• Content count

  • Joined

  • Last visited

  • Days Won


1 Follower

About Dubs

Profile Information

  • Gender
  • Location
    New Zealand

Contact Methods

  • Website URL

Recent Profile Visitors

1,354 profile views
  1. Like any other game with global local Voip - Most players will turn to ts3/discord as their main voice communication, as it doesn't give their position away. The people that would still use it, would be ragers, trolls, music players and the few role players that get over immersed.
  2. Complete removal of player names is bad, even in hardcore environments. In reality, you know your comrades faces and can match names to them. Other factors such as names on helmets/vests help out if you don't know, who is who. Complete removal of names would result in 90% of people, not knowing which friendly is who, thus resulting in "hey you" "guy in front of me" or people having to identify which class the person is, and call out based on that "Hey marksman, follow me to place rally" etc I'd advocate for a more better approach, with friendly names only showing if you look at the person within 5 or 10 meters. It fades in when looking at them, then fades out when you look away. Limiting player recognition to being when you're close. Would also force players to PID at relatively close distances to far distances.
  3. I remember seeing somewhere recently, that they plan to add small arms shell casing sounds, sometime down the line. Would be safe to assume that larger shell casing would also get the same treatment.
  4. The game isn't trying to be a MilSim. It's in it's own genre that was named by some creative people a while ago called, 'MilCade'. A mix of MilSim/Realism with Arcade. Basically the game is designed to be in the middle of ArmA and Battlefield. A balance between the two, which it is achieving. It's holding the same principles as Project Reality did. The main realism aspect is in the games description Balancing is an on going thing, all the systems are not in yet. We still have to get the animation system, which will open up upgrades of old systems, and reworks of other systems. We still have the medical system needing to be implemented. We still have the rework of vehicle damage/armor to be implemented. In due time the game will get all the nice things. You signed up for an alpha, a game not complete in design and mechanics. V9 slowed gameplay down a bit, as did the previous patches. More open maps, changes to stamina, and penetration threat has made it less run n gunny compared to older versions. As the game develops more, and more systems are added, the game wont be as fast paced focus as it is right now. Here's an insight to what the vehicle system will eventually be like. Overall, you have to be patient. Maybe play another game and come back in a few months time.
  5. FOBs + Fob assets can drop tick rate quite a bit, especially with sandbag spam. Usually when I see low tick rate, I see a lot of FOBs around the map, or there's one or two super FOBs.
  6. Jump + crouch is your friend.
  7. There are African American player models on the U.S side....
  8. Tell that to Project Reality, Mortal Online, Wurm Online, SWAT + 100s of other titles. Niche games 90% of the time have very dedicated communities and dev teams. A lot of niche games survive 5+ years. Want to know what games die out fast and servers die out? AAA Generic FPS shooters. 12 months after release, 90% of population is gone flocking to the new copy paste game. 12 months after that, that game from 2 years before is dead and the game released a year before is nearing it's death.
  9. Wasn't mentioned in the change log, only on reddit by Bruno. But, the released notes, were only a preview.
  10. For people wanting effects tweaked for vehicles
  11. It's not ready, It'll be in V10 release as stated by the devs when these videos came out
  12. FOB changes a lone will affect the meta and general gameplay. - Needing 350 - 500 build points before being able to build one, to enable a spawn. Meaning Logistics will be crucial for early game play. - HAB's will make FOBs stand out A LOT more, meaning sneaky FOBs will be harder to hide as the FOB footprint is now larger. This will Affect U.S vs INS on Kohat, where the U.S just FOB spam and surround INS on hills with optics. - Militia and Insurgent cost to build HABs are lower, meaning more time for maneuverability and less waiting, especially if multiple FOBs are placed down. Means the time to place HABs across multiple spawns will be lower, as each side has 1 logistics trucks, but Miltia and Insurgents will have to wait less for auto generation of build points. Meaning FOBs and HABs up earlier in mass compared to US and RU. Not to mention INS/MIL supply techies are a lot faster than U.S/RU supply trucks. These changes give guerrilla/unconventional forces a major speed advantage over conventional forces. With the additions of armored assets for all sides, as well as HAT kits for Ins/Mil...Early game rushes by US/RU will be a lot more difficult to pull off.
  13. Oh my looooord. To much hype pls.
  14. Watching the TV series SIX and Walking Dead atm the moment.