FishMan

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Everything posted by FishMan

  1. Not sure about that. Personally I saw It was actually used in political manipulations once... Ukranian used USSR weapons mostly and DNR/LNR using Russian/USSR weaponry. Even if there an mg42 somewhere Im sure it's not very common, cause it will be realy hard to find an ammunition for it, cause USSR was not producing it. And remember? It is a machinegun! So it need a lot of ammunition... But! We should remember that it was a second world war on USSR territory with Germans in 1941-1945. So there are a lot of MG42/34 should be left, some of them might come to our times. If we talk about slav militias or some kind.
  2. Also rings are usually used to unload traffic at road intersections, cause they can accommodate many cars. This doesnt mean that you placed it wrong. Iam just saying this so people can pick things like that to undestand how to make natural environments. And yeah ring is a crossroad too... So if there are only one road in and one road out - you did it without a reason (again this is not your case). Also Google Earth is a great tool to understand how trees are growing. Many people for example think that they growing from the top of the hill to the bottom, but this is not true. If you can believe my observations trees needs water so thay usually growing from the foot of the mountain, where there are much of erosion (which is basically a bed of water which is comming from the top of the mountain), in which water accumulates. So it's just the opposite, the forest grows from the bottom to the top. Just look at that beauty, it looks like ready map for squad
  3. Well I will say something abvious, but if we talk about functional design then parking should be placed around something... Like airport for example or super market, or big plant where thousands of people working... Cause It will be very strange if there will just be parking in the middle of a wasteland. Why someone need to park his car there, right?.. So there should be a reason why people need to park their car there. So I guess you should start from figuring out this reason. Also if this is some kind of сountryside area - super market may be a bad choise cause usually markets what needs a special parking (which means that a lot of people usually come here) usually situated near big city, cause not a lot of people are ready to go to contryside to buy something, only if it cheaper or for things like household appliances... Basically you can figure the whole system of buildings, where we got a market we should have a warehouses to store products, we also need some kind of a delivery bay for I dunno trains or trucks that will deliver stuf, we also need some buildings for security, like checkpoints or observation towers with searchlights to watch a territory at night so no thiefs can get inside and stole something etc etc etc Use Google Earth. There are a lot of cool lidar scans that will help you сome up with something that will look realistic and natural... It is also will help you to find inspiration for your work. Here some examples: Electrostation or somekind... I dunno looks like a base for cunstruction company, cause those tanks on the right looks like a concrete-mixing plant or somekind. Sand quarry? Things like that are really helpfull. And when you look at them try to analize the surroundings, cause most of the buildings placed somewhere because there are a reason to them be exactly there. For example there are always tonns of warehouses around every trainstation to keep stuff. Or if there are thermal power plant so there are always should be a railroad around to bring coal. Try to think about everything as a part of the system... Well, something like that... I hope this tip will be helpfull...
  4. UE4.16 Has been released. https://80.lv/articles/unreal-engine-4-16-released/ The most interesting part is DFAO Optimization: So lets hope DFAO will return in futher releases of Squad.
  5. Capture blocking is bad.
  6. No. You trying to teach me how to play, dude! Ignoring the fact for example that I've played PR for 9 years, and I played Squad from the day it was released, so I can clearly define what is the problem of game design and what should be solved by players. You and people like you allways saying something like "the game is perfect allready, we shouldn't change anything" you don't want to hear any arguments, you just allways place your self abowe and telling the others obvious stupid (how you call it) "tactics" from your imagination, ignoring the common sense and that fact that no one was asking you to do it. And it's even worse - everything what you saying doesn't even work (it work only in your imagination and has nothing to do with reality). So Its me who will tell you to grow up. If you have something to say - say it! But please avoid this teacher role and stop placing your self above! Cause I really tired to read this crap every time from people like you.
  7. Well... As I said It can be solved another way: But in this case blocking will be impossible at all... Also flags that enemy allready took should be visible for everybody, to avoid confusion... I'm just throwing thoughts at you here...
  8. May be. I dunno, Im Russian, our community have a different terminology (I guess its obvious)... In PR we (I mean people I use to play with) call this "Course of the horse" Rushing, as I understand it, means when you like pushing really fast after taking one flag from enemy without placing any fobs etc when you move people every time on next flag before enemy start to defend it to capture whe whole map really fast, so most of the enemy squads remains deeply in the rear and by the time they catch up with your offensive it will be too late. Capture blocking is something different, here you preventing the enemy from capturing white flags on his side of the map at the start of the round. So you delay his progress, while the rest of the team take the other flags. But you may call it rushing, I don't play often in foreign communities, so I dunno how you should call it right...
  9. I'll say so I do not see at all ever that someone was following the flags consistently. In every round I've played someone is blocking almoust near the enemy (or our) main base.
  10. I might call it wrong. I mean when one or two squads at the start of the round going on the white flag that closer to enemy, putting there a fob and sit while the rest of the team capturing the rest of the map (Operation Market Garden right? But IRL it failed.). You could not take the flag if enemy present there. You could solve this the other way - you could prevent blcking if white flag is not connected to one which is captured. But personally I want to leave some freedom for those who like blocking. In PR it was one of the tactics that you could use, but in squad people abuse it too much. Why it is not a problem in PR? Basiscally because of two reasons: 1) Most of the communities have rules that forbid blocking the white flags, admin can kick your intire squad for this; Also some communities have the rule that you can not attack last flag if there are no attack marker on it. And I personally understand why they have this rules. 2) Respawn mechanics on FOB is little bit different. In PR 2 players in ~50m radius will block any respawn on the fob, while in Squad you have to deal with hordes of lemmings that are breed on FOB and zerg-rushing right in your face. ...and also you have to deal with sily guys like this: Ok major-admiral Valdr! Yes sir! We will do! Why I don't like it? Cause it kinda ruin the whole AAS game mode. Cause AAS is the game mode where you should capture flags one by one, but when some one blocking them - It turns into "king of the hill". Especially with current ticket bleed system. I mean why do you even need the rest of the map? You could just do one flag and thats all. Just imagine for a moment Hitler lost the war in 1941, because he could not fully take Brest fortress. Rediculous, right? No it's not! Are you going to argue with major-admiral Valdr by him self?! HOW DARE YOU?!
  11. A picture to illustrate what I mean. You still will be able to block flags, they just will be hidden on the map...
  12. Yep! This is how environments should look in Squad in general. You sir the first one here who really know how to do enviroments that looks natural (not like a toy), devs included. Of cource with some stuff for use as the cover I'm pretty sure this map will be really good.
  13. Usually SL has another 6 man to operate, so he is always somewhere else doig some other stuff, so SL is not the variant...
  14. Hi. Guys can you please add some kit with binocular for operating vehicles. It really hard to point targets for your gunner without binocular. This kit can be poorly armed, rifle without collimator, AKSU etc... Militia has scout for example... I know that he is for planting mines and etc. but anyway...
  15. Daedalus has started new series about lighting.
  16. Guys, can you please adjust ticket bleed system a little bit? Correct me if i wrong... The current system makes impossible to play in defence, cause if you control on 1 flag less than the enemy - you're gonna lose the whole round, because of the ticket bleed, doesn't matter how well you defending. So every match you win is because your team plays 2 times better, in balanced games the team which was faster in capturing the middle flag is winning. It just not fare. In PR if the enemy team play better you can at least go to defence. In squad - defence means defeat, because of this sily ticket bleed system. And if your team for example lost two flags you can just change the map cause the round is lost. Before you implement this it was like the team which controls more flags still lose the round and it was stupid, I agree, but right now you made that if the enemy team controls just this one middle flagg - they winning just because of that. In my opinion both are bad. But I agree, that the second one is better, but still I want to have an ability to play in defence the whole round and win it. In current implementation in 99% it is just impossible because of the bleed. It's not AAS game mode you made out there it's more like "domination". In BF3 it works because you can capture flags in any order but in Squad I think its a bad decision. And yeah there are no point in hiding enemy tickets with system like this...
  17. Haven't read this one yet. But it looks pretty badass from the first glance... https://80.lv/articles/understanding-lighting-creation-in-games/
  18. Hi. I have not found binds for "look left" or "look right" in controls. Could you add it at least for vehicles? Cause it really hard to use mouse inside vehicles some times, especially when you need to rotate your turret for significant angle.
  19. Please can you make somethig to protect main from any mines and other dump shit. And in the future please could you think how trolls can use new features of the game to ruin gameplay. Also could you make vehicle skeletons destructible. Cause this thing was stopping us to cross the bridge.
  20. No, I should not )
  21. I am trying to remember at least one round where we was able to win in this case and I can remember only one (from many many rounds I've played), and it was becase the enemy team was wasting their vehicles very heavily and at the end we was able to capture the middle flag. 99% of the time if you control the middle flag - you win. Try to remember by your self how often there were rounds in which you controlled more points and at the same time you lost because of too high losses? How many? 1 out of 100? This is wrong! 2-3 tickets in a min still a huge advantage, especially when you have usual casualties. I think it should be zero. Cause if you look from territory control perspective and compare with real life for example - losing 100-200 meters doesn't mean that you lost the war, but in Squad it does. Yeah but this is more like offense actually. I mean... ok... lets say you tried to attack the enemy and it didn't worked, you understood that they play better: they aim better, they can see you faster and etc. In PR in this case I just call a defence for entire team and most of the time it work, cause you gaining back some of the advatage by forcing the enemy team to come at you, while you sitting in cover. In Squad this tactics doesn't work even if you manage to defend all of your flags that you have left - you still will lose, cause you have a bleed. Espeсially when at some point the enemy undestood that they can't break you and fall back, forcing you to offensive actions. Time is not on your side at this point. Thats what I mean. And it's not fare. Also in my opinion gamplay in PR is more like tug of war, while squad is more like raping and I think its one of the reasons...
  22. I'm getting something similar in the project that I making right now for one cinematic studio. Some really annoying bug which I still wasn't able to avoid. This bug looks like z-fighting but its not z-fighthing... Im getting black blinking polygons on objects which have vertices that are not welded, if you weld them - this bug stops from appearing. We might have a similar problems...
  23. Here some photos of MTLBs used in war with Georgia. It is not very common though... Personally I feel that MTLB's should be for factions like Militia and Insurgents, Russian Army should have BMP's and BMD's.
  24. Ok. Thanks.