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submitted by stroke_bot to nullthworldproblems

Upcoming 9.6 Changes Nuances

Wanted to share some brief thoughts on some of the upcoming 9.6 changes with maybe some context for the general audience that may only glance over these changes. I feel its important to shape some of these conversations around topics I feel are meaningful points of discussion.

1.) Sandbags given to rifleman to build

This change alone is excellent. Straight up. It provides micro level incentives for communication and coordination. One or two grunt level players are able to interact with a strategy in both communication and execution while simultaneously having more responsibility and interactions with those around him.
Instead SL being "you follow me as I run around and build stuff" (2 people interacting maybe 3 for build speed) the SL can do this WHILE also each rifleman also potentially grabbing someone and interacting with these mechanics (more people getting involved interconnected not just child to parent). It also encourages other kits to request and communicate locally to get something built. Barrier to plan/execution is lower and allows for micro ending systems of teamwork, communication, and interaction. Its less about what the sandbag will do for the game, and more about how this sandbag created a host of core design principle interactions.
Put simply instead of 1 parent with variable number of children closed system. Each child can now become its own parent with its own children temporarily.

2.) "Buildables" are now destructible.

Can't over state this enough, removes the stupidity that currently can be "meta gamed" with buildables, while also providing incentives to engage against AND set up mortars logistically. Great all around, Buffs existing content and makes the interactions more enjoyable. This change basically shifted from stupid gameplay to exciting gameplay on BOTH sides (attackedefender). Awesome to finally see this! (kits have more importance and utility application is higher ect)

3.) Fob's no longer "cook" / 1 man approval (app. logi)

This change alone has probably the biggest impact (as well as the accompanying changes). What this changes says is that logi squads are now mostly required. This will strain the currently overlystrong Rally Attrition Combat, while also encouraging and demanding good logistic focused macro play. This change along with the "only need 1 to take vehic" allows for logi squads to have key essential role in the current meta. Games will be super swing heavy now (2 man fob hunting OP) but ideally more meaning and punishment into fobs makes things better.

4.) Only need 1 person (plus approval by SL) to get a vehicle

This change is a double edge sword. One one hand, it enables logistic squads to be effective and vehicles easier to get/reget. On the other it allows more "bad" vehicle play. Right now if I wanted to solo run crow I would naturally have to run him to teammates I would have used teamwork/coordination/and communication to get the vehicle AND then decide to ditch the blueberry or move him to teammates. Now? Not even that. I request, I get. As it stands solo running crow/btr is fairly common and as someone who exclusively plays this way (its more efficient unless I can verify partner skill) I don't want to see this happening more. This is just a growing pain (temporary meta state) which is more positive (logi running massive pro) than negative however I am just not looking forward to being more enabled to play this way. (It does make me more likly to spawn at main to get another vehic spawn, so likely to see faster game times with -250/300 tickets from vehicle play.
The issue itself (why vehicles are solo run) is multi-pronged, (Assets worth INDIVIDUALLY is poorly reflected in the current ticket TEAM punishment system, the added utility of a second player is mostly a big negative unless A.) you verify skill of second player or B.) you are personally skilled enough to remove any 'negatives' of solo play) For clarification on this subject https://relay.sc/article/the-value-of-friendship-on-maximizing-efficiency-in-the-verse talks specifically about this subject (in which squad glaringly lacks) . (to clarify with 2 verified skilled users it IS better, but on an average server its better to run solo as both the competition and skill available is lower). Literally stop entire mechanic with a gunnedriver transition timer. (looking forward to this)

5.) Locked Squads

This change is debated, Rightly so. Server Ques were equally debated. Believe it or not server queing was stated as an extremely negative and bad idea...
The negaitves of locking squads DO exist and WILL be 'reddit posting issues'. There will no doubt be a lack of SL's in a server at a noticeably higher rate than before. However the pro's mostly out weigh the cons on the whole, And this issue mostly focuses the exiting problem, doesn't inherently create new problems.
I do think they could easily hold off with this mechanic, since they are implementing 1 man vehicle unlocking, as just mentioned mechanic mostly addresses the justifications for having SQLocking, But I think people are pushing and requesting this feature enough that its being added even if its not mechanically demanded.
I do think there will be a rise in "lack of SL's" on public servers, but hopefully this will essentially force the community to both try and learn the role. Hopefully with people getting better... not getting worse. On the whole its a good change Rightly debated, but pointed issues are fixable.

6.) Pre Round Time

Nothing really to say here other than this specifically shifts the presentation of a round closer to what the game will be post release. I doubt most servers will utilize this time beyond "BRB getting food/beer", but none the less it is available to those who can use it. It is most welcomed.

TLDR

Squad is growing up nicely! We are moving closer towards better meaningful micro level teamwork and its exciting to see these 'small' but excellent changes in between major versions.
submitted by KCIV to joinsquad

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