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번역 관련 문제 보고
This game has a lot of that.
Squad is not the battlefield experience, neither is battlefield the squad experience. If you have the itch for one, the other does not scratch that, imo.
Again, if you wanna fix the player base you've gotta figure out how to better keep players in check. We used to have this back when the player base was smaller but now we've gotta rebuild it. The only way you get a better player base is if you encourage an environment that has certain expectations and consequences for not meeting them. You've gotta build a dedicated SL base that enforces teamwork and communication. Even just a couple of SL's per team on the populated servers is more than enough to get the ball rolling.
If you want a BF experience in Squad then go to the Epic store and download the editor.
Make a Mod with adjusted mechanics and convert layers of the current maps to work with it.
If enough players want this then it should be no problem getting enough bodies together to provide for and populate one or more servers..
(obviously you may as well wait till they've rebuilt the engine at this point or have to rework your mod once they're done tinkering - which makes any ideas of OWI capitalising on the downfall of 2042 kind of redundant, seeing as they are rather busy plugging the holes already here)
I've been playing Squad since July of 2017 (late v9). Squad might be less hardcore in some aspects but it certainly isn't an arcade shooter. Again, that is just a buzzword that you paste on everything you don't like. Hell, that's almost like calling everyone richer than a homeless person a millionaire.
Changing dead-dead did not make Squad an arcade shooter. Making it so everyone could revive one another did not make Squad an arcade shooter. Adding the buddy rally didn't either. Neither did changing the run speed. All these things might have changed certain incentives but they did not make the game an arcade shooter. Again, arcade is a buzzword for things you don't like.
I don't find that to be an issue. Yes the game got faster. No I don't find that to be a problem. I used to kinda subscribe to the idea that faster gameplay stopped players from having the time to come up with strategies and such but then I just learned to play fast. I stopped thinking of it as faster gameplay and changed my outlook to it being more aggressive gameplay. I adapted to it and enjoy it.
On the game time side of it, I am glad we aren't having 1.5 hour matches anymore. 45 mins to an hour is plenty time for a match. I've seen a lot when playing invasion that you still get those long matches and it results in a bleed on players, especially in the SL department. That bleed and that burnout isn't a good thing, you want players that stay the length. I will agree though that a 30 minute match isn't what we are looking for but that really goes to that last point about crap players being crap.
The respawn times are plenty long enough. We are talking about 5-10 minutes which isn't that insignificant when put in the context of a 45 minute match. And you've got a little bit of a point about helicopter rushes for early points but I don't see that being as much a problem with the helicopters themselves but rather an issue with crappy layers. Add more varied first points and that goes away. That said, I don't see it as much as you do at all. Rushing midpoints I see all the time but going for the enemy's first caps I don't. Even then it isn't too successful if you learn how to stealthcap. Even if they rush your cap, as long as you have a body on it you win.
As long as FOB's are semi permanent spawns that can move entire teams, the effects will be the same. I am genuinely surprised that FOB spam took so long to manifest itself. It should have been the meta ever since FOB's have been a thing but wasn't probably from a mixture of old habits and ticket incentive changes.
And lets be honest here. How much do we actually see FOB after FOB encircling an objective? It fairly rare. 9 times out of 10 its 1-2 attack/defense FOB's per point just like it has always been.
I think its a good thing that FOB's are as vulnerable as they are now. Proxy was a great addition. Less meat grindering as a result. Same with the commander strikes. I even like the bleed out system since it was annoying when you'd have a radio almost magically "poof" away. Superfob is dead and I am glad of it. Again, I like this more aggressive gameplay and am happy to see that players actually have to work for their wins rather than just sitting and letting the ticket bleed do all the work.
As to increased vehicles and players I don't mind. Yeah sometimes it can get annoying on comms when there is a ton of people but you simply tell them to be quiet. Most folks are more than willing to quiet down, they don't know no better.
That just simply isn't true. I can get people talking in most every match I SL and I am going at the speed of light. All it takes is a couple of people to serve as examples and the expectation of communication and you are pretty much there. Sure you get some matches where it doesn't happen but that is down to failures to upkeep expectations. That isn't the result of the speed of the game.
Again that just isn't true. That just isn't my experience. Comms are usually perfectly manageable. If one channel or the other gets a little too loud then I simply ask them to quiet down and keep it relevant and that solves the issue. You are acting as if the worst case scenario is the average match. It just isn't.
It is almost all on the players to fix. Sure the devs sold a bunch of copies of their game. What did you expect? That they would stop putting it on sale? The effects of massive demographic change weren't intended, they were unforeseen.
You want people to start talking more? Expect them to talk more. Want them to stick with the squad? Expect them to. Pressure works when you can build it, its what kept the game going in the early days. How you build that momentum I don't know. How do you encourage a wide enough group of people to matter? I don't know. But even if I don't know I don't succumb to the doom and gloom, "we can't change anything!" mentality. It works on a squad level. It scales up to a team level. I assume it works up to a server level. Find a way to get more groups of dedicated players putting in good work on servers and you start to really make a difference. It already happens to some extent but it needs to be expanded.