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Scum

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Everything posted by Scum

  1. Broad daylight maps, 12 o. One objective in the middle of the desert or meadow. One fraction base to the west, the other to the east. No trees, no distraction by objects like houses or boulders. Everyone restricted to five bullets and a knife and one spawn.
  2. Lots of Waiting Around for Nuthin'

    I don't understand why you bother to open a new thread for this issue. You capslock for highlights that mean nothing to outside world, you count cores of something (prolly your CPU?! Who knows) and you can drop a number from a generic marketing team of a GPU manufacturer. "Please get something straightened out with that." Were you kneeling down in front of your bed with folded hands when you came up with that request? Sounds like it. I mean you had the chance to write it down in less dramatic way, or read up some other threads on performance and get a better idea of what's going on and silently sparing others from your garbage post. That's all. Take care
  3. If you are standing at the most western end of a map and foliage and would be rendered seamlessly to the eastern most side, yes a sniper role would make sense - in a sense of unlocking one slot like the HAT. Hell, if you can enforce that foliage rendering distance on every client, yeah... give them guys ghillie suits and a .50 cal rifle and one mag, so they don't just go around spraying shots on poor infantry. Oh but also add wind and air moisture and thermal and simulate the spinning of the earth (or maybe the world is indeed flat, who knows?). No seriously, I don't believe that "Kohat and the TOWs" (sounds like a band, not sure) as HVTs is the prime example for finding justification in why it somehow really is not that useless to have a sniper role, which will just be used in vanity's purpose. The way the game is at the moment, with foliage being non-existent further away than what? 200 meters? Snipers laying patiently for half way through the round to fire that one shot at a TOW gunner or a peaking crewman/crewoman and going down in history, will just not work. You will just be a grain spot on an almost plain surface. When you get below the range of where foliage might help you, you might also just use the ACOG and have that little bit of an advantage. On the other hand, maybe something like a hunting rifle for Militia or M24 for the US Army might be quite alright for few maps like Al Basrah or Narva. I mean, don't get me wrong. Shooting on distance and actually hitting some sort of a target is pretty nice and all. I just don't see it working in the current state of the game, not just by mechanics. Maybe at the end of the day people just like the idea of being a high value tool for virtual warfare and find recognition with it. And many movies might have indoctrinated that being the sniper dude will grant you access to that status of fame and virtue. So maybe, just maybe we have to rethink our approach and everyone requesting the sniper role should just remember the riddle and go for medic, because I value any medic as a high priority role when they pick me up or heal me.
  4. I guess one of the main issues with this "how to Squad" is, that it is hard to preset the attitude towards the desired game style on the Squad servers. If you then mix it with the the attitude of some experienced Squad player who might be like: "Nah, won't play with noob lolwtf gg"- it will just amplify the less fun for everyone. On free weekends or after those, just open squads with names like "4 New Players" or whatnot and guide them a bit. What's the big deal. If 10 people do that, you basically already have the chance of making the gamestyle understandable for 80 new guys. I am sure an experienced player can get over it not playing one or two rounds with his mates.
  5. I enjoy Squad. I played it for 300 hours or so w/o being in any community/clan. I got a bit fed up with it and played a few weeks other games. Then after a while it just comes back again, where you want to see if you can play tactical and succeed or if not. Then its fun again with all its (mostly) coordinated maneuvers. I am not bothered by missing content of the game. I mean there are certain milestones that are more than refreshing (maps, vehicles, classes), but I didn’t mind playing it w/o vehicles. It’s ofc nice to receive new content and not have to pay for yet another DLC. If new people come in floods, it may disrupt the “usual” flow of gameplay in Squad, but all in all it’s not only the few of the new ones that have issues grasping the nature of this particular game. I feel its also when regulars just are pre-bothered by it and don’t even consider some support to those that are interested in getting to know the mechanics and ropes. Last sale weekend I pretty much only had new guys in my squad and noticed, that I was in that moment the holder of their decission if they even would consider spending money for the game. I let them in to all thr basic things (meaning of Rallies, FOBs, active objectives and value of certain actions) and many times I noticed this “woah, ok now I get it” effect from people. But of course uf you already ditch your head in the sand, one will end up with poor quality rounds (not talking about losing or winning the round) and new people that just get a falsly corrupted image of the game and player base. Things like this just require at least a decent amount of veterans pointing new players the way on Squad servers. For sure you have a hand full of unteachables... but that that can be sorted with warnings and kicks. Like I said, not only with Squad, if you find it valueable to take the time to complaint about why you are not playing it since so and so long and how you are not going to touch it until unicorns and elves are implemented, fine. Then just leave it be and write it in poem style next time
  6. How to be *GOOD* at squad

    Since I deactivated my headset, I suppose yelling this at the screen is completely fine and should be recognized by "them"? Maybe I am wrong. Can I build up my carma by shooting my squadoons into the limbs during a firefight and heal them afterwards? I mean, it kind of lets them know I care about them, or am I wrong?
  7. Vehicle hit indicator

    Intercom in unisex voice telling you about the condition of your vehicle and what sort of damage it took. "Driver, tire hit a 10 inch stone, the vehicle flew into the air and landed on its roof. Vehicle burning. Please relocate to the rescue pod immediately."
  8. I don't think one can speak of OP US fraction. Though I do admit, that it is by far easier to shot moving targets on medium distance with the reddot than with any iron sight. But once the ability exists in-game, that you can change your zeroing on the iron sight - I will be a bit happier again. I am not sure if this is going to happen or not, but if there will be damage noticeable in a vehicle, that would nice as well. I mean, if you manage to hit a CROWS (or any other vehicle) with (ie.) the SPG, the vehicle should definitely take some disadvantage from that. Like, shred one or two tires, make driving it more difficult. Take away torque from the engine. Make the engine fail for a moment or so. Did it take a hit close to the turret, bam... disable it or at least distort the picture of the optics. If that will be a thing at some point, it will be very balanced. Because at the moment, once you fire anything from a pickup technical towards a CROWS and you do not have a quick hiding spot, you are done. While at the same point the CROWS vehicles mostly drive happily ever after into the sunset or main base for repairs. I do not want to make it sound like a huge problem, but when I sit in a Stryker and a HEAT from an RPG hits me, I will just take a sip of my tea. If I take a second hit, I take another sip of my tea and and maybe get the AT. Driving a Stryker with that moral and attitude is boring. But if I would know that the first rocket could put me into a check situation, I will certainly move it around a bit different.
  9. Types of Annoying Players

    I agree with it partially. It depends momentum. If - let's say - Gorodok is the current map, in many situations I will prefer a skilled marksman over any medic. Keep him behind and let him maneuver the flanks if needed. In town or cities, nah... no real use for the marksman.
  10. 9.4 Thoughts?

    Somehow it seems that setting anything above Medium graphics preset will diminish FPS by large amounts. With my 970 / 4690k on Al Basrah, full server, mid-round, in the city, I get: 60 fps on Low and Medium preset. 40 on anything higher than Medium. When I set the Medium preset, and change manually Shadow, VDistance, Foliage to Epic and Effects to Cinematic, I stay at 60ish. Also after restarting the game with these settings, same routine InGame, still stays at 60ish. Is it just me, or does changing the AA manually not effect at all? Like, I set preset Low. Then change to any AA setting, it stays as if it were off. Otherwise it seems quite good balanced. Daytime here in Europe was of course one big mortar fest , my brain was melting.
  11. 9.4 Thoughts?

    "And then there were mortars."
  12. Types of Annoying Players

    Players that share more information than anyone wants or needs to hear Players that spawn when no one told them to do so SL that always yell: "PUSH IN TO THE CAPZONE! NOW!" MEDIC COME. I AM ON THE ROOFTOP!!!11 WHY YOU NO COME?!!!11 SL that open a non clan tagged squad and then kick players half way through the round for their friends (I admit, I did it once myself and I regret it deeply) Anyone who charges a vehicle beyond friendly lines Any usage of glitch SL that always demonize the Marksman role Any player that starts whining about a missing medic (man seriously, if you notice it and have to spoil it out, everyone would have been better off if you silently would have just taken it and said: I took medic, ACOG is free or whatever you had) Anyone who participates in rushing first flags
  13. *Yeah, I can see that happening. @anders Thanks for the answer. I didn't want to stir any sensible points. I understand that implementing a feature as you mentioned it, is not a plug-out-plug-in task. I simply thought of it more as a alpha worthy solution with some preset sound getting triggered based on defined locations, rather than rendering the entire surrounding and obstacles into the process. Nevertheless, appreciate the work. Keep it up.
  14. The sounds are developing nicely. One question towards @anders: Are there any plans regarding the sound changing in certain parts of the map? I mean, a bit more suppressed sounds when you're in the forest versus dry and reflective sounds in urban areas with building blocks? I do like the distant echos that are there already, though seeing it being tweaked further to suit a few different environments a bit more. That would add some additional atmospheric icing on the cake.
  15. Treat medics better, they're there to help

    The problem lays somewhere else of course. They have not (yet) the necessary empathy, nor tactical awareness. First off, I think of every medic: "He know's what he is doing, I give him the time and won't bother to call for him." Rarely I see medics not meeting up with their designated role. There is really no rush to bother to complain about medics not doing their stuff, there is more bother to complain about players being a bit too impatient. Stage 1: What I mean is, when I choose the medic role, I try to use my sensual perceptions of what is going on around me. I noticed guys are a bit ahead engaging enemies... shots go off, some firefight unleashes - that's about the latest when I open the map prolly every 20-30 seconds to check for wounded. Stage 2: Guys are wounded, I will asses the situation. About how many enemies are there? Which route will I take to get to them? Do I need the smoke screen? Can I count on other team members to cover? I will of course not spam that over the radio, rather letting a brief note: "Hang on, still hot" or something. Most people also understand, that is good. Stage 3: Go to the wounded, lay down and start treating him. I then try to let him know where contacts might be, just that he is prepared in case there would be danger close. Also, tell them that they should immediately pull back to a compound or so, where there is more cover to patch them fully up (which is also a good thing if there are two medics. One can stay back, be the sort of casevac, while the other medic gets the guys up and sends them to wherever the other medic is waiting). Stage 4: Well done. Patched someone up, ticket saved. Stage 5: Well done: I survived myself, ticket saved. So for everyone who gets shot down: The enemy who shot you, by high chances, is still roaming/scouting that specific area and medics have no godmode. So open your map and look at it. Now have a look where the next few medics are, check for their names and observe the coms. Most of the time you will already get a good understanding of how long it may take until you get reached by a medic without even having to type/speak from your unconscious state. Give them also a few seconds to realize that there are wounded. If there are more people down next to you, well, wait it out and give them medics the chance. That's what I think about this.
  16. Render Full Distant Foliage Through Scope

    Ok. Forget that part of my post
  17. Render Full Distant Foliage Through Scope

    Revealing back to the initial idea of the post. I do get the issue. You lay down around grass foliage, you basically see nothing except grass (in most cases and situations). While at the same time it becomes of course a bit easier for a magnified scope user to hit you, while perhaps at the distance he is shooting from, the foliage is just not rendered. Anyhow, vice versa, when you get towards CQ situations, the superior factor of the scope vanishes pretty quickly. Then people start requesting double purpose sights with magnification and a red dot on top, and then while we are at it, also add flame throwers and triple 40 mike mike tubes and a katana. I find it a bit hard to argue between desires, hopes and dreams and how it could technically be versatile to implement the obscuring effect of the foliage when laying down, or rendering it from a distance. Perhaps a bit more rough layers of foliage on the distance that don't cost too much of performance and still help an additional level of hiding in distance (?). A game, even a military simulator, can only use a parts of the basic of how it works in real life - orientate itself towards those perhaps. I think highly of this game, especially if you are in a good team with good squads. It simply does not matter what weapon you are using - a well organized insurgent team with mostly iron sights will overrun any regular forces fraction's team that has weaker organizations and are all equipped with red dots and magnified scopes. I guess for this I also need to say, that the scopes should give you some sort of an advantage in some situations. It enforces everyone to use tactical approaches as good as they can or can imagine - to circumvent being pinned down by a single marksman or to avoid getting spotted and fragged from the distance. To find ways to push in to enemy positions or to defend positions by using the best means of the equipment you have. Isn't that the fun of it all and why most of us play this game? Or at least that's what I thought.
  18. Noticed something odd about the centering of the optic rifles (AK, SVD etc). At first I noticed it playing on a server. I had the AK with the optics, fired at enemies that were far out. I saw my bullet splash far off to the right of were i was aiming. First thought: My mistake. Fire again. Splash right again. What the... - d'they now implemented wind? Turned around, aimed at a small rock... splash on the right. Tested on the Firing Range with the same behavior. Went on a server again. Thought, maybe its only the animation and the actually hit will be correct. Nope. Had to aim left in order to hit the target. US weapons seem fine. Now, is this only me or does any one else notice that?
  19. Russian Optic Rifles Flaw

    and then
  20. I would not find it too bad, if the medics would be able to use the field dressings of the fallen guys as an option. Medics could do their jobs a bit more relaxed, not needing to ask other players to stop the bleeding of the fallen if they (as medic) have run out of field dressings. Suggesting: When you are a medic, out of field dressings and move to a fallen (bleeding) player, give the option to "Use player's field dressing". That'd be pretty awesome.
  21. Well, thank you for the responses. I did try to search it with a few goes but seem to have missed it. Good stuff however. Looking forward.
  22. I have to say that changing the graphic settings does not change my FPS (gtx 970). I am always around 40-50. W/o crawling through the logs, I have to say it seems to me that this might be bottle-necked by the server. On some servers which are filled at 72 players, I have the 40-50 fps and on other servers I have them in the lower player count. Though as soon as the slots are maxed the fps drops to around 30ish and i get occasionally some ping hick ups around 100-120 with some nasty rubberband here and there. Not severe, but noticeable. Now I don't blame my setup, nor my broadband (1000/500) for that. Second, Before v7 my fps rarely dropped below 60 with the same settings. Regarding the tip: Didn't do any change for me.
  23. Ascend/Descend speeds

    Now this may be completely over the top: But when it is really steep - like at some rock formations - it could even go as far as giving you like a 60/40 chance that the model slips off and ragdolls a few meters down the slope. Maybe even cause you to bleed. (I am actually laughing by imagining witnessing some soldier model slipping off a steep hill and ragdolling down XD)
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