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About Peerun

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  1. I am actually fairly certain that nametags NOT showing through walls was considered a bug in V6 or something. Also don't see the point, especially now that there are icons on your compass for nearby friendlies.
  2. Functional walk mechanic

    Right, it just doesn't do anything and you have to hold it.
  3. 3000hrs+ suggestions

    Actually the map is unreadeable because anything that's not the min zoom level will offset the letters and numbers, so you can't tell grids from each other anymore. All that's needed is to make it so that the letters and numbers always intersect X(X)kp5skp5 - like it used to be on the old maps. Then you can tell at a glance. Right now you have to either mouse over or look at your position and guess from which grid line looks like it's one pixel wider than the other and trying to remember what zoom level you are in and what's the exact width of that grid line in that zoom level.
  4. Bipod seamlessness

    There's two main problems with that 1) You need to click a button to detach the bipod, then click a button to aim again, then click a button to attach the button, then click a button to aim again 2) Often when you get stuck in an angle, you can't turn the other way anymore either, forcing you to detach the bipod anyway and less often when stuck and after detaching the bipod you'll bounce up and down Now don't get me wrong, it'd be great if they could fix the getting stuck issue in the first place, but this suggestion is to make it so the bipod gets detached before you get a chance to get stuck and attached again, before you get a chance to click two buttons 4 times.
  5. Exactly. RIP Gorodok Lumberyard layer. I don't know about DH, but in PS the lockdown is clearly there to let the defenders set up a defense after losing a point. It's pretty much the opposite of the effect you want. Somehow I think that reverse engineering it to promote steamrolling will not have a positive effect.
  6. What exactly do you mean by a stalemate? A double-neutral or both teams putting up a defense on their respective points so that one cannot cap the other's? The former happens when the defenders get wiped on both teams roughly around the same time, most of the time - and they could have been defending for 15-20 minutes - so there's absolutely no effect on that with lockdowns. Imho, just increasing the time it takes for a flag to go from Neutral to Capped would have the same effect - without any solid lockdown restrictions.
  7. Could be wrong, but it seems like Kohat maybe has forced DF shadows on, or something.(fps hit + see them lag-render on the surrounding landscape)
  8. Personally I'd like to see a custom. kit system that is based on points/carry weight/room with more broader kits - like Fire Support Role being a single kit, or alternative squad compositions, kind of like PR had a second version of a kit, except squad-wide, affecting not just the nature of the kits, but restrictions and availability of them to the squad, too.
  9. Netcode feedback

    I understand that with the new vehicles, damage model, wanting to push the game to 50v50, etc, things are being made to be cheaper to run, but as it is right now it really is less than playable in my opinion. I'm strictly talking about the "replay last 5 seconds of movement"-feature of the current netcode. The one where when you turn around, all the players behind you have to "catch up" to what they are actually doing. I guess this is okay for far away players, atleast I've never seen an issue with it, but when you round a corner and a player(enemy player) runs 10 meters, vaults onto a roof and then proceeds to shoot at you - the time this takes being 3 seconds from when you round the corner - that I think borders on broken. No idea how this works, but making it so that all players within a certain radius have to be updated, regardless of whether or not you can see them, that I think would be fix enough.
  10. I agree, mostly. The idea, of the suggestion is, that you can't or maybe shouldn't penalize people for shooting back while shooting back, so you penalize them after the fact - in measure directly proportional to how much resistance they met. The thing with, eg a 30mm, keeping you down is 1. You can't shoot back and kill the threat(unless you mean AT too, in which case I disagree) 2. You can't compete with its magnification and stability That's why I think that if you make a shooter lose stamina for effectively suppressing you, ie you don't shoot back, then you will be more likely to want to wait a bit and stay suppressed, which will give you a better chance once you do engage him, after he stops suppressing you, as he will be lower on stamina than you, who has been hiding. Then it just comes down to having a buddy talk guns with you, and same holds true for when you turn the card, after avoiding suppression by hiding behind good cover. When you engage him, he'll either take cover and not be suppressed(from the standpoint of game mechanics), but effectively will be, in which case his buddy will engage you or he will keep engaging you, with his buddy, in which case you have one enemy with lower than your stamina becoming suppressed by you and another enemy, whose stamina is draining, provided he doesn't get shot at as well.
  11. Seeing how stamina relates to weapon sway, it'd make more sense to reduce maximum sprint speed. I could see irregulars, Militia atleast, using some inefficient body armor.
  12. Tbh I feel like enemies are spongey enough as it is. 5.56 to the face? No problem, let me just put an eyepatch on. Seems more and more like Squad has thrown away the concept of Incapacitating an enemy in favor of Reviving teammates. If body armor was implemented it would best mirror, more or less, current damage values, with some additional effects, and damage be buffed for non-armor hits. Dubs makes a good point. I'd add aimpunch even to non-armor hits, or without an armor system implemented. Personally I think the largest amount of trades, as a result of not having any aimpunch, is at 150-250m - so it'd be enough to have the punch be no stronger than current recoil. More to the point, I think this is most important for weapons with no sway - bipods and emplacements. There's too many times to list when I've shot someone on a DShKa in the shoulder, only to be obliterated a split-second later, as well as the other way around. Seeing how using full auto in close quarters is effective, it wouldn't really affect that part of the game - if you had one additional recoil-like animation, in scale, superimposed on you for getting shot. To stay on topic, if armor was introduced, a pronounced run-punch would be a great way to balance it off. Though to reiterate my first point, I think before seeing a body armor system in Squad, the current damage values, for incapacitation, should get looked at.
  13. I guess I could also use some examples In other words, jumping into a vehicle to get to the fight is not abstract. Having to keep enemies a certain distance away from an FOB to avoid a bigger spawn timer is an abstraction. Clearing entrenched enemy positions is common sense. Having a person sit inside a bunker, while another digs it down is the most contrived, gamey mechanic you could imagine and something that you have to learn and which isn't instantly obvious to be the most efficient thing. Once you've learned it and someone cries "spawn camping" you're liable to laugh at that. But when you actually think about it, that sentence, although infused with salt makes a lot of sense. What is the purpose of spawning on a HAB and being killed? Exactly, that's why you don't generally spawn on a camped HAB, right? Why allow it at all then? There's instances where you spawn in, kill the camper and clear the area. Why is that a thing? A player spawning in thin air, inside a hesco bunker, killing a player who's there waiting for him? Doesn't really make any kind of sense, as per gameplay, without the context of, well the context of whatever. In fact, the rest of the game mechanics being moderately sane, you wouldn't expect that to be a thing. Yet it is, and there's a whole lot of other things that don't make a speck of sense. But that's why the game is in Alpha.
  14. You're only using the worst examples. If one out of ten games I play now is Conquest, then it's played a lot more than when it was one out of a hundred. I really don't see what your problem is with the sentiment. FOBs have been "fixed", but I still find myself camping HABs. Ammo resupply from vehicles has been added, but I still find it's more effective to throw more barrels on a point from a rally point. Statistics win in Squad, exactly because of, as you say "inept playerbase", but current spawn system only contributes to that. You can't expect the game to be more easy to understand, if you introduce more abstractions. By changing the spawn meta you cull the playerbase based on mentality not ability.