At present, all squads cost the same amount of tickets to spawn. This is regardless of squad size, composition, or whether or not it’s an infantry or vehicle squad.
However, in spite of the equal ticket cost to spawn, not all squads perform equally.
As examples:
- Vehicles, with their access to heavier ordnance, can disproportionately inflict ticket bleed in comparison to infantry squads.
- In low BR, you can equip a disporportionately larger number of automatic weapons on an assault squad when other squads are stuck with bolt-action rifles or limited capacity/damage semi autos.
- In high BR, rifle squads can contain the highest number of automatic weapons.
- For freshly unlocked or non-max level squads, players would be using undermanned squads at suboptimal strength.
In all cases, whether you spawn a 3-man, 5-man, 7-man or 9-man squad, the ticket cost is the same.
What can something like a 3-man rider squad do that a generalist 7-man gunner/assaulter squad can’t in a more performance-cost-efficient manner? The logic is likewise applied for sniper squads, and other similarly undermanned squads.
When the metric to how useful a squad is and whether it’s worth equipping in a roster is a matter how much performance you can stretch out of a single squad’s spawn, the fact all spawn ticket costs are identical makes it harder to justify equipping more niche squads.
In light of this, I suggest that spawn tickets vary according to either:
- Squad type (Certain squads are cheaper to spawn regardless of composition)
- Squad composition (Squad cost is based on the number and class type of soldiers in the squad)