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Zylfrax791

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  1. Battlefield 3 Project Reality mod

    If people enjoy working on and playing this Venice thingy then more power to them. However, considering all the new incredible titles dropping between now and the holidays even established games in this genre are going to have a rough time competing for players in such an already oversaturated market.
  2. Lock & Unlock - GIVE UP, button :)

    Well I'm pretty sure the narrative for some future patch is group respawning and if you choose to give up and not get revived then respawn on a rally/hab you get the same amount of ammo as when you died. This is to incentivize waiting for the revive I guess.
  3. Lock & Unlock - GIVE UP, button :)

    Disabling the "Give Up" might be an option to be coded into the blueprint however the console command "Respawn" is part of the architecture of the game I'm reasonably certain. Again though, there are already enough factors present in the game that make a player wait in limbo so I certainly wouldn't condone more. Especially when the main problem is the science fiction Jesus Christ caves that resurrect you from the dead in the first place. Instead, giving up should take you straight back to main where there would be a much larger pool of transport vehicles that cost zero tickets.
  4. SQUAD - The more, the worse

    Weird. A game with no built in match making or auto balance and all the servers are hosted and ran by pro-stacking clans. Who would even imagine there would be such a great disparity between players with 3000+ hours in the game and the endless stream of transient noobs right?
  5. I would disagree. Besides a reactive element in response to a particular threat the role system in Squad has very little significance in regards to the actual mechanics of AAS. Ergo, any mixture of roles typically can capture a flag if their numbers exceed the opponent's. "Body's in the cap" so to speak. Needless to say, time and time again what you see over the course of a match is some slight readjustments in roles to counter armor with lats or entrenched infantry with mortars for example. This is in complete opposition to John Carmack's squad role system in ET:QW where specific roles were a requirement to complete each and every unique objective in a match. In this sense the role system was proactively dynamic and the meat grinders like machine gunner etc. were secondary support to these mandatory roles. Personally I'd like to see a greater importance placed on the roles by integrating other elements into the AAS mechanic. So for example say all the flags had the cache from insurgency mode that also had to be destroyed or perhaps other static targets as well.
  6. Who was the coolest SL you've had?

    BostonMass, LazerBear, Backpack, Scarface and Karmakut top my list because they always have an actual plan and typically execute it well. Edit, oh and AceHardcastle, GrimShadow, Roomypants and Snowball are excellent as well.
  7. Personally I feel like the regular M4 with the Aimdot is the best all around weapon in the game. I would however agree about the vehicles. The CROWS gunner view used to be excellent but now it's absolutely horrible with the size restriction, already zoomed in at normal view and the horizontal line vignette that makes it look like a Pipboy through an algae filled aquarium. And the big bulbous "hood" that was added the front of the Stryker makes it basically unusable. Also Scorpion OCP doesn't really blend into the palette of any of the maps besides Kohat.
  8. Ticket count

    I'm paraphrasing here but another member put it quite eloquently when they said that "People that don't care about tickets have more of an effect on them than those that do." This sums up the Medic role perfectly. Until there are real ramifications to death then this unequal equation will continue. A real and tangible variable would be reducing the Rally Point count to three and greatly increasing the HAB respawn timer. However, ultimately the only real thing that would make the importance of a Medic paramount would be the complete elimination of Rallies and HAB's altogether.
  9. Give SL more Power over their Squad

    It's amazing how quickly everyone simply forgot that the old role selection system was being cheesed by the clans to yield smaller super squads of ACOG SL's, ACOG Riflemen etc. Does nobody recall this? And now you guys are suggesting another variation of basically the same thing even after the Devs spent a buttload of time "fixing" this major exploit? I'm just saying the current role system is stable and the SL's power already has ultimate supremacy over the squad itself. Leave it be and move onto more pressing matters.
  10. Modding Update 2.0, #1

    Any hints as to a possible completion date?
  11. Mines are Bad for Gameplay

    Hopefully in addition to the mines & IED's eventually the Insugents can also get those homemade propane tank mortars and tripod rockets.
  12. Give SL more Power over their Squad

    All this sounds ridiculous. The OWI policy since day one that an SL can kick anyone from the squad for any reason is rock solid and has worked just fine thus far. The full spectrum of all the problems listed above can be solved by verbal commands, compliance/non-compliance and then kick. Very simple.
  13. Global Chat option: ON/OFF

    What's the problem with all chat?
  14. Co-op PR style?

    This is one time where I'll love hearing the standard line "we've got no plans to introduce co-op ourselves, however there's a vibrant modding community" etc. etc...
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