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WARti0k0ne -BG-

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About WARti0k0ne -BG-

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    Battalion Staff

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  1. Anti-personnel mines

    Some ancient discussions back in -15... I can understand the IIRC non said reasoning on it.
  2. Teleport from main base?

    I'll hope that you there your developer lairs also judge the spawning mechanics based on the game modes, so that some modes could have a different mechanics. Teleporting is lame btw. because it is something that can not be interfered by player (opposing) actions and yes rallypoints are like that also and I do not like em personally (though the current mechanics are better than in the past some point).
  3. Future plan of expanding team size?

    100v100 leek can be heard..
  4. Commo rose?

    Why not. There is hundreds of gems buried to this forums. This is not snapchat or what not.
  5. New Noob!! Old Friend!

    Late helloes to you @Nugz Sorry I have been on hiatus for too long.
  6. Community Clan Fight Night

    Was nice to follow as usual..
  7. Squad kickstart rewards?

    Which tier did you pay? Sounds bad, but you did **** up in the sense you didn't archive the receipt, it seems.
  8. I can confirm, almost lost the Minsk in the roadside ditch. After a few minutes of stubborn "glitching" at the edge of firefight I managed to get it out.
  9. Forests

    There must be some major (obvious) problems with the implemented system with lack of trickery (smoke and mirrors) to optimize the output and still fooling us to believe it draws individual leafs of the trees.
  10. Remake

    Tbh, I did much more like these more natural environment maps. Especially the ones that had thick vegetation or lots of macro landscape to maneuver in. ..But Kutu weren't bad at all especially with 64+ players, I wish I could remember it with 128 peeps.
  11. Forests

    At least it is thicker than what is in BF, where is no forest at all. Best forest / jungle in any online multiplayer game I have seen have been in Joint Operations from Novalogic 2004 (at smaller maps due the asset /engine/ server limitations (128 were nominal maximum players per map)), combined with dynamic time of day and thick grass and scrubs with some form of "alpha blending" to dynamically camouflage the player model when out of view distance in this in house engine ... oh my... At there the bush were so thick that you almost couldn't see you tip of the rifle. Of course now 14 years later it doesn't look that impressive, but the thickness and density are still there, needles to say that were just literally amazing back in the day (and still is atleast superb compared 98% of "forest and grass" implementations). Squad have nice vegetation areas in some maps and I assume it will get better with overall optimization when other parts are fully implemented. https://www.gamepressure.com/games/view_screen.asp?ID=18375 PS... To OP yes please, better forest with scrubs, please. I need my claustrophobic enemy at skin dose.
  12. More Servers

    At the past at the video games when server were full and someone did want to play, he/she did jump in to empty or half empty server. It were called a "seeding".
  13. Slipping and sliding

    Nah. The Minsk is ridiculous atm. If you drive it on the road bank and there happens to be a small slope you almost loose the damn bike. This doesn't mean that wheeled vehicles should climp 45 deg. slopes in winter maps at full speed, but at least some (like the minsk) is really not resembling good balance.
  14. What FPS do you get playing Squad with your rig?

    50 to 110 FPS at multiplayer depending the map with: SQD v12.2 CPU: i5-4690K MOBO: Heck I don't remember had about five letters and number mixed together GPU: MSI/NVidia GTX1060 3GB OC RAM: 16GB Kingston: SSD (some basic model which was cheap at time ) Display 32" WQHD