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GIVE UP being used too frequently

Recently bought Squad, hope some of you have seen me in there (sorry if you were 1 of the 2 TK's I committed on the same match; those fkn fatigues are almost identical sometimes).

 

Have you guys noticed an increase in ticket bleed from players using GIVE UP?

 

I've noticed people disappearing off the map even when a Medic is in the same grid. If a Medic is up, there really shouldn't be a need to GIVE UP unless you've already confirmed with them they can't get to you.

 

Maybe a server message could be added to educate the correct use of GIVE UP and to call for Medic before exhausting a ticket?

 

Thanks for putting up the servers, I'll be looking to donate soon to help out. Cheers.

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The squad devs have introduced ticket bleed for central flags now, which has led to a lot of players giving up in order to put more pressure on the central caps. I'm not very happy with this change myself.
yeah the devs will probably tune it a bit, they already mentioned it on reddit as being too severe atm

I know its "an alpher" but the medic system right now is stupidly clunky. Not only is the bandage and medic bag on the same key, it also takes (what feels like an eternity) to pull the medic kit out. This is my least favorite change. Being a medic is already stressful and difficult enough as it is, without the devs having to nerf it.

 

PR's system was perfect, and they really should use that. I am happy to increase the time it takes to heal a player, not the time it takes me to interact with them.

 

If im reviving you, it typically means I am likely to get shot. Don't need "balance" making my job harder :p

 

/rant

 

But thats why I think give up is more frequent. Right now its too tricky for medics to do their jobs properly.

Let's go, let's go overground

Take your head out of the mud baby

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I haven't tried it yet but I wondered if hitting the use "F" key would speed up the dressing/medic bag selection. Was going to try it next time I'm on.

 

I think another improvement would be if the map supplied visual indicators as to who in the squad was incapacitated. Maybe even by another squad member sighting the incapped team-mate which triggers the change in pip colour on the map.

 

What's the best place to add suggestions for the devs?

The squad devs have introduced ticket bleed for central flags now, which has led to a lot of players giving up in order to put more pressure on the central caps. I'm not very happy with this change myself.

 

I am a proponent of such tactics in the current state. Spawning is too easy, so it nearly always makes sense to respawn and continue pressure rather than be revived.

 

Flags are incredibly important in the current gameplay-state. If it starts enemy controlled, then the flag by itself is worth 30 tickets net (enemies lose 20, you gain 10). However on top of this there's a ticket bleed that will run for a long period of time. Even slow ticket bleeds over long time periods win games.

 

Take for example Operation First Light. Controlling storage and going no further should provide a victory of around 60-100 tickets, just because of the slow bleed it induces. Do you really think that you can save 100 tickets in healing people with medics to make up for the loss of Storage cap?

 

It just won't happen, so in the current game state you have a situation where tactics (killing people and not dying) does not align with strategy (capturing territory and winning the match).

 

So how can this be fixed?

 

To make tactics and strategy align with each other you have to make the act of killing the enemy equivalent to clearing the enemy from a position. Then the purpose of the medic become primarily to re-allow the taking or revitalising the defense of a strategic position rather than saving an individual ticket from someone dying.

 

To do this, you have to make radios (fobs) far more restrictive in the nature of their spawning. They should not be easily 'hidden' (make the model closer to PR) , they should have their spawns far more easily overrun if enemies are nearby, and spawn timers should be quite a bit higher. Then if a position is cleared of enemies, it is far more likely that the act of clearing them will result in the capture of the objective.

Currently plays as yedrellow.
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You guys been playing this a whole lot more than me, so I can only go "alright sounds good" haha.

 

One thing I've noticed a couple times recently though, the team with the least deaths almost always wins. And the team with deaths kept in single numbers always win by a LOT. I'm not sure how many of those matches was where the winning team also had control of the central cap however.

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