What is it with Squad Rush these days? One big camp-fest.

I’ve never played Squad Rush. How is it different from Rush?

I try. My early days of CS (and all HL mods at the time) were on a 28.8 modem, and I became rather familiar with that error mesage. Man, how did we put up with that shit when these days a little bit of packet loss on our broadband connections is frustrating?

One MCOM instead of two
The timer to blow it up seems to be 2x longer than normal rush
Much, much smaller boundary, making long flanking manuevers impossible
20 tickets

Once the attacking squad loses their foothold (eg, 10 steps away from the MCOM station), the defending squad can now camp the attacker’s spawn area.

OTOH, if the attackers can set the timer on the MCOM station and repell away the defenders, they can move up and camp the hell out of the defenders.

It’s an interesting mode. I’ve been on both winning and losing sides. It has a huge tipping point and once crossed, it’s over for whichever team lost their footing.

Fortunately, it’s only 20 tickets, so the camping only lasts a little bit till the next round.

Hey sweet, I’ve already unlocked a weapon in the upcoming Medal of Honor game.

Still playing! Level 31 already.

But i think i am going to begin to play it only in weekends. Time to slow down and all that.

I think the AN-94 is just a handicap* for those who can’t fire a full-auto gun properly. You don’t have the discipline to tap out single shots, so you use a burst-fire gun to do it for you. Once I got the hang of doing it myself, I moved up to the M416, which is even better, IMO.

*Probably should’ve said “crutch.”

I’m a M416 whore who recently started dating the M16 on the side. The M16 is so much more accurate, especially at long distances but it sucks in close quarters. I use the M416 on tight maps where I can unload if I need to (can usually take down 2 enemies on one clip - not extended). It’s also very accurate at medium ranges with short bursts.

I an open-site guy who can’t currently justify giving up an extra 'nade for the optics, but with the M16, I’m thinking it might just prove to be worth it.

I’m leaning towards Rush maps more & more. Something about the challenge reminds me of my fav BF 1942 map Monte Cassino, except i get to keep doing it again and again and again…woot!

I played around with the M16 for a few minutes one round and really didn’t like it. It felt weak, and I just don’t like being forced to use 3 rounds on every shot. If you fire the M416 in tight, controlled bursts, you won’t have a problem with long-range accuracy. I “snipe” with it all the time.

Also, the M416 has pretty good sights. You don’t really need the red-dot.

I actually hip shoot with the m16 quite a bit and I’d say it’s a lot better than most AR’s at that range, when theres no time to sight.

I’ve been using the Abakan alot less, not because I don’t like it, but because sometimes it feels totally unfair how much ass I am kicking with it.

I consider it revenge on CG/40mm/M60 people, who still stand a good change against the AN-94 anyway.

God how I love electronic warfare. Everything else is crap in SquadDM for a vehicle.

Release Client 8 / Server Client 12
Coming next week!

The next release of the game client is currently in QA.

We will perform another synchronized client/server update. It is expected to take place early next week.

The client update will be roughly 500MB in size.

Changelog:

Server - Some potential sources for lag/rubberbanding have been eliminated
Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2
Server - Log file for server admins: all remote admin interface commands/events are logged
Server - Log file for server admins: major server events + all chat messages are logged
Server - Idle kick is controllable
Server - Profanity filter can be disabled
Server - Teamkill-kick system is controllable
Server - Ticket counts and bleed rate are controllable per-level
Server - Infantry only mode available per-level
Server - Initial spawn delay and respawn delay are adjustable
Server - Server description can be up to 400 characters, and use “|” for line breaks
Server - Banlist can contain up to 10.000 entries
Server - reduced latency in packet handling

Admin Interface - fixed the player.onKill spam that occasionally happened
Admin Interface - ensured that player.onJoin events always report the player name
Admin Interface - events triggered when people spawn
Admin Interface - much more info on kills
Admin Interface - detailed stats are reported at end-of-round

Gameplay - Various minor level bugfixes
Gameplay - Helicopter handling has been tweaked
Gameplay - Weapon tweaks have been implemented based on PC public feedback
Gameplay - Fixed technical hang when a crate was armed outside of the combat area
Gameplay - “Victory is near” message was shown for the wrong team on Valparaíso, this has been fixed
Gameplay - Countermeasures can be fired when driving a helicopter
Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced
Gameplay - Advanced Spotting scope works better
Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)

Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
Server Browser – Added support for retrieving update progress
Server Browser - Now refreshes information
Server Browser - Join queue system when attempting to join a full server
Server Browser - all settings are automatically saved between sessions
Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well

Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes
Client - Fixed some crashes
Client - Toggle/hold crouch is user controllable
Client - Toggle/hold zoom is user controllable
Client - Vsync bugfixed for DX10/DX11
Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag
Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in “EOR- unlock progression”-screen
Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log
Client - Improved Play Now functionality
Client - Removed K/D ratio and Skill Level filters
Client - Any points you get while being dead will be added to your score
Client - Reduced negative mouse acceleration
Client - More informative disconnection/kick reasons

woot!

Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
Server Browser - Join queue system when attempting to join a full server
Server Browser - all settings are automatically saved between sessions
Server - Profanity filter can be disabled

Fucking finally!

A join queue will be money, particularly when we’re trying to all join the same server.

I like this part
“Client - Any points you get while being dead will be added to your score”

Gimme my points!

Wonder what the weapon tweaks are going to be?

AN-94 nerf, more m60 nerf, bolt action un-nerf, ambiguous changes regarding explosives. You heard it here first.

Awesome patch, I can’t wait to find me some modified conquest servers with higher ticket bleeding and no killcam.
And finally all these mines people drive into when I’m in the respawn queue will actually count on the scoreboard.

This.
The heroic engineer rushing out into a tank onslaught dropping mines will finally get his due.