Squad has needed this for such a long time. The bullshit jiggle peeking and taking advantage of the lean mechanics. The CoD/BF kids running and gunning with crazy accuracy. Squad is at its best when it's slower and more tactical.
Yeah saw a video of some guys leaning to both sides while shooting and felt It was so dumb. How can you make that mechanic an advantage in a open field?
the intro if this video is the guy successfully running and gunning. Running and gunning only works if your teammates are not aware of their surroundings.
Weapons seem much better now. Not so floaty, you don't lose sight picture after every shot. Good move. Also, oh boy those guys in the superFOB were clueless!!
@@sheshane1 cool,, they should just make it like project reality. It has a fool proof system that makes the game incredibly team oriented and the gun play amazingly satisfying and realistic. Instead of messing with weapon sway just prevent the bullets from being totally accurate right after you aim down sight until you wait a couple seconds. It seriously works PERFECT. And they also made it so it won't effect your aim much in close range so it's not ridiculous in cqb.
It’s a good showcase that while, yes you are now less powerful, you can still achieve those single man plays like in current squad if the enemy team is dumb enough to allow you to
@@JelqSmithit’s more of a “Don’t use full auto and not rush to the enemy. We don’t care how realistic the recoil is.” What devs are doing is, they’re manipulating the overall flaw of the game to deliver the “feel” of the realistic fire fight rather than focusing on more realistic representation of how guns and things work to achieve that goal. Which might seems quite stupid in terms of gunplay, but fantastic when we’re talking about the immersion.
@@dic-vr2mx i disagree, gunfights don't need to made longer. your average squad game takes atleast 45 minutes now it going to take longer cuz no one can hit each other
@@sqw9304 Yeah but the point is to extend firefights so small unit tactics can be aplied. If thats what makes the game longer in general so be it. At least you get to play like a squad unlike battlefield/cod style.
Sad to see they bent to the crowd that want scopes to be babby-mode and remain dominant as the laser-tag option. Seems very at odds to weapon balance and their supposed desire to extend firefight time.
@@templefire7000 30 minutes for sure. If I just want arcadey laser tag there's a billion other shooters I could play with a lot less walking. The point of a game like Squad shouldn't be k/d
@@TheMusicftw1 I mean if they dumb it down much more than this new revision of the overhaul it might as well have just been a pip sight update and that’s it.
Well, there goes all my excitement. Still better, but prob not worth playing if they keep it like this. Edit, played it, still just as good. I think maybe his fov plus just that it was close with a red dot made it look like old squad, but it plays basically the same!
recoil in this version is still very left-right jumpy in a weirdly uncoordinated way. The gun recoils fairly consistently, so why do i yank left and right so fucking much at max stability?? sight picture was improved a bit in that you could no longer phase your head through your stock, but there is still no cheek weld WE STILL ROTATE OUR GUNS WHILE AIMING LEFT AND RIGHT LIKE 12 YEAR OLD LARPERS
@@Slammed46 It is usable though. Literally just hold still and stop sprinting everywhere. This is only a problem for scope weenies that don't want to have to use other options. What, do you want a long range, high precision optic to just have zero drawbacks of any kind? To always just be the BEST possible option you could go with because it sees further than everything else and still does okay at closer ranges and in sudden attacks? Help me understand here, where is the balance trade off supposed to kick in? Because in this weekend's playtest it was just back to more of the same old BS of scoped rifles being the obvious and most dominant choice, and also back to just shutting down fights from the get go before any tactics or teamwork can even come into play.
You have to be on at the right time, the tes servers were closed from Tuesday till today and now they should be open for the weekend. People also have to make the servers as well.
@@glockenspiel604 Huh, while I don't like the sway on aiming in/out, its def a real contender to nerfing the runing in and ads'ing playstyle. If they havent already, they need to increase it drastically for when you are tired/mid-low stamina
Not gonna lie... This just looked mostly liked normal squad gameplay again... A dude running around killing a bunch of people. Eh I'm dissapointed lost my hype and concerned.
Youre never going to remove that aspect from the game. You need to kill people to take flags. One guy can kill alot of people if hes good and has the jump, pretty simple. Stop advocating for the game to make your weapon fly out of your fucking hands for the sake of not being able to do so
I dont like the fact that one man can still wreak some much havoc, they need to make the suppression on the rifles stronger, the squad just sits while one man army kills everyone
The fact that one guy could wreck that whole squad is because they retain shit security around their perimeter. Of course a squad deservers wiping when people arent securing
@@baniexplores They havent said anything about the next playtest, but if it happens it will be on the Squad - Public Testing. Search it in steam and you will be able to download it. YO can currently try the stuff in Offline, but no online servers are availiable.
no this is a official update of the game, but it's still in test phase, they will improved the overhaul until everyone satisfying then launch it to the main game
insane how OWI just keep on putting out W after W. listeing to the community and actually putting out changes and tweaks every playtest? it seems so simple, but in this era of gaming where every gamedev seems to be braindead, somehow OWI is leading the tactical shooter market.
I think the big problem here are the people That play this game like “there’s no medic around our squad so ill’ givup” basically this game played with no team collaboration is a simulator of die and respawn. I see also in the live version no collaboration at all, poor strategy and too much running around into the flag. I mean you can play the live version and still recreate scenario when you infiltrate into an enemy outpost, obliterate and extract, all safe and at the end of the round your infantry team had 0 dead and like 15-20 kills each members. If you play squad in team With coordination you can bring this experience far away from the “arcade” feeling that some people had.
I find the new gameplay refreshing and exciting but also constantly confusing, just like the first time I played Squad. Spray and pray is legitimate now and even though I generally do as well as I do in the default game, I think they need to tone back the suppression and ADS blur a bit. A single stray round that wasn't even intended for my position shouldn't send me into shellshock and I literally get a headache from using the 1P78. Also all of the scoped AT kits are now useless.
@@fatis2745 Yes, I am. It's still ridiculous that I'm getting suppressed by stray rounds that flew 10m over me, and again I find the 1P78 to literally cause motion sickness every time I ADS. I have over a thousand hours in Squad and it's saddening to think I more or less can't use some of the PiP scopes after the ICO update, kind of makes me think it's time to move on. It feels like Russian conscript simulator.
@@acefighterpilot I'm sorry to tell you this but this is squad as it was intended in the first place. The run and gun game with instant ads times you got used to is not the squad most player's wanted. Squad's target audience (tactical mil-sim players and old pr players) is very satisfied with the changes and since you're clearly not within the target audience I strongly encourage you to move on and find another arcade shooter
@@fatis2745 I have 4800 hours in ArmA 3...over a thousand in ArmA 2, but I don't really know because I started to play it before Steam was a widely accepted thing. I think about 300 in RO2. No idea how much time I have in PR because it's not on steam, but a fair bit. I like tactical shooters. OWI has just overdone it a little bit. Again, I'm saying I literally get motion sickness because of the instant blur effect from ADS with the PiP 1P78. I can't help that. And I think it's too much that I'm getting suppressed by a single round that flew 10m over my head and clearly wasn't intended for my position. Otherwise I think the new changes are exciting, albeit make the action much more confusing. And I'm worried about how nerfing all of the infantry kits will affect the balance with armor. One thing I am noticing in voicing my opinion about that however, is that the Squad community is as toxic as ever. Something I've maintained for a long time, especially from SLing frequently, is that the problem with Squad is the player base. No matter what they do with suppression effects and ADS times, it's not going to change the fact that only about 10% of players know how to communicate in command chat, how to give callouts in Squad chat. It's not going to stop people one manning vehicles. It will have no effect on moronic SLs abandoning logis right next to the radio they just placed, 5m away from the HAB they are still figuring out how to place, which the team heli pilot will proceed to hover right over to resupply. To be honest with you, Squad could be a tactical shooter, but I've yet to play a single round where all of the SLs plan out their actions in command chat in staging, and then try to follow that plan, even though all of the tools to do so are provided by OWI. I can count on one hand the number of times I've seen players move tactically and use bounding movement. It seems like every Squad player has an outsized ego and thinks they're the main character playing with a bunch of NPCs. Yourself included. And I'm not even talking about the clearly malicious players that unload your logi in main right as staging ends, or spam music, or think not seeing a name tag is an excuse to shoot everyone. Or streamers that care more about the 3.5 people watching them on twitch than the 49 other players on their team, who have nowhere to spawn because their radios keep mysteriously disappearing. Don't expect some blur effects to send you back to 2007. Also - notice the title of this video? OWI toned down the blur effects and the ICO is even BETTER Now...
@@acefighterpilot wow you just insulted me and the squad community for no actual reason. Yes, I know squad does have bad apples in its community. Most rounds are far from the immersive tactical shooter experience but this really has nothing to do with the combat overhaul update.
Seems like a lot of the people asking for these changes are on the lower-skill end of the spectrum and need a mechanical cruch so they don't die as often. The devs could have just added more suppresion and removed the QE spam that was so complained about and the update would be welcomed. Instead it seems they'll slowly start rolling back these terrible changes as the community starts to die and less new players come in
@@orestiadaa194 That's exactly what I think. Squad wants the skill to not be relevant. They want a different solution apart from a bigger health bar so people don't die often. I agree with the part of less accurate long shots, it's not so easy to hit a target at 400 meters while standing and being suppressed. But everything else? Seems bad to me.