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Phoenixstorm

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About Phoenixstorm

  • Rank
    Company XO

Profile Information

  • Gender
    Male
  • Location
    Germany
  • Interests
    Music, Games, MLP, Project Reality

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  • Website URL
    http://newcommunity.eu/

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  1. SUSAT OPTIC

    I'm sure they will add CQB sight someday like in PR, but that is pure speculation by me, if not i would be pretty dissapointed.
  2. Increased Aim Punch to improve the flow of CQC

    +1 That would really helpfull and support a more immersive experience. I would also like to add that currently there is no difference between healthy + empty stamina and near-death/revived player in regards to sway/aim accuracy and that feels kinda awkward, to be honest. On top, more times than often especially in CQC if someone getting shot in the back and he gets behind cover (doesn't know who hit em) an exp/skilled players will reliable poke the same corner and eliminate the thread consistently even if the thread is 50-100m (non CQC range) away in a long hallway between buildings because there is no punishment for getting hit in sway/accuracy. That's all makes Squad fell just like any other fps out there in regards to gunplay and I really hope that will change someday to be unique and more fun to play.
  3. Weapon customization or class customization

    The gun handling already feels like an Arcade FPS except for the recoil and the diverse gameplay is lacking because nearly all classes have a close-mid range rifle. For the diverse gameplay aspect, most classes have the same gameplay even for AT and Engineers if they didn't roam around hunting Vic's and Radio's (staying away from the squad). The SL has access to a sexy build menu but too bad the feature is only useful for 3 things spawn, AT, suppressing (rarely used). At least with the new Vic's and specially helo's in the future, we got something different and will help the game to be more dynamic and less monotone.
  4. Please add vehicle Flip or Recovery function

    bugs < reckless driving in most cases. Some sort of recovery tanks would be possible if the average rounds would take longer.
  5. Mines are Bad for Gameplay

    Nowadays most games are sold as a service and 1.0 doesn't mean anything more because updates will always be a thing anyways. So a finished release date is more than unrealistic than ever before. It's done when it's done plain and simple without the insane unhealthy crunch time.
  6. Mines are Bad for Gameplay

    Well, think about it. First one comes with the increased zone if someone still wants to mine he can do but it becomes more unlikely do to more ways to choose from. Seconds the distance needs to be dynamic because each map is different so that the playable area only gets minimal affected. Second.2 The restriction of my suggestion is only for explosive deployable mines/IED. Second.3 C4 should still be placeable in the restriction area because enough ppl would exploit that with a radio. For Example Narva; Fools Road; Sumari; Kokan Note: The drawing is far from pixel-perfect but it should give you a more detailed picture of my suggestion.
  7. Camping Main

    It's still a game and some ppl play tournaments on a competition level, balance and fair play should be the foundation. Other said it's kind of a sim and war isn't fair, now it's the question which way we want to play. We could play dirty by camping the main with mines/at so no supply's can be delivered, or alternatively, just make sure they can't cap their first flag. Both ways are very effective and the mine one is pretty much a passive form of fire and forget (low-risk high reward) but do we really want that kind of playstyle as meta?
  8. Camping Main

    People laying mines in front of opponent main base should be punished accordingly because that's "Main camping" as well.
  9. Mines are Bad for Gameplay

    Yeah, main base camping/mining is really annoying. To be honest none of your 3 suggestion's would change the issue because someone would still be able to mine the main. An extended 2nd layer of main base protection (prevented area for explosive deployment) 300,500 or 1000m of the main or something similar would be more effective.
  10. Mortar redesign

    How about: mobile (light) mortar and static (heavy) mortar ?
  11. Autonomous Squad

    No Autokick at all would be best in my eyes, just let Admins handle the situations. Misstakes will happen like 6 years ago, somone tried to nade me but failed and the nade ruturned to sender and teamkilled himself +5-7 teamates and a laughed so hard ^^ He didnt got kickied or banned because he didnt do that on purpose.
  12. Autonomous Squad

    Even if you put them deep in enemy territory, the battle will shift in ~15 min and the enemy territory can become friendly territory.
  13. Autonomous Squad

    Did you never use explosives in any form? A single mine can kick you for nothing because someone else made a huge mistake.
  14. You need room for negotiations if someone said 300 and you say 100 you will most likely land on 200.
  15. Alpha 15.4 Released

    That's the main reason most player just charge regardless of the thread because they know they can get revived which leads to low-risk high reward strat. Well, you didn't speak for all but for a good chunk that's for sure, we ordered 10 copies and 3 of us got it with our 3dAc friends together 25 copies. Plus the other clans like PRTA, OD-S etc. The trigger-happy player base which is not interested in tactical, moreover, realistic gameplay and cannot stand walking for 5 minutes without a single bullet being fired plus the lack of communications like didn't call certain threats or interrupted crucial call-outs with less prior targets. That killed the fun for near all backers in my clan maybe I will follow them. For the casual aspect on the most servers, you only need 3 ppl. with really good twitch reflex to dominate any inf fight which is fun but ridicules. Who needs proper tactics or positioning if you can just outgun your opponent with better reflex and fobs tend to be the backup of the backup rally and thanks to the buddy rally often you can just ignore the fob at all. The Tactical layer of Squad is often Ignored and deserved to be more important. Your gun should be a tool to execute a tactic and not be tactic itself. Playing medic is well, both your 3d hud and your minimap have so much blinking/flashing elements and you often get distracted from your task. But it's still the best "just go full Russian, rush b" aka Rambo role in the game thanks to the self-heal/treatment which need to be removed soon.
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