think that giving most LATs a second round would be good for a number of reasons.

First: It's realistic. While it's technically accurate, for example in US doctrine, for an infantry squad to have two rifleman each carrying one launcher, that's not always the case; if a mission demands it, a squad may bring additional anti-tank equipment. There are handfuls of examples of US soldiers carrying two M72 LAWs. Similarly, it's not necessarily the case for foreign militaries; from what I understand of the Russian military they'll commonly have an RPG carrying 2 rockets with an assistant carrying 3 additional. These launchers are not excessively heavy: the M72 weighing 8lb loaded; the RPG-26, 6.5lb, the RPG-7 launcher around 14lb with the PG-7VL modern HEAT round weighing under 6lb. It would be reasonable to carry multiple when the situation demands. We even see it done in-game, with the LAT kits for TLF, MEI, and IMF, as well as one of two kits for each of VDV and WPMC.

Second: It will alleviate the logistical demand of anti-tank weapons on the squad. While a single Rifleman may technically carry up to 3 LATs worth of ammo, they are actually competing with the Rally Point, an asset both more expensive and more powerful than a LAT. I'd say it's common for a squad to have 0-2 riflemen, and to consider half of their ammo bag (50 pts) reserved for the rally. When considering only the ammo leftover, that's really just 1 LAT round per rifleman carried. With APCs/IFVs taking around 4 hits to destroy, this can take literally all of the squad's anti-tank load to deal with, leaving you completely vulnerable should you find yourself under attack by even a Light Vehicle with RWS.

#

Third: It will make more squad loadouts more viable. There are few cases where you would want to go without 2x LAT in your squad right now, with the threat of vehicles being so high. IMO, the ideal squad loadout is the same almost every game: 2x Medic, 2x LAT, 2x Rifleman with 2 flex slots for HAT/CE or Grenadier/AR/MM. This change would reduce the demand of both the LAT and Rifleman kits allowing you to flex them for other options without completely hamstringing your ability to deal with enemy vehicles. It increases the flexibility of squad loadouts without increasing the number of headaches Open SLs have to deal with.

And last, it'll allow for more follow-up shots, which I think is particularly important both for new players and for shots made at range. Obviously new players miss more often, so giving them another shot doesn't linearly increase their power when they do hit, but does give them the opportunity to make up for a miss at a critical time. Additionally, the reliability of the first shot in many cases is not high, even for experienced players, especially at range. By giving an additional shot to LATs, you give them an opportunity to properly adjust their aim and land their second shot more reliably.

#

automod hates long msg.

frosty gull
#

"These launchers are not excessively heavy: the M72 weighing 8lb loaded; the RPG-26, 6.5lb, the RPG-7 launcher around 14lb with the PG-7VL modern HEAT round weighing under 6lb."

I don't disagree with any of that but...
8lbs on top of your existing load is fucking brutal man lmao

vocal orbit
sly crown
#

We don’t have selective kits/weight simulation so we’re obviously fudging things a bit with this being universally applied but I think in practice it’s not all that noticeable.

vocal orbit
sly crown
#

I think it is a genuinely VERY slept on, very beneficial change

frosty gull
#

Yeah, it is done.
Only issue I can think of is that a lot of those LATs with 2 rounds got them for other balance reasons.
Like MEI and IMF have them because a lot of their other kits are comparably worse than BLUFOR/REDFOR counterparts.

sly crown
#

I don’t disagree, and I’d definitely want to give more thought about how they are balanced in consideration to this—but I don’t personally think it should be a blocker for this change.

#

There’s also a possibility that this could be considered as a specific tweak for some matchups. Just like IRL loadouts vary per mission, it would make sense for conventional forces to bring less AT against non-armor forces, whether that be just MEI/IMF, or maybe even conventional units like AA, LI, etc

#

But I don’t think this is strictly necessary as LATs aren’t that much more powerful with this change when considering matchups where there actually isn’t much armor

#

The AT4 is an exception worth mentioning as well because it would be actually pretty impractical to carry two, and I think a damage adjustment could be warranted. Particularly because it’s actually supposed to be a disposable Carl Gustav launcher (A T 4, eighty four, 84mm, get it) but meanwhile the Carl Gustavs in game are HATs that are twice as effective.

#

Also also, Rifleman IRL are the ones carrying the anti-tank launchers to begin with. Kinda weird that we made that into two roles to begin with.

#

(Hot Take: Kill the ammo bag. Make kits more self-sufficient. People already don't want to play rifleman, and every kit is justified based on it's utility compared to the best item in the game.)

#

(This is still bad because irl squads still have 2 rifleman FTLs whereas this would just mean more people take SAWs and Marksmeme)

lost kindle
sly crown
#

I mean, if anything that's closer to what Squad is trying to depict compared to the US mil.

lost kindle
sly crown
#

Yes, but there is no such "rifleman" and "anti-tank" role. It's one person. The rifleman is who carries the AT.

#

See the asterisk for rifleman

#

Whereas the russian setup, with 1 gunner carrying the RPG-7 and 2 rounds, and the assistant carrying 3 rounds in reserve.

lost kindle
sly crown
lost kindle
#

Xd

sly crown
#

Yeah. Weird for disposable launchers, though!

lost kindle
#

Also it pretends more teamwork. You just can't shoot at many times by yourself if it's no ammo crates near

robust swallow
#

Remind me what this thread was about fokke_nude

#

Oh I see ICO 😭

robust swallow
# sly crown

It’s for 2023 did anything change for 2024-25?

sly crown
#

Don't think so.

#

Has been pretty static for many years now

frosty gull
frosty gull
#

The only difference is the Russian disposable LAT being better than the US one. They took away the AT-4 one-shotting helis.

sly crown
#

Rifle Squad is using LAW/AT4, just assigned to bog standard riflemen

sly crown
frosty gull
#

It's a direct copy, lol

#

except I think the Russians used a larger warhead or redesigned it for more penetration.

#

Like they did with the AT4, the actual blast was deliberately widened to have better through armor effects at the cost of penetration. Which was done because it was becoming very unlikely to penetrate a tank's front armor while the side and rear armor of Soviet tanks is exceptionally thin.

sly crown
#

I meant in game, but yeah. I think the only difference in game is higher pen.

sly crown
#

Somewhat interestingly, USMC Rifle Squads are actually planned to have just 1 M3 MAAWS each (with the Weapons Squad attachment operating Javelins)

broken socket
#

I think the funniest OWIism of all time is definitely having two different kit choices, but usually just having one be straight up worse. OWI out here like "YOU GOT THE DUD!" only recentlly adding side options for based factions like MIL. The cherry on top being it thematically and game balance wise makes sense for a kit like LAT that has the LAW choice, a worse LAT, to get two LATs because that's literally what they were designed for, and you get either 1 good LAT and some Opdicks or 2 less good LATs, somewhat more of a choice.

long plover
long plover
next frost
#

It would be better to increase LAT damage instead of giving every LAT a ridiculous amount of them.

sly crown
#

No it would not as discussed prior

#

Bad suggest

next frost
#

okay nvvy being a clown again

sly crown
#

Look it ain’t my fault you both had a bad take and didn’t read

#

Increasing damage has knock on effects that are bad

next frost
#

I am not even finished writing, and you already start being toxic

sly crown
#

Tawksik

#

Sorry disagreeing is toxic I’ll keep that in mind

next frost
#

Its not that you disagree, its how you express yourself

sly crown
#

Okay, cry about it ig. There’s nothing ridiculous about carrying 2 LAWs its already in game

#

Bad suggestion is bad, sorry buckaroo

next frost
#

So anyway, carrying additional LATs is already presented ingame by the rifleman which provides 3! additional LATs

sly crown
#

If you could read what you’re replying to you would know this is addressed

next frost
#

I am not even replying to you lol

sly crown
#

You literally are

#

I brought it up, the post is above

#

Whether you realize it or not you are joining halfway thru the discourse without knowing what came before

next frost
#

I replied to Kitz, but if it makes you feel important just imagine that I am replying to you. Idk.

sly crown
#

Look at Kitz’s post one more time Durr Shredder

next frost
#

I dont care that he replied to you. I dont engage in discussions with you in this dc, since you are incapable of using counter arguments and bring up "bAd tAkE" instead like a 5yo.

sly crown
#

I mean you can shout into the void all you want be my guest but you’re literally just responding to my content without any of the context

#

So when you say something silly because you chose not to read don’t be surprised to get told so

#

Increasing LAT damage is bad, LAT not need kill light vics more effectively, LAT need kill big vic more effectively. You introduce bad side effect by make blanket damage increase.

long plover
next frost
sly crown
#

Remember LATs don’t exist in a vacuum. 2 LATs can hit a vic at the same time in an ambush.

long plover
# next frost Nvvy is the take police, when he says it is a bad take, then it is a bad take, j...

He got a good take an LAT amount and economy changes. It's possible and make inf-vehicle balance better
I'm just more concerned on feel of hitting AT for AT player. I don't want to see cheapening of AT launch gameplay wize (if i did correctly conveyed it in english). I got lot's of questions from new players playing AT asking questions like "why the fuck do i need to hit that BMP 5 times to destroy it? It has no armor"

long plover
long plover
sly crown
#

I think it is important not to succumb to the desires of people who have been taught by movies that rockets go super duper mega boom. IRL these vehicles won’t just erupt from such damage.

That kind of ambush is already rewarded. The vehicle will almost certainly be on fire at that point, but it does have some counterplay in being able to drive a short distance and dismount.

#

(Mowing down the dismounts is even more rewarding 😈)

#

Consider also that while a HAT can definitely instakill, that is (usually) only 2 assets per team with that capability whereas a team will likely have 6 or more LATs in play.

Moving with light vehicles in such a meta would be extremely vulnerable

tranquil basin
#

Transport trucks and logis should take more damage from lats tbh. Atleast a direct hit should kill some of the occupants.

#

Matvs are easy enough to kill with lat, ifvs are easy to disable (if devs are capable of making a vic with disabled engine unable to roll) ue5 might fix that.

sly crown
#

I actually also already agreed with you above, specifically: “a direct hit should kill some of the occupants”

I do think that the behavior of HEAT is really lacking against light vics. It would be nice to see a cone of fragmentation damage directly behind the blast do damage to occupants.

tranquil basin
broken socket
#

Takes Der Shredder Sized hit from the bong What are breakpoints guys? Just increase LAT damage nothing will be impacted Exhales

next frost
#

IRL a single LAT can take out any of the IFVs and APCs we have ingame, and most MBTs with a hit from the side or rear. The damage potential of ingame LATs is a joke. The consequence for gameplay is that it takes 3 LATs/Rifleman to take down a simple APC and 2 LATs/Rifleman for an MRAP/Scout car, assuming that it just sits there and waits for the ATs to ream and hit it again. So the only realistic chance for a vic kill is when the vic drove into the own squad without support, got immobilized, and waits for each LAT to hit it 2-3 times in a row without killing any of them. When the vic is not that stupid, or is wheeled, it will most likely escape and kill half the squad in the process.
There is of course a 50% chance that the Squad has a HAT, which would allow it to defeat the vic, but since two HATs have to protect 4 Squads from 4+ enemy vics, infantry often relies on LATs to kill vics, which they are not good at.
Buffing LAT damage would reduce the dependency on two players to effectively deal with armor and improve overall infantry vs light vehicle balance.

broken socket
#

so whats your proposed buff champ

tranquil basin
# broken socket so whats your proposed buff champ

A mixture between fun and immersive. Tweaks of time to aim, slight increase in damage to certain vics added health for tracks etc. Ofcourse with testing to find the sweet spot between fun and balance.

broken socket
#

pilert = der shredder alt confirmed he forgot to change accounts

next frost
sly crown
tranquil basin
sly crown
#

A flat damage increase is literal goober brained moves. Specific adjustments to vehicle-AT health-damage ratios is certainly possible and reasonable but doing so across the board is simply a bad solve

broken socket
tranquil basin
#

Yeah wouldn't work, there is alot of things that needs tweaking.

tranquil basin
broken socket
#

Of course because you're not him Wink

tranquil basin
#

I understand that you like that it takes 20 lats to kill a logi truck, but oh well.

next frost
#

Everything hit by a HEAT jet is most likely destroyed by it. Larger HEAT warheads cause a greater thermal effect and higher pressure damage inside the target vic, but the difference between the warhead sizes is not that big and can hardly be used as an argument to justify 2-6 times higher damage.

vale elbow
#

AT being in a worse place is the same as infantry being in an overall shit place, a rising tide lifts all boats

sly crown
broken socket
#

Classic der

next frost
sly crown
#

You made the claim, the erroneous goofy ass claim that all antitank devices are identical and the only thing that matters is what component it hits

next frost
sly crown
#

Literally the development of the AT4 coined the term beyond armor effects because of the post penetration effect of the warhead being more effective at damaging the interior and occupants of the vehicle

#

If you think that all warheads are the exact same you’re being very silly

#

Using the same principles to create superheated jets does not make them perform identically

next frost
sly crown
#

lol ok

next frost
#

If a AT4 has more post damage effect than lets say a LAW, why do they have the same damage ingame? Makes no sense. Yet you use the "But in real life" argument here to justify low LAT damage.

sly crown
#

Talking with you is always a fun exercise in trying to decipher meaninglessness

#

You are the one making a claim that there is no distinction between launchers irl

#

That it’s only the component hit that makes any diff

#

Please think before you talk to me, I already have a migraine and you’re making it return in just a few sentences

#

Also they don’t have the same damage so stop being utterly wrong

next frost
#

A LAW hitting the ammo or crew compartment can knock out an IFV easily with one shot, while a 105mm tandem heat warhead hitting the engine block only disables the engine.

#

Trying to justify any of the ingame AT damage with real life is flawed.

sly crown
#

You should become a farmer

#

Really good at setting up scarecrows

#

Better known as straw men

#

You in your own argument state that hitting the engine block with an even bigger round should only disable the engine, which I think is fair to extrapolate that it should not damage the crew or hull, but it does damage the hull directly in game.

#

Your justification for increasing the damage is that there are actually ways to damage these vehicles more effectively via crew damage for example, and I agree. However we don’t model crew damage in game, and I think there are good reasons we should not do so. Thusly what you are suggesting is actually that hitting noncritical components should just do more damage to the hull

#

My whole stance on this is that doing more damage to the hull is not realistic, so just flatly increasing damage is a very bad idea from both the perspective of realism and because of the knock-on effects it would have to other vehicle types like trucks and mraps.

#

There are absolutely particular instances where I believe that the vehicle health to warhead damage does not seem good, I’m not saying there is zero ways to improve balance with selective damage tweaks, but doing so as a flat increase is beyond stupid

#

If anything I want to explore more ideas about how to integrate the physical concepts of crew damage into the game, without the very frustrating and counterproductive introduction of actual crew deaths

next frost
# sly crown Your justification for increasing the damage is that there are actually ways to ...

My justification for increasing LAT damage is that it would be better for gameplay.

Your argument with the crew damage vs hardware damage is not relevant for the outcome, which LAT weapons which are designed to defeat light armor are way less effective ingame compared to what this vehicle types should take, which is not only unrealistic, it also makes vehicles which are primarily supposed to transport infantry and provide fire support into effective tools to CQB brawl with infantry without having to rely on support, and causes demands a significant effort or take this vics down under non ideal situations.

There is also no necessarily to increase damage to all vehicles evenly. Damage to unarmored vics and MRAPS could stay unaffected while damage to APCs and above is increased. Reducing damage resistance of light IFVs/APCs from 4 LATs to buring to 3 LATs to burning and all medium IFVs to 4 to burning would force those vics to be more careful and rely on friendly support more, while infantry require on one less rifleman/LAT to kill those vics and HATs become less critical which improves balance consistency overall.

If we get a vic overhaul sometime, all those vics could receive ammoracks as well to reward aimed shots. Crew damage could be handled by a crew module which functionally works similar to an ammorack which also allows to kill vics in less shots. Those modules could functionally replace a damage buff.

sly crown
#

Your own argument was for a blanket damage increase, you specifically called out damage increases to light vics earlier.

I’m glad to see you’ve updated your position to reflect this, I guess.

#

I still don’t necessarily agree that damage adjustments are the best or even necessary options for balance but this position is at least slightly more rational.

hollow valley
#

You guys should get a job

frosty gull
sly crown
broken socket
#

This village guy doesn't know professional discord shitposter is a job, get with the times Village.

#

15 years ago it was you can't just play video games for a living. We're on the cutting edge village. keep up grandpa.

lost kindle
lost kindle
vale elbow
#

over 1600 messages, i think this is a new ICO thread world record

#

great work team

tranquil basin
#

Recoil isn't that bad currently, but sway and the dots moving apart. It is worse on scoped weapons due to many reasons like fps drops and zoom. Walking penalty is gone, low stam penalty is very harsh and is managable by either using knife or finding cover to regain stamina. Hopefully devs will find a way to improve pip performance.

broken socket
#

yeah those dots moving apart amiright

tranquil basin
#

You know which weapon doesn't have the dots? The best weapon, the knife.

vale elbow
#

stability and recoil misalignment make absolutely no sense, in both design intent and implementation

#

it's all a monotonous clumsy mess

lilac acorn
#

The OP made absolutely dogshit take, you can smell the bad gameplay from miles away. The only valid opinion is AT-HAT handling, the rest is a CoD player sucking at better games

#

In my experience MGs only issue is that they either have no zoom at all or way too much zoom and that's still a skill issue

sly crown
#

Machineguns are in the dumpster right now.

#

And zoom has zero to do with that.

vale elbow
#

i remember when rage bait was good, those were the days

edgy gate
tranquil basin
# edgy gate Mg is the worst kit in the game

Yup, it's the kit with the worst recoil ingame even when bipoded. Can't hipfire properly because the gun isn't pointed forward. Someone did say they made mg better in ue5 though

burnt flint
#

Ue5 version is a great time to walk back all the broken stuff. Most would fly under the radar if it plays well.

tranquil basin
#

Hopefully ue5 will improve performance, alot of the issues with scopes are performance related.

burnt flint
#

I’m hoping for stamina buffs and sway/misalignment reduction!

tranquil basin
#

Would be nice, waiting for the gun to align properly after a light jog is boring.

lost kindle
burnt flint
#

I wish they could get it to the point u don’t need stupid dots to know whether you can shoot or not.

#

Stamina bar shld suffice. Green good, yellow meh, red bad !

lost kindle
vale elbow
#

chatGPT summary of how ICO feels to play

nova canopy
burnt flint
#

Tell me ur reading comprehension is bad without telling me.

broken socket
nova canopy
#

Also in regards to AT damage, imo the disabled/critical damage threshold should be lower but "longer?", so a decently placed shot with disables a component really quickly and instead of orchestrating an AT hit squad, a lone AT that isnt completely braindead can do enough damage that it makes the vehicle go away or unable to return fire. There you go, skill is involved, you can still do the orchestrating part to get completely rid of the vic.

sly crown
#

They're relying on bad UI to smooth over issues with the lack of intuitive response

sly crown
# nova canopy Also in regards to AT damage, imo the disabled/critical damage threshold should ...

This is already kind of the case regarding turret hits. If you want to stop and kill an IFV, aim for tracks/wheels/engines. But if you want to make the IFV leave you alone best bet is to hit the turret. Even the LAW, weakest LAT, can pen most/all spots on most/all turrets. They don't all full kill turrets, but it only requires 50% damage to disable stabilizers. This can either force the IFV to stop for stable shots or be less accurate, and the slowed rotation speed can also make it more difficult for them to swing and engage AT targets outside of the gunner's direct line of sight leaving them more vulnerable. Perhaps there are some adjustments that could be used to that part of the system, but the general idea does exist.

burnt flint
broken socket
#

Did that Arnoldio guy ever explain what the dots mean? Let's get this thread to 20k

tranquil basin
#

I think the 2 dots represent the duality of mankind. It represents that what represents something binding like magnets.

vale elbow
#

1655

robust swallow
#

I just found out about Steel Devision moded servers and they are no different from vanilla in terms of team-play 🤣

frosty gull
#

I know

vocal orbit
#

those dots arent really that big of an issue honestly, its the stam values that hurt gameplay. If they wanna have pr dots for nostalgia thats cool

sly crown
#

As a very nostalgic PR oldhead, fuck no

vocal orbit
#

Its a very minor cosmetic ui widget. Is it really that impactful?

broken socket
#

super impactful bro

#

Empires have risen and fallen based of the whims of those two well they're not even dots really those 2 white lines

#

When Khublai Khan first decided to brave the waves and invade japan he first consulted the stability bars which were very close together so he proceeded, but then his movement threw them very far apart to the point of catastrophe. As we all know Hurricane Kamikaze hit and wiped their fleets, all because of those two white lines.

tranquil basin
#

It's true

#

To make progress we have to get away from useless obsolete systems. PR players play PR, squad players play squad and not PR.

sly crown
# vocal orbit Its a very minor cosmetic ui widget. Is it really that impactful?

Yes; not because the pixels are offensive, because it's a crutch for poorly designed systems. The reason for their design was to make up for shortcomings of the BF2 engine. They make no sense in Squad except to excuse unintuitive gameplay. Explaining clearly will take a bit of history, so tl;dr?: there was not a clear vision behind the changes and this indicator only exists to excuse unintuitive handling.

#

In BF2 players were never perfectly accurate due to deviation, literal RNG bullet spread. The meta was dominated by going prone immediately in a fight to get a significant accuracy bonus without losing control of your weapon, as well as sprinting, jumping rapidly, and turning sharply to avoid getting hit. Doing this repeatedly was called Dolphin Diving as it made your player model flop around being hard to hit while also being extremely accurate yourself.

#

In the v0.8 update the PR developers attempted to nerf this meta as part of creating more tactical and realistic gameplay. Sprinting speed was lowered, repeated jumps slowed you down. By significantly increasing deviation while you were walking and a short period afterward, they effectively made dolphin diving obsolete as you would be equally inaccurate for a moment after moving regardless of your stance, though prone still offered better accuracy after that period, preserving it's usefulness in other scenarios. It accomplished their goal of making combat feel more realistic comparative to the bunnies on crack that was vanilla. However, it was extremely unintuitive. Your current deviation was normally shown by the size of your crosshair, but PR had long since removed it. The developers had put a lot of work into improving the scopes from simple black overlays with no periphery, they were unable to implement weapon sway or bob in the ancient engine. Players were beginning to get frustrated, feeling like they couldn't hit anything. Finally in 1.3.5 they implemented the deviation indicator to show your stability. It was only visible when you ADS, and was only affected by movement and recoil.

#

Squad on the other hand had weapon sway and bob in the damn prealpha! The developers correctly avoided the awkward problems and were no longer limited in solving issues like the Dolphin Dive. In fact, they could now solve that problem by simply changing the prone animation to take away weapon control. Now, deviation is static and is used to configure a weapons accuracy completely independent of the player's actions, to reflect the real limitations of the firearms. There is no need for a deviation indicator in this system, so why would it be there? Well, it's here because the ICO attempted to copy the gameplay effects above without critical thought about the purposes they served. They wanted to address what had become the "dolphin dives" of Squad: lean spam; parkour; run-n-gun. They nerfed these directly by slowing lean, limiting ledge grabs, and lowering sprint speed. They also wanted to capture that realistic firefight feeling, so they tried to reinvent the weapon inaccuracy systems of PR. However, they introduced many more sources of instability. Not only did walking and recoil affect stability but so did changing stance, leaning, raising and lowering sights, vaulting, stamina, and even just moving your point of aim. On top of that, the maximum inaccuracy was far greater than that of PR. Cumulatively this made achieving stability a chore. Even just stepping to a corner, leaning, and ADSing created enough instability as to force you to wait several seconds for reasonable stability.

#

So now we have intuitive stability represented via sway and weapon bob, but the way to manage that stability is so unintuitive they revived an obtuse interface element to justify it. The very existence of the stability indicator is, to me, a very clear indicator that the ICO leads did not really understand the source material and why the changes were made back then, nor did they seem to realize how severely they were stacking nerfs to movement of all forms.

burnt flint
#

It was when they brought in that new dev that was a modder can’t remember his name maybe meathead ? but if you notice he has been given a back seat now and norby is front and centre … I think he lead them down the wrong path plus he was very disparaging when the community pointed out the worst of the ICO.

tranquil basin
#

Not sure if he was involved with ICO, but some of the other weird things implemented was him. Hab proxy ranges etc.

1 way camo nets was probably fuzzhead too due to him getting angry from getting shot out of emplacements.

sly crown
#

Fuzzhead was an original PR dev, and I think part of the original deviation updates. Baronvonboyce was the lead designer during the time of ICO, though.

tranquil basin
#

I've been in fuzzheads squads many years ago and he is the type of player that mutes every other SL. And he likes to build super FOBs. He doesn't like that a CE can destroy his paper castle in an instant so he made it so the CE had to shovel radio slightly. Then when CEs shoveled before C4 he made radio bleed.

cloud bison
#

something something pontiac aztec

#

Nvvy knows

sly crown
#

I do, unfortunately 😭

tranquil basin
#

The car?

sly crown
#

People that are actually in tune with the game balance are pretty rare and usually get lauded as lubed up gods, like the IceFrogs of DOTA

tranquil basin
cloud bison
#

I don't think I'm misinterpreting things when I say the animosity went both ways

burnt flint
#

Yeah vonbryce that’s him … backseat SL now !

burnt flint
#

Can see this thread getting locked soon ..

vocal orbit
# sly crown So now we have intuitive stability represented via sway and weapon bob, but the ...

Yeah this is all true, but if the underlying root issues are addressed the dots can be a nod to pr regardless of how pointless they are. I mean, i dont have a dog in this fight my gripes are listed in the original post, they can take them out for all i care. Like you said you just pay attention to the actual gun swaying. Theyre just so inconsequential i dont care if theyre left in, its purely cosmetic.

sly crown
frosty gull
vocal orbit
#

Yea, but proxy range shouldnt be increased its in a good spot where it keeps superfobbits in check. Camnets and engi c4 were also gud. Camnets arent truly 1 way and make mg bunkers not totally pointless. The real egregious engi change was getting rid of mines for canada and gb.

frosty gull
#

As far as radios not bleeding, I certainly wouldn't want to be the guy who has to sit and stare at the radio for 20 minutes to stop a random CE from blowing it up. Especially when SLs can't just drop them casually and have to work with others and use specific vehicles for it.

vocal orbit
#

Yea it takes some proper planning to solo a radio not just plop a c4 and sit in a corner. Also gives a balanced amount of time to react if youve stretched your hab

tranquil basin
#

Radio bleed allows people to not think about radio placement and results in same people losing the radio regardles.

#

If you place it indoors CE will just put razorwire preventing people to save their own radio.

sly crown
# tranquil basin I like many of the other devs, they don't mute the game and actually have game s...

I sure can't speak for how he acted in your squad or even what his current opinions are given how little we hear from him these days... and to Aidan's point, perhaps that is part of why we don't.

But I have a hard time being quite as critical of him in my experience. He was known for being a pretty good SL during the PR days. His changes were contextualized somewhat regularly between the SquadChats and public posts. Like the Radio bleed out changes you mentioned were rationalized as encouraging teamwork by using the opportunity created by the sneaky CE to then push in with the team to take. He was also vocally against buddy rally, and for rallies being inventory items. Vocal about broken helicopter flight model.

I wouldn't say he's perfect, but I don't think every take he's had is bad either.

vocal orbit
#

Post noise changes though theres no reason to do anything but plop it next to the hab

sly crown
#

It was always best not far from the HAB, tbh

frosty gull
tranquil basin
vocal orbit
sly crown
tranquil basin
tranquil basin
sly crown
#

I would also like to see a changeup to the spawn meta, but I do think we're still in a better spot than buddy rally hell

tranquil basin
#

Imo rallies shouldn't burn when someone is 30 metres away.

sly crown
#

Yeah, there are a million things we could nitpick.

vocal orbit
tranquil basin
#

Rallies making sounds is also silly and adds confusion to new players since only your team can hear it.

sly crown
#

You can get away with a lot of bad radio and HAB placement on pub servers.

tranquil basin
#

The sound it makes can be heard from 20 metres, but the enemy wouldn't know since it disappear when 30 metrs away.

sly crown
#

Yeah. That's probably a relic that was never addressed after the burnout mechanics changed/were introduced?

tranquil basin
vocal orbit
sly crown
#

To be clear my point is certainly not that spawns are perfect but I actually think Fuzzhead was a fairly good figure for at least a good portion of PR and Squad's history. Maybe that wasn't always the case. Now, I know for certain he held a lot of ideas that would later be implemented into the ICO (concerns about parkour, suppression) but it's unclear exactly what his role is in it as Baron seemingly acted as lead during that period.

vocal orbit
#

But yeah going to the max is a guaranteed radio l if youre not protecting it

tranquil basin
#

I do like the idea of adding different weapon archetypes to make the guns feel different. And by the looks of it they are fixing the issues that were brought with ICO slowly.

#

Personally I would add ledge grabbing back for the same ledge you are standing on to prevent silly deaths/fall damage.

sly crown
#

I think there is absolutely a middle ground that could be reached with things you're saying that would please most people.

vocal orbit
#

Ive been saying since like pt2 they should have left midair grapplying but just add a velocity check so if youve fallen more than 4 feet you cant grapple

frosty gull
vocal orbit
#

No parkour, no walls that are 1 imch too high to climb, everyones happy

sly crown
#

Personally, I wish the maximum height you could fall would be extended. I don't mind getting hurt for taking a fall which would already potentially cause it to be harder to aim, maybe require you to bandage yourself, but it seems so often to go immediately from "oops i rolled my ankle a little" to "my spine crumbled to dust upon landing"

#

Which is basically how I think ICO should be regarded overall. The mechanics fixed some cheesy tactics, but was poorly tuned, heavy handed, and created enough new problems that left people frustrated.

tranquil basin
tranquil basin
sly crown
#

I will say it is very funny looking back at alpha-1.0 era squad balance commentary. Seeing people talk about how the sway and recoil back then ruined the game is very funny with our knowledge today.

broken socket
#

Yeah true fuzzhead and Boyce definitely teamed up to 9/11 the game pretty hard

broken socket
# sly crown People that are actually in tune with the game balance are pretty rare and usual...

I mean that's kind of a special scenario since Icefrog wasn't "good" at balancing he just understood the fact that balance in a Moba is impossible, the real aim of any moba "balancer" is just to implemenmt unique fun ideas every now and then to shake up the meta and rotate out meta heroes since the game falls off once the meta is fully established. So he was excellent at just putting whacky stuff in every patch that made you want to try the new hotness, or revisit an old fav.

broken socket
# frosty gull Hab proxy range is good. It could stand to be increased a bit, but it has a good...

Also naw the one good part of early Squad was that assaulting Fobs felt like assaulting a base. Since we don't really have the player count or AI to just sit on a fob to make it more of a challenge, we kinda had to circumvent that with easier respawning. The only single problematic thing brought about by the old FOB system stemmed from bad map design. Buildings with only one entrance easily fortified, weaker penetration, and easier grenade spamming, and of course no role like the combat engineer, or heavy strikes to delete mass quantities of deployables, making deployable block and spam grenades a viable strategy. HAB Overrun reinforces as people call it the "HAB Spam" meta by encouraging FOB redundancy, and very one note gameplay that never has any shifts in pacing. You never really run into any tough resistance in Squad that lasts very long since the tap just gets shut off you wipe the 4-5 guys who spawned in before the tap got shut off, collect your 20 tickets pass Go and go onto the next spawn.

#

There's nothing bring that crazy intensity that arose from pushing an Alamo Fob on Chora against heavy heavy resistance, and finally getting enough of your Squad together to push in and disable the spawn the hard way.

#

Plus even back then it's not like it was preferable to just sit on your defense FOB unless again bad map design that allowed you to do so. Since the respawn timer penalty reduced the flow of reinforcements allowing attackers to win a battle of attrition.

#

Replace HAB Overrun with the old spawn timer penalty, turning Hab disable into timer penalty, sole exception being an enemy literally on top of the hab, and we get back fun fights and eliminate spawn killing all in one. Sure a lone guy could come in and sit in the hab and turn it off, but unless he has buddies now you instantly know you just gotta frag the hab to get it operational again.

tranquil basin
sly crown
sly crown
broken socket
#

Well it's a little different in where it puts the onus. In a hab overrun scenario the onus is on the defenders of the hab to push out and find the enemy Squad before it's too late, and the attacking Squad can theoretically find somewhere nearby post up and wait for reinforcements to attrition the hab. Rarely happens in practice cause that shits way too tryhard but it's still on the defenders to clear the area or eventually fall. With the spawn penalty you can keep reinforcing, and if the attackers aren't pushing you, you're eventually regain full strength at the hab, so the onus is on the attackers to either make it to the hab and try for a hab camp overrun, and hope reinforcements arrive in time before being cleared out, or ball up more attackers until you can hit with overwhelming force. In the past this was heavily cheesed because the games alpha but game ain't alpha no more even if the spawn system swapped today you still wouldn't want to just sit on your superfob with all the tools available today. It just creates a slightly harder point if there's equal numbers in a long term siege scenario.

sly crown
#

Maybe, I just have a feeling that in practice the results will remain the same in a lot of scenarios.

#

I don’t think it’d be a bad change, I just don’t know if it would actually have a big impact. Could be changing stuff for the sake of change.

broken socket
#

Yeah it won't change much but it'll make the game make a bit more sense incentivizing attackers to attack with game mechanics probably good

frosty gull
#

It's the same fight, just one is spread around the radius of the FOB, and doesn't involve grenade spamming a pillowfort.

broken socket
#

Yeah but those don't actually work anymore. And the fight is different if attackers don't attack the fob they don't get any significant value instead of currently where they can totally do something.

frosty gull
#

I think standing close enough to proxy is the same thing as before, just without having to stand on the hab itself like you're playing KotH.

sly crown
#

I think there are bigger issues around spawns than the overrun mechanic t b h but imo 2 man in 20m is the only rule that matters

broken socket
# frosty gull I think standing close enough to proxy is the same thing as before, just without...

Eh a lot different functionally compared to the old system. Old oldschool overrun used to trigger at 30m as well, which realistically is still a decent enough size circle when you get down to it. But area wise it's 11% the size of the current radius a hab can stop working and stopping working with competent teams spells death. When your fob can stay operational for a bit allowing you time to rotate your forces to intercept the attackers, you can actually defend it. I know what you're thinking Bill aren't you anti-kill meta. True but I'd rather at least have fights over fobs than fobs being glorified spawn points with ammo. Meta building was fun, towers of power fobs were fun. If everyone hates HAB spam meta and wants less habs, the habs that do exist gotta have some meat to them, or the games going to get even more boring when the enemy team ain't spawnin' in.

sly crown
#

Eh, I actually think I’ll disagree with you there; I don’t think being able to spawn more when under siege will solve that problem and there are better ways to solve emplacements being shite

broken socket
#

Well on its own it's not going to do anything what it does do is buy time. A popular V9 strategy was the honey pot. You'd put a jebait FOB on something tasty say Trains Station on Fools Road, and get 2 Squads on the periphery patrolling. The potatoes would walk in and notice the superfob like moths to a flame while your patrols mopped them up from the hills. Thing is there's still attrition in the fob compound itself so if the spawn just shuts off, it's going to fall, but with a trickle you can hold for those vital minutes for others to reposition.

sly crown
#

I think a natural consequence of fob overrun and bleedout has been rally retake meta which I think accomplishes the same goal

#

But radio ticket cost is probably more responsible for bait radios being impractical

broken socket
#

Rally retake meta is pretty much the epitome of cope though when you have to use a spawn tool designed to rally the Squad closer to the front to defend your weak ass radio lol.

sly crown
#

eh? I think it’s obvious to both of us that patrolling and not stacking on the hab directly is superior. The rally just gives reset if they break through. Which imo is thematically consistent as QRF reinforcements.

#

And we can debate the placement of radios if you want but I think we both know that indoors and consolidation of your critical area of defense with the objective and radio within proximity being best.

#

If you want bait radios then the problem is obviously that a 20 ticket risk does not have good payout even compared to two squadwipes. I’m not sure how many people want that to be meta, though.

burnt flint
#

The number of players though that stack a HAB to defend it is ridiculous… block themselves into a barn and then wonder why they lost the HAB and radio not to mention the logi they parked outside !

broken socket
#

I think the main thing is in the decision making process. How you fight well in Squad is always going to be the same due to how the games setup no matter how hard Bron and Co try and 9/1 it, but the spawn system changes shift the decision making tree.

#

Say for the sake of argument you got 2 Squads minorly separated bearing down on one FOBBIT Squad defended by some potatoes, with one leet mlg Squad defense Squad somewhat nearby. In Modern Squad you probably just wanna bumrush the FOB asap, as soon as your boys get in range the flow of reinforcements stops and eventually Squad 2 catches up and the FOB is overrun quickly. In Old Alpha Squad Squad one barrels in maybe both sides lose a few guys and now the Defense is alert.

#

Squad two pulls up but as they do some of the Fobbits are back and the attack slows down long enough for xXxTripleXrateDefensexXx to pull up and clear the attackers in time. In Old Squad you're rewarded for making deliberate intentional actions and the classic blueberry favourite drip feed combat everyone knows so well is nerfed. Now granted the metas shifted a lot since then buffing defenders on the micro scale which is kinda bad but the general idea remains.

#

Also if we're getting into the thematic argument it's kinda weird that a small Combat Outpost FOB whatever you wanna call it has like 5 sentries nearby it maybe and just gets bowled over and is often not even much of a speedbump. If we instead compare it to something like the goated Fhole that has AI defenses. Running in with 5 guys with low tier PvE equipment is not gonna do much, but if you pull up with the boys you can level a Conc meta base in record time, and if the enemy reacts in time you can get a good battle that lasts awhile over the fort. Socrates approved Fort fights we're fun

#

ngl

vale elbow
#

i'm fully onboard with old (pre-v12) overrun being the better mechanic

#

the whole topic of "FOB spam" is really simple to solve, OWI kept making FOBs and HABs weaker. you can't have your game be based heavily on spawn mechanics while you also make these spawns weak as shit.

vale elbow
burnt flint
vale elbow
#

squad is a mess of conflicting design and anti-player sentiment at this point, my boy has been massacred

sly crown
sly crown
#

I think it's obvious that the reason Socrates-FOBs aren't meta has little to do with spawns, and far more to do with the efficiency of build supply usage as well as the vulnerabilities of the radio and tech structures.

With the radio costing 20 tickets and being vulnerable to .50 cal, IFVs, and Mortars, outdoor radios are simply not viable any longer. Any competent team will get the radio position scouted, get mortars built, and continuously pummel it bringing it to bleed and preventing it from being salvaged until it disappears. HillFOBs, RoadFOBs, etc are very weak in the current meta because of this vulnerability especially. Best case scenario is exploiting the build system somewhat to get some cover over the radio, like the indirect fire structures. The meta has instead shifted towards radios only really being placed under a roof, whether that be an apartment building or a shipping crate, because it provides significant safety against this vulnerability. Similarly the HAB being placed outdoors is vulnerable to the same assets camping the HAB exit; a 1 exit building is still going to have that exit pummeled with mortars preventing anyone from getting in or out until friendlies can get within overrun distance, stop the mortars, clear the building and get radio on bleed, and then simply resume the mortars until bleedout finishes.

The build cost of emplacements also just doesn't math out. Any competent FOB requires a HAB, at least one ammo box, and a Repair Station, costing 1100 build and you'll usually want to reserve about 2-300 build for vic repairs. This is all of the build of a standard 1500/1500 Logi, with 2000 supply logis like TLF trucks and VDV's BTR-D not carrying enough to supply both a reasonable amount of ammo and these essentials for their FOBs on rollout or in one supply run. You need an excess of build supply to justify building additional structures, and even before getting to more defensive structures mortars should probably take precedent at 300x2=600 build and come with a notable ammo usage requiring a higher ratio of ammo to build delivered to sustain them. The next most useful emplacements are almost certainly the observation towers, costing 600x2=1200 build. So after a combined total of 2900 supply (with some reserve for vehicle repairs) you can finally start thinking about the lesser emplacements.

Emplacements were originally designed with allowing you to augment the landscape to your advantage anywhere, but changes over time have shifted their usage away from open-air FOBs towards reinforcing existing structures. If you want a return to HillFOB meta (which... I don't know that we do, frankly), I think you'd need to address these two problems in particular, not the spawn mechanics.

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I do think there is a loss in not being able to sculpt terrain to your advantage, as I do think that was a big initial appeal of the emplacement system, but simultaneously I think that superFOB meta was pretty detrimental to gameplay when you would have a whole 9-man dedicated to building these monuments as well as additional blueberries spawning there. It encouraged significant portions of the team to stay "in the wire", and often seriously hampered your team's ability to maintain objective control.

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Not only that, but it often resulted in the attrition of significant amounts of tickets as these superFOBs still just got pummeled by larger assets like .50 cals, IFVs, Tanks, and indirect fire support. It's tough for me to think that this would be an improvement to the systems we have now.

frosty gull
burnt flint
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And the shooting gooder part has been nerfed with a heavy handed ICO. great stuff!

proper copper
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It pains me the gunplay is still so bad

tranquil basin
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The biggest flaw imo with current gunplay is that it is very static and still punishes movement. It's worst with AT.

broken socket
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Yeah that's why I'd rather have the defensive advantage baked into the spawn system like it used to be instead of baked into every player.

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It worked way better when a good assault had a chance of working if the attackers coordinated properly.

broken socket
# frosty gull You're describing the the "spawn-run-die" loop. Being forced to grind through bo...

Yeah exactly at equilibrium this should happen which is where the outplaying begins when you have a spawn system that doesn't immediately die. You get the forever war loop because as soon as you lose momentum and let them push too close to the hab, hab shuts off and you lose. You wanna reward tactical plays by making HABs live just a little bit longer so people can react to habs being assaulted before they have to hopelessly try to clear them with rally spawns and probably fail since one sides on rallies with no ammo and the other sides comin from the hab with ammo.

broken socket
# sly crown Not only that, but it often resulted in the attrition of significant amounts of ...

I mean yeah you could farm superfobs before you always could, kinda on the defenders ability to realize they're getting giga farmed and call it always was even back then. The only thing making super fobs win like that back in the day was shit cap layouts enabling large superforts to exist and have enough space to shelter entire teams and no ways to break deployables. So even if they were operating at a loss defending the fort, they would still manage to hold the cap and win by bleed.

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Meta building on Storage when surrounded didn't usually go ticket positive, but as long as you got the cap off, all you needed was some guys prone at the top of the one staircase with a few grenades and a hesco protecting counter nades and you were gucci.

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Only thing spawn changes does is force the attackers to actually push inside to disable the spawn giving defenders more time. Time is ehvy in Squad sometimes and can make the difference.

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It's kinda weird in a game as slow as Squad for the disabling of spawns to be as quick and final as it is.

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Especially the ones that are supposed to be "Bases"

tranquil basin
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I'm not a fan of current proxy mechanics either, all you need is 2 people to crash into a hab to block it.

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Back when habs were stronger you had to dig it down to disable it, you needed 1 inside to make sure no one spawned and the other digging.

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Requiring more teamwork than driving into hab and holding f

vale elbow
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it's also a very realistic outcome (see ukraine)

frosty gull
vale elbow
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i don't think you're understanding my point entirely

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really the logic bill is applying is the same as what OWI have tried to apply to squad's FPS mechanics with ICO but it's multitudes better when applied to the macro of the game, because then it makes sense

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so you're in favour of mechanics that slow down and produce micro stalemates more often but slowing down the macro and maybe having more stalemates is bad?

frosty gull
# vale elbow so you're in favour of mechanics that slow down and produce micro stalemates mor...

Yes.

Slowing down gameplay at the micro-level means you have more viable options for play and counterplay. They could improve the specifics of the implementation, but generally having the ability to act, and react, beyond shooting better means there is more breadth to the interplay between teams. Also even on release, the odds of two groups sitting in stalemate with each other during an actual gunfight, not the match overall, was low. They might have ended up running their magazines dry at 15m and trying to kill each other with pistols or knives, or resorting to throwing grenades at each other's feet or w/e, but rarely were people unable to end each other.

At the macro level assuring a team the ability to spawn a horde of defenders, limited only by individual respawn timers and the team's ticket pool, means that even if someone makes a good move the outcome is probably going to be a grinding stalemate of gestalt action. It isn't even good action because it encourages the kind of defensive turtling that game doesn't handle very well, and highlights the seams in the design that come from abstractions like players spawning out of a hab. It diminishes the impact of good decisions, by both attackers and defenders, because the game is ultimately about getting more dudes standing inside a circle and being able to feed in more dudes continuously trumps things like the (effective) use of rallies, smart hab placement (for both sides), pulling off difficult or high-risk actions, better coordination (both between squads and teams), etc.

broken socket
sly crown
vocal orbit
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not really raas encourages snowballing momentum

sly crown
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That’s completely off base

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Not only does RAAS not encourage two teams in equilibrium to shift the scales, fog’s entire purpose is to make it difficult to stage for their backcaps ahead of time

vocal orbit
vocal orbit
frosty gull
vocal orbit
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slowing down gameplay = ico = punishing movement

sly crown
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There is a micro and a macro level, always has been

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ICO did not change RAAS mechanics which do incentivize turtling if you can follow the logic even a little bit

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If you are at equilibrium with another team in tickets there is very little incentive at all to change that.

vocal orbit
sly crown
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So for example take third point and dig in. Your enemy takes midcap. If you can secure just 20 tickets worth like killing one of their radios you are at equilibrium and you can win purely by attrition

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There is no incentive at all for you to make a change to this if you are confident you can win via attrition. And the natural response of your enemy will often be to turtle up themselves so as not to lose by attrition.

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This rarely happens at the very start of a RAAS game, but happens very often near the end.

vocal orbit
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if you properly communicate (which is sadly usually enough to be at a massive advantage on most servers) you just leapfrog as far as you can gobble up all the 60 tickets you can until you roll or hit a wall

sly crown
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RAAS mechanics support turtling, as you are only at risk if you begin attacking

sly crown
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That strat relies on spawn and logistic mechanics which are the same for any mode

broken socket
# sly crown I don’t think that’s true. RAAS mechanics, specifically lack of bleed, encourage...

Yep and there's another update that removed ticket bleed and tried to ICO the game. It was called v10 that ain't coincidence. Updates like ICO that try to slow the game down require things like 0 ticket bleed for flags because any significant compensation for objective meta is antithetical to the entire ICO philosophy. That's why it's always been the kill meta versus the objective meta they exist on a spectrum. You can't have an objective favored meta with something like ICO which is why it was weird paow was saying anti turtle rhetoric when he stans what helped create it.

sly crown
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I don’t think that logic follows at all. You can have ICO and not turtle RAAS mechanics. There is no intrinsic link.

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Whether the devs did both does not mean they are intrinsically related or required of one another.

vocal orbit
# sly crown You’re mistaking the strategy of speeding to the next obj because you can captur...

i mean if you have two hypersweat teams yeah youre right attacking will likely end in losing more tickets and playing the attrition game is better. but in the average casual experience, comms and leapfrogging is how you get the most success in raas. if it doesnt happen most the time the game will devolve into whichever team has more morale blueberry waving and the defending team eventually getting surrounded and choked out.

sly crown
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I play enough of both, it holds true in pubs

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Having a bunch of lemmings shift+w’ing off a hab does not change how the mechanic works

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AAS bleed forces the side down to make a move. RAAS doesn’t. Plain as.

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Turtle meta existed before ICO

broken socket
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They're related because you need time to EU flank like an ICO lover wants. If an mlg peo team can just afford to rush B because they don't have peanut butter on their shoes the ICO Stan gets stomped and mad because their mlg maneuver tactics and bounding fire didn't work

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Sure but it existed a lot less overall there was always attack and defenders by virtue of bleed deciding the match

sly crown
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There have always been issues with objective distance. Was better to transport via vic for these objectives before and after ICO

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Right but bleed wasn’t there preICO

broken socket
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Attacker v defender is not the same as defender v defender

sly crown
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You’re talking about ancient mechanics but this was the case from alpha v10-v5.0

broken socket
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Yeah coincidentally when objective meta was more popular

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Funny that

sly crown
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Yes things were different when bleed existed I agree

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But you’re off rocker to suggest that RAAS mechanics don’t already encourage this

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Slight infantry run speed boost doesn’t change the math at all

vocal orbit
sly crown
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RAAS is still shit, from the lack of bleed or other incentive to shift equilibriums, to the way flag lanes don’t support movement very well with >600m gaps between objectives almost guaranteeing a turtle

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If you want to solve the meta and macro problems you can’t focus on the micro of ICO

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AAS doesn’t have turtle meta like RAAS

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This should be like, blatantly obvious

vocal orbit
# sly crown RAAS is still shit, from the lack of bleed or other incentive to shift equilibri...

that gap comes down to the poorly designed lanes. Weve already been over that i think starting with the first 2 caps would work better (it does in supermod) but the midcap being a tossup does a better job of focusing the fight around the objective rather than map control which is repetitive. RAAS in its current iteration isnt good, but it was better and has the potential to be better again

sly crown
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I mean what did I just say? Yes the lane design creates those gaps. Those gaps were a problem preICO.

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The change to 7 flag standardization was perhaps good spirited to create a more balanced mode overall but in practice it meant that these objectives ended up further apart in many instances

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ICO works without turtle in AAS and TC. Has it’s own problems for sure, but turtle meta is a gamemode problem

vocal orbit
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tbf the 6 point layers werent ever that fun

sly crown
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Yeah some might be better some might be worse.

vocal orbit
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owi has always placed points in built up areas even if it makes the flow bad, they should put more points in the woods for the sake of how the map flows, ie matrenino or novo ridge

broken socket
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I mean yeah how RAAS works is super basic and part of the puzzle but it's not really a solveable issue when it comes to RAAS. That's intrinsic to the game mode itself. But the thing is, is that everything else can still be changed and has an effect on the end result. The sole reason that the Developers way way back in ICO version 1 AKA V10, removed bleed from the game. Is they accurately recognized that the more "slow methodical" gameplay they desired. Could not happen if the sole decider of the winner of a match was based on who could get to the objectives and capture them, or more accurately the first one that mattered. That's why everytime we see ICO like patches we get shit like removing ticket bleed, in this case from RAAS the more popular immersion lord sponsored game mode. Sure we can't change the nature of RAAS which is why I don't really touch on it, but we can change the other stuff to hopefully get a more dynamic meta. Even with just simple ICO stuff it's pretty easy to directly correlate the ease of shooting an enemy player with a lower movespeed, and conversely a higher movespeed making offensive moves an easier more viable option. When Attacking is harder, we lose more tickets doing it further reinforcing the already latent preferable attrition meta. If it truly was a game mode problem then we'd never would have had an objective based meta way way back, but with the help of 5 flag layers we did. Sure the optimal move after winning the mid flag was to just turtle for sure, but that still means we get an initial clash where both sides are on even footing and most importantly, attacking. The only condition there being maps have to be made balanced enough which wasn't the case.

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That's why we talk about ICO Tweaks and shit because that's the easily fixable problem, sure there could be a new primo game mode that solves AASes built in problems but until then we can do a bunch of things to alleviate the turtle meta and bring back the objective meta that once existed.

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Main problem being that they probably don't really care about the objective meta because most pub immersion lords love the slow paced do whatever you want meta that's only possible in an ICO sponsored kill meta.

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That's why it got changed in the first place, immersion lords were gettin rush meta rolled.

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And instead of adapting to playing the objective they infiltrated Baron and Fuzz into the team to fulfill their dark fantasies.

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No bleed and ICO style patches are linked though and you can't prove me otherwise until the day Baron changes ticket bleed back to -4 a minute per cap in V 9.0.

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No balls you won't OWI

sly crown
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Devs choosing to implement both changes does not make both changes intrinsically linked. There is nothing stopping reintroduction of RAAS bleed without changing ICO mechanics.

frosty gull
# broken socket Yep and there's another update that removed ticket bleed and tried to ICO the ga...

I wasn't talking about turtling on a macro level when I wrote that; I was talking about the kind of micro-level gameplay it produces.
"It isn't even good action because it encourages the kind of defensive turtling that game doesn't handle very well, and highlights the seams in the design that come from abstractions like players spawning out of a hab."

Removing the proximity mechanic, or otherwise making it difficult to shut off a hab, means players can cluster around the hab itself and makes it very easy to force the attackers to grind down either the defenders tickets or their will to keep spawning and dying. Which is a taxing way of playing the game on both sides.

That's why I think it is bad.

broken socket
sly crown
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I don’t think you’re wrong that its unlikely we will see this stuff changed, just that if we were changing it that’d be the thing to do.

broken socket
formal oak
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Sorry to single you out @frosty gull but the above wonderfully encapsulates the lack of understanding of 'shooting better' vs 'make shooting ineffective equals more tactical' position that has infested and corrupted squad. These same beta's will study squad lanes to try and basically run/drive as fast as they can to a point because someone told them it was meta but can't execute basic infantry stuff, can't aim, can't fight, can't manoeuvre etc. The 'good players' in Squad these days are people who can remember the vehicle load outs on the 3 trillion layers of poorly thought out maps.

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.

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Being able to murder squads across multiple scenarios/maps etc takes map understanding (not map knowledge, that is past tense, this is basic understanding of terrain), good fundamentals in terms of the weapon handling and ballistics systems, good comms, good positioning, good movement, tactical understanding and patience etc. Alternatively you can just suck at everything above, fail and bitch that it's the game's fault that you died running across and open field because the gun's are too accurate and something Bobby Kotick and COD blah blah.

Jesus, I remember not caring what layer/, map I was going to play next nor what vehicles I might face because it was exciting and I was fully confident the lads in the squad could adapt and deal with anything that came their way. Why. because it's actually, in a proper game, about execution. You can have the best plan, have studied the map, worked out or copied the best roll out and deployment on versions 3.978 of whatever map and still fail because every time you run in the open. every time you fail to clear a building or structure properly and die you can blame the other person. Hell one of the most telling and important skills you need is the ability to read the map and the briefing and adapt from there.

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Personally I don't think OWI understand that butchering basic systems in such a clumsy way to achieve an unnatural outcome when taking into account the tenets of the game has such a profound affect on the entire combat ecosystem, ie the game itself that you render it pointless, it's tragic.

I feet sorry for new players joining Squad noisy incompetence simulator now, they won't get to play with decent players and won't grow as players, a shame for them, a death knell for the game.

sly crown
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Unit system/voting was a travesty but that seems to be most of the point you made in those 400 characters.

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Happy to summarize for you ig

frosty gull
sly crown
formal oak
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Lol if only people knew hey

sly crown
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People confuse the concept of ICO giving a “defenders advantage” to what contributes to a “turtle meta” frequently

formal oak
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Defenders in any scenario should have the advantage by nature, its the inabilty of poor, lazy players to execute that lead to things like Ico

sly crown
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This isn’t nature. Peekers advantage is common in shooters.

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Old lean used to provide that.

formal oak
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Another thing that didn't help the game in terms of gameplay and tactics was mortar spam.

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Right stop, lean spam lets address that first

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That was a developer induced problem that had a very easy fix. However instead of implemeting that easy fix, ie slower lean/lesser degree of lean, greater sway during lean, infanty combat got butchered if we assume rampant QE spam was an issue.

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An interesting point is that if you are dying a lot to someone who is qe'ing you than maybe you could flank that person or a squad mate could (while you wait for the Developers to fix things etc).

sly crown
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ICO was a product of many disparate changes. They did infact implement slower and lesser degrees of leans. It was one part of many.

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Just because you can kill people who abuse hitboxes doesn't make it a beneficial or desirable game mechanic. Obviously people didn't care much for it in what was supposed to be a 'realistic' and 'tactical' shooter.

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You'll find that I can still maintain a nuanced opinion here, I don't think lean is perfect now either. Slowing and syncing the hitboxes was more important than reduction in angle or removal from M249 SAW

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and some other heavy weapons (maybe understandable on AT, undecided)

broken socket
formal oak
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I am aware, the implementation of most if not all of the changes related to inf combat have been terrible, heavy handed, lacking nuance and with seemingly no understanding as to how various things either interact or are exponential.

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The game shouldn't give defenders the advantage the map, terrain and scenario should if the defenders are not brain dead.

sly crown
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I can point to issues I have with most game systems, unfortunately there are questionable design decisions everywhere in this game. Something that I unfortunately accept as the result of having an Indie AA studio trying their best to manage a deeply complex project and maintain a business particularly through some of the weirdest times of any of our lives.

sly crown
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You could absolutely argue that ICO makes more assaults fail, or be more frustrating, or cost more tickets. The assaults will still occur in any other gamemode. Only in RAAS will you really see two sides with >50 tickets both sit on their flags waiting for the game to end

vale elbow
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1886 we're almost there

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I'll read up on this wall of text throughout the day

frosty gull
# formal oak Sorry to single you out <@305263671444111361> but the above wonderfully encapsul...

The shooting in Squad isn't ineffective. As in, you can still kill people, even with the absolute worst weapons. It is just slightly slower than before.

That the increased time to actually put someone down once you've seen them crossed a bunch of thresholds is what allows for people to do more things at the point of contact to influence the outcome. Before the ICO it was important to set things up prior to a gunfight, the devs wanted people reacting and making meaningful and interesting decisions within the gunfights themselves. Which meant giving players space to take in information, process it, make a decision, communicate and act.

vocal orbit
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that would work in a game like arma where you can spend hours in a 1 life operation. In a gamefied halfway point between battlefield and arma where matches only last 40-50 mins though...

Trying to make squad into something it isnt hasn't worked

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not that it should be super arcadey either, Squad should be Squad

vocal orbit
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this is really interesting

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wild people like black coast and mani over goro and yeho

frosty gull
sly crown
vocal orbit
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gotcha, just read the title skimming through the doc

vocal orbit
# frosty gull Players being able to do things within a fight that affects the outcome is not a...

No, but if we're talking about slowing combat down its at odds. Using exaggerated hypotheticals, with both aas and raas based around two points its not as if you can spend 20 minutes doing the immersion dance and expect a fun and dynamic back and forth game under an hour. With the actual pace of 8.2 ico it definitely plays into encouraging turtling.

If we're talking about people having the ability to take action I don't understand how slowing combat increases peoples options. If youre making the individual less effective and slower with heavy penalties for any movement wouldn't that limit the options the player has?

cloud bison
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You need at bare minimum one spot with cover for the defender FOB

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They could make a lot more objectives in general though, on many maps there are POIs that would meet that bare minimum requirement which IMO is ok for backcaps 1 & 2

frosty gull
# vocal orbit No, but if we're talking about slowing combat down its at odds. Using exaggerat...

The pace of actual combat is agnostic to the overall pace of the game. Everyone knows of games that have instantaneous combat resolution and are still slow-paced.

Slowing combat increases options because you have time to do things. For example, in most shooters you will never have the opportunity to hear a weapon firing, identify critical information based on that, then formulate a specific response to it, communicate that to your teammates, and act on it. The timeline is too compressed in most cases to even make the attempt. All of the decisions and play/counterplay happened outside of the fight itself.

Stretching it out meant you could have fights where people were better able to make a deliberate decision that matters. Even if the early iterations of ICO had results which were were goofy (the grenade meta in early PTs).

cloud bison
# frosty gull The pace of actual combat is agnostic to the overall pace of the game. Everyone ...

I feel like we've had this discussion 1000 times, but I honestly believe this is just theorycrafting nonsense that never plays out in an actual game.

The first ICO playtest, which some people say was the best because the mechanics forced slow play due to how horrible the shooting mechanics were?

I knifed 19 people in a row during that playtest. They just couldn't do anything when I moved and used aggression. All of this fancy planning falls apart the moment your opponent knows how to play fast, even against the mechanics.

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That's really the critical error people make when assessing the ICO and its ideals, aggression and violence of action is simply so powerful that it will run roughshod over any delicate tactics you try to do, if you don't also employ aggression and speed

tranquil basin
frosty gull
cloud bison
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It's a nice theory but I never saw more options, or more contemplation etc happening

frosty gull
tranquil basin
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I don't see more of this so called teamwork. When I look on the map I see more blue dots than before, very frequently I see marksman lonewolfing the logi preventing the team on setting up FOBs.

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Giving marksmeme supressors is also a fun decision encouraging lone wolfing.

vale elbow
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For example, in most shooters you will never have the opportunity to hear a weapon firing, identify critical information based on that, then formulate a specific response to it, communicate that to your teammates, and act on it.

poaw wants this all to happen in one life, one instance or interaction but for this to be a possibility you must have mechanics that intercept natural player interaction and massively delay the time it takes for an interaction to close. those mechanics lead to this the vast majority of the time (https://www.youtube.com/watch?v=ohl5SQ-o-UA)

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the premise presented is also completely wrong, i can't think of a single FPS where you can't identify anything useful to communicate posthumously

frosty gull
vale elbow
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it should have played the out the exact same way in 3 seconds or less

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my entire points is it doesn't

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you must have mechanics that intercept natural player interaction and massively delay the time it takes for an interaction to close.

frosty gull
vale elbow
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it's really simple, preICO he shoots me dead and i call it in local to my team. if nobody is in local i tell my squad "there's a guy east, top of the hill" and they deal with him and work towards reviving me. instead i am treated to a ridiculously drawn out interaction where neither player can overcome the mechanics that are forcing the interaction to extend beyond what it naturally should be. both parties are frustrated and nether are satisfied with what is ultimately a randomised encounter (aim punch, misalignment, stability loss are all randomised values)

frosty gull
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You know you could have lived there right?

vale elbow
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and ironically if he has been using a 7.62 weapon or something larger got involved my screen would have been so illegible i may have not even seen the player shooting at me, ICO would have actively denied me access to the critical information that would have allowed me to communcate effectively and formulate that plan you want

frosty gull
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I'm not trying to make this a big "skill issue" thing but you were a medic and there was a tree right next to you.

vale elbow
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this tree doesn't save me

frosty gull
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PreICO that engagement probably sees you getting dropped immediately, but with ICO you have enough time to get to cover and put yourself in a better position to win. Or just survive significantly longer.

vale elbow
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the only thing that saves me is shooting generally towards him with enough volume that he cannot overcome the effects of suppression, this still artificially extends the interaction beyond what it should be. again my points is that ICO extends what it shouldn't

frosty gull
vale elbow
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the last thing i need explained to me is angle geometry in FPS games

tranquil basin
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Actually you climb the tree so he doesn't see you and then you one tap him and jump down and die to fall damage making your teammate revive you.

vale elbow
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you're fine with the inflated interaction durations ICO creates and i am not, we fundamentally disagree

sly crown
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You’re literally standing still and barely returning fire, why are we using someone else’s skill issue as an argument?

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This isn’t really even that strong of an ICO moment, they’re stationary and plinking around you

tranquil basin
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He is using the bushes as soft cover, other guy has a better position from what I can tell.

sly crown
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He’s basically standing in the open towards the shooter

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Barely concealed to the right

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Like idk does this guy have irons and was injured?

vale elbow
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my right isn't a threat

tranquil basin
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There are 2 shooters?

sly crown
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Yes, hence you are standing in the open towards the shooter. The bush does nothing

vale elbow
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you're completely missing the point

sly crown
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No, I just think its silly

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This is a stationary shooter with an advantageous position

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You have not even concealment to speak of

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And he lands like 1 in 5 rounds

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Seriously, is he injured and using irons?

frosty gull
tranquil basin
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Knife is a better weapon than bandage. Don't bandage until you have elimininated the threat.

vale elbow
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now what to do for lunch

tranquil basin
merry flame
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Guys there are only 2k messages here, we gota pump those numbers up before the thread gets locked

vale elbow
#

you're absolutely right

nova canopy
broken socket
# sly crown Yeah I certainly understand the compounding effects and how that makes gameplay ...

So called possessers of nuance when RAAS is in the question. Like don't get me wrong I'm not saying the RAAS game mode doesn't contribute a great deal to why things are they way they are, but it's still only a part of the puzzle. What the meta is, is set by the players themselves. Perfect example of this would be the Alpha 9 Meta Game. Now on paper A9 was just cap up to the equilibrium point on the map and stalemate in a favorable position. In practice though we all know that starting in V7 and becoming widespread by V9 a ton of pub games were predicated on the so called "Rush Meta" V9 was probably the purest version of Squad we've ever gotten and it didn't just suggest teamwork it demanded it. If you have one Squad of numpties who weren't with the game plan you lost the game. So it was pretty popular to rush 2nd or 1st caps if the transit distance allowed you to do so. Much more so it was imperative to do as quickly as possible and have a good rollout. Of course as we know what often happened after a successful rush was instead of responding with an appropriate force to capture or just sitting on the middle cap and turtling such to not reach bleed. Potatoes would roll off the midpoint to try and recap their first caps, lose the mid point, trigger bleed and cop an L. The Rush meta was essentially a solely player created meta that wasn't really due to the game mode itself just poor player judgement. In the same alpha 9 we saw a completely different meta in Comp player all really dependent on the layer being played. Both sides being aware of the deficiencies in their positions often still played turtle meta strats on some layers or safe strats and attempted to make up the difference when the sides swapped. At the same time though teams that weren't as skilled at the turtle meta would also come up with wild strategies to try and win with objective meta.

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For instance Kohat V1 was a well known turtle map with RU on the backfoot. They had an arguably worse vehicle loadout, and a less good map position.
In one game we were going up against the Mumblebeans who were better shooters no doubt, but also had mastered the mortar at the time where as our mortars were shit to mid tier.
Needless to say if the match went long we all knew we'd be taking an L. So the strategy was a normal US Side turtle and a balls out Russian strategy to get us enough tickets to
somehow win on overall ticket count. The only way we were gonna do that was by abusing objective meta and rotations.

Essentially the plan boiled down to a small rush with one of our good vehicles along a nutty but known Chakar Rush route in the hopes of forcing an overreaction to the rush and in the
time that it took for forces to be pulled to get the chakar capture through, to roll into Malak Abad with the bulk of our force and against all odds hopefully overpower the initial cap zone
defense. At the same time one Squad with the rest of the vehicles would try to just get enough people onto Mohd Zai to force the capture at which point they'd hopefully be able to spawn shift to
Malak. In the end it nearly worked but we copped a rollout error that would live in infamy lost crucial seconds at the main wave died like the boys at Gallipoli in the fields of the River Valley.

The point being that this wasn't an isolated incident there were many cases of different sub metas per map that weren't really due to the game mode, but what the players decided was good
and decided to do, or what they decided they had no choice but to do.

All of which just don't add up if the majority of the meta is set by the game mode itself.

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Another great example of this is SC BW. After decades without any significant balance patch one would assume the game would more or less settle into one spot, but they kept the game fresh with no changes
to the game itself, and rather rotating different map pools in that brought in different eras of the game.

Also a side unrelated anecdote but there's actually kind of a funny thing that happens in the objective meta as the capture zone increases in size. I always used to clown on Tactical Gaming clan
because they made this mod that was pretty much a layer pack I believe, but the layers it contaned had ginormous capture zones. And even with the substantial bleed of the time they kinda became turtle
fests because no side ever had enough man power to be able to clear the entire zone and cap so it kinda stagnated the game that way.

There was also kind of a goldlilocks zone as well most notably on Yeho Storage Site as the capture site itself was sufficiently large enough to fit an entires teams worth of players, but just small enough for teams
to have a need to push towards the enemies spawn location lest they be eventually be fishbowled and spawn killed. It was interesting because while there still was a general incentivize to push the capture
zone to trigger bleed and pretty much autowin the game. There was also a need to push smartly as the capture zone itself would tick towards any team that started to get a lead on alive players in the zone.

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Even with 30 second respawn times, every second spent down on players ticked the capture zone towards defeat, so there was incentive at the same time to play slow as well. Honestly one of the most
interesting map metas, and low key kinda what ICO stans are yearning for but can only really be found in an objective meta.

Incredibly long ramble aside, the point is that every single change made to the macro and micro can have effects to the game itself and while you aren't wrong that we get the turtle meta because of no
bleed RAAS being bad something I've fought against every time it's introduced. You're also lacking the nuance you claim to possess to just blatantly ignore things that do actually still matter to some
extent.

vale elbow
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i still remember that kohat match

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we rushed a BTR down in to the river to counter clown-car logi strats

broken socket
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The rage when the logi got caught on something was legendary

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teamspeak got real tense

vale elbow
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teamplay was better in v9, it's heavily anecdotal but everything came together in those matches that resulted in tense focused games where the win was hanging in the balance for a lot longer

broken socket
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I think one thing that helped was the amount of 5 flag layers sure when you eventually won the cap it was pretty hard to lose, but those first battles that decide that cap the back and forth were pretty massive.

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Idk how many odd numbers are left but I feel like they've been phased out

vale elbow
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v9 had plenty of jank but design was coherent and pushed players forwards towards each other

broken socket
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Also with bleed being so massive even though turtling was strong i feel like there was some encouragement to maybe try and get the cap if you could since you'd set yourself up for an easier 2nd half or what not.

vale elbow
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from ISK2 season 2 semi-final

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it even has a meta building FOB

broken socket
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Also I guess to some extent if you think about it logically ticket bleed being a larger % of total tickets lost is an easier metric to track how down you are. Adding up every single asset loss is a bit harder than remembering when you lost the flag and multiplying by 4

vale elbow
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the amount of time we put in to countering meta building openings and retake options if we lost it, so much time

vale elbow
broken socket
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Definitely looking at an Invasion after action report to see why we lost on the 3rd flag was because we lost 20 technicals that cost 5 tickets each. Well serves us right for playing as insurgent lol?

vale elbow
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but OWI seems scared of players having direct or even sustained conflicts over objectives (including FOBs), they want fights to progress but they also release ICO with counter mechanics that enforce a playstyle of stagnation

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it's odd that macro can progress very quickly but micro feels like wadding through mud infested with needles

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featuring a very energetic swede

vale elbow
tranquil basin
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Squad became a more casual game

broken socket
vale elbow
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i'd apply this logic to all light transport, armed or not

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i don't think our dream of objectives being a thing of value will come true however, OWI aren't ones to walk back on their work

tranquil basin
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I kinda miss the objective meta, would be better if they could make a better blend between objectives and kills tbh. Right now you don't really have an incentive to cap mid flag, and even if you do you don't lose anything when you lose the flag.

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Successfully capping a hostile flag gives your team 60 tickets, where the defenders lose 0 tickets. Sometimes you lose more attacking than defenders

tranquil basin
vale elbow
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risk/reward has been off balance for a long time

tranquil basin
vale elbow
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it's sad pilert

tranquil basin
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Before you could even capture back a friendly flag that wasn't active after the team had capped the next flag to prevent enemy team from leap frogging in case you lost the flag you just capped.

vale elbow
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OWI talk about tactical options, strategic choices but then they design themselves a game that has only limited those choices further

tranquil basin
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Flag rushing being as effective as it is, is mostly due to bad layers and probably map design.