Squad
SATCOM
Timmeh Jul 31, 2022 @ 8:50am
Feedback
Very cool mod. Nicely done.

Some feedback for you to consider:

Mortars are still a little OP.
Maybe reduce damage to HQ, but keep them useful against other structures.

Infantry play could be improved to fit more into the RTS style play.

Kits limits could be reworked.
You could allow the commander to upgrade infantry so a single squad can have more limited kits, and instead of unlocking kits based on players on the server, the commander unlocks the team limited kits.
So even a team with 20 players could equip half of them with HAT kits if the commander spends resources on upgrading infantry power.
As it is now, inf kits become mostly insignificant once the vehicle production ramps up.

Add shovels to SL kits and increase shovel speed 2x for all classes to make fortification more in line with the pace of this mod.

Consider adding some kind of destruction objective inside the main HQ that an infiltrating squad can trigger to win. Maybe make c4 deal significant damage when placed on the commander console or something.

It'd be nice to see a FOB AA emplacement for both factions.
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Showing 1-6 of 6 comments
Please consider a post of the layers for the mod for those looking to make rotations when running this mod.
Matty Aug 12, 2022 @ 6:47pm 
yes
Timmeh Aug 13, 2022 @ 11:55pm 
Some further feedback after more play time:

. The shovel speed update is playing out excellently.

. Mortars are still very effective at killing HQ but can be countered effectively now that servers have grown big enough to allow multiple infantry squads. Seems like it's in a good place right now.

. I'm seeing more and more infantry base raiding happening - C4 on buildings is proving to be a deadly tactic. It's hard to pull off, but a combat engi with a rifleman sneaking in is very rewarding and can do a lot of damage (very fun so far).

. There's a bug that occurs when the barracks is blown up during construction of the tech center that locks up the construction queue. The commander cannot cancel the tech center to place a new barracks and the construction of the tech center cannot complete without the new barracks. Effectively the commander cannot construct anything and the admin has to end the match.

. Commander built watch towers are never utilized. Perhaps they could be given a usable .50 machine gun attached to make them a more powerful anti infantry emplacement.
Timmeh Aug 23, 2022 @ 5:33am 
. Sandbox is unbalanced for the team in the NE.
Suggest adding more trees and hills to the open area in the N to provide more cover against a TOW on central that can currently easily cut the NE team off from the N depot entirely.
Also making the tunnel in the NE traversable by vehicles, or adding another pass to the road east of central would prevent the NE team from getting boxed in too easily from central.

. Suggest reducing cost of Mi8 TVK to be in line with the TV variant since it has less rockets than the TV variant and the nose gun is only marginally more useful, not justifying the current increased cost.

. New maps would be nice. Suggest adding modified versions of Belaya or Narva.

. Bug: Pausing vehicles and resuming production is buggy - it queues up another vehicle instead of resuming production.

. Bug: Humvees spawn full of ammo.

. Suggest reducing rearm cost of BRDM ATGM since it costs more to rearm instead of producing new vehicles.
Timmeh Aug 23, 2022 @ 5:56am 
Some more thoughts:
. Instead of limiting specialist kits to the amount of players like vanilla, you could tie their availability to the amount of barracks the team has. So you could build more barracks to upgrade your infantry squads.

. Building more than 1 research center could provide bonuses such as reduced construction time by say 25% or so (since construction time is the third commander resource) and / or reducing artillery cooldown by a minute or two. This would open up a new play style for the commander by providing the option of sacrificing excess construction supplies and base space for a boost in construction speed and artillery power.
Timmeh Aug 31, 2022 @ 6:04pm 
Regarding the new crewman / pilot kits requiring 2 members in a squad:

It works to achieve the desired effect of getting rid of 20+ squads on full servers, but it's kind of annoying on smaller servers.

Perhaps you could disable the limitation on seeding layers?
On low pop servers it's much nicer to be able to be a pilot or crewman AND be able to participate in command channel.
Last edited by Timmeh; Aug 31, 2022 @ 6:05pm
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