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About Verdin

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    Fireteam Leader
  1. SW:Battlefront 2

    About the same time as HL3 and SQUAD are finally released. lol
  2. Unreal Editor Environments

    Awesome work Zylfrax, would be fun as hell to play this in UT. TDM is good for the soul after a long day at work...lol It's nice to see UT get some mod luvin too, always been a favorite of mine since the original Unreal.
  3. The End of Humvees? :(

    Yes, It's simply a legal issue.
  4. Too many games?

    I just can't see the AAA companies as the only devil in all of this, as Indie developers have been doing much the same thing. TWI seems to be repackaging a single game mode in each release, merely changing the era...thankfully they finally added a new mode to RS2: Vietnam. NWI is tweaking Insurgency by adding a SP campaign to Insurgency Sandstorm on a new engine, but it's looking like the MP heart of the game will be similar to the current game, with some additions. Playerunknown has been rehashing Battle Royale across multiple games over the years. So far, even OWI is basically tweaking and repackaging PR into a commercial game on a new engine. It's not just the AAA companies that are regurgitating games. I think there's a lack of creativity or originality across commercial fps games in general. Maybe that's why many gamers will migrate from a game that's been out for a year or 2, to one that's just been released....chasing the hope that they might find something new and different from what they've already been playing. *edit* I like that there are more and more games coming out, grants a better opportunity to potentially find something fun when you get bored playing what's currently available.
  5. I think this is an interesting idea. I'd suggest you gather everyone together that wishes to find ways to determine a squad leader's experience level, hash out ideas and create a mod to do what you want.
  6. I have to agree with LugNut, It would seem that some are using the "IRL" perspective, but this game isn't based on realism. HABs, RPs and the mystical powers of the medic class, are prime examples. I don't see how being able to change weapons inside a vehicle, would have a negative impact on the overall game play.
  7. One logical solution could be for those that wish to have requirements or unlocks in the game, to band together and create a mod that implements those features. That way the vanilla base game remains accessible to all (which iirc is the developers intent, as they've been against unlocks or requirements from the beginning) and those that want those kinds of restrictions, can choose to play on the modded servers. I can understand the frustrations, but implementing such features into the base game can lead to problems...such as a team not having enough players that meet the requirements.
  8. While certainly not conventional, you could also go the other way, and make the map lighting so dark that turning up the gamma is a intentional requirement for everyone. The streetlamp idea is cool though, I like that.
  9. Squad_JO [game play modification]

    I think this would be awesome! Miss the fun game play of JO, would definitely play this more than vanilla SQUAD. Best of luck to ya LaughingJack
  10. I believe that's a very optimistic thought, but not sure it's based in reality. Much the same was stated by some that revere SQUAD before vehicles were implemented, sadly it was merely wishful thinking. I tend to agree with Zylfrax's observations... Being one of those that was playing the game before it came to Steam, I'd say that some in the "original" community have blinders on. They're die-hard supporters (nothing wrong with that at all) and have pretty much gotten what they wanted, a very niche game that appeals mostly to a small group of gamers. Some (like myself) were hoping for a more dynamic experience that went far beyond PR's limitations on the Refractor Engine. Unfortunately, that hasn't been the case thus far. The implementation of mods might help to draw some back to the game, as could further refining development of base game mechanics nearing release. Then again, the (daily) player base could also potentially shrink even more once games like PS, HLL and ECS 85 see public release. Who knows, it's a waiting game to see how SQUAD unfolds as it nears release state, and what (if any) affect other upcoming games have on the player base.
  11. Alpha 9.8 Release

    My guess, most likely because the developers are using pak containers.
  12. Squad

    More like: balance 1st, fun 2nd and realism a distant 3rd
  13. Rising Storm 2: Vietnam!!!!

    Honestly, your statement could also be said of SQUAD and Battlefield. I'm not saying that's a bad thing, but the truth is...the vast majority of developers follow the "game play over realism" concept. I'm guessing in the current gaming market, a more hardcore realistic approach would be even more of a niche game than even SQUAD is. There is a fair amount of people playing RS2 throughout the day and even late evening hours, so it's been quite enjoyable for me.
  14. Rising Storm 2: Vietnam!!!!

    Pre-purchase is now available ($22.49 - 25% discount) and there will be 1 more Beta wave before release. Steam Rising Storm 2: Vietnam Rising Storm 2: Vietnam is the sequel to PC Gamer’s 2011 and 2013 ‘Multiplayer Game of the Year’, published by Tripwire Interactive and developed by Antimatter Games, the same team that created the award-winning and innovative asymmetric game... Price $29.99 Release Date May 30, 2017 Less than $23 sounds like a great deal to me, for a game that supports modding on UE3. After playing through the Beta waves, this was a no-brainer purchase for me.
  15. I don't see SQUAD as competition for Insurgency, other than the fact they're both fps games with mod support. I mean seriously, NWI has made some pretty good bank on that game, with 3 million units on Steam. They've put the game on sale many times over the past few years, so I don't really see anything sinister. It's just business. The game play of SQUAD is completely different, as is the depth of the game, number of players and so much more. One game has AI for SP and COOP and the other doesn't, among numerous other things. I think it'll be interesting to see what NWI does with Sandstorm on UE 4. I'd reckon performance will be better, as they're intending to release the game for consoles, Windows, Linux and Mac...so player counts per server most likely won't be higher than 64, if they even go above 32. Keeping player counts lower could potentially make for more visually pleasing graphics and allow UE4 to shine. The mod support could open the door for some interesting stuff as well, 32 player AAS or Conquest? LOL Given that Sandstorm will have to be optimized for consoles and completely different game mechanics and scope, I still don't see any real competition between it and SQUAD.