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fatalsushi

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Everything posted by fatalsushi

  1. the speed of animations

    Have you guys noticed that the firing animations/handling have changed a lot in v12? I was trying all the guns out on the range and there is more horizontal recoil and the guns feel more “floaty”, especially when settling after a shot. I know the competitive community was totally against this stuff when v10 arrived (though the PR guys seemed to like it) so I’m wondering why the devs made it tighter in v11 in response to complaints only to make it less controllable again in v12. I don’t mind it though, tbh.
  2. v12 new M4 sound..

    Almost all of the rifles and machine guns got new sounds and they’re really damn good. In the video he says the marksman rifles are the same but actually the SVD is very different from v11. The AKM also has a different sound from the AK74 and it’s one of my favorites but I don’t think he shows it in this vid.
  3. Limited Alpha 12 Test Oct 10th

    Just wanted to say that the Militia medic probably shouldn’t have the FAL. Because of the high recoil it’s going to be one of those hate it or love it weapons like the G3 and will probably discourage a lot of people from playing Militia medic. I suggest you give the medic two or three guns to choose from to make the class more appealing, maybe the AK74, AK74U, and FAL or something like that.
  4. Limited Alpha 12 Test Oct 10th

    Seems that opinions on the m4 are divided, on reddit as well.
  5. Limited Alpha 12 Test Oct 10th

    Just wanted to say that I didn't get to test v12 but I watched as much footage as possible and it looks great. The new map is something that I've been waiting for every since early access as its got that open and epic feel to it, perfect for combined arms. The new gun sounds are all much better imo, and are seem more consistent in terms of style. Tanks are amazing, of course, as is the amount of attention you guys are giving to the vehicles, new and old. It's also nice to have more variety in small arms, though I hope that the classes other than the SL also get to play with the scoped SKS and FAL. Anyway, really looking forwad to v12.
  6. v12 new M4 sound..

    I like all of the new sounds better. Guns also sound more consistent all around. Previously it sounded like different gun sounds were pulled from different games but now it feels likes there's a consistent "style" that makes the soundscape more cohesive. Hope I'm making sense. Also hope that Anders can comment a little here.
  7. Regarding V.12

    The wait is killing me but I know it’ll be good when it gets here, just like v10. I think it’ll freshen up the game a lot with the new spawn and ammo mechanics, random aas, and an open desert map on which vehicles are vital.
  8. (ads/zoom) + (steady/zoom) = :-{

    I really dislike how iron sights work right now, especially the tiny default zoom that serves no purpose and the way the zoom is bound to the steady function and has a limit so you’re always fighting with the controls as the screen zooms in and out constantly. Please, just separate the zoom and steady functions entirely and make the zoom unlimited so you’re not straining your eyes pixel-hunting. But I think that getting rid of zoom altogether would just make iron sights garbage to use in anything but cqb, which is how it was in PR.
  9. Russian Uniform Authenticity - Suggestions

    I think one of the points of OP’s post is that the in-game models don’t even reflect how the Russian army was outfitted in the past because they’re based on naval infantry and vdv troops.
  10. Russian Uniform Authenticity - Suggestions

    Very informative read. It would definitely be nice if they got upgraded at some point. I also completely agree that one of the Russian face models looks like a caricature and really falls below the standard set by all the other models. That’s how I’ve felt since the first time I saw it.
  11. Disable HAB by enemy presence

    This post made my day.
  12. August 2018 Recap

    This is a really good idea.
  13. August 2018 Recap

    If only my comp could run Squad like that amazing teaser video...
  14. August 2018 Recap

    Does that gesture actually mean **** you up the *** or am I confusing it with another one?
  15. Weapon Variation

    Sounds good to me considering that the rifleman is supposed to represent a typical/common loadout (I think).
  16. Weapon Variation

    With the new UI coming up why not just give more options to each class? The militia LAT, for example, could choose from the SKS, AKS-74U, and maybe one other gun. I don’t see why particular classes for the irregular factions shouldn’t able to choose. I think this way players would also be willing to switch to another class when the SL asks them too becuse they could at least choose their rifle.
  17. [WIP] Korengal Valley [Vanilla]

    Looks amazing but how do you think performance will be?
  18. The pitfall that is community feedback

    A huge number of BF payers will suddenly buy Post Scriptum and bombard the forums? Yeah right.
  19. The pitfall that is community feedback

    I’ve been playing Squad since the early access release and it seems that every patch the devs make changes and additions that promote teamwork and more thoughtful gameplay. It seems that’s their vision and they usually don’t accept feedback unless it coincides with that vision. I also have no idea why people even use the word milsim when talking about Squad. I know there’s emphasis on authenticity and realism but most changes being made are moving Squad closer to PR in terms of vison (teamwork and gameplay over realism) not a milsim like Arma. The revive mechanics for v12 are also meant to encourage squad cohesion and teamwork. Lastly, let’s not forget that there has been a lot of blowback from (I believe) the competitive community about getting rid of the rush meta, adding more sway, and basically doing anything that slows the pace of the game and takes control away from individual players. But the devs have stuck with their guns instead of rolling back changes to please vocal members of that community.
  20. Squad vs Insurgency

    I think that map design could be improved in Squad by mimicking actual loactions more faithfully or at least coming up with some more varied designs that create new types of tactical situations, but I have to say that the weapon sounds in Sandstorm sound pretty damn arcadey and exaggerated. Also, why is this thread in the server feedback section?
  21. Thoughts on Suppression

    Well, aim punch is on the way so you just gotta give it a try.
  22. Battlefield 3 Project Reality mod

    I think people appreciate you being active here since the other devs, except for Gatzby, haven’t posted for ages. Having someone who understands what gameplay mechanics made PR good and that there’s no shame in adapting them also gave me hope that Squad will reach it’s full potential.
  23. Regarding suppression and optic machineguns.

    I have to disagree about MGs being op. Firing in full auto while deployed, like on a window sill or wall, makes you exposed and draws lots of attention to your position. Also, on most maps the action is concentrated in areas with poor lines of sight. I actually find the scoped rifleman and even dmr more effective than the mg.
  24. July 2018 Recap

    Ohh yes, amphibious assaults would be amazing.
  25. Project Reality 1.5.5.

    I think it’s the pacing, but the upcoming spawn mechanic changes in Squad will make the pacing more like PR.
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