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Titan84 replied to Croweater's topic in General DiscussionMaybe its on purpose as a gentle reminder to use the Road.
ZXD_Lee replied to Croweater's topic in General DiscussionThat is a mighty Oak you’re stuck on that’s why! And its a game feature not a bug yeah it’s ****ing annoying AF
I'm a lover of Invasion mode, had some cracking rounds. But why should the defending team know the next target. I get the knowing the first flag for gameplay sake nevertheless the flag afterwards should be unknown or random. At present your set to have to play very linear which in its self is fun though I feel that the defenders shouldn't be aware, neither should the attackers untill maybe the flag goes neutral. Keep the order secret for spoilers/Ghosts. This could throw something to shake up the preplayed layers so not to always the same.
I'm fairly certain that no one has ever mentioned it would be able to do 144fps so not sure why you're getting your panties in such a twist. Arma is the closest you will get to Squad in terms of player numbers and vehicles, no other games offer what these two games currently do. You're not getting a stable 144fps in any game like this any time soon.
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Hello, I found a story recently which I haven't finished reading yet by the way, but seems good from what I have so far. So, decided to share the link here as well share the story I wrote which is science fiction Troopers short story thinking about making into a series as well. You guys can link your own stories too or write some fiction. Glad to read what you got. Check this out: Real story: U.S. Marine Tom Smith’s Firsthand Account of the Vietnam War " My tour in Vietnam did not get off to an auspicious start. First of all, even though I was a new guy, I was promoted to corporal soon after I arrived in-country in January 1967. I was given command of a three-man 60mm mortar squad in the 3rd Marine Division’s Alpha Company, 1st Battalion, 9th Marines. The problem was that two of the squad members, both draftees, were two years older than I and had been in-country for months as riflemen. Needless to say, they were almost in open rebellion. ".... http://www.historynet.com/us-marine-tom-smiths-firsthand-account-of-the-vietnam-war.htm <hr> Science Fiction story: My short story The Devils Garage a Troopers short story. Chapter One. http://www.teragames.com/devilsgarage.html Feedback welcomed.
[ToG] Those Other Guys Our Community, Those Other Guys is a group of people with the same mature mindset from over 20+ countries across the globe. We are combining serious play with fun and so create a relaxed environment for us to play in. ToG also participates in many community clan fights where clans fight against each other on competitive level, so if you're looking for a more tactical experience in squad look no further. Striving for good teamwork, communications and leadership we are willing to become stronger as ever. Those Other Guys focus primarily on just having a good time together and making friends all around the world. Hope to see you guys soon! (Sign up on our website) Those Other Guys Information, Website, https://joinsquad.ninja Discord, https://discord.gg/stQMNBx Our Server [EU] The Coalition, The Coalition was formed in November 2018 by ToG, OpFor, HSR and F/T with the aim of creating a server that gives players the freedom to play in their own way and not be restricted by too many rules but use guidelines instead to keep the games balanced and fair. ( Rules are stated in the [EU] The Coalition forum post) The Coalition Information, Website, https://joinsquad.ninja/ Discord, https://discord.me/thecoalition Forum post,
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Croweater posted a topic in General DiscussionWe lost a cap, so 2 squads loaded into a truck to go and secure it. But, our transport hit a 1 1/2" pine, and got stuck , holding us all up. We lost the game because the truck glitched into a tiny tree. I'm sick of this. I appreciate this awesome game, and I love the new features you've added in each build, but glitching trucks should have been on the TOP of the fix list many builds ago. It's time to fix this game-ruining bug.
pinko replied to RipGroove's topic in General DiscussionFireteams are great. You can split the squad up into overwatch and assault elements and not have to give orders by individual names.. Just "alpha team overwatch from mark, bravo on me for assault". Easy. It facilitates all kinds of tactical manoeuvring. You can give fireteam leader to a mortar team and they have their own ranging marks. Same for AT roles and spotters like optics/marksman. It lets you delegate leadership to experienced squadmates, so you can send out a flanking element that you don't have to babysit from the map. Personally, I disagree with OP when he says squads work best as one group.. I find that is rarely the case. The fireteams make it easy to efficiently split your squad into supporting elements, cover various angles of attack, coordinate armour and infantry, etc. No downsides so far as I can see.
pinko replied to Power-Pill's topic in Feedback & SuggestionsYea, this happens quite a lot, but there are benefits to playing on the losing side. You get better by playing against competent players, and you'll have more targets if your team can't get any kills. Always join the losing side and and aim for the top K:D on the server, and you'll improve your shooting and gamesense much faster than anyone on the winning side. Then when you're posting 50 downs per match and you win that first 1-ticket game against the clan stack, who cares about those earlier losses?
And? ... This game can't do 144hz+ even if it is 50 players the whole match.... Unlimited draw distans, hell no! Example... You can see a soldier far away but it can be a mountain or shit in the way you can't se so you can't hit the enemy anyways... 12.2 is not better...
If the dude was prone and leaning to one side while shooting that would give you an angle directly into his backpack, its not fully on its side and its silhouette could have just looked like it was a through and through shot on backpack.
In Project Reality I just stand in corner of cache room when Im last defender and drop hand grenade when they walk in then I run out and drop the second. Or I will try my best to hold off enemy squad with my rifle by suppressing, moving around them cover to cover, then once I run out of ammo I run in close to suicide frag always saving a last frag for that. Hand grenades are the most common way of suiciding to kill enemy. Also In Project Reality I hide the IEDs among trash which they really need to allow again with no restriction, I tell people to "stay off the trash, its my trash, IEDs are camouflage in to, stay off street trash"- Sesame Street Grouch
While they said in the past they wouldn't show anything graphic, I've noticed as with Project Reality the wound concepts are realistic. For instance with the M110 and SVD getting grazed by bullets that just scrape the side of the head or scrape and knock past the rib cag maybe breaking a rib or through and through flesh wound. But no direct penetration, it leads to a lot of people being frustrated in PR and Squad like "I shot him X amount of times". (Forgive me for the graphic detail, I will restrain it as much as possible and be educational about it) You need to hit the area with vital organs, like I was sniping in PR the other day and saw a guy laying on top of the hill, if I shot him in the back of the legs it might have grazed his narrow legs, even if I penetrated he could have crawled or hobbled off behind the hill. So that's shot placement for you. The SVD and M110 are always one shot kill rifles to the fatal T in the torso, depends on how fast you stop the bleeding with a patch which should only slow the bleeding until you find a medic. In the sense of how tough humans are Squad and PR touch on it really well, a jaw head shot wont kill you(off topic but fact, if a hunter don't hunt any large animal and don't aim for its head, study first, don't want anything starving or suffering to death with a horrible wound). For the body armor if hit in a ceramic plate or SAPI plate the effect needs to be heavy suppression effect, more blur than bullets hitting wall next to you, maybe even the animation for what happens when you get knocked down by a truck for rounds like 7.62x54mmR at 600m or less, 7.62x39 at 300m or less knock you back off your feet or off the kneeling position, if prone and it hits armor it will be like getting hit in plate by claw hammer between the ground and hammer. Like this could get very realistic if Devs do it right gradually adding more aspects, when shot in plate the spall and fragmentation of shrapnel giving that slight wounded screen but not mortally wounded, the suppression effect, weapon sway/knocking around, they could make weapons get shot. A ceramic plate once damaged by 5 to10 of 5.56 rounds or 2 to 6 of 7.62 rounds will be shattered and would only slow down a bullet reducing penetration and hydrostatic shock effect. A rifle getting shot taking a bullet has saved people from direct penetration but results in fragmentation of the round and parts of rifle injuring still, especially when its from snipers at distances where the snipers round starts to lose velocity it loses lethality. This leads me to effects of arm penetrating wounds(not graze scrapes or flesh through and throughs) for firing rifle when its in front of body armor getting hit. While rounds are hitting around you, hitting your armor, grazing your legs, grazing shoulders/arms/wrists/ribs or otherwise penetrating un-armored body parts adrenaline will allow 3-10 seconds off effective fighting with any wound except for head wounds from rifles which are likely to knock you out quickly leaving you to bleed out (i.e shouldn't be able to patch). Graze wounds lead to fractures and penetration chips/breaks bones. If they wanted a graze wound to the head could knock you out leaving you to the mercy of enemies checking bodies or friendlies still fighting in room you are breaching/defending or blind you in one eye partially or fully in game. They could add a AI skeletal structure with medulla oblongata as a dot in its proper place for one shot kills, no revive. If penetration and any slight graze or hydrostatic shock to the medulla then one shot kill too. So in a Close Quarters Battle(CQB) setting with fresh armor, rifle and body, you go into a building first man encountering insurgents in a fatal funnel, you get lit up. The possible details of that 3-10 seconds engagement for front man are as follows, both front man and insurgents start shooting at each other at the same time. The front man starts getting hit in body armor, he is still capable of bringing his rifle up to point or in the least aim down to sides, while at the same time able to stumble out of the way for more friendlies to push the corners of the CQB space. This scenario is minimal expectation of detail for me when it comes to this games future armor system and how wounds to un-armored parts counteract the protection of vitals so its not over powered. Its not so much different from current wound system but the effect of a bullet being slowed down by your arms reduces armor damage. If a bullet happens to hit the bicep/triceps and goes through the ribs into the torso that needs to be a function as well with fine cut physical armor sprites to reduce OP of armor. Like it really saved a lot of lives and players will need to get around that. I agree on the spawns from PR too, like villages, Mosques, apartment buildings. They should all be spawn able for 5-15 minutes for assumed time to mobilize militas or until the enemy reaches village or apartment building first.
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