Arduras

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About Arduras

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  1. Revisiting Anti-Aliasing

    Like I said, I'm sure the devs will address this eventually ^^"
  2. Revisiting Anti-Aliasing

    No but they do go a long way towards your game feeling like a finished product - and when the mechanics suffer because the game simply cannot display the information you require, it's certainly a big deal.
  3. Revisiting Anti-Aliasing

    Large battlefields? Battlefield as several km^2 maps and Planetside has 1-2k players on any given continent and manages to look better. (sure the landscape is less "active" but there's not nearly as much aliasing even with the aliasing options disabled.) My point is, a player shouldn't feel like they're playing at 640x480 regardless of their resolution. If it's literally just the anti-aliasing, then how or why is it so absolutely terrible even compared to ancient engines like Source and others which again even without any AA enabled, look better edit: I'm not talking textures here, I mean edges of objects, the weird bushes, the aliasing of objects (try to read the signs in the firing range without a scope, or spot anything in a window >50m away) for whatever reason it's like looking in an oil spill instead of 3D objects in 3D space. I know this sounds like a really harsh analysis but with 1.5x SS it's not as bad but that's a huge performance hit to almost close the gap for what other engines can do without even trying. Check out BF3, no AA. Then Squad, no AA. The difference is clear as day, and it's mainly the rendering, not the textures or models themselves. A better comparison would be DayZ with it's huge, detailed map and Squad. No AA in either of these games and you can still see a huge difference. in DayZ a tree in the distance doesn't look like a pixel fractal. The devs are talented, and I'm sure this will get addressed eventually. If I have to, I'll download DAyZ and take a series of screenshots on the lowest and highest settings in each game for comparison, but it wouldn't accomplish much other than show the difference I'm trying to explain poorly.
  4. Revisiting Anti-Aliasing

    I look at other games (Planetside 2, Insurgency, Day of Infamy, Battlefield 2/3/4, etc) and even with no AA on they look 10x better than Squad. UE4 is by far the worst looking engine I've ever seen, a muddy pixelated mess you think would've been a priority to change. It'll be a while before we get a game that looks like it should imo, but I'm looking forward to it.
  5. Are you a good shot?

    I play at 0.30 with 800 DPI. I guess I could switch to 0.15 with 1600 DPI but then I'd have to use mouse-sensitivity.com and go through the process with about 4 other games. Meh. I generally aim for ~8"/360 and while I'm not amazing, I'm a reliable shot.
  6. Instead of crying about rush tactics

    To some degree, I agree with you, but I'm not sure how far some people go in "defining the rules of the game (inherent)" Do you mean simply the mechanics of roles/leadership? Or the "rules" that tend to span all games in that players can and will always find the most "efficient and brutal" way to do something until everything is ironed out and one option isn't clearly above the others. This game isn't finished, and unfortunately it won't be finished for a while. But the devs have certainly showed great progress.
  7. Are you a good shot?

    Hm. Currently playing at 1680x1050. Might be the final push to opt for something bigger than 1050 or 1080p. My GTX1050 will need a bit of a jump, my i5-6600K is already O/C to 4.7 up from 3.5 lol.
  8. So short and sweet. The rifleman can reasonably be described carrying a bunch of empty canvas sacs rolled or whatever Can we get a limited radial menu that lets us pick a sandbag type from existing types to build? Same system only one at a time, new one despawns the old one.
  9. Release: Alpha Version 9.6

    Precisely, and teams that figure this out are absolutely unstoppable on Invasion since the IED/rocket spam is intense.
  10. Release: Alpha Version 9.6

    If you make it too difficult or time consuming to re-arm it'll go back to the ol' Suicide to get there faster routine.
  11. Release: Alpha Version 9.6

    Until the rifleman gets the PR ammo kit, having a resupply handy is nice. That being said, I do hope it's changed for the better. besides, now they can get around the limitation of scripted ammo points and people dogpiling a tiny satchel.
  12. I would lose my shit if they put OpenAL or something in Squad. It'd be world class, man. Playing Far Cry or other shooters that have it it's really unparalleled for situational awareness.
  13. The grids used to be red (and the distance) and it was super easy to see regardless of the map or lighting. Now it's a real pain in the ass trying to discern distance among similar shades of black/gray. Please revert it to the old colours, navigation and target marking was a breeze.
  14. Release: Alpha Version 9.6

    It was a joke, jeez. It's still a game after all was all I meant.
  15. Release: Alpha Version 9.6

    It's not infinite, you only get so many ammo points and I think FOBs start with 200 construction points and probably around the same in ammo (can't remember atm) but constantly digging up/creating FOBs is time consuming for a few resupplies. Resupplies take ammo points now, or at least they're supposed to according to patch notes. At any rate it's easily abused (since even though digging up the FOB takes time placing it is instant) and it's weird that they start with enough supplies to put down more than a couple sandbags. I'm not against FOBs starting with some supply, it's implied that you have something to keep the radio there after all. (I mean, a guy can carry a a half tonne of sand now, so hey) but it should be limited to immediate palisade defense.