Jump to content


  • Content count

  • Joined

  • Last visited

About TzeAzzazino

  • Rank
    Fireteam Leader

Profile Information

  • Gender

Recent Profile Visitors

356 profile views
  1. Anti Tank

    no you're right 400 meters is too much i have to correct that. but even in reality firing at about 200 meters takes a considerable amount of time. you will miss alot of shots just barely from my experience but what i would like to see is a breathing mechanism just like the snipers because in real life you also have to do the same with a rocket launcher as with a sniper rifle. that way popping around corners a split second while you're aiming down iron sights and standing will be eliminated because that is just pretty hard. even at only a few hundred meters. the damage is nothing you hear me complaining about that is some other issue
  2. Anti Tank

    i have shot anti tank weapons multiple times in my time in time in the military and i can tell you that no one is going to be able to pop up from around a corner or a window while having sprinted for a while and being able to accurately hit a target at 400 meters as easy as it currently is. these weapons are bulky and fairly heavy and take a considerable amount of time to aline accurately at a target. the amount of effort it takes to locate, aim and hit a vehicle right now is just way to low the weapon is almost immediatly being held steady when aimed down sights, while in reality you must perform your shooters principles really carefully and concentrated.
  3. Anti Tank

    I personally think that the anti tank weapons currently are way too overpowered seeing how fast you can get killed if you are in a vehicle. anti tank weapons are heavy and are not easy to keep still for a longer period of time. I personally would like to see improvement on it, perhaps adding more weapon sway which you can stabilize briefly (like a ''really'' heavy sniper rifle), or giving missiles the chance to bounce off would solve this problem
  4. Medium Machine Guns as FOB deployables

    I don't think arguing about sights and scopes matters all that much. I've had a fire support course in my time with the dutch marines and we barely used scopes and it was still pretty easy too hit targets from over a kilometer since you could aim using tracers. "Accuracy by volume" is what we called it. Also a .50 has armor piercing capabilities while an m240 doesn't as much. Also an m240 on a tripod is pretty easy too carry short distances inside of a fob (perhaps adding walking speed limitations whilst carrying). I personally do like the idea of a deployable 240 inside a fob radius. More mobile and cheaper but not as effective against armour? Perfect! I as a squad leader would like the option of saving building points for putting down multiple smaller caliber machine guns.
  5. G3A1 + Optic for Insurgents SL

    G3a1 for insurgents with less zoom on the scope Dragunov with more damage and larger zoom scope for Insurgent snipers. Done.
  6. what's with the long range engagements ''Stuttering''

    I liked the way it was in Project Reality. just having a way to ''deploy'' your weapon dropping the sensitivity significantly and increasing accuracy. I hope they come up with a new more polished version of this
  7. I don't really know how to explain this correctly but every time I get engaged with someone at long range I just can't seem to put my ironsights or crosshair on my scope exactly on them. it's like the game doesn't react properly to my mouse movement. it's always whenever i move my mouse 1 pixel to the right i am missing the target just a little bit to the right and when i move my mouse 1 pixel to the left i will be missing the target too far to the left of it. I never had this problem with games like Project Reality. If someone could please explain to me why it currently is as it is i would be really thankful
  8. Tear/Rip out grass

    in real life as soon as you start firing the grass simply starts to be cut and blown away by the muzzle flash and the air pressure which gets released from the barrel. perhaps doing something with the particle system of the muzzle making it so that when those particles get in contact with the grass they simply get cut away or flattened
  9. [Aesthetic Suggestion] FOB Flagpoles

    sorry didn't take the time to read it correctly which now after reading it changed my mind a bit more. pretty good idea tough I think this could crowd the building menu a lot more since they will be adding static emplacements and such as well. as long as they keep it organized on the HUD and easy to use, yeah why not.
  10. [Aesthetic Suggestion] FOB Flagpoles

    please don't add flagpoles. like if every military objective ever needed to have a flagpole in it. this ain't battlefield 1942. ''oh we gotta capture this swamp let's look for the flagpole!'' super realistic stuff here.
  11. Tear/Rip out grass

    why not just implementing the grass into the collision system of the gun. so that when it collides with your barrel it automatically folds to the ground and back up. this wouldn't have to be synced to everyone in the game since grass only pops up to a limited range as it is for now
  12. Quality of Life (QOL) suggestions

    I think there are alot of good elements in the suggestions you are listing. Especially 3, 6 and 8. I hope the devs see this soon ir are aware of it already
  13. Gamemode: Uprising

    Cool idea i would love to see this being put in the game and tried out
  14. 60 mm man packed mortar

  15. voting based map loadout and squad system

    Well actually the commander doesn't decide. He just has a higher influence when voting. And assets are bought by squadmembers using MP.