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TzeAzzazino

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Everything posted by TzeAzzazino

  1. 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
  2. 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
  3. 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.
  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. 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
  7. 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
  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

    How about a mortar gunner kit? Just a normal rifleman kit which carries an extra 60 mm mortar which he can only equip when being crouched and can only fire when a teammate sits next to him and presses the "use" button to start functioning as a loader whilst the mortar gunner will aim and adjust his sights and tell the loader when to drop the shell. Like this:https://www.defensie.nl/english/organisation/army/contents/materiel/arms/mortar-60mm I think this would boost teamwork between individual squadmembers and be extremely fun to use whilst not being too overpowered
  15. 60 mm man packed mortar

    https://en.m.wikipedia.org/wiki/M224_mortar
  16. After seeing all these posts about kit and loadout systems and resource based spawning etc. I came up with an idea to combine alot of these suggestions together into one large working system. Of course ths idea is still fresh and would need some help from you guys to polish it out but let me just sum up the things i thought of. Btw pardon my english if i make any mistakes. First when a map is voted for there will no longer be the old kind of layout like in pr where it says "inf" or "alt" etc. Instead it tells us a number of "command points" which i'll cover later on. For example: "fools road 300CP" or something like that. After that the map will start to load and before we enter the spawn screen we enter a new screen which i call the "command screen". In this screen a commander can be chosen for example by voting or perhaps by server admins etc. If no commander is chosen then this is fine but i will first talk about the next thing. In this "command screen" the points i talked about earlier (CP) can now be spend on different kinds of troops from a list of units with all kinds of different stats, specialisations and equipment which could then form the layout and construction of that team. For example: - 60CP spent to unlock units from the 30th aerial service support. (which unlocks blackhawk choppers for transport and has some more logistical bonusses perhaps) -80CP spent to unlock the 11th raiding squadron. (which unlocks assault squads to be deployed. -60CP spent to unlock the 15th reconaissance platoon. (Which unlocks sniper teams and light scout infantry) -80CP spent on the 3rd tracked support company (which unlocks certain apc's ) Now a team has spent 280 CP from the 300 CP they had. This spending can be done by voting for certain units in the command screen and when a CO has been selected he will have a higher voting influence then the rest of the players. The same could be done with squad leaders but they then have to be selected in this command screen as well. You can however vote on multiple units for example a maximum of four units per team member. Then after a timer ends the average of all the votes will be automatically calculated and set up your team layout for the following match. The units that can be voted on and the limits they have can be decided by the server admins or game developers to make sure a team is balanced and not only consisting of CAS squads. Then when the round starts only these pre determent squads can be selected when creating a squad from a dropdown menu. And in the pre deployment phase a SL can drag and drop his squadmembers to his desired role in the squad menu Now this makes it possible for squads and teams to be totally different since it is now possible to have for example different kinds of infantry squads like a recon squad which for example has a max of 5 soldiers are faster in movement, more concealed, silenced weapons, more binoculars etc etc but may also be limited to only a few kits like 1 medic, rifleman, 2 marksman, 1 officer, 1 breacher. While on the other hand if an assault squad is unlocked it has a max of 9 soldiers with different pros and cons like more armour, more assault rifleman a lat kit etc. Etc. Multiple types of squads can be unlocked in the command screen as well as later in the game to have a more dynamic game, remember those 20CP we had left? Well they can be used for new unlockings later in the game when this team earns a certain amount of points by performing certain tasks like taking out enemies or capturing bases. Now the CP might also be used to "upgrade" the existing squads or buying support elements into the game like: uav's or jdams. Now the individual assets can be bought with "manpower" (MP). MP will be gained over time automatically as well as CP, MP can also be increased by performing certain tasks within a squad. However CP will have an overall value in the team and can be used by voting in the command screen later on in the game, while MP will be gained per squad and can be used by those squads to buy certain assets depending on what role the squad has. Now this system can be developed even further together with this suggestion http://forums.joinsquad.com/topic/137-integrated-squad-and-kit-loadout-and-restriction-system/which makes it possible for you to customize your squads in a limited way as a squad leader to your likings without changing the core of the squad like: an assault squad SL may choose between having 1 lat and 1 ar, or 2 ar's for example. This is as far as i've come right now with this suggestion. I could go on about this for hours but i think i've put alot of ideas on the table. Let me know what you guys think and if any of this could be possible in a fun and balanced way.
  17. 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.
  18. 60 mm man packed mortar

    The same could be done with a machine gunner: a teammember lies down next to the gunner and presses the use button to function as a helper. The machine gun could be fired alone but with the helper next to it gives the team some benefits like: the helper would be able to bring up his binoculars and look at the tracers and impacts of the shots so that the gunner can correct his shots, (especially since we now have alot more view distance as in pr) and also improve the reloading speed by helping out on the reloads, or changing the barrels (on some guns) to lower the chance of overheating. Ofcourse this would only be possible with bmachine gunners and wont be possible with automatic rifleman since they mostly wont have belt fed guns.
  19. 60 mm man packed mortar

    I'm in the dutch marines and we still use this weapon heavily since it is light, fast to deploy, effective to enemy infantry
  20. Barricading And Breaching

    So i was thinking about CQB and urban warfare and i was wondering what you guys would think of the ability for specific infantry roles to be able to Barricade doors and windows (by boarding them up or by placing sandbags), and to be able for perhaps a breacher kit to be able to not only shoot these open with their shotgun but maybe even crack open doors with some of these tools used in this video. https://www.youtube.com/watch?v=ObNqiSnOUY0
  21. Barricading And Breaching

    i also wouldn't like it if the dev's would spend alot of time on these kind of features since the focus right now lies on more important features. but as seen with the deployable system right now it seems like there should be some room left for even more different kinds of fortifications and such including one with a door and/or window barricade.
  22. Barricading And Breaching

    a video about breaching tools doesn't say alot about a ''style'' since regular infantrymen use these tools and these tactics as well in urban environment. just some doorphysics being able to open and close them or kick them in would be enough for me already though
  23. Barricading And Breaching

    but please tell me how unrealistic it is to be digging your way into a door rather than using a crowbar to crack it open
  24. FOB defense gamemode?

    How about the defending team will get supply drops by friendly npc choppers on random locations around or in the Fob which they would have to pick up with vehicles etc. to supply their base. like: the enemy has set up an AA installation somewhere in the area and now the chopper can only drop the cargo a hondred meters away from the fob. Maybe even a resource based asset system for both teams which unlocks new assets for the teams which then can be flown in by npc choppers or driven in by npc trucks or maybe not even npc's but spawnable offmap vehicles and aircraft which then can be brought in manually
  25. Moveable ladders

    i had the idea of being able to carry the ladders which are constructed to a different position. this way it opens up the posibility to change the position without having to place new ladders and after a while crowding the area with ladders. also you would be able to use these ladders to attack a building or structure on different floors. i know you could use the grappling hook for it too, but if it would be possible to shoot from the hip while climbing a ladder you could do something like in the following pictures which gives the advantage of being able to shoot while breaching a building and no this is not only used by special forces but i've had this training as well
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