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As a balance I would say bandage, but not heal. In order to heal you need a medic to be able to freely walk around the vehicle and heal people. From a programming perspective I feel this is an extreme amount of programming overhead for a minorly used feature. However being able to bandage yourself while sitting down would require almost no overhead, just the bandage animation that currently is in the game. The only programming overhead would be, being not able to steer, or use weapons while the bandaging animation is in effect, which may be bad if your a pilot. If there was a way to hit a key to allow a co-pilot to control the aircraft while your bandaging that would solve this unless you were straight and level for at least the 3 seconds or whatever it takes to bandage. However having a key to give controls to a co-pilot is again more programming overhead.
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When i came up with the with overall design of Mutaha it came from the name.... i believe maze in Arabic is pronounced mutaha or very close to. So i wanted to come up with something new.. with basrah you have multiple windows to watch out for so with Mutaha i wanted multiple lane ways and then youve got to worry about the roof tops aswell. Not only that, you also get a very good balance of vehicle and gameplay in and outside of the towns. Its a very solid mixture of chora, basrah, sumari, tallil and yet still its own unique map
One could easily have magnified optics use a fixed FOV. This results in people with higher FOV getting relatively higher zoom out of optics, but doesn't let them cheese high power optics for CQB. An example of a game that uses this method is PUBG. If you disregard how they treat non-magnified optics (ie. as magnified optics), the method used there addresses your issue.
That would lead into constant stomps in competitive matches. Cause teams only defend cause they dont think that they are able to stomp the enemy team, so they secure their lead by defending. If defending is always an disadvantage, the better team will simply always play full aggressive and stomp.
Problem: In competitive clan matches, if a large map was choosen, then often when one side managed to secure more zones in the early stage of the game, they simply dug in and refuse to go on the offense cause they can. This, in inturn, forced their opponents to not go on the defense as well and only send out harrassment attacks in an attempt to close the ticket gap, as any major assult against a whole 40-man team in well-established defensive positions would be suicidal. As such, the remaining game became trash time. Solution 1: HABs and rally points near a defensive zone would have their spawn delays doubled, and the opposite for those near an offensive zone, so that the attackers would eventually outnumber the defenders. In this case, it would mathematically sound for both sides to keep attacking regardless of who had more tickets or zones. Solution 2: If I remember correctly, in PS no rally truck could be deployed inside a zone, which means the attackers would have a better chance stopping the respawned defenders from getting back into the zone.
0AKSTER replied to Evgeny's topic in General DiscussionHi and welcome to squad! I also start playing project reallity mod around 14-15 too but at those time I still have difficulty communicate with other in English so instead of talk I type a lot to communicate with other people in squad so they never find out that I are teenager at the time lol Now 12 year had pass, my enlish is improve but people still make fun of my asian accent and sometime act like I am chinese player by saying "Ching-chong" it really not fun, but hey not everybody is a jerk right? So my advice is to have patience and find a freind, a comrade that you feel comfortable playing with. Good folk won't make fun of people regarding their age and race. I hope you have fun in playing Squad buddy!
Nuzzi replied to Gazra's topic in Hardware Tech Support.Well look at it this way.. If you have a painting size 50cm x 50cm (the 1080p) then you take the painting and stretch over a frame thats mutch bigger, say 75cm x 75cm (the 2k) it will not be a wery nice painting after that. This is what you are asking basicly, twise the size of screen, with only paint for half of it. You cant do anything about it (other than buy a gpu that can handle 2k) if only, then nobody need to use money on gpus. Or you can try to supersample it ingame. It should draw on the cpu instead. Allso download extra GB of RAM just to be sure haha;-p
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So Yetanother please fix dynamics for the helis topic.. With the "i dont know what was aiming for with those, def not heliflights", the low tic cost, and short spawntimer, I see often people find it much usefull, to actually use helis as "suiciderockets". Of all the goodies You allmighty dews manage to pull out of the Magic hat over the years, this realy looks like an late april fools joke. Even Arma has a better flightmodel, and Arma is soooo bad, even the dews refuse admit its wrong and wont fix it. Even tho alot of irl pilots tell them its wrong. So deeeeeer Santa, please make it right, and put it in my cosy Christmas sock. (The one by the fireplace and looks like a pink bunny, and not the one that smells like wet feet) May The Farts Be With You All.....
ermm ... " What is someone's best guess for the bandwidth used for destroying those 50,000 destructible objects with a server of 50 players? " ... just sayin'. IMO, no to destruction. because @Thr34t & @Dubs have it up pretty much perfectly explained, above. and because of this; " I can go on and on... visuals client side don't work unless the destruction is scripted, which would honestly look lame." full dynamic destruction would be, i assume, what the OP is looking for, considering he's looking for a more realistic feel.
in my previous post i was going to suggest this was how it likely worked but i forgot. most likely it would require adding positional/anlogue logic to the scripting, to overide the incremental/key stuff for the game - just my guess though
Cavazos replied to Evgeny's topic in General DiscussionHey man, don't worry about those guys making fun of you. I remember being 14 and playing America's Army, the most realistic FPS shooter back then, while using VOIP but I was always teamplay minded and a team player. I was much more serious about playing than a lot of players back then, so I understand where you are coming from man! Stay on teamwork servers like Tactical Gamer or noob friendly ones. I think SquadOps is probably good but they are also competitive so you might have some issues there. The people will be less likely to hate on you. Also, stay away from Doctor's Office. They have a terrible history of salty admins and players. There are plenty of people who don't mind playing with a 14 year who wants to work as a team!
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LanceJohnson replied to LanceJohnson's topic in Software Supportborderless is my temporary fix.
LanceJohnson replied to LanceJohnson's topic in Software Supportwould like to add that I had reinstalled my drivers, cleared cache manually etc. only thing that works is the test version. somewhat of a fix just found. not ideal but borderless works.....
LanceJohnson posted a topic in Software SupportSo I'm a tad frustrated. I backed the kickstarter, supported it through and through. convinced friends to purchase the game etc. I took a bit a of a break and never had issues with the game before my break including FPS. Here I am now, I literally cannot shut the game down without turning off my PC... The performance is terrible no matter what settings or resolution I put. it's so bad that I literally have to keep mashing escape to pull up the menu. I have tried re-installing like 3 times now, deleted all my settings etc. nothing has worked and I honestly dont have the time to be dicking around with this anymore. This is basically my final attempt at some support. I tried discord twice, steam discussion in support, and now your forums. It has now been over 15 days since my first post. please help, thanks.
No matter how you do destruction, there's server side involvement required. RB6 Siege you can blow out majority of walls, floors, doors, windows and each of those destructible locations need to be replicated when destroyed to each client, that requires the server. Just like every deployable has to as well. The more things able to be destroyed, the more the server has to work to keep this up to date, and replicate it to all clients involved. The more players, the higher chance of replication being an issue. The larger the map, the more destructible things, the more the server has to work to correctly replicate it to each person. Client sided visuals create their own issues, for example think of smoke grenades that are client sided. On X players screen smoke is covering his position, on Y players screen he can see X player because on his screen the smoke is different. Now think of destruction and debri's etc Only way it works if it's completely scripted like Battlefields levolution, but again on a mass scale the more assets you add, the more the server has to keep track. Destruction isn't simple to implement, each way has it's pro's and con's, and things get far more difficult if the scale of the game is larger and more players are involved. Then there's the side of keeping things fair. On top of development time and resources having to be considered.
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