Squad's New Combat Overhaul is PUNISHING!
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I'm still on the fence about it BUT I fully believe this is more a balancing update than an attempt at realism. But what what would you guys like to see changed with Squad?
I just want the game to stop being a run and gun:( I want to suppress bushes without getting 1 tapped from 300 meters away
@@jrmbvn I want less toggle peekers
Both are good
I believe at the end this is to stop people from just peaking and one tapping everyone; especially from range.
You are on point, it's balancing update. In my view, i loved PR for it's team work. If 80% of the average squad players quit because they can't coordinate, i'm happy. I want that SQUAD COMMUNICATION gameplay and I've been here since Alpha waiting for them to deliverer the Project Reality 2 experience that they promised back there. If screawing the realism of gunplay makes fights more enganging and forcethe community to adapt and use mikes, improve leadership is a win in my book. And yes a win even though I believe more than 60% os the playerbase will evaporate. Cheers
I'm liking the way they are going with the gameplay but the one thing I have been begging for years for is the ability to brace and steady weapons up against objects like in Red Orchestra and Rising Storm.
You know what I want is a lean function that allows you to angle you weapon flat on the ground while still being crouched. Bc going prone to shoot under dead man cracks is just not a smart idea sometimes.
Post Scriptum has this feature and the game itself was a Mod from Squad
Idk why OWI still refuses to take inspiration
@@MetaRaxxI feel like that would cause a jam if you lean too close to the ground, plus would be uncomfortable
I used to be a 240 instructor and I totally agree. The weight is a benefit to the recoil, and you can hipfire accurately all day long.
One way they could possibly balance it is by allowing you to have a sort of temporary hipfire/ads. That way it’s still possible to clear rooms or defend yourself if you get ran up on, but still discourages running and gunning
The problem is that if you try to make shooting mechanics more realistic, then we are back to square one. You say that a human can do more than a game can simulate. The opposite is the case as well. As a former competitive shooter I could never swing an optic accurately in an 180 and dome a target at 75 meters in real life as fast as some of these kids can quick scoping with a mouse and keyboard. The hardware on both sides has its ups and downs.
Furthermore, full realism is not the goal here, the goal is to create the combat they are looking for, which is longer firefights. The original system had very quick fights. Anyone who’s seen combat can tell you that combat can be a long process, especially at a distance even when employing proper small unit tactics. This is because in real life humans are squishy meat sacks and we are acutely aware of that and thus, self preservation kicks in. Whereas in a video game you don’t have that, so you have to simulate that in other, more video game like ways.
This is why I don’t always look to apply my own knowledge of how a shooter WOULD be able to act in a firefight for a game like this. I instead try to see what the devs are trying accomplish. Commander’s intent after all.
You gun is literally like 50 times lighter than what soldiers use… if they can do it why can’t you?
@@hanfei6871 As a soldier, no, we can't do that, lmao. A lot of people in the Squad community have some pretty insane ideas about what your average soldier is capable of, especially when it comes to this update. I wish you could be stuck on a range all day for a unit's qualification shoots just so this myth can be shattered in the most hilarious way possible.
@@shadow7988 but the uploader said he was in 8-10 hour firefights and he can still snap onto people and shoot them with a 240 under fatigue
@@hanfei6871 Yeah because vets never stretch or weave tall tales lmao. Hell I even worked with green berets occasionally when my unit was tasked onto TAC-RES(Think a sort of QRF dispensed against high value targets. In our case, working with 7th cav's heli boys in our BCT), and no one was running around hip firing 240's and John Wicking dudes, lmao. Especially in Iraq where the environments tend to be more urban and close up, you'd think this sort of thing was more feasible, but it's really not and people telling you it is are talking out of their ass. Half the time I saw people just blind firing over cover or quickly popping off a few shouldered rounds with dubious sight picture at best before moving themselves to another point of cover.
The chances of you pulling the mess from Squad where you can sprint 200 meters, then 180 snap around and shoulder your weapon into an absolutely perfect and stable sight picture while standing and unsupported and then 1-2 tapping someone anywhere outside of the closest of ranges is basically nill.
Marksmanship is challenging even when you're on a flat range in a T-shirt and jeans. There's so many factors that go into where the bullet will actually land and almost all of them are based off of the tiniest movements of your body, even down to breathing. Firefights last so long IRL because the margin of error at range is fairly big even when you're experienced and skilled, when you're tired, hungry, dressed in clunky armor and equipment, and stressed out from people actively trying to kill you and cranking your adrenaline through the roof. Anyone telling you it's some cheap and easy thing is straight lieing to you.
@@shadow7988 I learned something new, thank you for the insight! It's very extensive.
I mean, the SWG overhaul case killing the game sounds more like the result of improper/no playtesting rather than just a case of overhauls being inherently bad. OWI's hoping to avoid that precisely by doing multiple playtests and asking for feedback each time before implementing it in the game proper, rather than just saying "fuck it", pushing something out and hoping the community likes it. Imagine if they'd just pushed the first combat overhaul straight to the game, "take it and deal with it peasants", rather than having an open playtest and asking as many people as they could what they did and didn't like.
It was Julio Torres and John Smedley of SoE that caved during the craze of Wows success...so they did this Combat Upgrade. Patch after patch...got rid of 34 something classes and dwindled it down to less then 10 "Star Warsy" classes yes...that word was used officially by them. It was embarrassing. You can still watch Torres shamefully share how they were changing it. Completely out of touch with their fanbase.
I think it’s a step in the right direction, but hopefully they listen to the community and make some necessary changes before they implement it
Half of comminity think, that they have to do oppisite, do it stronger, like pt1 !! So they will implement as it is like compromise
@@Cool_K they are right. pt 1 was the best iteration and everyone else is a whiny arcade shooter that wants this game to be something its not.
Not gonna lie almost all of these issues seem like they stem from you trying to play squad how it used to be. I agree with your complaints on weapon sway, but almost everything else can be easily fixed for a much better experience.
In terms of ads time, I’ve found it’s really not bad once you start walking more. Sprint way less and your experience gets way better. If you’re clearing a building or clearing a forest walking is way more effective, your ads time is way better and your sway is way better. Second use point shooting way more with scoped weapons. If you need to flick on someone don’t ads, just use the hip fire mechanic. They made it way more accurate and way more effective.
In terms of your problem with bush campers it’s already a problem in vanilla Squad. Try running through a forest in vanilla, you’re going to get one tapped from a bush. Take it slower, walk through the forest and work with a team to cover more areas.
In terms of assaulting objectives I really don’t see your problem. Does the play test favor the defender heavily? Yes but that’s the point. You need to coordinate within your squad and your team in order to be effective. You can’t just run at an objective like an unorganized mob anymore, that’s the entire point of the overhaul.
Remember that this is an overhaul, the game is not going to play like it did before and it’s not supposed to. The goal is to encourage teamwork and make gunfights last longer and be more about cooridnation and positioning than individual skill. There is still a place for individual skill, but teamwork and coordination should be able to destroy that individual skill.
I totally agree.
Personally, I couldn't care less about how realistic this is (or isn't), instead I think what's more important is how they're slowing the game down and making teamwork, planning and coordination way more important, and fixing the run + gun play style the game had been shifting towards.
@@veganpepperoni personally I think as long as the overall picture is realistic Ill enjoy the playtest. Gunplay will never be realistic just because of the nature of keyboard and mouse and the fact you’re looking through a screen. A game will never convey the fear of death and the adrenaline rush combat gives. So instead I look at the squad level, are people suppressing, are people communicating, are people maneuvering, if the answer to all that is yes, the game is plenty realistic. Does this mean sacrifices at the gunplay level to make people behave accurately? Yes. But I think that big picture is more important especially for a game like Squad.
Someone had to say it. My favorite word to describe tactical shooters is "authenticity," which I picked up from one of the directors of MOH Warfighter
Since playtest 3 was supposed to be the middle ground of 1 & 2, I'm interested to see what changes they make for the next playtest. We haven't seen how all the other factions will handle yet.
From my perspective it seems like the more exaggerated mechanics like wait times when aiming down scopes and recoil are for balancing purposes. Limiting the player to being more of a cog in the machine rather them the main character. Really just driving home the importance of the suppression and thinking as a mass unit. I’m just some guy and I don’t have any military experience so maybe I’m missing some important insight but that’s what I gather.
Ok, finally I hear good arguments! I believe the muscle memory argument 👍 And great to hear understanding the need for balancing.
I think that this overhaul is what Squad really needs. I also think that it needs something else to really make people work together. Maybe it can happen naturally after some time when players realize they cannot achieve anything on their own anymore. But I would really like to see some new system implemented for that...
Back how it actually used to be on PR back in like 2010-11..... I swear everyone has become ignorant and isolated..... you can't win on squad without team work! Or any game like this!
It used to be better, a few years ago. I don't know if it's me romanticizing about 'the good ole days' or what, but I swear it used to be better. Maybe the new influx of players?
@@matthewtaylor3301 You are right. Before the movement upgrade with vaulting and stuff, can't remember how long ago that was now. Quite a while I think. The playerbase was way better. I was having fun engaging in infantry combat. Since SLs could put down infinite rallies if they stayed alive and you spawned with a new ammo load. The battles were pretty nuts.
As a HAT player, This has totally destroyed the class. Takes longer to sight, stabalize, and not to mention suppression. I would argue this hits AT way too hard and gives vehicles too much of an advantage.
Nah its fine. Try actually shooting at a vehicle target that is engaging you and tell me you don't fear getting shot by that barrage of gunfire in your direction.
@@daliberista4344 That is a fair point, of course, however, I think the sway and stabilization is still too exaggerated and takes too long when not being engaged. Even when being engaged with full stamina, with the Russian LAT inside a 50 meter range, I still think everything compounded together is a little bit too much. I'm not saying that it shouldn't be difficult, I just would like them to scale down the sway and stabilization. I think that may be fair.
@@chadlomax4500personally, I feel like they should buff the handling and ads time a little on iron sight antitank weapons to give people a reason to choose them over the magnified ones, especially for the Russians.
I also feel like they're going to have a vehicle overhaul of some kind once they're done with this update to tone them down. I really like that the tigers and matvs and the like are actually viable tools now without instantly getting sniped out of the gun, but i do agree that vehicles are too powerful right now.
I personally think that infantry should be doing most of the damage in a fight, rather than vehicles, and that vics should be used more as fire support in coordination with friendly infantry, rather than running off by themselves with impunity, killing everything in their wake, like they do in the live version of the game.
(Sorry about the essay)
i tried using HAT kit a couple times and I agree for the most part. Not to mention the scopes not rendering properly sometimes and destroying performance to the point the game is a slideshow. Hopefully they fix that because the other optics worked fine. Overall, even when at max stamina, trying to ADS with a HAT takes so long that if ANYONE sees you, you won't have time to fire.
Finally someone like me bro fr if the update drop ima delete the game like those people who talk barely get 2-6 kills a game and imagine this update drop there kills will drop to 0-1 in a game like bruh they made the game tarkov like, if you make us get used to a system thats been there since 2016 do not change it make a new game , trust me so many squad OG’s will abandon the game
the pizzabox joke got me laughing
Devil, have you ever thought about doing a podcast or going on one? I Would love to hear more about your time in service then I did as a kid during Marine Corps Mondays. Would definitely binge watch the hell out of it.
That would be really awesome. I loved his Marine Corps Mondays, I feel old just thinking about how long ago he was making those videos hahaha. It was like 10-11 years ago now, it's crazy.
@@ThiccHarambeGaming s tier yt content right there
I always found the ultimate realism option game devs overlook is that a soldier is constantly thinking about the objective and his only life with no respawns lol. Awesome video Devil, I was hoping to hear your opinion on this.
1 life events never fail to make people behave realistically. But obviously you just can't do that to the public haha, they could never enjoy it let alone schedule it.
Yea, agree I think we might be assuming the change was done out out of realism instead of slowing the games pace because its a video game at the end of the day.
I like it makes the machine gunners very useful for cover fire and movement and the suppression does keep you locked down in certain positions. The game is performing better than ever and is improving for the most part. It does seem a little harder to drop people now like what used to take one nicely placed shot is taking 2 to 4 rounds....
Best video I have seen on this overhaul by far. Thanks for sharing bud!
Personally I love the Concept, but the Execution is about as accurate as a shoulder fired 240 in Squad right now.
As soon as you said you don't like Combat Overhauls I thought of SWG. Right on the money!
Of all the youtubers opinions on the new ICO I have seen yours is the one I agree the most with.
I was deployed with an optic only for a few month, using USP-1 russian scope(was the only one I could purchase) and I've always had a problem with catching the sight picture. I swear it was damm near impossible. Doesn't matter if I was on the move or stationary, it would take me up to 30 seconds to fixate my rifle enough for the sight to freeze in a comfortable position. After that I've gone back to iron sights and felt like it was way better for taking longer range shots with that.
About the star wars galaxy change, something similar happened to RuneScape in early 2010s. They changed the combat to a ability and rotation base instead of keeping the more simple one that the game was known for, and instantly killed 50% of the playerbase.
Fuckin evolution of combat
Sounds like the solution is less sway when you're not being shot at.
Then it'll be on the money. It still makes suppression viable, but also allows you to maneuver and engage as long as you open fire first.
It is very much so more a balancing thing, especially for the fact who ever start shooting first isn't always gonna be the victor now.
I feel like Squad with Ground Branch gunplay would be the right amount of "realism."
9:38 THANK YOU! Been saying this for years. The fact that the M249 has more recoil than the lighter M4 shooting the same cartridge is just dumb.
I liked the overhaul, but there is a lack of a combined arms approach from the players that makes defending easier. If they do another playtest i would only change stamina and ADS time and improve them to sort of help attacking play.
So from what Im seeing from this new update is that its more unenjoyable experience to play as infantry (especially aiming and firing your weapons) in exchange for it being slightly more immersive and realistic. Like its an intresting update no doubt, but personally not really a fan of it atm. I do like to see that they are trying to update and make it more realistic and immersive for the players. But if its at the cost of it being actually fun to play then I see it losing more players then actually gaining them again. But then again this is a personally opinion and others would perfer the direction that squad is currently heading in.
Dude I spent my entire high school years on SWG. Never did fill the void that game left. Nothing like it.
As someone that is an admin and part of a squad group. I feel like we’ll have a situation where people won’t play certain matches becuz some factions with scopes are just bad. Similar to when players had to play Insurgents or Militia before they got updated. Forget about the realism if the server itself can’t populate becuz of it. I think this’ll be a short term problem. But that usually means it’ll be about 4 months or so. Squad could definitely have a very low player pop compared to usual.
I also agree with the turtling theory due to the suppression feature. My version of that is players will be alot more hesitant to move away from ANY spawn points and just sit and shoot WAY more than usual. Because it’s easier to play that way.
Its so cool to have someone with your very high experience level talk about this stuff. I find shit like this so interesting :D
Devs should 100% listen to everything you said, but they probably wont... as usual lmao
Just watched your vid. With regards to assaulting objectives, think about how the standard assault goes now. It’s a Zerg through the defending force. Nobody builds defensive positions because they are pointless. Losses against a defending force are usually due to poor communication.
With the update, a dug in coordinated defending force will be able to hold off a much larger force unless sound tactics are applied. Mortars, grenades, smoke, combined arms and communication are going to be necessary.
That being said, anyone whose been a squad leader in game for any amount of time knows that tactical and communication skills of the average player varies widely.
The commander needs better communication tools, and the squad leader needs some incentive to lead. That will bring the skilled leaders to the fore. Herding cats is a thankless job.
8:30 Had fun running into you on PT3 (RomeoZulu in game), been a long time.
One of the few sane takes on this patch. Most people have no clue what realism is, it seems, and they are perfectly happy playing something that is different than CoD.
We need the old suppression like in PTS 1
Finally a combat vet giving his opinion
He mentioned MMO's this dude isn't an FPS player at heart this game is legit as hell
I closed Alpha tested Squad you nerd
Get roasted 😂
They basically wanted to make it like Project Reality, it should have been like that since the beginning.
They were all PR Devs from the start
The overhaul is what squad needs. Yall need to admit it No game will ever simulate trying to shoot through an acog after sprinting and eating shit in a wadi with rounds going by. But its a step in the right direction. Its gonna get balanced.
Well just make bullets spray more. Give people a little desaligned scopes and the magic is done.
i love prone/crawl meta
I'm so glad you brought up SWG... they did kill that game... that was the best MMO.
Oh damn, Devildog. I had no fuckin clue you were in the battle of Ramadi. Thank you for your sacrifices. Definitely enjoy your perspective on this content.
Star Wars Galaxies represent!
After playing Onward in VR, I find it hard to play any flat screen milsim. I think VR is where it's at for a "realistic" shooting experience
Yea and that's where it should stay. This overhaul is one of the dumbest decisions the devs have ever made. Squad is a game and games are meant to be fun and this overhaul removes the fun. If they wanted people to play as a team they'd remove the ability to "give up" and force you to wait after every death or to wait for a revive. When the only consequence to dying is only 1 ticket loss nobody cares when they die. That's how you slow the game down, not by removing one's ability to fight. Remove the ability to spam FOB's everywhere and limit the amount of spawnable FOB's to 3 per team. That's how you make squad more tactical and team oriented but they don't listen. I've been saying this for years. I agree with DD completely on this. Trying to achieve "realism" isn't going to make the game more fun, it's going to be quite the opposite. Just look at the success of BattleBit. They took the good parts of Battlefield, the good parts of Squad and mashed them together to make BattleBit and it's fun even though it looks like Roblox. What does that tell you? It has consistently more players than Squad and Battlefield.
This update will be well received for about a month or two and then once the frustration starts to set in, people will go back to complaining. What players need to remember is if you already have a hard time in "vanilla" squad, shooting people, spotting people, then this overhaul hurts you the most. Sure it also hurts the guy who drops 40-50 kills per game but the guy who gets high kill counts is still going to be better. That's not going to change and good players will still adapt faster and better than average players.
@artofwar3046 I completely agree with you, BattleBit is the perfect example of how a fps should be made. Fun and an overall good experience. These new "milsim's" on a flatscreen just can't compete with VR where your rifle is in your complete control and you're inside the game. They should definitely stick to fun and not focus on a cinematic fake "realism." Squad was once great, but I feel it will slowly die off.
@@Ozi_jzx I played VR for the first time a few days ago at my friend's house. It blew my mind. I'm seriously looking at getting a VR for myself.
@artofwar3046 Yeah I love VR , it's just so much more immersive. I use the index. The finger tracking is amazing for any shooter, a mate of mine who was in the army couldn't believe how realistic it felt fun to watch 👍
Lol Devil showing his age, mentioning Star Wars Galaxies
Man when you said SWG i knew exactly where you were going it still pissed me off lol
As long as the shooting and everything feels responsive and good its all fine, realism is difficult to make in a game Without making the game feel like shit to play, like recoil in tarkov is less realistic than COD even tho it tries to be "realistic"
It feels good when your at max stamina. Having a firefight go from beingbpinned by suppression, to then return fire you can really feel the flow of the battle now.
id put tarkov as the same as cod in terms of realism.
based take o7
i do like the overhaul on this, imho it was needed
I respectfully disagree with the beginning comments. I took a very noticeable fps/graphical hit on the play test. The pictured scope was very pixelated and clunky, it felt awful to be honest. I had way more fun going back to the regular version of squad. When I scoped in I got fps drops by 15-20. On the non test server I stayed steady with fps and the scope sight looks incredible. Not sure that I will want to play the game if the update doesn’t change these picture in picture scopes
Its been very different for everyone lol for some reason i had better fps than the live version
OMG I was a Galaxies player and I agree 100%
I've noticed that people with more trigger time are generally a lot more skeptical about how overly exaggerated the weapon handling is, and while I would definitely have to agree its a bit unrealistic, it definitely makes people play the game a lot more "realistically" (as cringe of a thing to say as that is considering its still a game). I dunno man I'm torn in 2 over it, on the one hand it makes the combat more frustrating on an individual level which really sucks when I should be able to easily kill someone I got the drop on but my guy has parkinsons and cant hold his gun straight, but on the other hand it forces people to work cohesively with each other :/ either way the community seems to want the parkinsons weapon handling so I guess it's here to stay
I like the changes. I think rewarding team-play is the right way to go. Lone wolfing is far too effective in the current state of the game
listen man this "team play" idea would be awesome and all but in reality it is almost impossible to get regular players to coordinate. That makes some of the features of this update useless and even have a negative impact at how a round of squad carries away.
At the end of the day squad is a video game not real life and so it cannot be carried out like so. People are going to play there own game and this team play idea is completely utopian unless having an organized group as mil-sim groups or the competitive scene.
@@village4942 hey, I understand your perspective. On the other hand, this should even the playing field. Players will be forced to adapt and become more communicative to win matches. You don’t have to be a mil-simmer to understand suppression and movement. People will evolve gradually into better players. This game will be more fun, let’s give it a chance.
@@Lucas-qk8lc I disagree but who knows I might be wrong we will se in the future. It is just frustrating too me (as a competitive player) you will understand this update is game breaking.
I lost it on "Michael J. Fox"! 🤣🤣
If you actually get Parkinson's you may not even want to make a joke of it.
Wish they added the option to emergency reload and tactical reload
Don't like what they did to lmgs in terms of hipfiring. A lot of times our machine gunner would go out of position(if not required anymore) and go cqb with us and supress fire on the move.
1:00 Runescape EOC did the same thing to the point they had to make a new game from before they updated it :D
When is it supposed to finally come out?
I just wish they would remove the optic blur. Sort of ruins the point of PIP optics.
Lose the aggressive sway, and sights PIP without blur-that would be great. Liking the suppression
nice reasons to support your ignorant wants. its people like you that want the game to be a cool looking milsim but also want way too much arcade playstyle. you need to choose a game. go play tarkov and cod or let this game become an actual milsim. stop being loud mouthed without actually knowing what makes the game great. yea we get you want to snap to a target after running and be able to pick them off at 200 to 400 meters without a miss. garbage arcade gamers stop voicing your opinions, they are not needed at all.
I played in the test and gave the devs the same feedback that you did, the weapon is like an extension of your body, the only time i evere lost site picture was when i had to adjust my cheek when i was on a burm on the side of a road hunkered down.but other than that you just get a quick bounce that eventually your eyball doesn't even notice anymore once you have fired enough rounds. Your eye learns to compensate for that.
Definitely a performance hit for me…4090 / 11900k and last play test I was getting 80 fps vs the usual 120 in 4K. I feel like now it seems like the player has never fired a weapon before. I also don’t remember full auto creating a “blur” on the optic IRL like it does in the game, at least not this bad. Not sure how I feel about the update yet. Yeah balance vs realism blah blah but I mean come on…some of the new stuff is just too far on the balance side. Oh and the M110 eye relief feels like he’s holding it way too far out. Former 0311 opinion here. I like the slower pace and the suppression aspects but something is just off. Also I use the sharpening option in the graphics settings set to 1.0 and now when ADSing, there is a bunch of film grain through the optic and around my FOV that was never there before. As soon as I lower the rifle, it goes away. Removing the sharpening to 0 fixes this but IMO looks way to blurry even in 4K without it. Looking forward to the final update.
suppression 100% needs to be buffed, but slowing the game down this much seems like a real bad idea
while playing the test, it definitely makes me not want to move and reposition as much. so does that mean it promotes more bush wookies?
I see your point.
I'd suggest:
1. Increase muzzle flash by a bit more.
2. Have mouse movement tied to actual character movement. I'll explain. So say.. within 90 degrees or so, you can move your character's aim unrestricted, but if you try to move outside of that, it's slower, as if your mouse DPI suddenly changes. Once your character's body catches up to where you actually want to be aiming then your 90 degrees is centered again and your aim is unrestricted. This can be represented by your muzzle being pointed slightly off center, to the side that's mouse dragged away from, when you go out of your initial 90 degrees.
These changes would mean campers would really need to be careful with every shot as it brings more attention and when they want to reposition they can't pinwheel into a new position quickly and perfectly and it takes slightly longer.
Just some thoughts..
can confirm 249 full auto is like a pee shooter compared to the 240b
It isn’t abou make the weapon handling or supression realistic, it is all about balance players who are sitting in safety infornt of their pcs without any stress or moral loss with the carachter in game who is experiencing a firefight. Of course irl there no such thing als blur when u get shot at but it simulates the stress and the fear of the solider. Without that player just push and rush like they’re invincible .
Squad is the milsim version for COD. And will always be
Looks really cool, i just wish it looked like fun.. because it still feels like way too much running. And sniper scope looks like a joke.
When is this releasing?
You can’t pick up a random gun n muscle memory n shoot it …. Every gun is sighted to the specific soldier
Sir, are you sure that the Devs of Squad don't have real war veterans advising them and guiding them through realism part?
the only good time i have in pt are soloing crows / brdm or sitting on a bush.
i like the surpression mechanic but i dont like the weapon handling and flinch.
Can't RPG anyone without getting shot first lol
Great video and similes lol.
Im already tired of hearing about this overhaul. Just waiting for them to give it to us
Yeah it pisses me of when you can only hold a combat pace jog for 10sec. When you should really be able to jog in full gear for at least a minute!
For calling out SWG that's an instant like for me!
Squad devs really need to listen to people like you that have actual knowledge and experience on combat. Not these wannabe milsimers that think they know combat
When this update go live in oficial?
Clearly getting up onto the open roof like that was a bad idea. On the game mechanics I can't see why they can't make it a server setting thing: realistic hard servers and old version entertainment servers. Then people can choose. It could also be made a skill system. Start hard but as you skill up the scope sway drops and the fatigue effects reduce. Have skills re-set after a certain number of deaths.
Interesting idea for sure.
I'd say have your sway, ads, stamina, etc all automatically improve as long as you're on the same life. Each time you fully lose your ticket, lose 50% of everything you gained. Finally have it take 45 minutes of being on the same life to have everything a full stats. People not wanting to be reset will have them be more careful and inherently slow the game down.
Wait, is this the JESUS GUY!?
everything is fine but the fact my bullets are not gonna go where im pointing is dumb asf
People keep talking about realism this, realism that, but you can heal people with a simple bandage, through walls, over objects, dig fortifications with a simple shovel, a whole host of things. The game isn't true realism, and comparing it to real combat and real firearms shoot doesn't make sense given its limitations as a game. Test 3 was good, near perfect as a mix between coordination and slower gameplay. A lot of the deaths people suffer are 100% their fault for either being overconfident or sloppy, trying to play the game like cod.
how come games don't add weapon mastery the more you use a gun the more you get used to it and take away recoil like it could take away some of the problems ?? in my opinion
if they wanted to add soft skills intra-game, id be fine with that. but if you mean add skill to each account based on usage of certain classes and they don't reset after a game ends. then im not gonna support that. maybe a skill that lasts as long as you do not die and it only applies to each game separately. would incentivize players to survive more on the average, if at all possible when downed.
How you playing?
I miss SW:G so much.
Asuh dudes
I don’t really understand the argument of “well if you can’t make it completely 100% realistic, what’s even the point in going the realism route?” Very odd logic to me…
Tone it down. How hard it used to me to shoulder and MG3 should be how hard it is to shoulder and M249 now. This game shouldn't feel like a spray and pray. They have all the right features but soldiers feel incompetent.
Not everyone can use an ACOG btw 😂 lots of mfrs can't even adjust one
Oh, i hear in his voice "firefight looonger" with some kind of frustration, it is projected to do, that attack 5 people against 20 would be almost impossible!!! Yes, sit in defence is more easy and gameplay will be more stable, no more recapture half of the map every 10 mins, its unrealistic at all.
english?
What’s ur mos
Its almost like, from what I'm hearing, they should make changes to how what you're carrying affects your ability to move around and stamina to a much greater degree. Maybe have elements of "dropping ruck" and there being benefits to either having your whole kit but struggling to move, or having a lighter kit that's more mobile but may lack firepower or utility. But always allow the player be able to aim effectively.
So I totally agree with you on everything. My thing is if they went for “realism” it woukdnt be “real”. Let me explain, if we were to make a perfect game that is 100% real it wouldnt play 100% real. Bc in real life you can DIE. In a game your not scared. So it wont play real. Makes sense?
I think that devs don't have any idea how weapons behave irl . Also this amount suppression is joke . My kid have more stamina then those soldiers 😂😂
SWG screwed up the jedi so bad
i really hate blurred peripherals
Shoulda made it a mode.
Finally someone who understands life
More realism
just get some mfps set down and actually communicate with the other squads assaulting and it shouldn't be so called impossible