Squad gameplay suggestions

So i havent found much information on squad gameplay because i do think the community might be intentionally deviating from this gamemode due to its flaws, therefore i do think it would be highly productive to give in some suggestions.

1- Squad stances
Telling your squad to intentionally lay low although they have their dynamic movement which is great, this can setup good killzones, covert movement or covert positioning.

2- Cover system
This i think is the reason that squad is not as big as it could, and its very self explanatory, right now they ai just randomly walks around to positions around the area you tell them to be, its awful because they have no defensive value as they turn to wrong ways and stay in wrong positions inside a house or trench,

Being able to tell your squad to setup their weapons somewhere facing something would make squads have a immediate different value other than respawns. Having your AI which is not that smart solely focus on one firetask you give them would make them highly more impactful and would change the way the game is played right now.

Examples for covers could be :
Setting up on a window.
Setting up on a Sandbag wall.
‘’ ‘’ ‘’ ‘’ Trench flank
‘’ ‘’ ‘’ ‘’ Bunker windows in general (both internal and externally)

Although i do understand that adding automatic cover for the ai to find might be difficult, these preset positions alone could change so much about how squads work.

3- Ai firemodes- Having the ability to dictate what your squad shoots at has high value in terms of covert and tactical gameplay for movement.

4- Movement orders- Being able to tell your squad if they push forward while they shoot or if they just sprint towards a set position adds a big depth on offensive gameplay, and this is something that could tie into ai firemode easily.

and finnally-

5 Fire orders- Telling your squad to surpress a area, or giving them a priority area to focus on could be a big change for MG squads and sniper squads, this could be something similar to Brothers in arms, where you select a specific group of targets that your squad shoots at and attempts to pin down as much as possible.

I hope this reaches the right place and helps the right people with good ideas, i would love to see this game become a grand tactical shooter and not just another FPS that dies later on release…

The potential this game has specially with the developers it belongs to is paramount.

Thank you all for reading and have a great day.

you are joking right?

what do you think pre-alpha, alpha, closed beta, and beta tester did until now?

we wouldn’t be on such game if people are not interestred about core mechanics. would we?

almost insulting…

anyway,

yeah, this has been suggested before, and should be a thing already. ( should have been… )

same for that.

this feature is already present, but assigned under the same button for spotting:

automatic cover it’s what the bots tries to do already, changing position often from cover to cover. a bit hard to see it in normandy as there are more open fields than actual covers.

but yeah, should be reworked as well.

agreed… most of the time my AI just stop in the middle of open field just to get gunned down when they were supposed to be on a point, or move elsewhere.

unfortunally, ( i mean, it’s debatable ) for this system, supression is not a thing. it is, but only from grenades, not from guns.

agreed.

you too ^^

I really wanted to constructively give some input on what you said but the fact that you came into this post already agravated for no reason im not gonna bother.

Have a good one.

Just gonna repost a reply i gave to a post with a similar suggestion for giving individual position commands

The key issue is keeping the command UI simple and quick so you actually have the opportunity to use them.

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I totally agree with you, the same thing happens to me when im playing a engineer defensive squad and my squad instead of setting up at a house or around the fortifications they just go outside the fortifications and lay down on the ground, the thing is i dont think its that hard to setup a system such as men of war has, where wherever you point at tells you what positions could possibly be used as you hover over them, this combined with the function you spoke about with the X could be incredibly easy.

In terms of UI, it could even be done as a function where on toggle you instead of telling them movement position orders start giving out defensive position orders, meaning that your Ui wouldnt be cluttered with the positions from your soldiers popping up everywhere.

Truthfully the problem comes down to cover, if the developers start to add smart cover to ai it will make a huge difference.

Thanks for the reply.

for now the the squads are justa buch of bots clustering follow u around , that u can use as second life.

the combat is so chaotic and fast paced, that most of the time there is no chnace to chnace betweent soldiers,

example i have an assult onmy engineers squad, i want to go 1º with the assault to “clean the way” but after the first shoot are fired , and i want to change to my engineers to built something ,very often they are all dead, cause they go walking around in the open , or just not firing back .

for the squad sytem to work proerly , the maps should be bigguer , with less combat happening in 5 metres distance.

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I agree that the combat is extremely fast passed however i also think that it is the same issue with the clustering and useless AI that does this.

Think about it, if squads actually fired properly and setup on proper positions you couldnt be bumrushing all the time with a bunch of walking respawns behind you for free, as you already know where the enemy is,

People would way more conservative if a squad as a actual threat specially in terms of positioning.

Since the squad system is such a clusterf* people just use squads as a way to not care about dying.