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WARti0k0ne -BG-

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Everything posted by WARti0k0ne -BG-

  1. Ridiculous accuracy.

    Is the study you do refer a total estimated numbers or estimated figures where the supporting (blind) fire is removed.
  2. This is now obsolete in many parts, but it might give you the right direction... If you post a new questions the end to that topic I think you can get answers of the current procedures.
  3. Before and after V10

    See what you have done again @Xx-RAGING-DEATH-xX
  4. The whole points system in Squad have been a bit of muddy (The winner of the round is drawn in semirandom fashion by ticket loss, not lost or gained objectives. Ticket system in general is not optimal decision system for AAS. It were 100% objective based [who owns more CPs after pre set timer hits zero, were it 10 minutes or 10 hours] at the beginning when it did born through UT and DF/JOTR ) There haven't been a clear signal for players that "If I do this, Then this will happen" partly how the ticket system is build in AAS. In insurgency the outcomes of team or squad actions are more clearly visible. Every older forum fellow propably knows by now my stance on Squads AAS implementation so I don't write it down here.
  5. Non-zeroed sights for insurgents

    Drum clip da tum.
  6. [WIP] Dormant Volcano Isle (Vanilla & JO_mod)

    Niceee.. Did you tweak the AAS mechanics also? DToD finally
  7. ParaPlays Squad ► Videos and Tutorials

    WOW just WOW! That brings up memories from some of the top maps of JO:TR & JO:E with modern touch. While I like some of the stock maps, I think our taste in map style doesn't 100% meet with the current mappers, with this one I'm sold. You just did get a new sub, don't use all at once to hookers and blow.
  8. DUST Unforgiving realistic

    It did have some nice things on it, but honestly it were just TOO niche to really survive, especially as PVP-game, where player mass is everything.
  9. DUST Unforgiving realistic

    Realism and it is covered in the dust by now?
  10. Vehicle, controlling speed

    Yep. There were a few many good topics (by many) back then considering these sort of things.
  11. No... Seriously the vignette idea applied partially sound really nice.. Wait a moment... Yes looks good, also a bit more blur. Screenshot from (0:49):
  12. Mines shouldn't insta-kill MATVs

    Depends on the construction of IED/Mine and the size of the blast. Every vehicle can be destroyed with high enough detonation mass or sophisticated directed explosives.
  13. Merry Christmas

    Have a good one.
  14. Just found this out. It sums up everything guide nicely, while I only did jump to DF bandwagon in 2001 with the Delta Force: Landwarrior the feel of freedom definedly were amazing then and is even that today (in the magic smoke of ultimate freedom of move and make decisions). Like said in the review with fake everything it still felt like a real deal, the mirrors and smoke were set up right. The thing I do want to feel eventually in Squad. Oh and shooting the birds from the sky.
  15. The INVASION vs AAS

    Well that steam topic shows more that majority have no idea for even basic flanking in a game with open map. Edit. ...Since if defending is boring it says that enemy is not attacking efficiently or people that complaint are just a bunch teamstackers.
  16. Alpha 10 Public Test

    Oh, it is a leek.
  17. Nmmr , no more magical rallys

    What if the rally point would follow the SL, that would fix the beacon problem.
  18. Alpha 10 Public Test

    If you mean the problem with the placement above ie. rock, then a super slow movement mode with bipod attached might solve the issue?
  19. Alpha 10 Public Test

    How the CPs are working now? Also did the attacker get more penalty on this Av10 beta.
  20. Alpha 10 Public Test

    Those sounds.... Damn.. And salty Karmakut
  21. Alpha 10 Public Test

    Really impressive what I did take a small peak from our Twitch friends.
  22. The INVASION vs AAS

    No. That is the secure phase in 'Advance and Secure', now you call backups and other squads on your team lift the FOB and place it closer, while some other squads take defencive offencive against the remaining enemy forces around your just captured objective. In optimal situation there is now one friendly force already pushing to the next objective scouting and waiting for optimal moment for attack . A skilled team allow the main force of the enemy to come to the CP and flank it, so enemy is between two lines, while small group attack simultaneously to next (drained) enemy objective.
  23. The INVASION vs AAS

    Someone summoned me? I think this were request to mainly for @Friesen , I would say (as hours is mentioned 3k+ hours spread over 10 years of life) that SQD AAS do have still some logic mismatches to really shine. I really liked Invasion what I played it on the Closed Alpha in SQD more than SQD implementation of AAS (back then). Here is another of my AAS write-ups. https://www.tacticalgamer.com/forum/simulation/squad/1793333-rushing-meta-discussion-of-poor-flag-layout?p=1793884#post1793884 Sad thing is that too many of my predictions how SQD will play (open community) vs. Project-Reality (Closed community) have been happened, no more "In project reality we Blahblahblah" responses.
  24. Weapon Accuracy and good shooting technique

    Well.. Of course it is harder to hit moving target, but that said I'm pro defenders. I'm on the other hand pro freedom so the defenders (stationary part in shootouts) upperhand shouldn't come from artificial handicapping of player movement and action palette. These shooting penalties were pretty ridiculous in GoldenDogTag build (before deployable objects in ~5/2015). It just happen to make impact to whole game, not just shooting itself.
  25. No more double neutral flags?

    Can someone explain the double neutral in simplified terms. How goes the logic in double and non-double neutral CP.