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About fidanym
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Fireteam Leader
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Hmm not really, doesn't change much in looks tbh
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Squad's gameplay feels very much like PR with the right people, sure there are a few things left to iron out such as the buddy rally, general rally's lack of restrictions and not going dead dead often, but it's on the right track. I've been playing PR since 2008, and even though I still hop into it for the varied assets gameplay and the nostalgia, I thoroughly enjoy Squad's infantry gameplay.
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Try turning off distance shadows. That kinda solved it for me.
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It's not the GPU, I have the same one 1660 Ti 6GB and it runs flawlessly. You might want to look up how to completely remove and reinstall the nvidia drivers and give that a shot
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Not a huge fan of the fog occlusion. Sure on some maps it feels right as it can happen in real life too but one of the selling points of Squad, at least for me, was the "unlimited" view distance as opposed to PR's very low view distance.
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I'm really disappointed with the results of the survey. This means that Squad will take a more fast-paced shoot-revive game where there is no fear of getting killed. This is especially going to hurt long range engagements and vehicle effectiveness against infantry but what bothers me the most is the fact that it just makes Squad feel like something it shouldn't. I don't think it needs to be dumbed down for the everyday gamer, after all, it is not a game intended for everyone.
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I was merely comparing it to PR where infantry can be spotted bright as day as there is very little vegetation and the models kinda stand out unlike in Squad where the engine does a great job of compositing models, statics and vegetation with realistic lighting and shadows. Regardless, if light vehicles blow up in a single LAT shot nobody will use them for obvious reasons. A single lonewolf of the enemy team can deny transport. However, if the vehicle is disabled or at least set on fire with a few seconds for the infantry to jump out, it's a different story.
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It would make it better once thermals are introduced, but right now it is a thousand times easier to spot an MRAP than an RPG in a bush.
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But the average view distance in PR is less than 500m and there is very little concealment for infantry in terms of shrubbery/grass/etc so it is much easier to spot and kill infantry. I'd say 2 LAT shots for an MRAP is a good deal considering the first one disables it.
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Cyrillic Keyboard layout and game controls issue
fidanym replied to fidanym's topic in Feedback & Suggestions
Oh well, I'll just have my Cyrillic disabled whenever I play Squad, it's not too much of a big deal. -
But you keep forgetting that the reward for a good game in Squad is actually having a good game and enjoying your time playing it.
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Cyrillic Keyboard layout and game controls issue
fidanym replied to fidanym's topic in Feedback & Suggestions
That is not the problem tho. Perhaps I should give a more clear example. In most games, particularly in Project Reality: ENG keyboard: Press Z, go prone MKD keyboard: Press Z, go prone In Squad: ENG Keyboard: Press Z, go prone MKD Keyboard: Press Z, nothing happens because the game picks up its Cyrillic value. -
I'm not sure if anyone has noticed it but I have multiple keyboard layouts (English and Macedonian(Cyrillic)) and the default windows toggle hotkey for them is Alt + Shift which is quite a common combo in game, especially when you run and look around so the keyboard switches to Cyrillic. But unlike other games, some of the game controls do not pick up on it, for example pressing any of the letter keys will not trigger a command as they are now in Cyrillic. Is it possible to make the game ignore whatever keyboard language layout is selected and use standard latin keys? It's quite annoying having to disable the multiple keyboard layouts every time before playing Squad.
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Players who consistently get more kills than deaths as infantry: how do you do it?
fidanym replied to awegh's topic in Questions
Actually I am impressed with the way camouflage works in Squad, it is very realistic. In most other games camo does not work because the player models stand out too much from the terrain, but Squad does a pretty realistic job at it. As many have said, a moving object is very easy to spot compared to a stationary object and working as a squad, you should make sure you have people looking in every direction otherwise you're waiting to get mowed down. -
Another way to deal with running speed in v13
fidanym replied to BadVlad's topic in General Discussion
I'm gonna have to change my statement. I did not support the speed change initially but the fast running wears off pretty quickly and then you're back to normal running. This seems pretty normal I mean you have a short amount of quick sprint to get out of a really bad situation. Maybe though you should be able to choose by double tapping shift if you want to use that sprint and then your stamina wears of even quicker.