Yeah, I would personally find double-sized magazine extremely useful. "Out of ammo" is definitely my top 3 cause of death.
I hear you, the dev team has changed a bit since then though. And Empty was in charge of infantry balance, which is what this suggestion primarily concerns.
People normally don't notice that type of thing. For squad heal we can instantly see our hp reappear, for squad rez we all are revived, for squad hide we are suddenly hidden. Small buffs like charge, damage, or armor aren't very easy to notice. How much does squad charge speed you up? I feel like 1.5x would be a good amount (so like a 2.25x speed sprint ... or 1.95 'walk' with speed upgrade) But make it worth the cost, so like 6 points.
Squad charge doesn't speed you up, it just makes your stamina not deplete while sprinting or jumping. Actually, does it work when using hmg and things like dig in? That's kinda neat if it did actually.
It should make the staminabar being full be a lot more noticeable. Maybe have it turn green or something.
That's actually a nice idea, just to show it's stamina being affected by the skill. I'm sure there's many who don't quite know what it does, mostly because of how rare it's used but also because you can't see the effect til you sprint, and even then it isn't like people stare at their stamina bar when they sprint.
time-based squad skills are not really that useful since you have to depend on people using them within the timelimit. the only skill that reads to players well is squad hide which manifests to them as kind of an aspect of the UI. non-engineer/non-scout time-based skills should be adapted as capacity-based skills. instead of increased damage, players should get additional magazines where they don't need to reload. instead of infinite stamina in a period, they should get an additional quantity of stamina (like an extra bar) that doesn't start running out until expended
(Assuming the damage decrease from armour and squad armour are calculated separately) Assault: 130 (+30 HP upgrade) * 1.2 (Assault armour) * 1.2 = 187.2 Rifleman: 130 (+30 HP upgrade) * 1.3 * 1.25 (Rifleman dig in) * 1.2 (squad armour) = 253.5 I haven't been looking into it too much, so I don't know if all the modifiers are simply added to each other instead. But from experience it seems that for each modifier the new damage value is calculated separately. The difference between 211.25 and 253.5 can be pretty major. But if you only have HP upgrade (156 HP), or no armour and no HP upgrade (engineers), it doesn't seem very effective. It feels especially underpowered when compared to charge, heal, revive, artillery and hide. Even then, I am reluctant to buff it. Say we buff it to 50%. If the calculations are correct then dig in riflemen could have their HP pushed to well above 300. On the one hand, that seems incredibly overpowered, and I remember how much difficulty people had killing me on escort and district with an effective HP of 250+. On the other hand, even using all of that during a commander map doesn't seem to be very effective (especially in the face of vehicles, though it might help more proficient grenadiers). Damage upgrade would get ridiculous though in case of a buff. Imagine the NFHR: 42 (base damage, minus fall off) * 1.1 (damage upgrade skill) * 1.1 (Grenadier squad damage) * 1.5 ('New' squad damage modifier) = 76.23 I don't think most would like to see something like that in game. Unless perhaps, if we were to change squad powers to a 'charge up' type of system where the strength/recharge rate of the activated power is determined by the population of the squad. @Lazybum Dig in doesn't work with charge. (Thankfully...)
So basically what you're saying is they're strong enough already? Gotta play some more with rifle and gren leads.
Thinking about it, its probably more efficient to play with rifle or gren leads for aura, but the engineer powers are way stronger. In an optimal situation I think rifle or gren lead and then practice on passing squadlead to an engineer for powers and back.
Here's a thing to learn over the summer holidays Also, the majority of people need to learn to stop moving around when injured and in relative safety. This reduces most of the needs for passive heal auras, and yet only Security and Haschte seem to consistently stop for a heal.