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fatalsushi

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Everything posted by fatalsushi

  1. Brief A11 Status Update

    Lots of good stuff to look forward to. Wonder if there will be any surprises as well.
  2. 4/20/2018 SquadChat with ChanceBrahh

    Give him some beer to put him in a good mood so he doesn’t get salty about any criticism/suggestions from the community
  3. Community Feedback Roundtable

    @Robin SageMost complaints that you quoted can be alleviated with some tweaking to the sway and recoil mechanics, and through new game modes, which have already been promised. The rest (acogs and aimpoints) is personal preference. So you’ve basically convinced me thay you’re overreacting. Just to be clear, I agree with a lot of those complaints, but it’s all stuff that I’m sure the devs can and will fix without too much difficulty.
  4. Community Feedback Roundtable

    Anyway, I’ve seen this kind of thing in Squad and Project Reality before. There’s some kind of change to the gameplay and people freak out, saying it’ll be the death of the game. It’s like when they added deviation to PR, which has a similar effect to the new gun handling in v10. People went apeshit and I imagine the ones who really hated the change left for good. But the game is still going strong with a small but dedicated community.
  5. Community Feedback Roundtable

    He’s saying v9 gunplay, not overall gameplay was boring. As for the linear gameplay, that will be fixed with new/updated game modes.
  6. Community Feedback Roundtable

    If you look at the monthly averages from Steam release until now, the current average is actually quite high. Also, player numbers always rise after a major patch and then dwindle, so to me it sounds like this is being overdramatized. Keep in mind that performances also has an effect on player numbers, not just changes to gameplay. Old players getting tired and leaving, and new ones joining is also natural. Happened for years with Project Reality. Personally, v9 infantry play felt very bland to me. Different roles, especially the AR and DM did not feel uniqe or even all that useful, and the game was too dependent on twitch skills imo. Of course, v10 needs tweaking and polish but I really like the direction Squad is going.
  7. Community Feedback Roundtable

    @Robin Sagewhat is it that you dislike about Squad right now and how did this roundtable give you hope? Just wondering.
  8. "Believability" of maps, realism

    Yeah, I agree that it’s too much but the same mechanic with a little less zoom would make iron sights less painful to use imo. And I’m squinting because everything looks like a grainy mess past a certain distance unless you’re playing with 2k or 4k resolution.
  9. "Believability" of maps, realism

    An arma-style zoom and more open maps would be nice imo. Irons are not even fun to use because my eyes hurt squinting at the monitor. And using the shift zoom is just a pain since you’re constantly zooming in and out.
  10. Arcady Milsim? Suggestions.

    Plus, inf will get tows and javelins and such.
  11. Community Feedback Roundtable

    I would like one-hit kills for vehicles as long as its realistic.
  12. Developer Roundtable

    Nice. Looking forward to listening to this.
  13. Except when you're shooting at the enemy but your hits don't register, even at close range, because of the god-awful net code and hit registration of the BF2 engine. Now that was laughable. But yeah, I agree that PR still managed to be more immersive a lot of the time.
  14. I like it way better now and think the devs did a great job of rewarding slower, meticulous gameplay, teamwork, and diversifying the roles. There’s still polishing and optimization to be done so I think it’s too early to complain about clunkiness and poor performance. Also, I love PR but PR infantry gameplay was a mess because of the horrible engine.
  15. "Believability" of maps, realism

    So what about the hesco towers? I know I’m nitpicking but someone please explain to me the logic behind those.
  16. "Believability" of maps, realism

    Looking at that map again, yeah, that’s ridiculous. And most of them are paved.
  17. March 2018 Recap

    Looking great but just one suggestion about the gfx: The TOW explosion and the IED explosion that’s already in game look like they’re happening in slow motion. If you watch videos, real explosions are much faster and more violent, with a large cloud of dust expanding out almost instantly. I’m not saying I want huge dust clouds that linger on the field, I just think it would be more realistic and intense to have a quick flash of light followed by a near-instantaneous cloud of dust. The grenade explosions we currently have in game though look and sound frickin amazing. Great job with those.
  18. "Believability" of maps, realism

    Yeah, the maps for Post Scriptum are very convincing and I like how they’re on a one to one scale. I wonder how performance will be, though.
  19. "Believability" of maps, realism

    Yeah, I had the same thoughts. I was wondering about those roads on Belaya just a few days ago, actually. There are also some weird details like a watch tower that consists of hescos held up in the air by metal posts. It makes no sense. The tunnels also look bland and gamey, like something from 1990s fps, even though the devs have an awesome modular tunnel system at their disposal. I’d like to do more than offer criticism and make something myself in the sdk but work and family make that pretty difficult. I have to say, though. Axton impressed me with his Mestia map and I’m looking forward to the highlands map.
  20. A Little Update from Merlin

    How about just making nametags hover 2-3 inches further up on the screen rather than directly above the person’s head so they don’t block where your crosshairs are pointing? Seems like the simplest solution to me.
  21. A Little Update from Merlin

    True.
  22. Where Did My FPS Go?

    Nice!
  23. SQUAD uninstalled

    The trick to enjoying pub games is to assume that other squad leaders will usually suck and play accordingly. Your expectations were too high. Even Project Realty has the same problem and that game has been around for over 10 years and has a more hardcore player base.
  24. M4 Red Dot Sight is terrible since v10

    I don’t mind the front post if that’s how things are really done in the army, but the big, blurry dot is awful. I also agree that it seems to shoot even lower than n v9.
  25. Alpha 10

    Since I’m finally getting used to the v10 mechanics, I just wanted to say to the devs that I think they did a damn good job making the new animation system reward slow, careful gameplay, and also making the different roles, especially the ar and marksman, more distinct and useful. I’m looking forward to seeing what you guys will deliver next.
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