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doubleDizz

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About doubleDizz

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    Fireteam Leader
  1. Yeah I've got issues with dark maps as well. Specifically overcast maps, even with 2.5 Gamma and Eye Adaption on
  2. Too much fog

    The fog used to only be on a few Maps but I feel like it's on almost every Map now. I just played for rounds and every match was in a heavily fogged up map! I know it's to stop Marksman being so accurate or anyone with a cogs but it just feels I don't know, cheap? The game looks infinitely better when it's clear, so I just don't understand why you keep up with this fog and use it more...
  3. The Weapons Thread!

    Change the INSURGENT OPTIC RIFLEMAN weapon from the AK to the G3 (with optic, obviously)
  4. Can't downrange with my reload binding

    Yeah I've noticed this too. When the ranging up and down keybinds are set to mouse scroll-wheel, they will work if you have next/previous item also set to mouse scroll-wheel. BUT if you change the mouse scroll-wheel to anything else, it overrides the ranging keybinds. Example: Previous Item: mouse scroll-wheel UP Next Item: mouse scroll-wheel DOWN Ranging Up: mouse scroll-wheel UP Ranging Down: mouse scroll-wheel DOWN Works fine Weapon 1: mouse scroll-wheel UP Weapon 5: mouse scroll-wheel DOWN Ranging Up: mouse scroll-wheel UP Ranging Down: mouse scroll-wheel DOWN Doesn't work
  5. I feel I can best explain my issue through an A/B question. Q: You are using a machine gun with Bipod legs opened and resting on a wall. You come under accurate enemy fire from an unknown location. Do you... a) Stand up and lift your weapon, close the bipod legs, then go prone as fast as possible behind the wall? b) Lift you gun up and off the wall, go prone as fast as possible behind the wall, then close the bipod legs? (hint: the answer is b) The retracting Bipod animation is out of order. You don't need to close the legs until you're in cover. Closing the legs while standing is courting death. Pressing the "prone" key should lift the weapon off the resting point, swing it away from the wall and then drop your butt in the dirt. This also shouldn't be a "balancing gameplay" thing either. The bipod takes time to set-up, that's 'gameplay balance'. Not getting into cover quickly is "fun imbalance"
  6. Sorry about the lame title, but I wanted to make my point clearly, quickly. This is NOT about prone diving in a head-to-head firefight; I'm talking about being behind cover, and needing to go prone due to accurate enemy fire. When you add the new prone delay with a latency over 100ms, it's almost impossible to survive any accurate fire from a competent player (for the record, I currently average 120ms on servers in my own country). This week, I've died a lot while already prone behind the cover. The other player is obviously still shooting at me on their screen, during the prone animation, but this prone delay has made hitting prone behind a wall for cover useless! It's actually safer to now run a little bit (even though you're already behind cover!) and then go prone, and hope the player can't track well. I totally get (and agree) with the point of the prone delay, but increase the time it takes to hit the dirt is the wrong way to go about it. Keep the entire prone delay time the same, just reduce the time to get down, and increase the time of the gun raising animation.
  7. The Weapons Thread!

    CLAYMORES for all BIPOD roles. MG's are ready used more and more to cover a whole sector, on their own. It's really hard to cover your flank or dive into cover with the bipod out (which is another suggestion I'll be adding very soon).
  8. UE website says 361.75 for UE4 (https://docs.unrealengine.com/latest/INT/Platforms/Linux/BeginnerLinuxDeveloper/SupportedGfxDrivers/) Is there any marked improvement using a driver newer than this one? What's the best driver to be running Squad?
  9. Release: Alpha Version 7.7

    Have you tried deleting any config files and so forth, then verify game in Steam? I'm not sure which files would be the right ones to delete though. Fresh install might work. I'm only now learning that when a game is working, create a BACKUP in Steam. That way if it goes to shit after an update, you've got a restore point to troubleshoot from.
  10. Al Basrah Squad Remake

    Is there any way to load this in Squad? Or is it a UE SDK file?
  11. Good points. It would take a lot of work to make the ambient gunfire sound in the comms different to the normal game ambient sounds, enough at least to be able to tell the two apart...
  12. In war films, I've noticed ambient noise like gunfire, explosions, yelling, etc is picked up in a soldier's comms and sent through to the channel when they're talking. Can this be added to Squad? Sometimes when I'm Squad Leader I'll get other SL's asking me how something is going; I'm mid firefight and I'll accidentally yell back to them whilst I'm shooting. On occasion I've had "no need to yell man" come back from them, which I then apologise and explain I was shooting at the same time. There wouldn't be this confusion if he heard all the gunfire when I opened my channel. I think it would add great immersion layer to the comms channels. Obviously it wouldn't be necessary for the local VOIP, just Squad/SL channels
  13. Need help with Iron Sight aiming

    Guys. It's not I don't how to shoot; I don't need to work on my posture or move my mousepad 3" left. All I'm saying is my KDR is never as good as when I have an aimdot. Here, proof... And here's one even with the SVD.... Maybe there just needs to be more sight options for the other factions (except the Insurgents, because their real-life counter parts pretty much never have them). Russian Armed Forces have Marksmen with rifle scopes, Militia could have anything really because a lot of the time their self/privately armed (also, wouldn't there be mercenaries in militias around the world? Or is that movie stuff?)
  14. Shadows Crazy Dark V6

    I was on a server for a few rounds, no problems, then this map loaded up and the shadows were messed up. Even at highest gamma some places were black. What caused this?
  15. Need help with Iron Sight aiming

    I can aim & shoot, but iron sight rifles in CQB, no matter how much drag I add to control recoil (whilst staying accurate), the rifle still jumps up enough that if my taget is moving left or right, I almost always lose them underneath the rifle barrel and die because of it. My KDR is never as good as when I'm playing on the US team with an aimdot. When clearing built-up areas, structures, rocks, etc (any CQB really), I move around with the weapon already sighted as it removes the aiming animation delay. The US RDS allows me to burst fire and adjust my shots without losing my target, even when they are running; there's enough space under the aimdot to keep tracking them. Unfortunately the iron sights don't. How do you CQB against moving targets with iron sight rifles?
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