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About Aleon

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    Fireteam Leader

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  1. If they are far away, you have a magic map telling you the location of every single friendly. If they are close, you have a mic to communicate who does what. No name tags would work just like on the rest of the maps. (To clarify, I don't mind name tags showing up after staring at someone for a while. But it should be slower than any other means of identification because they are a crutch for people to rely on instead of proper communications. And right now they are presented as the go-to solution for identifying friendlies, and actually trying to tell the difference is the "advanced" method. My point against tags is that in it's current form it's a mechanic that works against the theme of teamwork and communication. Additionally it's not even working properly, so people like OP end up suffering for it many times over. It's a bad experience for new players to set up an expectation with the tags, and then contradict it with cases like the one this thread is about.)
  2. I mean, this thread is a pretty good example of why I'd love to see nametags removed/nerfed.
  3. ... the same role that everyone else has in squad? This question is loaded with the premise that maybe females somehow don't belong in FPS games simply because they are females. Which is obviously bullshit. This question doesn't need an answer by the end of 2018. It needs to stop being a question to begin with.
  4. > You can't use your items in vehicles right now. > Obviously your character isn't driving a striker or manning a techie mounted SPG with his gun or medic bag in hands. > Therefore it's safe to assume that you don't have any item in your hands when you are in a vehicle (and this is realistic, duh). Now think of OP's request as being able to select what your character should first pull out upon exiting the vehicle, and it becomes evident that this has nothing to do with realism. This would be a nice convenience feature to have. However I can see this conflicting with some vehicle controls, when the player is question is a driver/gunner. Then again it could still be a thing for passenger seats.
  5. Sounds/New Sound Reverb System

    I trust Anders to make it sound awesome TBH, he's done a lot of cool weapon audio before, and the recent UE4 sound additions will probably make his job even easier. As gunfire is super loud IRL, there is always going to be a bit of an artistic freedom on how it sounds in game, and some people will not like it regardless of what we get. The thing I really really hope for in the close future is HDR audio. Currently I get to chose between permanent ear damage or not hearing anything but gunfire.
  6. As far as single infantry combat goes, technically you can dead-check people in PR. You need to deal massive amounts of damage to the corpses to make them dead. As infantry you are limited to using tons of grenades or C4-s or LATs/HATs, as explosive damage is the only thing that gets applied. And unless you are next to a friendly crate, said weapons are way too precious and limited to be wasted on securing kills. In extreme stalemates of competitive play you might see people use this mechanic to secure kills, as the revive-rates in well organized teams are incredibly high. When it comes to vehicles, it's a different story. Tank shells, bombs, ATGMs, full auto grenade launchers can "kill" corpses. But direct hits of these weapons kill people straight away anyway, skipping the wounded state most of the time. Which is a nice way of making infantry fear heavy vehicles. Allowing infantry to do the same for the sake of 'reality' would undermine the whole concept of the medic. Squad is already suffering from their reduced effectiveness (due to the lack of kit switching) since the more emphasis you put on respawning as opposed to revives, the less cohesive squads will get.
  7. Not allowing instant kills by small arms is a deliberate decision that is unlikely to change. In short, medics being able to revive people is one of the core cohesion mechanics that give players an edge if they work together. Being around your squad mates (and consequently your medics) should be rewarded, for example by downed mates being revived after a won fire fight, even if this is not entirely realistic. If you allow small arms fire to kill people outright in the name of realism, gameplay suffers. Medics lose their importance, and you end up with one less thing pushing squad members towards teamwork.
  8. View on kids playing?

    TK-ing people out of revenge should earn you a quite lengthy ban. I if I were you I wouldn't go around shooting SL-s for kicks, or yet alone go around advertising that you do it. If you think you are entitled to be part of any squad for any reason you absolutely deserve to be kicked, and if the SL doesn't want you then he doesn't want you. Feel free to run your own squad. The above is aimed at Sniper, not OP btw. I don't mind young people in my squads, if you are contributing to teamwork your age shouldn't matter much.
  9. Ghost squadleader(WARNING: SPOOKY)

    I rate your video and clickbait around 5pook out of 7.
  10. Welcome to the forums! Squad numbers fill the exact same role that you describe with the phonetic alphabet. They may be a bit less milsim, but they are easier to represent on a map and either system works just fine otherwise. Changing it would just confuse people who got used to the current system for little gain. You however misunderstand why you can name squads. The names aren't supposed to be the squad's call sign that you refer to when talking. If you listen to some competent SL banter, they'll use the number for that purpose anyway because it's a unique ID that is represented on the map and easy to understand. Instead, the names serve as short descriptions. This practice mostly originates from PR (BF2), where squad naming is a really important feature to claim specific assets. A squad using a specific type of assets would name themselves appropriately so that everyone can identify what their role is, and who the given assets belong. For example a squad manning the team's heavy armour would call themselves "TANK", or similarly a mortar squad might be named "MORTAS". Now SQUAD doesn't have that many of these roles (or any rules regarding such claiming) yet, but with more and more heavy assets being introduced I'd imagine something similar will have to be adopted. (Unless the devs give us built-in features to work with.) Of course saying that the squad naming system is just legacy from PR would be wrong, as it adds lot of utility simply by existing as is. You can hint at a great variety of things such as preferred language, new player friendliness, clan preference towards outsiders, etc. that makes your squad's role and nature understandable at first glance.
  11. Do rpg frag rounds damage vehicles?

    According to patch notes, they don't do anything to armoured vehicles now.
  12. About the new sprint animation

    I have to agree with OP. I've never ran with a gun myself, so I might be completely wrong, but knowing how the limited FOV works in games, I get the feeling that either the camera is in the guy's throat, or he's holding the weapon up while running. Am I right in assuming that this is no longer true first person? If this is actually a correct looking third person anim that happens to be like this from first person, my points are moot.
  13. Gun Fire Volume

    While I appreciate the authenticity, I have to agree with OP. As of right now, I can chose between long-term hearing loss or not hearing anything but gunfire really. I understand that gunfire is supposed to be loud, but more often than not my ear hurts after bigger fire fights. Not entirely sure what the difference is, but never had similar problems with PR (which I play daily). While simply lowering the volume of gun sounds slightly could solve the problem, I'm sure many of you would be complaining how it's not realistic any more, so I'd propose a bit more complicated solution. Just like HDR helps mimicking the high dynamic range of the human eye trough a monitor, you can apply similar techniques to sounds. In such a system, sounds are characterized by their relative volume, and the game maps all the sounds you hear to a constant volume range. A few examples to illustrate what the vague description means: - Imagine you are walking alone in a forest, with no action going on. All the sounds you hear are objectively quiet: your character breathing, gravel and footsteps, gear or clothes moving. However in this scenario these quiet sounds are played with a higher volume than usual, they fill the full range of audio that your game is willing to output. This means every footstep, and movement is clearly audible. - Then imagine a firefight starting a few hundred meters away. Suddenly, the distant gunfire overpowers the footsteps, so the volume with which you hear said gunfire is similar to what footsteps were before. In turn footsteps and gear sounds are now played more quietly. - Once your own squad gets into the firefight, the spot of the loudest sound is taken over by your own shots, practically washing out everything else into really really quiet sounds. When you are shooting, the real-life volume of your gunshots is not much higher than the sound of footsteps you heard in the first scenario, but everything else in the game is way quieter. - After the firefight is over, your hearing slowly wanders back to the low-audio levels suited for hearing the sounds of nature and people moving. This behaviour is actually mimicking what your ears do in real life situations, but without actually making you listen to super loud sounds. I understand that this requires coding and probably won't see the day of light until beta or later, I still think it would be a nice feature to have.
  14. Map Intel

    While ghosting as described can be detrimental to gameplay, the solution you are proposing has implications far beyond the problem you want to solve. Anything similar would pretty much change the game at it's core, and I don't think I have to start listing why. A way simpler solution could be something like binding the team change to a timer, rejoining the server, or both.
  15. Post deleting.

    While I do think that the comment shown here was in fact off topic, and I appreciate the mods' work quite a lot, I think doing things in a more transparent way would be preferable. If I understand correctly, you guys hide posts in a way that the average user doesn't even see the post ever existed. (I scrolled trough a few threads where ZiGreen was posted to confirm this, but, since I'm looking for the lack of posts, I can only guess that this is the case. If it's not, please ignore my post. ) Ghost moderation can often do more harm than benefit, as it provides little to no feedback to the wrongdoers, and may be interpreted as abuse. It also lacks the deterring power that a "post removed for off topic" post may have in a thread that people are busy derailing. Even in case of mostly harmless/off-topic posts, not being able to see what exactly happened can lead to a lot of confusion.