Skul

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Everything posted by Skul

  1. I wouldn't say that few new models of btrs is a main highlight of v9. Maps got bigger, yeah. But the main highlight is HABs. It changes meta. If you look at v9 like that, it's pretty weak compared to giants as v7 and v8. It should've been here already: head tracking support and controllers support. And I'm talking about proper head tracking support and controllers support. What does that mean? It means I should be able to control my direction of sight(head)(separately from direction of aim) using any device I wish: free track, TrackIR, xbox X gamepads, ps X gamepads, any joysticks, keyboards and other devices. AFAIK ATM one can only bind in-game actions to keyboard, mouse and only some of the controls to xbox360 gamepads. Not before they increase FPS drastically. Yeah, this new UI hurt usability. I'm sure person who developed this new UI doesn't even play Squad or plays it very rarely and very casually. This new UI even looks very casually, lightly and not serious. It's like from some kind of Call of Battlefield: Casualline or something like that.
  2. This thing contradicts with the whole formula of Squad, as well as theory and thinking of developers. Currently Squad punishes bad plays, encourage thinking ahead of time and largely rewards good plays. Number of people which spawned(or the fact that they hadn't) on main base at the start of the round can determine outcome of the round. Squad is about communication and when you give squad leaders this kind of a function, it erases a little of communication part. Squad members can't spot people on the map for the same reason: if any member of the squad could spot enemies, there would be a lot less communication in the game. On the other hand increased timers at the start of the round would indeed only support current formula of Squad. More time would give opportunities to develop better plays in the start of the round, which in its order would increase quality of matches.
  3. Fool's with r.EarlyZPass=3(default in Squad atm) is unplayable for me(GTX 560 Ti): 25-30 FPS. Reverted back to good ol' r.EarlyZPass=0. Now I get 32-50 FPS at the same places on Fool's.
  4. What's the recommended driver to play Squad and/or UE4 games? In v8 we could see this in BaseHardware.ini: Now I can see this in my BaseHardware.ini: In v8 I was using 361.75 and it was kinda Ok-ish or whatever but now I am completely confused because these commentaries contradict with each other and even with themselves...
  5. Here's my Input.ini(never mind strange binds): Just tested it, when I switch MouseX and MouseY, for example, it does indeed switch axes in game.
  6. New A9 maps in case someone will be interested: https://drive.google.com/file/d/0B6tIOHDJKDTsaW9CMUItMXB5eTg/view
  7. Says who? You? So far I can see that Squad is a true successor of BF2. Game doesn't feed you with info, doesn't tell you what to do, has over9000 tricks you can use to become a better player, punish bad plays as well as it encourages good plays, allows one squad of 5-6 people to pretty much destroy whole enemy team of 40 players if this squad is good enough, etc. Nah, I'm not concerned about my kdr since I was 10 when it passthrough marker of 3.
  8. If he has Z170 MB, he can overclock any non-k Skylakes through BCLK up to 4.6 gHz easily on default cooling system and up to 5.2 gHz if he will get a proper cooling system, remove CPU cover and stuff like that.
  9. I suppose, something like this:
  10. Yeah, that's right. Neft everything, so clever and skilled can't use anything against knups and scrubs.
  11. Edit %localappdata%\Squad\Saved\Config\WindowsNoEditor\Input.ini
  12. When was the last time they were announced? These values change all the time from version to version. If you're actually interested, go to Firing Range, change the map with command AdminChangeMap MapName and test it yourself. I believe OWI don't have a system and people to document this kind of stuff ATM. And most of the companies don't bother with this kind of stuff. Usually community take care of this kind of stuff. Developers are more worried to provide more content and skins to increase sells than with providing a proper documentation. After OWI implemented ticked bleed in V5.x(or whenever it was), ticket bleed was 4 tickets per minute per flag(flag of conflict or enemy flag). So for example, on OPFL, when you're on US side and your team has Storage Site and Fortress, other team will bleed 8 tickets per minute because you have one flag of conflict Storage Site and one enemy flag - Fortress. On infantry maps it's 3 tickets per minute. On maps like Fool's Road AAS v1 it gets complicated and kinda mad, where you as Militia can have Mine Entrance(Russian first flag) but Russians can have Ammo Hill(central flag) and Hilltop(Militia's first flag) at the same time. System is the same, though: when you're on Militia side, Russian team bleeds 4 tickets per minute per flag if you have Ammo Hill, Train Station or Mine Entrance and your team bleeds 4 tickets per minute per flag if Russian team has Ammo Hill, Fortress or Hilltop. When you understand how system works, it's pretty easy to calculate for how much your team bleeds and how much enemy team bleeds even if you haven't tested this particular map by yourself.
  13. Wow! Nice! Can't wait to get RPG'd by some dummy who 'thought' it was an enemy BTR. I actually already got sprayed down by some dummy on MLTB who 'thought' it was an enemy BTR. I was lucky that I was in his squad, I told him that he's firing at his squad mate and dummy stopped firing.
  14. You're right about everything except for it does give one an advantage when used properly. It's pretty much like side step strafe shooting in CS series but more complicated. The most virtuosos combine strafing and leaning with changing player states: stand, crouch and prone.
  15. Shouldn't this thing overheat or something? Reported it using bug report form but I'll report it here too. Apparently, all vehicles don't overheat. And it looks like devs did it on purpose? And what if I want to test how fast they do overheat? That's exactly how I discovered this bug: I wanted to see how fast Stryker will overheat. Am I supposed to load each map and test vehicles one by one on different maps?
  16. That's not frames. That's time in ms needed to process everything in the list. Meaning lower number is better.
  17. The only thing I'm saying is 5.1 is better than stereo in terms of determining distance, angle and what actually happened and where(steps, differences between BTR/Crow/Techy engines, differences between AKs of Militia and Insurgents, for example). That's the only thing you can even argue about when you're talking about stereo vs 5.1, because frequency response, Impedance, driver sizes, housing, driver technology, etc., they're just parameters of some specific headset and have nothing to do with 5.1 or stereo.
  18. Oh yeah, that's awesome, considering BF2 doesn't even support 5.1. lol. I obviously meant PCI-E and not integrated. But nice catch. I didn't pay $100 for them. I stole them, told you. HD 630VB AKG Q701 HD 598 Philips X2/27 Fidelio PC 360 All of them have no chances against properly designed and configured true 5.1 headphones. It doesn't matter how much you pay. One technology is just better than the other, as it was explained above. You keep trolling or whatever you're doing without providing any arguments whatsoever. But keep believing that your expensive stereo can compete with proper 5.1, better for me. There are 1 player out of 99 who plays with true 5.1, anyway. And maybe 1 out of 999 who actually configured it in the right way.
  19. Medusa is like $30, Roccat Kave ~$100. There aren't too many true 5.1 models. Like ~7 of them. Only Razer Tiamat and some other headset is $200+ I don't know any competitive players(which play actual tournaments/LANs) in their right mind who would play using virtual surround. All of these true 7.1 from Logitech and Razer is a joke, because they place their dynamics in random positions and they also use dynamics different in sizes. So they're bad just by definition: bad dynamic placement and random dynamic sizes. Again, don't know any competitive players in their right mind in any games who would use these 7.1 headsets(most of games don't even support 7.1) with different dynamics and random positions.
  20. Nah, my are ~$100: https://www.amazon.co.uk/ROCCAT-Analogue-Premium-Gaming-Headset/dp/B00UHRXTM2/ref=dp_ob_title_ce And when you add raw value of modification(only materials), I'd say their cost is about ~$150-200. I wouldn't personally sell mine for less than $250. So let's say my modded headset cost $200. So what? I also use external sound card from Creative(Sound Blaster X-Fi Tianium). So cost of my sound system is about $250 atm. But it isn't about price. And it never is. But you know better, because you never used any, right? And what if I said that I didn't pay anything for them and stole them? So I paid $0 then. You have to stop being a fanboy of a price and read what you buy before you buy it, because it isn't about price. Very often you can buy better product for much less money, when you don't know market and you don't know how things work. Nah, man. You've got no any idea what you're talking about. At least dismantle some headsets and change pin-out on any of them. Then we'll talk. Right now you're talking from a perspective of a fan boy who paid for his headset $200 and think that his headphones are better than anything else on the market just because he paid $200 for this headset. Man, you have no clue what you're talking about. You've never used any kind of good proper true 5.1 headsets. You can start claiming something after you actually dismantled and made proper true 5.1 headset or at least played using one. I mean, before I actually bought(or stole, who knows) true 5.1 and managed to modify or at least configure them in a proper way, I wouldn't go to forums and claim anything, because I didn't know enough about the topic and I didn't actually try all systems, so back then I couldn't claim that one system is better than the other, because I've never tried all systems myself. But that's what you're doing lol, you've never tried half of the other systems there are on the market and you still claim that your stereo is better(lol). Not a battle of who can buy more expensive headphones. It's a battle of technologies. I provided like ~5 or whatever articles + bunch of different graphics + logical explanation why one system is better than the other. And you're like:"Nope, my $200 stereo is better because I paid $200 for my stereo". I mean, is that all you know about audio? That you paid a lot of money for your headset? And you're telling me that if you paid $200 for your stereo it will be better than any other headphones, kek. Doesn't work like that in this world. You can easily pay less and get better product than other people if you're a smart buyer. That's what I did, I paid much less than you(let's agree that I stole them = paid $0 dollars for my headset) and got much better(efficiency-wise in video games) product than you. You could pay $9999 for your stereo headphones, they would still be worse than proper true 5.1 headset in Squad by definition. In the future I plan to make my own housing for drivers and put 10(2*center, 2*sub, Front L/R, Side L/R, Rear L/R) high-quality 40-50mm drivers used in those $500 Sennheiser or whatever(so basically make my own proper true 7.1 headphones because of lack of proper true 7.1 headsets on the market). BTW, your $500 Sennheiser or any other manufacturers use $2-5 drivers in their headphones from AliExpress or whatever. So 10 of these drivers will cost me less than $50 bucks including shipping. Why would I do that? This mod was just a beginning to know if I'm going in the right direction. And it is. Again, this is battle of technologies, it's not about who can buy more expensive headphones. You say your $200 stereo is better than these 5.1, fine. There can be $800 5.1 or $1000 7.1 proper true headset which will use the exact same dynamics which are used in your precious $200 stereo. What will you say then? "Oh but my stereo is better, because..." What? You can't say "because I have better dynamics inside". Other $800 5.1 headset will have 8 of those and other $1000 7.1 headset will have 10 of the same dynamics used in your cheap $200 headphones. That's why it isn't about who can buy more expensive headphones but a battle of technologies. You can't compare by price, you can only compare technologies itself aka stereo crossfade algorithms vs virtual surround crossface vs true surround crossfade vs stereo hrtf vs true 5.1 loudspeakers vs etc. Tell us which $200 headset do you use, I will just might order the exact drivers(they will just might cost $2 a piece on AliExpress) you use from AliExpress and make true 7.1 of them, spending less than $50 including shipping. Or I will just order 5 pieces of your headset, then steal it from the shop(so I pay $0 for them in total including shipping), then make true 7.1 out of 5 pieces. And it will be the best cheapest headset you can ever get. That's just to explain you that it isn't about price, it's about technology. And stereo just sucks compared to 5.1 in video games which use simplified crossfade algorithms(basically all games nowadays), just by definition.
  21. And I think what devs really need to do is to make 4.0 support(4.0 doesn't work in this game, when you choose 4.0 in windows control panel, game work in stereo mode) using HRTF. This way sounds will be as perfect as they can be in video games. Forget about virtual 5.1/7.1. We're talking about true 5.1/7.1 headsets and systems in this thread: Virtual 5.1/7.1 is a complete joke and just marketing strategic move to charge more for stereo headphones. So far I can pretty safely say that with my modded 5.1. headphones I can distinguish sounds better than other 99.99% players(maybe all of them) in any games(BF/CS/H&G/Insurgency/Squad/etc.). I don't know what you base your decisions in choosing sound systems and settings but I base my decisions on kind of threads about audio systems I've posted above.
  22. I know HRTF isn't used in UE4 atm. I meant that HRTF is just a general name and it can be implemented differently(not only on stereo). And you can use 7.1 in Squad at the moment. It's just glitched, sounds in side channels are very-very quite for some reason. If I had a choice(squad doesn't work correctly on 6.0), I would play on 6.0+HRTF, because positions of virtual sound channels completely match positions of physical dynamics in my headset. You know it's not going to be like Squad devs just press update button, right? Well, anyway, I hope @shankly1985 got answer to his questions asked in OP.
  23. https://blog.codinghorror.com/3d-positional-audio-and-hrtfs/ Did you read it? I'll quote it for you: And I said good players. What I meant is top 1% competitive players in games like CS:GO, Squad and other games where positional audio matters. Did you try to play in 4.0 mode using your headset and compare it to 4.0 loudspeaker system? 5.1 in surround headsets is broken(without mods which require you to put additional dynamics inside headphones or change positions of at least 4 dynamics out of 8 in your headphones) as it was explained on the first page. That's awesome. But why do you make statements like: Without providing any proofs/sources. And what you say is just against basic logic of how things work. Headsets actually has better audio quality and channel separation in video games than loudspeaker systems by definition(read article posted above). And it's fine that your loudspeaker system is 'just amazing', but it's a battle of hardware and technologies not a battle of your feelings. Well, you shouldn't compare it like that. 'I have no problem'. I know players who say 'I have no problem to hear enemies in CS:GO on my $10 made in Chinese Siberia v2'. When in fact they don't hear shit when you play together with them. You have to compare 4.0 loudspeaker system to your Medusa or whatever in 4.0 mode. And you also have to configure both systems properly. And as I see in this thread(and in all others) a lot of people have serious problems configuring 5.1 headsets properly for video games. Well, that's too sad, but check threads I posted and it can be proven scientifically why headphones are better than loudspeakers and it has already been proven on practice that headphones are better than loudspeakers. If loudspeakers were better all tryhards would use loudspeakers instead of headphones, they wouldn't care about their relatives and neighbours at all. I don't know a single tryhard(talking about top 0.01% players in BF/CS series) who would play using 5.1 loudspeaker system to get an advantage. But I know quite a few who play using 5.1 headsets to get an advantage over players with stereo headsets. I mean, in CS 1.6 days they would buy sound cards which supported A3D on hardware level, in BF2 days they would buy Creative cards which supported EAX to hear enemies better and tweaked sound settings to hear enemies better, in BF:BC2 days they would buy external PCI-E 5.1 sound cards and 5.1 headsets to hear enemies better, now it continues in CS:GO, Squad, Insurgency and other games. Never heard of any tryhards buying 5.1 sound card and 5.1 loudspeaker system to get competitive advantage in video games.
  24. You can use HRTF on any 2.0+ systems(2.1/3.0/3.1/4.0/4.1/5.0/5.1/6.0/6.1/7.0/7.1). It's just the matter of laziness of audio engine developers and Squad developers. I don't know what sound engine they will use but HRTF is just a general name and it will be different to HRTF in CS:GO.