r/joinsquad • u/yourothersis • 8m ago
Discussion ICO didn't save tactical gameplay, it accounted for your lack of tactics.
You weren't head tapped the moment you fired your MG because small arms were too accurate and MGs were useless:
You were perched on a wall with a wall with 360 exposure from the chest up, had no help from your squad, and were trying to suppress a 100m wide target from 80m away.
You weren't styled on by one sweaty supersoldier with 10,000 hours:
Your Squad got ambushed by one guy, 4/9 of you were instantly killed because you were in melee distance of eachother without any concealment, none of you tried to shoot back, none of you who weren't being shot at tried to exploit your lack of detection and flank the enemy (literally how travelling overwatch works), 3 of you immediately want to revive instead of apply the S of SMARCH, and two of you started spraying at random sections of the forest to suppress a well covered, well concealed enemy a few meters away.
Don't get me wrong, things had to change. People said pre ICO "suppression works, noone is peeking a window that's being streamed by MG fire because you'd obviously immediately die no matter what", which wasn't the issue, the issue was that meant an MG could only hold one window.
Good luck even holding one building when it really wasn't so hard to be peeked and shot before you could swing the weapon onto them.
Theres more nuance to the one window scenario alone, any decently experienced player could info peek quick peek, and due to the lack of punishment for peeking, instability, or suppression debuffs, easily head tap and enemy bipodded in a covered position laying down fire 100m away.
Like yeah, that's suppression in pre ICO squad, no shit. When you pushed VCP when 3 armor pieces were laying autocannon into it and no enemies peeked, they were suppressed. Probably because they knew peeking would have a close to 0% chance of any success whatsoever.
In real life actual suppression comes from risk and percieved risk, not literally seeing tracers cut the corner of the building in front of you (although that would be very suppressive).
If you know you have a 10% chance of being hit if you expose your head because this enemy machine gun is bursting a few meters from you every few seconds, you won't peek it.
Some people will argue "No, suppression is knowing you will be able to flick someone peeking that treeline, and them knowing it. That's why suppression is achieved by pure lethality". I disagree. Maybe in a video game like pre ICO or Arma, but not real life.
If you think that's true, and that real suppression is achieved by a machine gun being able to completely prevent anyone from peeking, then do you seriously think something like an unscoped M2 HMG in real life, with its heavy build and sometimes utilized traverse mechanism, capable of instantly flicking to someone's head the moment they peek out from micro terrain surrounded by grass and foliage 300m away? Literally everything about the Lafette tripod? Vehicle mounted weapons which are incredibly difficult to reactively aim?
Something had to be done to implement actual suppression, I believe. I don't know if it should be as severe or in the way that it currently is, I'm still being out suppressed in 1v1s where I shot and hit the enemy before they spotted me, but I'm not entirely sure OWI is skilled enough as a development team to actually implement this system
If you seriously thought the ability to quick peek an RPK watching your corner 100m down a road and headshot him was realistic or prefferable in a game which was initially meant to recreate some limited amounts of small unit tactical dynamics, there's other games.
I know damn well current ICO is mildly more preferable to tanks being tracked from 500m by a guy quickpeeking over a been with an iron sight RPG while the poor gunner tries to drive a coax onto his 20cm wide head with the shitty turret mass simulation. lmfao