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About Polanski

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    Fireteam Leader

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  1. Suppression Overhaul Suggestion

    Also in the current version, once you're hit, you can still return accurate fire. There needs to be a definite handicapped when a player is injured. I'm not saying that we should have a PUB like injured state but something more akin to RO, where your screen dims out to black and there's a high contrast increase.
  2. Squad Roles: Discussion

    More options doesn't mean better gameplay. A simplification of things is best for the player, so I'd keep it down to two squad types: Infantry and Vehicles. And +1 because this kind of thing reminds me of PR and CoH.
  3. November 2017 Recap

    Without a doubt, as an APC/IFV gunner, I would accidentally smoke 5/7 times lol Thanks to the whole dev team for listening to our vehicle junkie needs!
  4. Current Alpha-stage: Driver view ports are ineffective and inhibit gameplay. MTLB: Lives up to its shitbox name, has a robotic like spasm from viewport to viewport. Stryker: Feels like a cask mixed in with a dog's anti-bite neck collar. BTR & BDRM: I am looking at still-art, in a war-zone. Coming from Project Reality (not an ARMA player), 90% of the time you'd find me in an APC Squad as the designated driver. And with the recent introduction of vehicles in Squad, I'd like to pitch in my two cents on the current state and needs of vehicle gameplay. In PR, the gunner, and sometimes the driver, had the ability to accurately range and bear a target. As well,two-man vehicle crews were enforced by the game: rest and warmup time for the turret, no one-manning, better viewpoint mechanics for the driver. Most of these aspects are missing from the current alpha, and the introduction of an advanced viewport system would be a good first step. As a driver, I need the ability to communicate direction bearings and spot targets for my crew. We need to be able to pivot our heads from viewport to viewport in a smooth, linear, fashion. And in the case of the Stryker, BDRM, and BTR: there needs to be a vehicle-interior mechanic where the driver can "lean" to different viewing angles when constricted to a single viewport. Spotting targets is also a huge component of driving, if I am equipped with binoculars I want to use them inside my vehicle. Similar to giving more functionality to SLs, there needs to be more form and function for vehicle crews. So please, discuss .-. Synonymous Posts:
  5. APC's crew guide for Dummies

    Very well made. I learned a lot about vehicle teamwork through PR and applied some of it to Squad, and I definitely agree in Aragron's argument that the vehicle meta should be centered around inter-squad teamwork. But back in PR, the meta was that vehicles should prioritize engaging and removing enemy vehicles first, and after they should finally push up and coordinate with their infantry to dislodge enemy fortifications and enemy infantry. Meanwhile, the meta in Squad is totally opposite and different, vehicle crews prioritize a positive K/D ratio. So they prioritize engaging with enemy infantry over engaging enemy vehicles. There are many pros to this, as you can see APCs coordinating with infantry squads more often but for me I dislike it, it feels slow and some of the vehicles are used incorrectly (i.e. the BDRM is used to push up and walk along with infantry). But then again, I just might be a conservative, old, PR-hag Also here are some communication tips that I use in both PR and Squad. It works for me and is the norm in PR, but I don't know if it's the norm in Squad. The driver should be the vehicle crew-leader and have priority of directions & movement Always make sure that you're calling out your turns and plans of engagement (This will keep your gunner updated) Keep a check on your gunner's positioning and angling Communicate to SL or other SLs!!! The gunner should have a small priority over positioning and angling for effective firing Try to direct your driver to positions that allow your vehicle to be hulled down It should be appropriate to your driver's goals and priorities You have priority if the vehicle need to RTB (THIS IS SO IMPORTANT) Both need to constantly call out which directions and sectors their covering for each other i.e. Driver: "Gunner, cover north to northwest sector; I'll spot our western and southern flank" and vice versa
  6. Some fun with acog scope.

    I loved this feature in Red Orchestra! It was my only reason to use the Sturmgewehr (shitty gun) and I hope that it's incorporated without the affixed reticle.
  7. Code names for each Squad member

    I feel like this only has merit for APC crews. For example, in Project Reality I always go ham as the APC Squad Leader. And when I squad lead I usually try to pair up my guys with Callsigns. It's easier to call out an APC crew pair by a callsign, rather than calling out the names of both crewmen inside the specific APC. So for the sake of communication and APC strategy, please! APC Crewmen callsigns would be a godbless >.<
  8. Weapons unnecessary animations

    I personally like the long reloads, it adds more anxiety and suspense when in a firefight. And for the reload head bobbing, I don't mind those. Unlike half of the old people here on this forum, I'm a young'un and I don't get seizures from random FOV changes and screen shifts. But the head bobbing does add in some weight to the reload animation, I don't want my reload animation to feel like I'm fast-reloading a PVC pipe. Because then we'd fall into the CoD factor, and we all know who's buying Infinite Warfare next year *cough* @Roque_THE_GAMER *cough*
  9. Will there be Slight Variations in Vehicles?

    Personally want to know what lighting is like in the vehicles and if it stays consistent during movement. Was experimenting with this in Unreal Engine 4 and when I set the speed to past 100,000 the lights would lag behind the object.
  10. Gave photogrammetry a Try

    Send in pics of the Solid and Wireframes! Want to see what it looks like without the 4k textures
  11. Monthly recap hype

    Bros, I'm gonna guess on this train!!! They're finally going to talk about the breacher class and his weapons, foot IK placement will be teased, new US character models are 90%, and APCs are textured!
  12. Can Not Join Server, Non Members

    Same! It's cool to have 2 locked slots for server admins, but 5+ reserved slots for some BS system? That's messed up. Got so pissed at trying to join 65/72 player servers and getting rejected for these "subscription"/"server membership" restrictions. If you want your own clan server, just get a server with a password lock. Not a mix of public and private! I really hate these dumb ass server membership stuff, even though its aids in funding the servers >.< And I really hope it goes back to the PR style of server browsing and maintenance. With reserved admin slots, browsing refresh when clicking on and looking for a server, and no goddamn server membership stuff that inhibits players from joining in!
  13. Swimming Under Water

    Bruno cooked up some new water particle effects in Version 6 so there's a chance that there might be some cavitation effect in the water. Don't know how it'll look and work though and please no trolling and baby-fighting in the forums! >.<
  14. FOB Eplacement Idea: Automatic Grenade Launcher

    Let's leave the noob tubes to the mortards But in all seriousness, we should stick to our role model; Project Reality. All we need is SAMs, HATs, HMG, and Mortars. I don't want to go through 100 million emplacement options!
  15. Squad in Three Words

    Pre-Month Public Planning.