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Zeroid

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Everything posted by Zeroid

  1. I disagree, but only to a point. Allow Regular Forces to places mines within a radius of their FOBs/radios... with potential for AP mines... might need a cooldown period after detonations before placing a new mine... ^^ Edit: Do all squads need to have the same structure. Could a light recon squad form be introduced, limited number per team, with specialist roles for recon/sabotaging purposes... ^^
  2. Could Offworld confirm, or make sure, that players that are wearing the unarmed/surrender kit/uniform not affect/contribute flags/capture-points. This to ensure that captives can be held anywhere on the map without any negatives for the captors, and etc... Will there be a way of dropping/lose weapons in the field so you can surrender without needing to change at an ammo box? Even though I never really played on Altis life servers... there's a market...: Could consider a timer on being able to use the 'respawn' command, and for the give-up command... or atleast allow servers to edit respawn/give-up/suicide rules... or introduce a new game mode^^ Not single life... possibly cost more tickets lost for suicide/giving-up, as a server option... ... ... etc etc P.s. I do read the updates, but don't recall seeing the above covered anywhere... woopsie if a I missed...
  3. Should it require more than one active enemy soldier, within range of the FOB, to dig up a radio/FOB? Also, is the current switch team mechanic/timer an issue?
  4. British tank?

    The British Army could do with a tank. Challenger 2 would be correct, but would that be OP?
  5. The British Army needs helicopter support... me thinks the Puma HC2 would be most suitable ^^ Puma HC2: https://www.raf.mod.uk/aircraft/puma-hc2/
  6. I feel it should take longer to deconstruct a structure than to construct one. This would add greater value to contruction and also enhance the realism of in-game item placement, imo. It currently seems to easy to deconstruct placed items...
  7. Should ammo crates have the potential/chance to explode for an area of affect kill zone, when taking damage, and is this a thing/concern in the real world?
  8. Quadbikes

    Quadbikes might be an idea for modern forces... but may be too capable of scouting out FOB's... potentially game breakingly so... but then some forces have motorbikes... but they're 'not' off-roaders... discuss
  9. Mirrors don't seem to work in Post Scriptum, and and appear unusably blurred in Squad. Could we please have workin mirrors on vehicles as a graphics option, set on as default...possibly with a range of detail quality stepping steps? ^^ Vehicles need to reverse at times and the current mirror settings really hamper the driver from being able to do this to any reasonable level of ease. Please make it an option... Cheers P.s. I would post direct to Post Scriptum but they use discord when forums imo are better, and Squad is the base of PS... cheers o7
  10. As physical materials will affect vehicle speeds, could they also be made to affect vehicle suspension... I'm guessing that's a thing in the real world... and could such a thing be rolled out for both Squad and Post Scriptum. The reason for the request is that off-road suspension seems to make the vehicles too bouncy, as if they don't weigh too much. That said, I don't have too much experience driving logistics trucks off-road so they could currently be quite accurate... but they do seem to hop jump and skip over bumps more than I'd imagine real-world trucks would do so... Cheers, and much appreciated. Zeroid o7
  11. The thread should be re-titled, to something about impact absorption qualities of surface materials and their effect on vehicular behaviour, especially at speed...
  12. I hope a graded solution could help, in which you can choose the level of detail available in the mirror from nothing, to shapes, and finally full detail. the number of degrees of detail could be up to the user.
  13. I should think it would, to a degree, help avoid exploitative driving, and encourage drivers to take realistic routes on all terrains. This would hopefully add to immersion and thus the overall enjoyment of the game.
  14. Vehicle behaviour is the main thing, and soft off-road ground will absorb some of the energy that currently triggers vehicles to fly when crossing over bumpy terrain. The current suspension system I suspect is fine for on-road use but might not factor in the impact absorbing qualities of ground that is less firm. All I'm after is a greater sense of weight, and gravity, which seems currently lacking. This is very prominent in Post Scriptum, but am not sure how so in Squad, as I'm waiting for v12. ^^
  15. Parts of an enemy soldier were clipping through a wall from an inaccessible cavity of the top floor of a building, next to the stairs. Said soldier was firing and I did recieve partial damage but... it was weird... and experienced in the settlement north of the airfield on Yehorivka.
  16. The meat grinder is awful

    I've added a note to my original post for clarity, I meant no additional time penalty incurred initially, until a set number of spawns have been used up and then presence of hostiles within a spawn area add addiontal time to the default spawn timer(s)...
  17. One sound for digging down, and another for digging up. Losing placed FOB's due to new bro's right clicking instead of left clicking to build, especially an issue during free weekends. If the two actions had unique sounds fellow more experienced placers may be able to intervene and avoid unintentional disruptions/disasters/salt. Also, I'm guessing the sounds of construction(creation) would naturally sound different to the sounds of deconstruction(destruction). They wouldn't have to be wildly different, just enough for a squad leader, or experienced squadies, to intervene and save new bro's from...
  18. The meat grinder is awful

    1st point. ... actual use case is different... 2nd point. Not quite... P.s. Perhaps you'd like to start a discussion thread about rally points, if you've not done so already.
  19. Cheers o7 It's mainly when I get shot having pulled the pin, I've expected a louder explosion from the frag. perhaps that's been my issue, but then I have been incapacitated...
  20. If I've pulled the pin of a grenade but get shot before I throw it, will it still explode? Correct me if I'm wrong but currently it's as if they don't, yet I'd like the grenade to still explode, with or without an additional time delay as I'm guessing this is something would happen for reals.
  21. The meat grinder is awful

    Perhaps when enemies get close to a radio/FOB a finite number of spawns without time penalty[***due to having hostiles within a certain rage, normal timers still prevail***] is triggered and once those zero time penalty spawns have been used up a time penalty begins to be incurred on spawn times, determined by how many hostiles are within a range, or a stepped number of ranges. This would avoid a very small team from disabling a FOB that has significant time spent on it. How easy should FOBs be to disable?... +Why we somtimes spawn on the roof of a FOB, would queueing/stacking the spawn avoid this?
  22. Could use a system similar to what's used in the game called Spintires. That said, I wouuldn't mind seeing the introduction of recovery vehicles. Would that require another fundraiser??? ^^
  23. The ability to set a waypoint, even just a single one, would be a blessing for squad leaders and add a beneficial degree of depth to the game. The ability to place a rally, then a move marker for troops to go to, and then from the move marker to an action point/marker(attack/dig/defend/etc...) is something I'd really like. Just one waypoint would make a world of difference as currently players, of all levels, often move to action points/markers directly from where they spawned which leads to the spawn having a rather limited life by making them kind of easy to find, so it seems. Having the ability to place a single waypoint imho could bring a whole new level of game play and enhance everyone's in-game experience. Please could we test such a feature in the next update. I guess you could use the 'Shift' key + click to place the waypoint and then the usual for the action point/marker.... grovel grovel... grovel... P.s. I searched and found but thought this really needs bringing back to life... people's vectors are too much of a clue... #make-Squad-rich-...-in-depth...-for-enhanced-funzies-...-people-will-like-it-...-o7 P.p.s. This would especially useful for squad leaders that become seperated from their squad, for whatever reason... "Do such and such via such and such waypoint-move-marker..."
  24. Currently I often place a move marker then ask my squad members to attack a place/location from the move marker, but it's not ideal. Not sure if making spawn points easy to discover from the vector of troops is intentional or not. It's just unfortunate that so many soldiers/squad make direct lines to attack markers from their spawn-points.
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