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Task_Force_160th

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    18
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About Task_Force_160th

  • Rank
    Fireteam Leader

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  • Gender
    Male
  • Location
    Utah, USA
  1. Sniper-Spotter

    I've always struggled trying to understand why snipers ever really made it to multiplayer games. When you think about it, a sniper/spotter combo is usually out surveiling the area and looking for a target. These targets are watch for quite a while and when the time is right the shots are taken...usually moving slowly and are very predictable. That's never the case in online games. They will constantly change directions and will most likely be moving a lot making a real shot almost impossible unless they are perfectly still or are being predictable. Like others have said...the designated marksman seem to fill that gap nicely for long range engagements.
  2. Helicopter Physics

    Weird double post happened there. But I agree it should be a good challenge to master it but keep it fairly realistic. Aircraft manuals would also be great so that you can see limitations and have a training on it...obviously that would take quite a bit to put together though. As far as helicopter crashes, I don't think I'd like to see missions based off of real time helicopter crashes. But I always thought it'd be awesome to have more realistic objectives. Having both sides try and secure a downed pilot and take them to a random extract zone. Along the way you capture areas for added support such as artillery, air support, and ammo, or you can flat out bypass those and go straight to the main objective while understanding you won't have as much support when trying to secure the pilot...way off topic. I just hope to see the physics look somewhat like what has been shared in this thread. Make it powerful but limited so that it will be a very valuable asset to get aid in getting the victory.
  3. Helicopter Physics

    As far as the slow flight looked, it looked way better than PR's version. You couldn't make any small movements at low speeds. Hovering was near impossible. You should be able to sit behind hill tops while your gunner smokes infantry a good ways out. I did like what I saw in in the high altitude diving minus the tight flips he was doing...I can understand loops or rolls but not flips like he was pulling lol. But overall that's a huge improvement over PR. I would also like to see damage delt to the helicopter done like they do in Arma. Give the pilot a chance to recover or at least make a crash landing. I'd also like to see some kind of refueling or rearming done at an airfield or base. As far as the slow flight looked, it looked way better than PR's version. You couldn't make any small movements at low speeds. Hovering was near impossible. You should be able to sit behind hill tops while your gunner smokes infantry a good ways out. I did like what I saw in in the high altitude diving minus the tight flips he was doing...I can understand loops or rolls but not flips like he was pulling lol. But overall that's a huge improvement over PR. I would also like to see damage delt to the helicopter done like they do in Arma. Give the pilot a chance to recover or at least make a crash landing. I'd also like to see some kind of refueling or rearming done at an airfield or base.
  4. Helicopter Physics

    I agree. A short startup sequence is nice to have. It'd be amazing to do some tutorials on different landings and flight controls. Give some you some practice for autorotations.
  5. Helicopter Physics

    Very interesting.
  6. Helicopter Physics

    So I know we are a long way off from putting helicopters in the game (so I think <_<) but I'd love to see physics that are like Arma's. I say this because I really couldn't stand how the helicopters flew in PR and I don't want to go the arcade-y route of current Battlefield titles. If we ever do make it to the stage where helicopters come in, please put some detail into them as far as physics go. I love flying, whether it be CAS or troop transport...or MEDEVAC (that'd be an interesting twist on the game if you could carry a medic on board and have them pick up bodies and take them back to the base to gain extra tickets) I just wanted to make sure this was seen in time before anything went into designing the helicopters.
  7. Hey guys ! just introducing myself

    Welcome Speedy!
  8. Semi Auto Fire Jamming

    Where's the tap, rack, bang button?
  9. Where Did You Hear About Squad?

    After not playing PR for a while I heard about PR2 but didn't really see much progress and I stumbled across this and groundbranch thank goodness!
  10. Handguns/pistols

    Oh man I had a good laugh over that.
  11. FPS doesn't seem right for RIG, need advice.

    I'm just amazed that I have an Alienware alpha with an i7 in it and it's running the game 80+ frames...I'm not playing maxed out or anything, just medium.
  12. Handguns/pistols

    They're obviously not for ranged combat but (should be) a fast go to when things get hairy and yes mostly officers would carry them. I'm impressed with the audio that went into them. They have that nice "pop" sound to them when fired.
  13. What games is everyone playing on PC in 2016 ?

    Rainbow Six Siege for some close quarters stuff and I've always been a fan of Ghost Recon so that'll be up there on the list as well.
  14. Adding Battle Buddies

    Hey everyone, I'm fairly new here. After playing a few rounds and finding good/insightful players, I was wondering if there was a way to add them. Is there a way to go about adding people in Squad?
  15. Interactive Layered Maps

    Awesome work on that idea. That extended layer should go towards vehicles air or land. You can then have a squad leader coordinate a LZ or extraction point. That way you have guys in there air or ground that have things popping up on their maps as well. But first we need to make the basics work on the normal map without hitting "enter."
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