Squad
Middle East Escalation (Updated)
Changes in fashion that I didn't understand
I don't understand why MEE doesn't have ammo bags:

Since everyone agreed that being reborn immediately with ammo is cool. So why shouldn't shooters have ammo bags?

Asymmetrical balance of equipment in kits: in vanilla Squad, if a fighter does not have optics, he is given binoculars/extras. grenades, etc.


Why is the same system of weights and counterweights not used in fashion?
The player may simply find himself without optics, binoculars, a grenade or a knife.



Why is there such a big bias in fashion towards imbiness and armored vehicles?

For some reason, what I'm getting at is that the number of anti-tank grenade launchers is extremely limited. A heavy tandem grenade launcher may not have this same tandem projectile.


Why is a class such as Military Engineer/Anti-Tank Sapper often either completely absent from the faction or its equipment does not have the functions assigned to it?

Here we can see the illogicality of the whale and its functions. There are almost no mines, C-4 overhead charge may be completely absent. Even I think they disabled the ability to quickly drop cover (I could be wrong).


Why are all the fortification changes for most factions of the mod ignored?
At Milita, most of the faction improvements from OWI were completely ignored last time.




This is not a criticism of the mod, but I just want to know why it was done this way and not differently.


P.s This was written using Google translation, so there may be errors in this text.
The topic was written from the moment of the last visit to the server with the MEE mod before the introduction of a new ICO if some of the issues have already been fixed, that’s good.

If the answers have already been given before, please share with me.
Last edited by NovemberX41822N; 8 Dec, 2023 @ 5:07am