Squad
Gusburg May 31, 2021 @ 1:39am
How much action in squad?
I know it's a slow paced game. Let's compare it to pubg which is a Completely different type of game, but pubg has very very slow gameplay with action:prep ratio of like 1:3.

What is squad like?
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Geebus May 31, 2021 @ 3:05am 
Go watch gameplay videos on Youtube. You'll get a heck of a lot more from that than you will get from some arbitrary numbers guessing on here.
ShottyMonster May 31, 2021 @ 4:33am 
Originally posted by Aegmar:
i guess its faster paced than pubg..., you spend some time moving in position and building stuff sometimes, but when an engagement started its basically nonstop action, unti one side loses their spawns, then its quieter for a while.

I would add to that, that the action itself isn't like PUBG; you might be surrounded by gunfire and explosions, but you won't necessarily be shooting baddies left and right, more likely you'll be doing flanking manoeuvres, laying down smokes and trying to get the good angle(s) to take the shots required to take out enemy squads/spawn points. Whereas PUBG is more like, you're in the action, you are effectively in a firefight until one side wins - sure flanking matters, but the TTK is much higher on PUBG so you can afford to duke it out face to face a bit more than you can in squad. In squad, if your enemy has got sights on your position before you are setup with sights on theirs, you have pretty much no choice but to move from the position and look for a flank, because you will get downed in 1-2 shots (and the suppression mechanic means even if you aren't hit, you become effectively useless unless you move out of suppression).
Jenkem May 31, 2021 @ 5:17am 
For someone coming from the AAA games it would be slower paced aside from what was said above, but once you start communicating and using your mic with everybody, the game becomes more rounded out and feels fast paced with action development. What blows my mind about squad in particular is how the firefights somehow develop naturally and you'll get those 5 to 10 minutes of non-stop fighting, despite the sim mechanics.
Chungal Grease May 31, 2021 @ 9:22am 
Originally posted by Gusburg:
I know it's a slow paced game. Let's compare it to pubg which is a Completely different type of game, but pubg has very very slow gameplay with action:prep ratio of like 1:3.

What is squad like?

There is a lot of down time at the beginning of the matches now. Way too much imho. Plus the delayed spawn times on the vehicles are ridiculous if you ask me. So yeah, if you hold your spawn and wait for a hab on the middle contention point like the island on Mutaha you can usually expect to get into the action quite quickly and stay in it if you chose to defend the point.

The bigger problem is that there isn't any real game mechanic that forces you to actually do anything at all. That is both a blessing and a curse I guess because if you get on a team with a bunch of goofs who want to make forts way off the flags you're going to get steamrolled.
ShottyMonster May 31, 2021 @ 12:11pm 
Originally posted by Zylfrax791:
Originally posted by Gusburg:
The bigger problem is that there isn't any real game mechanic that forces you to actually do anything at all. That is both a blessing and a curse I guess because if you get on a team with a bunch of goofs who want to make forts way off the flags you're going to get steamrolled.

Eh? You win the game by making the enemies tickets bleed to 0. If you do "nothing", the enemy team will cap points and you'll loose by ticket bleed. This is ancient (for video games) mechanic to drive battles in these kinds of games.
Casual Sun Jun 3, 2021 @ 2:53pm 
You won't get the full experience across 1 match. There are so many ways a match can develop and depending on your role and where you are, you might see nothing or you might be fighting a lot. For instance, your squad tasks itself with making a fallback base to defend the next point against the attackers, but your team never loses the point in front of you. You see barely anything all match. On the flip side, your team loses the point and now the base you built is really important and there's a lot of fighting going on, or maybe your team doesn't spawn there in time, and the enemy just wipes out your base before anyone is there to defend.
John Doe Jun 3, 2021 @ 6:23pm 
Originally posted by Aegmar:
Originally posted by Casual Sun:
For instance, your squad tasks itself with making a fallback base to defend the next point against the attackers, but your team never loses the point in front of you.

tbh this should not happen

It happens often enough to make it a really good idea, particularly when you know that the only reason the next point is being held is because the team is full of people who mindlessly charge forward. You know, running from point to point without even thinking about higher concepts like "strategy", "tactics" or even "logistics" - the kind of person who'd put a radio and the hab in the middle of the street. Its too often that I've seen people be shocked that the enemy not only gets into position to take the current defensive point, but doing so by setting up on the point afterwards, aiming to capture two points at once and probably winning the game.

Your solution to this - "Stop thinking about defense and charge forward, or be charged with treason and shot" will only work when everyone on the server treats the game like its Call of Duty, which I'm fairly sure is not very reliable.
Casual Sun Jun 4, 2021 @ 9:05am 
Originally posted by Aegmar:
Originally posted by Casual Sun:
For instance, your squad tasks itself with making a fallback base to defend the next point against the attackers, but your team never loses the point in front of you.

tbh this should not happen when the SL's communicate even just a little with each other - when the current defensive objective is well in hand by the defending squads another Squad sitting on an UNCAP point behind is waste of manpower and borderline sabotaging the team..., on many servers you could even get kicked when you insist on sitting on an uncap point "just in case". Instead you should help the defenders on the actual objective to take out attackers Fob's or attack the offensive Objective yourself - unless you are a mortar squad helping with indirect fire.

So, yeah this can happen, but it shouldn't and could be taken as a clue your SL doesn't really know what he is doing..., best switch Squads when you see this.

I mean, back cap and proxying the hab also happens. I agree with you for the most part, but there is stuff happening all over the place in Squad instead of just the front. The ideal time to make a fallback, is if it immediately became the active point as soon as it was finished being built, but we're only human.
Last edited by Casual Sun; Jun 4, 2021 @ 9:11am
Barbaric Corgi Jun 9, 2021 @ 5:22pm 
Depends on who your SLs and command are. When you first start off as a nooby, you might find yourself wandering around the huge maps by yourself, so it'll seem boring and slow. You might walk for 5 minutes not knowing what to do, then get clapped by a hidden enemy. However, if you have a good SL, or get used to the maps, you should be in the central hot zones and then it'll be fast paced. I recommend Invasion servers if you like intensity. Most of the action is centralized on one objective. I'm always in the heat. I place rallies and HABs close by the most active objective. It's not Battlefield or Call of Duty level of action, but for a tactical shooter there's a lot of grand scale action going on that you can find and partake in. And the firefights can be LONG. Both sides pinned down trying to outmaneuver each other. It's really easy to get immersed if you just let yourself. IRL you're not going to be running straight into gunfire, absorbing bullets, then regenerating your health like wolverine 3 seconds later.
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Date Posted: May 31, 2021 @ 1:39am
Posts: 9