I hope they add point firing as an option for everything. That was such a cool feature. Maybe rework the way it switches to optic and irons but I really like it.
The game was feeling like battlefront where you just keep throwing bodies at the point until you get it, and whoever can consistently throw the most bodies at the other teams fob wins usually. Now it seems like it is how squad is meant to be, which I love.
Is there even a point? They listened to all the crying from scope weenies and took all the sway out of scoped weapons anyway in the overhaul and returned them to being laser tag like in vanilla.
@@shadow7988 arma has weapon rest, and a thing in real life too. It encourages players to hunker down and suppress instead of sprinting around without getting killed due to newly introduced intense weapon sway and bullet spread. But this needs to undergo great balancing and testing so the pace of the game wouldnt feel like those laser targeting fights just like u said.
@@ErnestIsGaming Intense weapon sway? What sway? There's basically none. The neutered overhaul mechanics are a joke. Weapon resting exists in ArmA because things like stamina, recoil, and sway actually matter. In Squad it's basically a non-issue. The overhaul tried to change that, then all the casual players that didn't even help crowdfund the game cried to high heaven and got the balls snipped off of the update so we're largely back to square one, just with better suppression. You can literally see in this very video how insanely easy it is to laser tag people while running around, standing, unsupported. The weapon has a bipod and he didn't even need to use it.
@@shadow7988 stamina, recoil and sway also mattered to squad. Its just more profound now on this current update. Dude im not against you and the all new introduced gun handling mechanics, i actually like it the squad is heading in this direction. I just thought that weapon resting feature could be relevant, now that we have this new weapon handling mechanics. Take it easy
@@shadow7988 regardless of your opinion on weapon sway, it is not unlrealistic to rest your weapon on an object to steady your aim. It would be a nice feature
Now that these PIP scopes are here they should add a slight delay between when you fire a sniper and when your character cycles the bolt. Just a small little feature but without it it’s now near impossible to see where your previous shot landed and to account for the drop. We also need more ammo for the pistols
@@meisterproper8304 this is the best option in my opinion. Make it so that you can double tap mouse1 and it will cycle really fast but your aim goes way off, hold it a bit longer and your aim will stay better or something.
@@calebcaltrep3648Given how quickly they have been implementing changes and putting out new play tests, I’d say a few months maximum. Hopefully within a few weeks.
I've said since early alpha that building should be extended (with the exception of FOB/HAB buildings) into the full radius and keep that FOB/HAB in the smaller radius and have them supplied separately. That paired with the combat overhaul would make for some awesome firefights on positions outside of your FOB and keeps them hidden. This makes a lot more sense than just fortifying a fob that can be seen, and then blasted with artillery.. Also adds a lot more choke points you need to push through to get to an active FOB to disable.
you can build a radio, build the fortifications you want, then dig the radio down and the fortifications will stay there unlike a hab. build whatever you want, wherever you want friend
@@ethanpetrea6164 You can still only build within the radio's radius. I'm talking about the outer radius that disallows for a second radio to be built. You should be able to build fortifications beyond that initial tight radius. If you see buildings you immediately know where about their fob is, it also makes you pretty much fight right off your FOB and that is what the rally is for. Build a forward post, throw down your rally and hold your position. Leaving the FOB somewhere not in or around direct combat. It will also drastically alter combat to where you can't just run around because now streets can actually be blocked off. Doors covered so getting to objectives is much harder.
right thats what im saying, build radios where you want fortifications around an ideal location for a fob, build the defenses, dig the radios down, place a radio right in the middle, now youve effectively built fortifications where you normally couldnt. its convoluted but you could do it rn @@_Jake.From.Statefarm_
You really need to be able to delay when you cycle the bolt to confirm hits. It's just too much with the scope rocking around while cycling to look after your shot. I understand there will be recoil of the shot, but I don't need a 2-3 second window in which I can barely see what is going on. A spotter will help but not many people are willing to do that for you. When you could just wait to cycle on command and get a bit of a compromise. I think just about everyone who's played the sniper class would agree.
The one complaint is that they need a button to remove the grass from right in your face. Stupid when a blade completely blocks your scope when you could just rip it out.
Yo I was the driver of that BMP-4M in the beginning of the video I did not know it looked so cinematic (You were a great team-mate I hope to see you again some day)
One thing that idk if they’ve said they’re addressing with the infantry update is explosives radius/damage. When I put one 3/5 feet away that should kill but it doesn’t.
I concur with you're analysis of game playing at a normal realitic speed rather than fast moving kills. Thanks for sharing. I and friends do enjoy your game plays.
So i've played the public test a couple of times and i agree for the most part. It feels very immersive now, like it should be. Lmg's are now actually useful even when they only have a iron sight, this is a good thing. I feel like it is a bit silly that the sniper has the same amount of recoil with bipod or without. The sniper scope seems to have a weird bugg with icons floating in it (i am sure they'll fix it) It feels now slower pace because they nerved movement speed. But they also made the stamina bar smaller it feels like. So where now you have a 3 min run to flank, you will (in the playtest) need 6 minutes or so because you are weak, fat and slow as shit. You also better not jump over anything cause you can wave bye to your stamina. I'm hoping they find a good healthy balance between the sometimes fast pace running gameplay we have now, and the slow gameplay they want. Somewhere in the middle, but more focused on the tactical slow pace nature of the game.
It would be nice if instead of your screen just getting blury they would have a more unique effect for suppression. As it is right now suppression looks like it will just turn every encounter into a frustrating waiting game.
i was in da LAV on Tallil when u passed us by in da logi asking "Where da enemies at?" zipping thru the tarmac Can't wait for ure INS ambushes when ICO comes out....gud to have u back
That's the thing - it makes being a marksman/sniper a LOT harder, though more rewarding. Thus, you're not going to be seeing a lot of noobs and casuals pick it up anymore, which will hopefully alleviate the whole "ImMA bE sNIpeR LuLz"
@@aydointergalacticcorporati698 It actually makes marksman more effective. The combination of the increased zoom options on the sniper, more enemies are standing still to get better aim, and the decreased effectiveness of the 4x scopes on rifles means that the long range accuracy of the marksman kit is very effective now.
Kinda sad they listened to all the arcade player crying and took all the sway out of the overhaul. Watching someone snipe while standing and unsupported with basically no sway and a perfect sight picture, knocking multiple people in quick succession is a big wet blanket on the excitement for the overhaul. Honestly that sort of thing is why I'm rapidly losing interest in FPS games. Things felt way more tactical and punishing 20 years ago than the glorified Fortnite we get in every shooter these days.
For me the issue was I could be running and stopping but someone with mor etime in game could stop at the same time as me and ads or hipfire me like if it was COD. found it super annoying especially if we had been running for a while
That update is great in theory but it's only going to make bigger the unfair and annoying difference between people playing with cheat and the others. Already without that update, I cannot switch from running to headshot people far away when many players do it to me. I just accept that fact cos cheater cannot be removed but it's going to make it even more a problem I guess ?!
Should they just not add new features because they somehow might benefit cheaters? That seems like a separate problem. Anyways, i've never come across any cheaters in Squad.
This is how it should be. You dont hit anyone with a .50 cal machine gun. You suppress only, where nobody sticks their head up. It's not an accurate weapon
@@user-tx3xy7lw6w While this guy is uninformed, from a gameplay standpoint this change IS a good thing. Also, not sure if you play much Squad, but not many people use LMGs because you fire a few shots and then you're dead...your weapon handling is so slow you don't get much reaction time. With this change on the suppression mechanics, it means that you can actually fire in bursts to keep people's heads down WHILE also having the ability to then more easily shoot the enemy since their screen is blurred and they can't see you well. THAT is the real benefit here
@@aydointergalacticcorporati698 you think that's going to change with this overhaul? It hasn't, I still dome MG's like nothing has changed, in fact it's soooo much easier to kill them. MG's can't hit anything past 100 meters in this overhaul. The bullets spread all over the place past 100 meters. Sure they upped their suppression capability but that only works when you get shot at and I don't spend much time getting shot at. And because they upped their suppression effect everyone seems to think they can just post up and spray and pray at anything and everything, still gets domed from 400 meters away with an ACOG M4. This overhaul has done nothing but make the game frustrating for anyone with a rifle, boring as hell for anyone wanting to play MG, and better for snipers and marksman rifles which are now the go to kits for most players. It hasn't done anything to promote teamwork, you can't overhaul teamwork into a game. In fact from the few rounds I played in the test server, teamwork was non-existent. I'll chock that up to the fact that everyone is just feeling the overhaul out and not actually playing. Every reason they give for pushing this overhaul is already in the game. Suppression already in the game albeit not as strong as the overhaul, it's still very much in the game. They say gunfights don't last long enough to use tactics, that's completely circumstantial. I've had gunfights last entire rounds in invasion. They say they are doing this to promote teamwork. There are already plenty of mechanics in the game that promote teamwork and yet players still refuse to use teamwork or listen to a word the commander says. That's why this overhaul is horrible for Squad from a gameplay perspective. Players already have a hard time listening to squad leaders and squad leaders have a hard time listening to other squad leaders. I see this almost every game and I squad lead a lot. I play Invasion only servers which is already the hardest game mode due to the defenders ability to set up ambushes and build FOB's early. That's where this overhaul is going to negatively impact the game the hardest. 90% of invasion games attackers lose on the first 2 flags. Why? Because the majority of squads playerbase has no clue how to work together and doesn't care to either. An update to the game isn't going to change that. It's just going to punish those players who pride themselves on getting good flanks and firing positions and reward those who just sit in a bush or on a SuperFOB all game.
@aydointergalacticcorporati698 People put too much emphasis on "supression" suppression isn't just bullets flying past you. The effect comes from experiencing accurate, aimed fire. I.e. impacts close to you or on your firing positions, watching buddies take a round etc etc. Machinegunners don't survive in combat because they can "supress" the enemy. They survive because they use cover and concealment effectively, and switch positions often. I see MG's every match get killed because they choose completely obvious, very exposed positions, and also stay static; both while shooting and reloading. This update won't impact that. I like most aspects of the update, except the horrible new weapon handling. I consistently one life matches because I stay with my squad, communicate when I need a medic, call out targets accurately, and make good use of cover and concealment. This update has not positively or negatively impacted my experience tbh.
GuN HaNdLinG and ReCoIL aRe sO uNreALiStiC... this is the most realistic experience from all games similar to reality! and being in field, tired and under fire, your shooting and recoild handling would be much different than 5 shot sequences on range
@@deidara3021 It has to be this way for a game...the thing is, it's also unrealistic for quick scoping and laser-beam accuracy, yet that's what we have right now in Squad. I'll take the slightly unrealistic slow handling of weapons to make the gameplay slower and more focused over quick-scoping ANY DAY
Marksmans are going to have a huge glow-up after this update. A lot of picky SL's don't like them saying they're a waist of a slot on a squad. Buts since this adds more punishment on low cardio. There's going to be a lot more people relying on this class.
Its all good lookin apart from the ADS. That effect is WAY too high, even completely out of breath anyone with some training can find the eyebox and hold it steady enough to see through the glass.
@@fracapolligummala3548 oh to be sure. I am 90% of the time bipod out covering, but the ability to actually suppress people around a corner, behind a wall, etc. is what I was talking about. Hence the "suppression wise" part of the statement.
@@drakenskag I took that differently because you said "useful". Like it wasnt useful before. Now it just got an silly buff, given extra unfair advatnage to people with aiming problems and to fire not even dangerous to them.
@@fracapolligummala3548 "useful suppression wise" bc currently even though it darkens the screen of players under fire, if you keep your cool and know they cant hit you, you can mostly ignore the suppression effect. It isn't currently useful *suppression wise* but will be once the update comes out 😂
@@drakenskag Even without any visual imparment effect it is already useful supression wise. Supression means it suppresses enemy fire and movment. Just shoot them when they peak or make them so scared to peak they dont. And magic, you have supression that actually works and not some artifical nonsense.
If everyone can bandage everyone there's no amount of shine this game can give. Medics aren't useless but they're far less effective than previous squad iterations.
What? Everyone has carried bandages for years now. Medics heal you after you die thus removing the black/white screen effects and the instant death you would get if you get shot again after getting revived.
@@handlesaresuperghey Uh, apparently I'm far far ahead. You are quite literally talking about Alpha version 12 when tanks were just introduced to the game and the game wasn't even in Beta yet. I think you have fallen way far behind. There is ALOT of reason to play medic as you obviously haven't played the game, every single squad I've been in for years has had medics, 99% of the time without anyone asking for one. If you truly want to see a useless medic role, go play hell let loose and quit assuming dumb things about a game you obviously don't even play.
They need to add real helicopter physics lol, I always see those "ace pilot" type guys doing j hook landings at like 200mph, realistic those blades would snap harder then a kitkat that's been kept in the fridge for an hour.
the time that you take to see something aiming with the sniper rifle feels so unrealistic, its like you are holding it for the first time and your char is a person that had no training with it, isnt squad about the military?