Just to clarify, the infantry combat overhaul doesn’t introduce any new deviation to weapons in the way that PR has deviation. Squad’s bullets will still go exactly where the barrel is pointing (with a tiny bit of MOA which is modelled to real barrel tolerances for each weapon, but is a constant not affected by the 2 dots). In fact, the update will make barrels even more realistic: in current Squad, bullets spawn from the muzzle’s location, but point towards the centre of the player’s screen In new Squad, bullets spawn from the muzzle’s location, and will also point in the direction of the barrel. The new ‘deviation’ is actually just an increase in sway - random rotations added to the player’s weapon. Sway and recoil are being entirely reworked for the update, but deviation is not being added.
playing the newest update just confirmed for me how necessary this change is. a lot of the time, Squad feels more like playing large-scale R6 Siege. people peek you through machinegun fire to onetap you with little to no difficulty. suppression and optic changes can't come soon enough. vehicles should be the next priority after that. the damage models especially are much too arcadey rn.
imagine hitting the turret bustle of an Abrams with an RPG, NOT AMMO RACKING IT and only to have it turn around and stare you in the face with a 120mm cannon, or EXPLODING THE AMMO RACK of a T-72 with the toasty crew doing just fine inside and being able to return fire
I still find funny how the ammo rack mecanic works... yeah its "realistic" It also means Leopard 2 Sucks ass in a unrealistic way, meanwhile Abrams has ammo rack for some reason? Also it means if you get the first shot but its not on the ammo rack, the same thing happens but vehicle wise, since its basically a headshot (yes it takes 2 shots but still)
I love the fact that bullets are emitted from the gun now. Is it harder to aim? yes, but it's nice knowing that your bullet will impact where your sight is pointed at the time the shot is made, not accounting for bullet drop and velocity of course. Much better than a random bullet spread. So, as long as you can drop the trigger right when your sight is on target, you should land the shot. So much of your accuracy is still relying on your skill and ability to fight the deviation to stay on target, just like in the real world. I love it.
Literally the best update squad ever had, best changes, yet people still complain about it, calling in it the worst one and that its gonna kill the game
I bought squad for the teamwork. Not kills. So this won't affect me much. While yes, kills measure your effectiveness against other players, it's not important in the grand scheme of the match.
I dont know if you can understand what im about to say to you, but people are allowed to think otherwise people are calling it the worst one because they dont like it as you call it the "best one" because you like it. Usually in life you will find people that dont think the same as you.
I think this is a step in the right direction for Squad. Hopefully more aspects from PR make their way into Squad, attack helicopters, jets, breacher class, AA kits, SPAAGs, and more. Things are looking bright!
Sometimes I think too much isn’t enjoyable, isn’t it ? I mean mods should do the work, but the game might look less sexy as more stuff gets added 😢 (in graphics) . Hopefully unreal engine 5 will step in to change that
@@IbnWobbler are they going to make it UE5??? that would be crazy, think thats a long way to go tho, how do they make a currant game ontop ue5? is there alot work need to do or farely simple?
@@jayjohnson-t2y depends on the game but its usually a pretty big change and itll probably take a ton of work if they do decide to do it (hope they dont tbh)
This update got me to reinstall after getting frustrated with the game over the years turning into PUBG with two teams instead of several. Super glad to see Squad going back in the direction it should have always been in. The world has enough laser tag shooters, Squad has an opportunity to fill a gaping niche with this update that no other modern shooter other than ArmA is even remotely trying to currently.
@@Ajee02it’s not :( I was there as it was being shut down, the whole server was about to take a group picture but the stupid humveee gunner on our team ruined it
I think shots may not always go at the dot anymore as theres gonna be a slight misalignment between the eye, dot and the end of the barrel when its this out on the edge of the scope. You are most accurate when the dot is at the center of the scope itself, aligned with the barrel.
once upon a time my name was R-DEV Rudd, and I left PR behind when Squad was really starting to get interesting, just before vehicles became a thing, and I've picked it up and put it down a few times since. The new overhaul means I am picking it back up, and hopefully holding on to it properly again, squad has pushed alot of amazing boundaries and I thought it had stagnated its gameplay, although new content keeps coming (and all the important new content like factions is free which is mind boggling in this day and age). This looks like a really strong push to keep the gameplay evolving and not just content which is really great.
That's a couple of names I haven't seen for a while, how are you guys? Iron you deserve some credit too, Qwai River is a classic and one of the first to come to mind when thinking of PR.
So in simpler words: Bullet deviation got replaced by a new weapon stability mechanic (which is affected by a few factors like stamina and suppression). This is a massive improvement and much superior implementation, because bullet deviation isn't all that realistic really, like how can suppression and stamina change the performance/precision of your barrel or the zero of your optic?
Bought Squad in 2015 for $130. Got 60 hours in it because it let me down so much, never felt like a successor to PR. Probably have over 5k hours in PR. This update has got me very excite. I hope they bring back medic-only reviving too.
Lol it was a beautiful ruse. Imagine a bunch of filthy casuals actually using teamwork skills and communication to win matches. That's what Squad is going to be soon.
as much as i love squad its still just doesn't feel the same as PR. PR is just feels more actual war, from the fact that your CAS in PR is not just some of the map arty you call in but another sq that flying the CAS and they need your intel in order to hit targets. And I know that its hard to make that in squad but hey a man can dream cant he?
@@prototypechannel6975 well i mean difficulty is for sure a big part of it. I mean you saw how it went when they added an CAS huey by "accident" lots of bugs. Even now the tran heli's are not 100%
CAS is coming to Squad. The question is when and not if. The problem the devs has to face is that the desync issue in the game with helis kills anychance to add CAS.
@@synchc They after 1.0 confirmed it will happen in a QA session. There was a leak in Skorpo back in Version 3 of the game with a trans heli with CAS capabilities leaked by accident as that build was used for a secret test.
The major problem I have with this update is that PiP usually kills performance. Squad already suffers from really, REALLY bad optimization problems and adding proper PiP scopes can make things even worse.
Man, when does this change go live? I'm so hyped. I had lost faith after the acquisition/emotes debacle, but the latest news is blowing me away. Literally the best outcome I could have imagined. I'm gonna reinstall as soon as this update goes live.
I stopped playing squad not knowing exactly why i wasn't enjoying it anymore but after these changes ive come to understand exactly what was wrong with the game
PR had actual Air Support in the form of Attack Heli's and Attack Jets. A critical part that has been missing for the entirety of Squad. So when your game is focused on Infantry combat and that is arguably the part of the game that is lacking the most. Yeah... we all suffer through it for unknown reasons.
How so? The logi system is honestly pretty comparable. The only difference I see being you can't blow up crates in Squad, but it's a lot easier to remove a Radio in Squad than a FOB in PR, so I'd call it even. The spawns are honestly not that different
I think the update it going to be fantastic, I'm just worried that my well trained soldier is going to be handling recoil like his arms are wet noodles. Tarkov has this problem and its extremely frustrating.
Great video. Feedback for next video: Increase your voice audio track slightly in volume because often, it starts blending in with the audio of the game or the music.
i wish they would make rocket launchers stay loaded after you load them, using binos to aquire target, then wip out the rpg29 and after loading it you realize the target moved and you cant see it with the irons, so you wip out the binos again to find it, then you gotta load the rpg again every time.
What iron sighted AT weapon are you using that a large vehicle is unseeable without binos but you're still within the effective range of the AT weapon?
The only issue i see and one that might be changed is the gun going from rest or low ready to presentation only when you click the left mouse button as seen at 10:31. Youre sweeping the wall and im not sure thats the effect we want to go for
That's the exact effect they want to go for, the bullets come out of the barrel where the barrel is pointed rather than an unrealistic snap to the center of the screen. If you want to avoid that you have to ADS or use a closer optic for cqb
@@Echidna23Gaming sure I understand that whole thing with the bullet coming out of the barrel which is cool but then there should be an option to keep the gun at presentation and not have it idle into low ready. Cause if I am using a longer optic and I find myself in cqb I want my gun pontes forward and now sweeping. Cause honestly it looks sloppy and half baked. But maybe he should have moved first to bring the gun out of idle? But then again that interferes with the whole stability mechanic. :/ Maybe allowing the player to cant their gun would help with this. Anyways im sure things will be tweaked before full release
@@DanceManAlex Simply increasing the time before your character goes into idle animations would fix this. I'm sure it'll be addressed in further playtests.
The aiming system in dayz or hunt showdown is a solution to this problem, where you press right click to enter hipfire mode and right click + shift(sprint) allows you to ads. Also you can prevent the player from misfiring if they're in the low ready position which I think is a great feature of this kind of aiming system.
Awesome. Just awesome. If you ask me, Squad at this point lacks only factions and maps from PR. Throw in some variety in weaponry(I'm really waiting for Bundeswehr, Poland Armed Forces), weather conditions, maps from PR, - and it's gonna be gorgeous.
Given this changes I think they need to add stabilization mechanic where if you are close to the ground or object you can lean your gun, making it more precise, just like it worked in RS2
I'm afraid my friend that artwork is the power of midjourney ai 😄 I suppose technically I made them but I absolutely do not have that watercolour artistic talent with my hands alone
AI is really good for "thumbnail pictures," pictures you only get a glance at and aren't suppose to really analyze in depth. But for anything past that AI art is noticeably subpar.
I feel like this will get me to play Squad way more. I have noticed so far, the people who heavily dislike this update seem to be a subset of people who have played the game for years upon years and are annoyed that the skill they have developed now needs to be partially re-developed.
It will be sooo cool. An example: There's 1 squad on each team on each side of a road inside a town, one of the squads is gonna cross the road and push the enemy squad. So then a MG and prob 1-2 more guys are gonna suppress the enemy squad while the rest of the friendly squad cross the road and get good positions, to then suppress the enemies so that the team mates back on the other side of the road can cross, until then eventually all having crossed over, to then finally push the enemy squad's position... It will be sooo freaking cool, it will actually be fun and awarding using tactics now. I just cant wait!
High-effort video man, this is the best one of I've seen about the infantry changes. And seeing as you're the Anti-Squad Propagandist, it's promising that you feel positive about where things are at.
A pr yt that has 11 thousands subs now I sub to u since u had only 800 subs and u got to 11k subs so fast keep going and spread more of the true milsim message brother
I really don't Want Pr to die, its been on life support for a while but how long will it take for squad to pull the plug 😢😢. I just have many memories, idk its just me😢
If you install the public playtest of Squad, you can have access to the betas of the infantry overhaull. There was one last week and they plan to make another in the near future. I totally recommend the playtest ^^
I've had squad from close to when it came out but I only played very rarely until I tried the playtest. As someone who plays Arma weekly, Squad is something I can see myself playing a lot more of when the update drops
The new optics looks fun, I've held a scoped rifle before and it is literally impossible to precisely aim with a 4x scope if you are standing and not having a way of supporting your weapon
That's cool and all, but scopes really need some work. Where are backup sights? Where are variable zoom on scopes? Why PSO-1 and such reticle light always turned on? Also i find really funny when people say that they moved from BF2 because of limitations because RP on its shitty refractor engine still has way more features (fast ropes, thermals, CAS and etc.) than """modern and cool""" UE4.
After playing it, the ONLY gripe I have is the MG spread while Bi-pod is active is a little too extreme. Shooting at 500 metres for 3-5 round bursts shouldnt have rounds landing 10 metres to the left and right of the target. Aside from that this shit is just what squad needs
I would say that in the current play test 2, suppression was not strong enough to make a massive difference. The devs probably need to up the amount of suppression from incoming fire.
@Slogs the way you described this makes it sound like there's gonna be increased weapon sway AND "PR-style" deviation. Shaky weapons as well at shots not landing where the point of aim is at the time of shot. @Squiders clarified that's not the case, but without his comment I would think this would be point to never play infantry in Squad ever again.
I never played PR, but when I see this new squad overhaul it adds my wet dream lol... I always wanted suppression and deviation to simulate the realism. Squad with this update will be basically the best tactical shooter on the market :)
I love playing Project Reality but Deviation is a pet peeve of mine since as you said it looks accurate but you arent, Squad also got better suppression and other mechanics like everyone can revive and etc. but my only problem with Squad was the easier Run n Gun and no overheating guns but this update looks promising Also why you gotta hit us with that missed opportunity partner PTSD But yeah Project Reality has more content while being free while Squad is pretty expensive but lacking in content and still unoptimized af, the only Squad positives so far are mechanics and mod support
I used to hate the fact that I was born in 1980 but now I'm loving it because I've got to see video game progression since the late 80s into 2020 were now it's just getting crazy 🖤👌
I really didn't liked the technical implementation of Picture to Picture for the scopes. The standard resulotion is really pixelated. Increasing it to 200% does make it better but it is still noticable. Also it has very strong ghosting effects by moving when aiming and I had really bad game lags after I started to shoot. Hopefully they can fix this
the optimization is the biggest thing stopping me from playing squad sadly, been wanting to enjoy it but since they forced shadows on for everyone i barely get playable fps
Owi don't care at all the optimization problems we are facing... Still buggy as hell but "hey look at the new camos and guns, and you re gonna enjoy camping now"
I recently got back into it (havent played since 1.0) and I must say the performance is flawless now, even with my medium price pc rig on high settings. Even in large encounters with explosions, the frame rate is still quite stable and playable. @TheSpecialAno I havent experienced any major bugs in the last few weeks except for one unspawnable Hub, so I wouldnt say its buggy.
@@schmid1.079 i will admit my rig wont take me as far as it used to in 2019, but its ridiculous that im above the recommended requirements LISTED ON STEAM and would only hit about 40 fps on lowest settings (last checked when 3.0 came out, redownloading now to see if it's improved), i yield higher fps in battlefield 2042 which is really pathetic especially cause before v2.12 i got more than double that fps on max settings
A fireteam can slap the waves now if they get set in a good position. You will get punished running from spawn to point. If you think bushes were killing you, now you’ll think every blade of grass will kill you. I feel like the casual players will get less and less due to frustration and lack of patience.
In the oldtime the Rally Point was not a "wave" each minutes, but 9 respawn max for the squad - imagine the last "respawn" this is a marksman who spawn ? no SL, no RP, go back to main . Actually, when you open your map, it's CHAOS ! people spawn and move. "regroup" "REGOUP"... "REGROUUUUUUUP" ... "disbanding squad"
“Suppression is not just something women experience” 4:24 did I hear that right? 😂 I replayed that part so many times bc it was delivered with so much seriousness out of nowhere I thought he must’ve been saying something else.
I guess all PR have left now is the Jets and Heli CAS and maybe some new faction (So far I saw Chilean and Indonesian in the forum) before its finally lays to rest. i'm avid PR enjoyer, but I finally must admit that I might change to Squad when the time comes.
Perhaps unpopular opinion here but after having played it I have to say that the "flinch" mechanic is a bit too much. It takes a lot away from player skill and agency and makes the player feel like they've been stun locked or have lost control over their character. Overall it's quite frustrating. Now, I'm not saying remove it entirely, it's a terrific feature for simulating the effects of small arms fire on a soldier. However, often the difference between a good solider and a bad solider is their clam under fire. So I am suggesting another feature be implemented into the game along side it that I call either "focus" or "nerve." The way it works is that the player under fire has a small bar (or however you want to implement this visually) that indicates how much nerve they have, nerve allows the player to steady their weapon even under fire by holding the shift key while under fire. However, it only allows about 0.5 second bursts of stability and the player must either break line of sight with the adversary or not have had fire in their direction for 5 whole seconds for it to recharge. This way skilled squads can still return fire with some semblance of accuracy while still having to take the brutal effects of suppression into account. I would hope that with such a change we can still have those awesome moments where your squad is pinned down and all that's between you and a squad wipe is one make it or break it shot.
Not a bad idea. Suppression and gun sway are HUGE mechanics that are very difficult to balance, and can be game breaking if done wrong or too over the top...but they need to exist in this style of game IMO. Fingers crossed they get it right and are open to change from the entire community. That said, I'm no soldier but I have had snaps overhead...and it's certainly a pants shitting experience.
This is not cs:go where one player can clutch a squad. This is not a game about players shooting skillz. This is a game about teamwork and coordination. This skill part is measured on how well you can communicate and work as a team, not how well solo players can shoot back in a 1v5.
As a PR vet the deviation was something I hated about that game. It resulted in terrible gunplay and made guns feel awful to use. Its removal and the shift to guns with almost no rng bloom was my favorite change in Squad. The reintroduction of deviation into Squad gives me very mixed feelings. They did fix the #1 issue with PR's deviation with the removal of the rng bloom and it feels way better in Squad than it did ion PR. And I like the idea of the gameplay changes it could result in. But I do worry that overall it will make gunplay tedious and unfun which is very bad for a fps. My worries are hopefully unfounded but it is for sure something to keep an eye on. I also love the movement speed decrease. Makes positioning feel a lot more weighty and meaningful.
I really hope this patch adds more time to each match. PR matches just lasted so much longer than squad matches, and it was great, you felt like you had time to properly plan for an attack, and execute it, without feeling the need to rush things. If so, now they just need to add attack helicopters or planes, then we can really say that Squad is a complete replacement for PR. Working with pilots in the sky to coordinate an airstrike with a lazer guided bomb, trying to paint a tank without being seen, these are some of my favourite memories of Project Reality.
The shorter matches are a relatively new thing are probably a result of two factors: 1) players getting better and 2) the nerf to the FOB spam meta In the pervious meta the best thing to do was to spam FOBs all over the place. This slowed down the match but did so by turning everything into a meat grinder. To kill this meta they made two very important changes: 1) They made HABs (the spawn building) impossible to solo proxy disable and harder to proxy disable with a small group. This made FOBs more viable to defend and reduced the need to spam HABs everywhere 2) Losing a FOB now losses the team way more tickets than in the past. This made FOB spam a losing strategy that would bleed all of a team's tickets In the new meta now the single most game winning action is for an organized squad to locate and aggressively push and neutralize enemy enemy FOBs. The team that performs this task the better is the one which wins the game. This makes the game more tactical than in the past but does make the matches a lot faster due to how quickly a team can be driven off a point by a singular good push on a defending/attacking FOB. How the meta will evolve with the new overhaul I have no idea but I imagine super fobs will be a much more common thing.
how do you get in on the experimental branch Slorgs??? i go to betas > experimental branch > and it says check code.... is it invite only or something???
It's called Squad - Public Testing, should appear under Squad in your steam library. Anyone can join, the playtest only runs at certain times/days though, OWI update their discord on dates
oh cool thanks d00d! I was wondering because when I tried it seemed like I needed a code... apparently when the test is actually on it wont ask for one.. thanks Slorgs, come play post-scriptum! :D (the daed gaem!)
Funny thing about your section on PiP scopes is that your demonstration of how PiP interacts with the other new mechanics wasn't very good because only magnified optics use PiP. It was actually a demonstration of how bullets actually come out of the barrel of the gun now
@@pieppy6058 red dots are different from before yes, but that has nothing to do with PiP. Picture in Picture is rendering the Gameworld twice and only magnified optics do that
Good job on the video. It was really well put together. Anyway, as someone who has played over 1500 hours of Squad, I'm a big fan of these new changes. It will change the game massively for the better! Maybe we can finally get rid of the term blueberry :) (If you know what this means, then great job!)
The people who seem to be mad are the people that play an unrealistic run and gun arcade style. Cannot wait to get on and annihilate them. Finally people that play realistically will have the advantage.
I love the changes and enjoyed the playtest immensely. Definitely slowed things down and I saw a lot of teamwork and suppressing fire. I can't play the released Squad now though... its not the same.
The infantry overhaul is a step in the right direction for anyone who loves PR but without a vehicle overhaul, planes and attack helicopters, a proper insurgency game mode and bigger well made maps it's not going to replace PR for a long time. I just play Squad with some friends for 2 hours and get frustrated by not feeling immersed in a combined arms battle. So many bugs, horrible meta, blend and small maps and the average player that don't even know the difference between a tank and a apc. I think Squad will not please the current causal player base nor the people who are more into a realistic tactical game and this may have bad consequences in the long term. I believe OHD will be the game that will kill PR and Squad in the future simple because it has the potencial to replicate both games and even more.
I think you are underestimating how much this update changes the meta. And those people that don't know the difference between vehicles will likely leave after this goes live.
This is not aimed specifically at slorgs, rather on an argument as a whole. I am still shocked every time i see somebody saying stupid things like the video says starting 0:18. What loopholes people are jumping through to conflate fast & skill-based gameplay with lack of tactics and to call it "devoid of teamwork and meaning"? In (current and previous iterations of) "Squad" If you know how to shoot and just run & gun - you WILL loose to a team with much less "mechanical skill" but somewhat mediocre tactics. The "run and gun with no tactics" NEVER worked in "Squad'. Unless the difference in skill is so vast the one team is actual apes. Then humans can "run and gun with no meaning", yes. I feel like the "solo run and gun" lines are actually camouflage for "i cant shoot for shit and only way i am able to kill somebody is if i lay in a bush for an hour hoping somebody will come near" and actually have 0 to do with tactical element of the game.
*smugly mouths off about 'weeding out' players* (2 weeks after update) "where are all the players??? Why are servers always seeding? Why are they so empty???"
Who is “we?” There are countless people with 3k+ hours in this game who don’t want the update. It’s incredibly insensitive and stupid to just disregard their opinions totally. Especially when most of you and your friends don’t even play this game because prior to this update you felt it was too arcady. You can’t just pretend you’re a part of a “we” because you play[ed] PR and want Squad to be more like PR. That “we” is a lot different than those of us who play Squad consistently. Don’t get me wrong there are a lot of people in that category who like the update too, but at least don’t be rude about it.
@@colliebeakersI play squad consistently every week and despite that I've consistently found the game stale for the last year most of that is down to the consistently worsening playerbase. I've been playing this game from before vehicles we're even added. I'm pretty sure I'm speaking for the majority when I say this update is exactly what this game needs to go back to what made it great 3 years ago.
@@colliebeakers hellow ! i will add to your comment about the expectation from the majority of the players. We could talk about 2 sort of players in SQUAD : the player base between 2015 and 2018 who knew a slowest gameplay (old SQUAD), and the new player base after the released (2018 - 2023) who knew SQUAD like a "fast tactical shooter". Of course i knew the 2 periods and can tell you i was waiting an update for have a SQUAD closer of his base conception. It's my opinion, from my personnal experiences and the players's experience like me who played at SQUAD from the beginning. Also, a part of the SQUAD's playerbase will leave. Combat Overhaul will be a new SQUAD. 2015 - 2017 : SQUAD alpha V9.7 and V12.2 (revive possible only with the medic / rally point : 9 spawn max only / permadeath : headshot / explosion ; more tactical aspect ) 2018 - after the alpha V12 : Released - SQUAD (more casual, more balance, with a good accessibility, this grew the player base ! a part of the old player left ) 2023 : SQUAD Combat Overhaul (a new SQUAD again - PR players and old SQUAD's players will be back ) Sorry for the big comentary and bad english, hehe i like SQUAD, and i like talk about SQUAD. PS : "We" (thompson011 and me) are a sort of boomer yes sometimes ahah. We give to squad many time of our life ^^. Generally we have 3K / 6K hours in squad, its complicate to be understood by the other players.
Honestly if they nail this rework that's the game complete for me. All the content is in, maps are plentiful, we have layers that flex every factions strength. The only thing were missing is fast ropes, an Afghan map, and the breacher kit which I don't see as viable until 120 person servers and that's a Squad 2 thing.
Just to clarify, the infantry combat overhaul doesn’t introduce any new deviation to weapons in the way that PR has deviation. Squad’s bullets will still go exactly where the barrel is pointing (with a tiny bit of MOA which is modelled to real barrel tolerances for each weapon, but is a constant not affected by the 2 dots). In fact, the update will make barrels even more realistic:
in current Squad, bullets spawn from the muzzle’s location, but point towards the centre of the player’s screen
In new Squad, bullets spawn from the muzzle’s location, and will also point in the direction of the barrel.
The new ‘deviation’ is actually just an increase in sway - random rotations added to the player’s weapon. Sway and recoil are being entirely reworked for the update, but deviation is not being added.
hey squiders are u gon drop a video on your gameplay at the beta testing of the infantry overhaul?
Yeah poor choice of words, I knew it wasn't going to happen but I was still worried about bullet bloom
It’s a different way to achieve the same effect, though it’s a lot less crude than PR’s system
yeah thank the lord, if they added PR's deviation i would've stopped playing SQUAD
In that case I think the 2 bars on the bottom of the screen in Squad are kind of confusing and redundant.
playing the newest update just confirmed for me how necessary this change is. a lot of the time, Squad feels more like playing large-scale R6 Siege. people peek you through machinegun fire to onetap you with little to no difficulty. suppression and optic changes can't come soon enough. vehicles should be the next priority after that. the damage models especially are much too arcadey rn.
imagine hitting the turret bustle of an Abrams with an RPG, NOT AMMO RACKING IT and only to have it turn around and stare you in the face with a 120mm cannon, or EXPLODING THE AMMO RACK of a T-72 with the toasty crew doing just fine inside and being able to return fire
Since Squad Alpha release, the game is about rush. I really want they Go to the hardcore mode..
LATS should be renamed to TRACKS(ONLY).
They can't even kill a humvee. Barely a logi. And sometimes even manage to not 1 tap the Toyota trucks
I still find funny how the ammo rack mecanic works... yeah its "realistic"
It also means Leopard 2 Sucks ass in a unrealistic way, meanwhile Abrams has ammo rack for some reason?
Also it means if you get the first shot but its not on the ammo rack, the same thing happens but vehicle wise, since its basically a headshot (yes it takes 2 shots but still)
@@ic3topethe tank damage System is shit anyways
I love the fact that bullets are emitted from the gun now. Is it harder to aim? yes, but it's nice knowing that your bullet will impact where your sight is pointed at the time the shot is made, not accounting for bullet drop and velocity of course. Much better than a random bullet spread. So, as long as you can drop the trigger right when your sight is on target, you should land the shot. So much of your accuracy is still relying on your skill and ability to fight the deviation to stay on target, just like in the real world. I love it.
Literally the best update squad ever had, best changes, yet people still complain about it, calling in it the worst one and that its gonna kill the game
This is the fault of the Squad devs for attracting that type of players into the playerbase
The player base is about to be EXTREMELY split. A ton of og squad players will flood back but the battlefield/cod players will disappear or adapt.
This is expected yeah.
I bought squad for the teamwork. Not kills. So this won't affect me much. While yes, kills measure your effectiveness against other players, it's not important in the grand scheme of the match.
I dont know if you can understand what im about to say to you, but people are allowed to think otherwise people are calling it the worst one because they dont like it as you call it the "best one" because you like it. Usually in life you will find people that dont think the same as you.
I think this is a step in the right direction for Squad. Hopefully more aspects from PR make their way into Squad, attack helicopters, jets, breacher class, AA kits, SPAAGs, and more. Things are looking bright!
Sometimes I think too much isn’t enjoyable, isn’t it ? I mean mods should do the work, but the game might look less sexy as more stuff gets added 😢 (in graphics) . Hopefully unreal engine 5 will step in to change that
@@IbnWobbler are they going to make it UE5??? that would be crazy, think thats a long way to go tho, how do they make a currant game ontop ue5? is there alot work need to do or farely simple?
@@jayjohnson-t2y depends on the game but its usually a pretty big change and itll probably take a ton of work if they do decide to do it (hope they dont tbh)
This update got me to reinstall after getting frustrated with the game over the years turning into PUBG with two teams instead of several. Super glad to see Squad going back in the direction it should have always been in. The world has enough laser tag shooters, Squad has an opportunity to fill a gaping niche with this update that no other modern shooter other than ArmA is even remotely trying to currently.
Wait, this update is already out now?
@@renstillmann There was an open play test (maybe its still going on)
@@Ajee02it’s not :( I was there as it was being shut down, the whole server was about to take a group picture but the stupid humveee gunner on our team ruined it
When’s the update go live?
Arma is nothing compared to new or old squad
2:26 the shot does go on target where the crosshair is just now the crosshair moves a lot when the two dots are not at the center of the screen
I think shots may not always go at the dot anymore as theres gonna be a slight misalignment between the eye, dot and the end of the barrel when its this out on the edge of the scope. You are most accurate when the dot is at the center of the scope itself, aligned with the barrel.
This is true for Russian optics.
Us optics are not the same think as far as I’m aware
once upon a time my name was R-DEV Rudd, and I left PR behind when Squad was really starting to get interesting, just before vehicles became a thing, and I've picked it up and put it down a few times since. The new overhaul means I am picking it back up, and hopefully holding on to it properly again, squad has pushed alot of amazing boundaries and I thought it had stagnated its gameplay, although new content keeps coming (and all the important new content like factions is free which is mind boggling in this day and age). This looks like a really strong push to keep the gameplay evolving and not just content which is really great.
Mr. Rudd.. nice to hear from you. R-Dev Irontaxi here!
Hi Nurse ;)
I do miss running across those dev tags in PR. Thanks for being involved in producing one of the best games in history, IMO anyways!
That's a couple of names I haven't seen for a while, how are you guys? Iron you deserve some credit too, Qwai River is a classic and one of the first to come to mind when thinking of PR.
Hey Rudd, great to see you!
So in simpler words: Bullet deviation got replaced by a new weapon stability mechanic (which is affected by a few factors like stamina and suppression).
This is a massive improvement and much superior implementation, because bullet deviation isn't all that realistic really, like how can suppression and stamina change the performance/precision of your barrel or the zero of your optic?
Bought Squad in 2015 for $130. Got 60 hours in it because it let me down so much, never felt like a successor to PR. Probably have over 5k hours in PR. This update has got me very excite. I hope they bring back medic-only reviving too.
Medic only reviving is a bad thing in my opinion because it stops you from preparing during down time
Well played devs. You lured in a lot of arcade style run & gun gamers and assimilated them into a milsim community.
"the truth is, the game was rigged from the start"
the 8 year long con development plan to solidify a playerbase, classic.
Lol it was a beautiful ruse. Imagine a bunch of filthy casuals actually using teamwork skills and communication to win matches. That's what Squad is going to be soon.
@@P3RF3CTD3ATH its a psyops by the US government to fix the retardation of the western youth of today.
@@P3RF3CTD3ATH That's what Squad already was, you could just hit what you were aiming at.
as much as i love squad its still just doesn't feel the same as PR.
PR is just feels more actual war, from the fact that your CAS in PR is not just some of the map arty you call in but another sq that flying the CAS and they need your intel in order to hit targets.
And I know that its hard to make that in squad but hey a man can dream cant he?
Its not an issue of difficulty but time and resources plus how it would fit in the game as it is now. Never know i guess!
@@prototypechannel6975 well i mean difficulty is for sure a big part of it.
I mean you saw how it went when they added an CAS huey by "accident" lots of bugs.
Even now the tran heli's are not 100%
CAS is coming to Squad. The question is when and not if. The problem the devs has to face is that the desync issue in the game with helis kills anychance to add CAS.
@@parsian5919 Did a dev confirm this? I'm pretty sure I heard a dev say it wasn't going to happen.
@@synchc They after 1.0 confirmed it will happen in a QA session. There was a leak in Skorpo back in Version 3 of the game with a trans heli with CAS capabilities leaked by accident as that build was used for a secret test.
8:50 You didnt have to attack me personally man🥲
The major problem I have with this update is that PiP usually kills performance. Squad already suffers from really, REALLY bad optimization problems and adding proper PiP scopes can make things even worse.
Man, when does this change go live? I'm so hyped. I had lost faith after the acquisition/emotes debacle, but the latest news is blowing me away. Literally the best outcome I could have imagined. I'm gonna reinstall as soon as this update goes live.
I’d give it a month, the first play test just ended with more to come
I stopped playing squad not knowing exactly why i wasn't enjoying it anymore but after these changes ive come to understand exactly what was wrong with the game
PR had actual Air Support in the form of Attack Heli's and Attack Jets. A critical part that has been missing for the entirety of Squad.
So when your game is focused on Infantry combat and that is arguably the part of the game that is lacking the most. Yeah... we all suffer through it for unknown reasons.
you need to remmeber that pr still has hardcore mechanics from its spawns logis etc which squad doesnt have yet
How so? The logi system is honestly pretty comparable. The only difference I see being you can't blow up crates in Squad, but it's a lot easier to remove a Radio in Squad than a FOB in PR, so I'd call it even. The spawns are honestly not that different
@@wrecker4846 i heard people complain about permanent rallies strenghtening the human wave tactics meta
I think the update it going to be fantastic, I'm just worried that my well trained soldier is going to be handling recoil like his arms are wet noodles. Tarkov has this problem and its extremely frustrating.
God Tarkov's gunplay sucks so bad because of that. It just ends up being a spray and pray fest.
That’s what I’m afraid of :(
All this realism fun boys but the game should be playable at least.
Overhaul was a spray n pray fest lol
The recoil is over exageratted but what really matters is the end result which is that (hopefully) players are more likely to work together.
Git gud
4:20
"suppression isn't only something women experience"
I'm dead
I thought I misheard him lol
Great video. Feedback for next video: Increase your voice audio track slightly in volume because often, it starts blending in with the audio of the game or the music.
i wish they would make rocket launchers stay loaded after you load them, using binos to aquire target, then wip out the rpg29 and after loading it you realize the target moved and you cant see it with the irons, so you wip out the binos again to find it, then you gotta load the rpg again every time.
What iron sighted AT weapon are you using that a large vehicle is unseeable without binos but you're still within the effective range of the AT weapon?
@@HawooAwooaverage insurgent LAT player. Tries to take out MRAPs from halfway across the map.
The only issue i see and one that might be changed is the gun going from rest or low ready to presentation only when you click the left mouse button as seen at 10:31. Youre sweeping the wall and im not sure thats the effect we want to go for
That's the exact effect they want to go for, the bullets come out of the barrel where the barrel is pointed rather than an unrealistic snap to the center of the screen. If you want to avoid that you have to ADS or use a closer optic for cqb
@@Echidna23Gaming sure I understand that whole thing with the bullet coming out of the barrel which is cool but then there should be an option to keep the gun at presentation and not have it idle into low ready. Cause if I am using a longer optic and I find myself in cqb I want my gun pontes forward and now sweeping. Cause honestly it looks sloppy and half baked.
But maybe he should have moved first to bring the gun out of idle? But then again that interferes with the whole stability mechanic. :/
Maybe allowing the player to cant their gun would help with this.
Anyways im sure things will be tweaked before full release
@@DanceManAlex Simply increasing the time before your character goes into idle animations would fix this. I'm sure it'll be addressed in further playtests.
having a way to have you guy keep his gun up would be much appreciated
The aiming system in dayz or hunt showdown is a solution to this problem, where you press right click to enter hipfire mode and right click + shift(sprint) allows you to ads. Also you can prevent the player from misfiring if they're in the low ready position which I think is a great feature of this kind of aiming system.
Awesome. Just awesome.
If you ask me, Squad at this point lacks only factions and maps from PR. Throw in some variety in weaponry(I'm really waiting for Bundeswehr, Poland Armed Forces), weather conditions, maps from PR, - and it's gonna be gorgeous.
I am still waiting for the update to be released. Do we have any release dates or smth?
Given this changes I think they need to add stabilization mechanic where if you are close to the ground or object you can lean your gun, making it more precise, just like it worked in RS2
yeah maybe change your grip from under the barrel to holding the barrel to subtly let you know that your stabilised on something
Slorgs easily the most qualified person out here to be making this video. Thank you
I agree!
slorgs is looking like is turning is to squad slowly but surely
Makes machine gunner a meaningful support role
Slorgs, I loved the opening artwork that you included in the beginning of this video! Did you make them yourself?
I'm afraid my friend that artwork is the power of midjourney ai 😄 I suppose technically I made them but I absolutely do not have that watercolour artistic talent with my hands alone
@@slorgs You can really tell by the way the guns look janky as fuck 🤣
@@sotemot haha yeh just don't look too close 😄
AI is really good for "thumbnail pictures," pictures you only get a glance at and aren't suppose to really analyze in depth. But for anything past that AI art is noticeably subpar.
yo i know that this is not very important but karmakut used your footage, that means this video was good enough to actually be noticed!
Lol thanks for the heads up the guy literally robbed me
@@slorgs ey wassup
I feel like this will get me to play Squad way more. I have noticed so far, the people who heavily dislike this update seem to be a subset of people who have played the game for years upon years and are annoyed that the skill they have developed now needs to be partially re-developed.
It will be sooo cool. An example:
There's 1 squad on each team on each side of a road inside a town, one of the squads is gonna cross the road and push the enemy squad. So then a MG and prob 1-2 more guys are gonna suppress the enemy squad while the rest of the friendly squad cross the road and get good positions, to then suppress the enemies so that the team mates back on the other side of the road can cross, until then eventually all having crossed over, to then finally push the enemy squad's position...
It will be sooo freaking cool, it will actually be fun and awarding using tactics now. I just cant wait!
High-effort video man, this is the best one of I've seen about the infantry changes. And seeing as you're the Anti-Squad Propagandist, it's promising that you feel positive about where things are at.
A pr yt that has 11 thousands subs now I sub to u since u had only 800 subs and u got to 11k subs so fast keep going and spread more of the true milsim message brother
8:49 Ok man. You didn’t have to do me like that.
Weapon inertia/misalignment is one of my favorite weapon-handling mechanics! It's so aesthetically pleasing and immersive.
I can't wait. This is EXACTLY what I've been wanting from a shooter since I was a kid playing Medal of Honor on Playstation.
I really don't Want Pr to die, its been on life support for a while but how long will it take for squad to pull the plug 😢😢. I just have many memories, idk its just me😢
“Suppression is not just something woman experience” 💀
i was looking for this comment lol
what does that even mean?
Once this gets implemented, I may have to re-install. Looks great!
If you install the public playtest of Squad, you can have access to the betas of the infantry overhaull. There was one last week and they plan to make another in the near future. I totally recommend the playtest ^^
I've had squad from close to when it came out but I only played very rarely until I tried the playtest. As someone who plays Arma weekly, Squad is something I can see myself playing a lot more of when the update drops
Might need to check that music volume next time.
The new optics looks fun, I've held a scoped rifle before and it is literally impossible to precisely aim with a 4x scope if you are standing and not having a way of supporting your weapon
Meanwhile in HLL. "I'am a dolphin."
That's cool and all, but scopes really need some work. Where are backup sights? Where are variable zoom on scopes? Why PSO-1 and such reticle light always turned on?
Also i find really funny when people say that they moved from BF2 because of limitations because RP on its shitty refractor engine still has way more features (fast ropes, thermals, CAS and etc.) than """modern and cool""" UE4.
After playing it, the ONLY gripe I have is the MG spread while Bi-pod is active is a little too extreme. Shooting at 500 metres for 3-5 round bursts shouldnt have rounds landing 10 metres to the left and right of the target.
Aside from that this shit is just what squad needs
Im preparing to buy Squad on the next sale, will be very interesting to learn the games mechanics!
As soon as this goes life, I will be back in Squad.
I would say that in the current play test 2, suppression was not strong enough to make a massive difference. The devs probably need to up the amount of suppression from incoming fire.
@Slogs the way you described this makes it sound like there's gonna be increased weapon sway AND "PR-style" deviation.
Shaky weapons as well at shots not landing where the point of aim is at the time of shot.
@Squiders clarified that's not the case, but without his comment I would think this would be point to never play infantry in Squad ever again.
I never played PR, but when I see this new squad overhaul it adds my wet dream lol... I always wanted suppression and deviation to simulate the realism.
Squad with this update will be basically the best tactical shooter on the market :)
I love playing Project Reality but Deviation is a pet peeve of mine since as you said it looks accurate but you arent, Squad also got better suppression and other mechanics like everyone can revive and etc. but my only problem with Squad was the easier Run n Gun and no overheating guns but this update looks promising
Also why you gotta hit us with that missed opportunity partner PTSD
But yeah Project Reality has more content while being free while Squad is pretty expensive but lacking in content and still unoptimized af, the only Squad positives so far are mechanics and mod support
Been playing HLL for a couple of years and this new update looks sick and I'll probably take the plunge and try squad
8:30 that red dot is not PIP, since it has no magnification
I used to hate the fact that I was born in 1980 but now I'm loving it because I've got to see video game progression since the late 80s into 2020 were now it's just getting crazy 🖤👌
Alpha Project for Battlefield 2 had PIP scopes like 10 years ago
Anyone know when the changes, will be implemented?
I really didn't liked the technical implementation of Picture to Picture for the scopes. The standard resulotion is really pixelated. Increasing it to 200% does make it better but it is still noticable. Also it has very strong ghosting effects by moving when aiming and I had really bad game lags after I started to shoot. Hopefully they can fix this
When this update come in to the normal version?
There is a second playtest this weekend.
8:49 Damn, you didn't have to do me like that 😭
just gotta ask, does the rpk have more suppression than rifles regular rifles
Yes.
the optimization is the biggest thing stopping me from playing squad sadly, been wanting to enjoy it but since they forced shadows on for everyone i barely get playable fps
What is your rig if I don't mind ask?
Owi don't care at all the optimization problems we are facing... Still buggy as hell but "hey look at the new camos and guns, and you re gonna enjoy camping now"
I recently got back into it (havent played since 1.0) and I must say the performance is flawless now, even with my medium price pc rig on high settings. Even in large encounters with explosions, the frame rate is still quite stable and playable.
@TheSpecialAno I havent experienced any major bugs in the last few weeks except for one unspawnable Hub, so I wouldnt say its buggy.
@@parsian5919 ryzen 5 2600, rx 580 8GB, 16gb ram
@@schmid1.079 i will admit my rig wont take me as far as it used to in 2019, but its ridiculous that im above the recommended requirements LISTED ON STEAM and would only hit about 40 fps on lowest settings (last checked when 3.0 came out, redownloading now to see if it's improved), i yield higher fps in battlefield 2042 which is really pathetic especially cause before v2.12 i got more than double that fps on max settings
The human wave meta in Squad is likely to stay if they don't overhaul rallies and hubs
A fireteam can slap the waves now if they get set in a good position. You will get punished running from spawn to point. If you think bushes were killing you, now you’ll think every blade of grass will kill you. I feel like the casual players will get less and less due to frustration and lack of patience.
The bakhmut meta
In the oldtime the Rally Point was not a "wave" each minutes, but 9 respawn max for the squad - imagine the last "respawn" this is a marksman who spawn ? no SL, no RP, go back to main .
Actually, when you open your map, it's CHAOS ! people spawn and move. "regroup" "REGOUP"... "REGROUUUUUUUP" ... "disbanding squad"
I am SO excited for this.
With the 4500 hours I've put into the game, I am looking forward to this change in gameplay
“Suppression is not just something women experience” 4:24 did I hear that right? 😂 I replayed that part so many times bc it was delivered with so much seriousness out of nowhere I thought he must’ve been saying something else.
I guess all PR have left now is the Jets and Heli CAS and maybe some new faction (So far I saw Chilean and Indonesian in the forum) before its finally lays to rest.
i'm avid PR enjoyer, but I finally must admit that I might change to Squad when the time comes.
When is the update going live?
Perhaps unpopular opinion here but after having played it I have to say that the "flinch" mechanic is a bit too much. It takes a lot away from player skill and agency and makes the player feel like they've been stun locked or have lost control over their character. Overall it's quite frustrating. Now, I'm not saying remove it entirely, it's a terrific feature for simulating the effects of small arms fire on a soldier. However, often the difference between a good solider and a bad solider is their clam under fire. So I am suggesting another feature be implemented into the game along side it that I call either "focus" or "nerve." The way it works is that the player under fire has a small bar (or however you want to implement this visually) that indicates how much nerve they have, nerve allows the player to steady their weapon even under fire by holding the shift key while under fire. However, it only allows about 0.5 second bursts of stability and the player must either break line of sight with the adversary or not have had fire in their direction for 5 whole seconds for it to recharge. This way skilled squads can still return fire with some semblance of accuracy while still having to take the brutal effects of suppression into account. I would hope that with such a change we can still have those awesome moments where your squad is pinned down and all that's between you and a squad wipe is one make it or break it shot.
Yeah some of the mechanics needs fine tuning. That is a common complaint people are saying.
Not a bad idea. Suppression and gun sway are HUGE mechanics that are very difficult to balance, and can be game breaking if done wrong or too over the top...but they need to exist in this style of game IMO.
Fingers crossed they get it right and are open to change from the entire community.
That said, I'm no soldier but I have had snaps overhead...and it's certainly a pants shitting experience.
This is not cs:go where one player can clutch a squad. This is not a game about players shooting skillz. This is a game about teamwork and coordination. This skill part is measured on how well you can communicate and work as a team, not how well solo players can shoot back in a 1v5.
@@kusugara I agree. I don't think this idea does that but it allows for some skill expression.
Do you think Squad, PS, and BTW will share innovations?
As a PR vet the deviation was something I hated about that game. It resulted in terrible gunplay and made guns feel awful to use. Its removal and the shift to guns with almost no rng bloom was my favorite change in Squad.
The reintroduction of deviation into Squad gives me very mixed feelings. They did fix the #1 issue with PR's deviation with the removal of the rng bloom and it feels way better in Squad than it did ion PR. And I like the idea of the gameplay changes it could result in. But I do worry that overall it will make gunplay tedious and unfun which is very bad for a fps. My worries are hopefully unfounded but it is for sure something to keep an eye on.
I also love the movement speed decrease. Makes positioning feel a lot more weighty and meaningful.
Squad needs to get rappelling :P
can i play squad with ryzen 5600g and 16gb ram? no external gpu. thanks
Is it official when the overhaul will drop?
I really hope this patch adds more time to each match. PR matches just lasted so much longer than squad matches, and it was great, you felt like you had time to properly plan for an attack, and execute it, without feeling the need to rush things. If so, now they just need to add attack helicopters or planes, then we can really say that Squad is a complete replacement for PR. Working with pilots in the sky to coordinate an airstrike with a lazer guided bomb, trying to paint a tank without being seen, these are some of my favourite memories of Project Reality.
The shorter matches are a relatively new thing are probably a result of two factors: 1) players getting better and 2) the nerf to the FOB spam meta
In the pervious meta the best thing to do was to spam FOBs all over the place. This slowed down the match but did so by turning everything into a meat grinder. To kill this meta they made two very important changes:
1) They made HABs (the spawn building) impossible to solo proxy disable and harder to proxy disable with a small group. This made FOBs more viable to defend and reduced the need to spam HABs everywhere
2) Losing a FOB now losses the team way more tickets than in the past. This made FOB spam a losing strategy that would bleed all of a team's tickets
In the new meta now the single most game winning action is for an organized squad to locate and aggressively push and neutralize enemy enemy FOBs. The team that performs this task the better is the one which wins the game. This makes the game more tactical than in the past but does make the matches a lot faster due to how quickly a team can be driven off a point by a singular good push on a defending/attacking FOB.
How the meta will evolve with the new overhaul I have no idea but I imagine super fobs will be a much more common thing.
soo.. when is the release date?
2nd play test this weekend, cant wait
your the reason i have to teach blueberries how to play the game evry day
how do you get in on the experimental branch Slorgs???
i go to betas > experimental branch > and it says check code.... is it invite only or something???
It's called Squad - Public Testing, should appear under Squad in your steam library. Anyone can join, the playtest only runs at certain times/days though, OWI update their discord on dates
There is one announced for this week from Saturday-Monday.
oh cool thanks d00d! I was wondering because when I tried it seemed like I needed a code... apparently when the test is actually on it wont ask for one.. thanks Slorgs, come play post-scriptum! :D (the daed gaem!)
Funny thing about your section on PiP scopes is that your demonstration of how PiP interacts with the other new mechanics wasn't very good because only magnified optics use PiP. It was actually a demonstration of how bullets actually come out of the barrel of the gun now
Eh, red dots have still been affected by this change
@@pieppy6058 red dots are different from before yes, but that has nothing to do with PiP. Picture in Picture is rendering the Gameworld twice and only magnified optics do that
you need to make a squad server for project reality players to create a driving force to help this change forward
Literally don't want to start up a game anymore until they'll release this update live.
Good job on the video. It was really well put together. Anyway, as someone who has played over 1500 hours of Squad, I'm a big fan of these new changes. It will change the game massively for the better! Maybe we can finally get rid of the term blueberry :) (If you know what this means, then great job!)
This update will %100 bring me back to squad.
is this a part of 5.0?
I can't wait for the update to drop.
where does the art come from.
The people who seem to be mad are the people that play an unrealistic run and gun arcade style. Cannot wait to get on and annihilate them. Finally people that play realistically will have the advantage.
I love the changes and enjoyed the playtest immensely. Definitely slowed things down and I saw a lot of teamwork and suppressing fire. I can't play the released Squad now though... its not the same.
the gun sounds in PR are still way better than squads.
Is this update already out with 5.0?
No, not yet. The 5.0 update released two new factions to play as, the Chinese MPLA, and the Russian VDV.
definitely would return to Squad if this went live. I hope they do not diminish the difficulty.
Has the overhaul been released already?
No.
Did you switch to squad bcs your PR server failed miserably?
The infantry overhaul is a step in the right direction for anyone who loves PR but without a vehicle overhaul, planes and attack helicopters, a proper insurgency game mode and bigger well made maps it's not going to replace PR for a long time. I just play Squad with some friends for 2 hours and get frustrated by not feeling immersed in a combined arms battle. So many bugs, horrible meta, blend and small maps and the average player that don't even know the difference between a tank and a apc. I think Squad will not please the current causal player base nor the people who are more into a realistic tactical game and this may have bad consequences in the long term. I believe OHD will be the game that will kill PR and Squad in the future simple because it has the potencial to replicate both games and even more.
I think you are underestimating how much this update changes the meta. And those people that don't know the difference between vehicles will likely leave after this goes live.
I wish squad has CAS..
I dont. Infantry already suffers
This is not aimed specifically at slorgs, rather on an argument as a whole.
I am still shocked every time i see somebody saying stupid things like the video says starting 0:18. What loopholes people are jumping through to conflate fast & skill-based gameplay with lack of tactics and to call it "devoid of teamwork and meaning"? In (current and previous iterations of) "Squad" If you know how to shoot and just run & gun - you WILL loose to a team with much less "mechanical skill" but somewhat mediocre tactics. The "run and gun with no tactics" NEVER worked in "Squad'. Unless the difference in skill is so vast the one team is actual apes. Then humans can "run and gun with no meaning", yes. I feel like the "solo run and gun" lines are actually camouflage for "i cant shoot for shit and only way i am able to kill somebody is if i lay in a bush for an hour hoping somebody will come near" and actually have 0 to do with tactical element of the game.
If you're complaining about this update you're exactly the type of player we're hoping to weed out of the playerbase.
RUDE but true !
*smugly mouths off about 'weeding out' players*
(2 weeks after update) "where are all the players??? Why are servers always seeding? Why are they so empty???"
Who is “we?” There are countless people with 3k+ hours in this game who don’t want the update. It’s incredibly insensitive and stupid to just disregard their opinions totally. Especially when most of you and your friends don’t even play this game because prior to this update you felt it was too arcady. You can’t just pretend you’re a part of a “we” because you play[ed] PR and want Squad to be more like PR. That “we” is a lot different than those of us who play Squad consistently. Don’t get me wrong there are a lot of people in that category who like the update too, but at least don’t be rude about it.
@@colliebeakersI play squad consistently every week and despite that I've consistently found the game stale for the last year most of that is down to the consistently worsening playerbase. I've been playing this game from before vehicles we're even added. I'm pretty sure I'm speaking for the majority when I say this update is exactly what this game needs to go back to what made it great 3 years ago.
@@colliebeakers hellow ! i will add to your comment about the expectation from the majority of the players. We could talk about 2 sort of players in SQUAD : the player base between 2015 and 2018 who knew a slowest gameplay (old SQUAD), and the new player base after the released (2018 - 2023) who knew SQUAD like a "fast tactical shooter".
Of course i knew the 2 periods and can tell you i was waiting an update for have a SQUAD closer of his base conception.
It's my opinion, from my personnal experiences and the players's experience like me who played at SQUAD from the beginning.
Also, a part of the SQUAD's playerbase will leave. Combat Overhaul will be a new SQUAD.
2015 - 2017 : SQUAD alpha V9.7 and V12.2 (revive possible only with the medic / rally point : 9 spawn max only / permadeath : headshot / explosion ; more tactical aspect )
2018 - after the alpha V12 : Released - SQUAD (more casual, more balance, with a good accessibility, this grew the player base ! a part of the old player left )
2023 : SQUAD Combat Overhaul (a new SQUAD again - PR players and old SQUAD's players will be back )
Sorry for the big comentary and bad english, hehe i like SQUAD, and i like talk about SQUAD.
PS : "We" (thompson011 and me) are a sort of boomer yes sometimes ahah. We give to squad many time of our life ^^. Generally we have 3K / 6K hours in squad, its complicate to be understood by the other players.
Cheers from France.
Honestly if they nail this rework that's the game complete for me. All the content is in, maps are plentiful, we have layers that flex every factions strength. The only thing were missing is fast ropes, an Afghan map, and the breacher kit which I don't see as viable until 120 person servers and that's a Squad 2 thing.
Anvil is a afgan map last i checked
@@spencergalland5754 Yeah but I want Korengal