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custom squad limitations?


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Are there any limitations imposed on custom squads? Do they have a maximum size, or restrictions on the roles they can contain?

 

Apart from squads sometimes ignoring the other players on the server (which is pretty annoying but can't really be controlled) it sometimes seems like a couple of squads will absorb all the medics so the other players are left with no support. It could be a false impression, so, for example, would a squad be allowed to contain all the medics?

 

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Yes it's possible, if all the medics use T to join into one squad can be bad especially if they don't help non squaddies, also there is no limit either you could have 100+ in the same squad, leading would be a total head expletive deleted :) and comms a complete nightmare of squabble and jibber jabber

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Well, firstly I wanted to make sure that there was a lack of limitations (and that I'm not just imagining things :))

 

So, if that is the case, I would like to suggest that custom squads are restricted to a maximum of ten people and are only allowed one of each support role.

 

I guess the problem is that if you choose a support role you are more likely to want a teamplay focused experience, so you're more likely to join a custom squad, but that can leave the other half of the people on the server twisting in the wind.

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It's a double-sided coin.

 

I see your point, but I also see two hidden assumptions:

-Supportive roles inside squads don't cater enough to other outsiders.

-Supportive roles outside squads do cater enough to other outsiders.

 

Personally I'd rather have a couple of extra medics and AT's working in a well-oiled squad. I don't think unsquadded people will necessarily be better off with more unsquadded medics, as we can't say if unsquadded medics will do their job either, instead of going lone wolf.

 

There is no easy fix to a situational shortage of supportive roles, other than simply adding more to the game. But this is only a cover up of the situation at hand, instead of a fix. In the end the overall goal needs to be to promote a cooperative playstyle that benefits the entire team, more than anything, but I don't think there's an easy solution to that.

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I see your point, but I also see two hidden assumptions:

-Supportive roles inside squads don't cater enough to other outsiders.

-Supportive roles outside squads do cater enough to other outsiders.

 

In my experience, particularly concerning medics, I've found that responsiveness either in or out of squads is roughly the same, mostly they will come to help, provided they aren't too caught up in their own affairs. Some people in squads tend to be more squad focused and some people out of squads just ignore others, it probably roughly evens out.

 

The problem as I see it is that squads concentrate people in a particular location. If you're not nearby, all those people in the squad are unavailable to help you. Now I'm not saying that concentrations of people don't occur naturally from time to time, but allowing squads to have two or three of a particular role guarantees it.

 

Besides, from a gameplay point of view, if you need multiple medics or explosives specialists in your squad, you're probably not running it well enough ;)

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