My understanding is that this limit was not always present. Back when squads were changed to give you a free skill when you joined, the problem was that everyone would immediately join one big squad, which wasn't the intention. So the limitation was added to try and force people to use squads in the intended fashion. It didn't really work, but that's another story. The point is, now, sometimes you want to send six people to a specific point. Or seven. The five-person limit is artificial and doesn't really serve any purpose (sure, on maps with a chokepoint forming 'one big squad' would cause a ton of points to accumulate -- but it's that or divide them elsewhere.) This would work best if combined with a feature for the comm that lets them drag-select and 'assign to squad X' with a keypress. But either way, I don't think the five-person limit really adds much.
I like this, because I like to play as squad leader with all his abilities. So on 64 player server there are mostly about 25 active players for each side. This results in 5 full squads. If we increase the size to 8 players we will have about 3 squads. And for most maps this is the perfect size. Beside of this is there already a suggestion to show up the squad menu before the commander vote menu?
id like squad limits to be uppered though now with all the "64 player" in a server etc 7 or 8 seems nice
The idea of seperate small-man squads is versatility. With 5 5-man sauds, you can say, "Alpha, head SW to secure the hill+ref," "Bravo, they're sending a party APC to main, take it down," "Charlie and Delta, they have a light tank rush coming from the north, head there." With these bigger sqads, it becomes costly to send one squad somewhere.
supporting this (sorry ,but) shitty idea just because you enjoy being an sl and having a monopoly on squad power is just retarded. also, if you want 8 people to go somewhere (yeah right, surely all 8 will listen) then you get 2x4 people squads or 1x5 and a 1x3.
I kinda agree that there is a case to be made, but I don't really think it's a big deal. 6 people is 1 person losing out, 7 people is a 4-man and a 3-man squad.
No it doesn't. You don't have to fill squads to the max. And you can still have A to Z squads. And if you don't like the squad leader, leave and form your own. It's not like everyone plays public games as if it is SRS BZNS. So what if the squad leader is a bit bad.
Back when you could spawn in an APC only if your squad was in it ( don't remember exactly how it worked anymore) I coulda sworn the squads were limited to how many could be in a squad. I might be mistaken >.< also, that was well before the squad skills were implemented. I would suggest rethinking this, because a 20 man squad can rack up squad points rather quickly. This could cause some issues later.
Everyone joins one squad, scoutspeedrush at gamestart... Everyone joins one squad, revived by the enemy cv... Everyone joins one squad, leader camps at unreachable position for the enemy team and keeps reviving (especially on escort)
But 5 people seems a bit harsh. Maybe 7 or 8. That way you can vary your squad composition, and do some serious damage. As is, revive-squads are a problem already, especially when both teams have exhausted their tickets, and the "good" players of the team keep reviving people, cycling through squadmates in a very boring stalemate that is most often ended by the admins of the server changing maps. Make Squad Revive depend on how many squad members you have, problem averted.
i agree with increasing the number in a squad... by 1 6 man squads to adapt to the larger games we're having now, but no more, or it becomes both OP and useless. OP because one effective squad can dominate an area with the increased points, and useless because you have less squads to (potentially) achieve different tasks. all this assumes ppl who are playing the game with at least a little bit of grit. so yeah, scale squad sizes to fit the new game, but dont go overboard. plus 6 just seems like a more badass number than 5