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Restricting markers clogs up comms even more when squad already has an issue with people communicating, either people don't communicate enough, or you have 2+ people in your ear constantly without having to do precise callouts of azimuth, distance, and type of contact everytime you see an enemy.
Make a seperate mod that has both maps/factions and gameplay changes. I'm not going to touch MEE with gameplay changes that make the game worse for me. Squad's AR page literally states how its purpose is to lay suppressive fire, but suppression is disabled because they want it to be a visual only effect, despite the devs implementing the flinching to simulate a real life response to being shot at. Then they try to make it more "hardcore" with less markers to try to facilitate communicate, but then let people spawn with full ammo, making ammo logistics much less important. A huge part of logistics is that if you encircle an enemy position, they cannot receive resupplies and will be choked out with no ammo. Ignore that, you will just spawn with ammo and can fight indefinitely.
Stamina bar being invisible is so stupid because stamina management is a huge part of an infantryman. AND you can't sprint when out of stamina. So you have no idea when your soldier is rested and can fully sprint, and you HAVE to be rested to sprint at all. Why take away valuable information that would be obvious to a person in real life? It's just frustrating because that UI element exists because there is no other way in the game to communicate that information at the moment. It's a small thin bar that's unobtrusive and auto-hides itself.
There's the subject of balance where classes that don't get optics also for some reason don't receive binos, and insurgents being on the backfoot against suppressed optic users.
High-vaulting is risk reward. Punished by having a guy watch the wall since he's defenseless while climbing. Now you don't need 360 coverage when defending, just watch the chokepoints since they can't highvault over.