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Everything posted by Zylfrax791

  1. Using enemy logi trucks

    Honestly the game is already overcomplicated for the vast majority of the community. Seriously... People can't even understand the most simplistic concept of actually defending the defense flag in AAS let alone the complexity of claiming an enemy vehicle. Stop trying to educate and enrich low IQ Steam Drones when all they want to do is Zerg Rush across 2000 meters of open ground on foot to the next flag.
  2. They already spent months hand crafting the current animations. That was a complete overhaul. Logically if they would have wanted to add additional animations similar to ARMA3 they most likely would have done it at that point. Don't get your hopes up.
  3. What happened to multi-lane AAS?

    My problem with TC is the arbitrary hexagonal grid which makes very little sense with regard to the terrain, structures and other features of the actual map. In this respect there is another small Indie game called Tannenberg that has perfected the mode in my opinion. In that game the capture points are similar to Squad AAS however once you capture the strategic point your team takes control of an entire region which then unlocks spawn points. The trouble with Tannenberg however is the fact that all the maps are very small in comparison to Squad.
  4. Squad has a true first person perspective so you can see your body & legs instead just your arms & weapons. That said, if I recall from a passing glance at the blueprint in the SDK the digital pew pews come from the business end of the barrel. Just for reference in CS:GO pew pews come out of your forehead if I recall correctly.
  5. A ton of effort was put into the animations on v10 and the movement & gunplay is perfect in my opinion. My vote is leave it alone. ARMA3 animations are the obsolete ones not Squad anyway. So what you have all these other body positions etc. but at what expense?
  6. I think you're mistaking me for someone else. Either that or I was simply mocking someone by parroting the narrative that's been pushed from the beginning that alternative game modes would fracture the player base. Right from the start I gave the suggestion of including the classic modes like TDM, CTF & TKOTH and was flamed by a bunch of PRaphiles that are long since gone. And as recently as last month I made the suggestion of splitting off a "Classic" version of the game that was Infantry only.
  7. Its only struggling because of the exact opposite reasons in my opinion. The game could easily be programmed for diversification to satisfy the Competitive, Casual and PR communities. Consider CS:GO as the model with its many different modes. Thousands of people playing freestyle rap surfing all the way to hardcore competitive for real money. If tomorrow the game was changed to nothing more than the exact clone of PR that you guys want the daily peaks would be lucky to crack 500.
  8. INS/MIL VS HELI factions

    In real life asymmetrical warfare do you think the Militia or Insurgents are going to have "role restrictions"? Probably not. Once you've got more dudes with mines and RPG's on the map helicopters and tanks get autobalanced.
  9. An Idea for being sneaky

    P On the other hand though from a true "realistic" standpoint pretty much all of the simulations in both Squad and PR are completely made up fantasy engagements that would never occur in real life though. Especially regarding the supposedly "symmetrical" matchups between Russia and the USA for example which make very little sense at all considering key elements of CAS are completely missing, nevermind the tiny scale at which they're occuring. And that's completely disregarding the fact that in both Squad and PR you Star Trek materialize all over the map in Arcade fashion as well. Needless to say, the only engagements that would even remotely make sense within the context of a 40vs40 conflict would be an unconventional battle between heavy armed special operations forces and local insurgent forces. Bottom line there are no conventional units consisting of this makeup. That's why at least the Delta Force games kind of made sense in that respect.
  10. There are Skirmish layers for pretty much every map, what more do you want?
  11. Squad and PR (Project Reality)

    I'm no OWI sycophant for sure but in my opinion you're delusional. First off I've played both PR and Squad and aside a few subtle differences its basically the same game. Again, as I've reiterated many times I've scrutinized the Kickstarter page carefully and they never promised you a PR clone. Nevertheless, regarding your "twist the knife", "intentional/ a conspiracy" etc. why don't you please cite your sources of these "insights" you've been reading? I think everyone would like to see that instead of some vague baseless assertions. In either case I've got no dog in the fight for either Squad or PR but certainly truth, integrity and honesty should be of the utmost importance.
  12. soldier salute

    Salute animations will be included with the Commander update along with a painter role so you can repaint all the rocks around HQ white.
  13. BMP-1 Vs BMP-2

    Agreed. Not only that, go into the console and see the entire myriad of wonderful creative layers and different game modes that are never even hosted. The private servers are completely biased to give you the general public a myopic view of the game in this respect. This is what happens when you let private individuals be the front end of your game for four years instead of hosting official servers and showcasing all the great creative work your team has accomplished though. You can't blame them for having their own personal bias though. Not only that, since the beginning after every single new patch I've always make a special point of going into the console and spending hours going into each and every layer simply just to check out the coll environments. Needless to say, subsequently those layers get removed with each patch so unless you checked them out in the console you missed your opportunity. So much lost potential, I don't understand why official layers aren't allowed to accumulate. That's just the nature of it though. There is no [OWI] corporate store, only the franchises hosting basically the same old Sumari layer for seeding purposes and then switching to the same old tired rotations. So much lost potential to showcase the game with official 24/7 servers of every map and mode which could potentially increase playership but instead you only get this limited view of the game. Take Skorpo for example. That is one super creative map with all kinds of potential for different strategies and tactics yet you hardly see it hosted anymore. Same with the CAS maps. Poof, gone.
  14. Addition of Warrior ATGM

    MLRS and mobile artillery/mortars across all factions would be a welcome addition as well in lieu of the fact that there will never flyable fixed wing aircraft.
  15. Are clan servers destroying gameplay

    How do you hard code an auto balance feature or vote system into game like Squad that doesn't have a conventional aggregate in the game modes like other fps games? Certainly you couldn't base it on K/D or the points you accumulate simply by sitting in a flag. Nevermind the fact that even if you could devise some Rube Goldberg balancing system into the game what's going to stop clans from simply switching until they're all back together again? Needless to say, many times you'll see a team with more kills actually lose the match so yeah, there's that to consider as well. Besides, in reality you should actually prefer to have all the members of a particular crew all on one side because of the potential for ghosting. Instead people should focus on learning how to play better and anticipate that any decent clan is going to pull some deep flanking meta on you right away so counter it and catch them.

    Again, my point is once the novelty wears off you're going to have to draw straws to get people to shuttle you around in your OP flying Uber for entire hour plus long match. I played a round last night where the four dudes that were doing it stopped after they lost the first two and the choppers sat in Main for half an hour before some new arrivals grabbed them and quickly crashed them. After that they just sat in Main for the remainder of the match. Same thing with the tanks, often times they just sit in Main now for different reasons though most likely because they're so slow to drive across the map and then they're completely vulnerable because you have to get them in close now because of the excessive map fogging. Who wants to spend 12-15 minutes driving a tank from either Main on Yeho to the middle of the map only to get your ass handed to you because of a HAT?

    Within the context of an fps game eventually players tire of not being in the position of getting kills is my only point. Certainly flying IRL is just a wee bit more exciting (10 hours in my log book in Cessna 172) but I wouldn't say in translates to Squad though.

    Again I think servers with this whole "naming" convention are absolutely silly. The game is programmed to allow a "first come, first served" paradigm and it shouldn't boil down to who has the fastest naming macro. Not only that, this ridiculous rule requires constant a administration presence otherwise you have a bunch of whiny little babies screaming and yelling at each in SL chat about "I was Heli Squad first" blah blah blah and I have to go mute them. Just like when tanks were new. Besides, it's not like it's an attack helicopter anyway. Once the novelty wears off and people figure out you're basically a glorified short bus driver with an even lower life expectancy than a normal Logi driver plus you're not getting any kills there will be limited competition for this asset and pretty soon you'll hear people in SL chat asking "who wants to shuttle us around in the chopper?... anyone?" silence...
  19. What happened to multi-lane AAS?

    You can always go into the console and starting with the first letter and see what variations are currently available in each map. I do remember that the Fools Road layer was bugged out. Seems like other ones were bugged out too if I recall.
  20. Solve the stalement in competitive gameplay.

    It's a Catch-22. Put the Fob/Hab directly on the flag and eventually you get either A. surrounded and cut off from resupply or B. the Fob/Have gets proximitied and then you lose it from attrition. On the other hand you put the Fob/Hab far enough from the flag then you have to fight your way back to the flag and also everyone is now trying to protect the Fob/Hab instead of pushing to the flag. All this redundant silliness could be fixed by removing all forms of flag bleed, completely deleting the proximity Fob/Hab disable and accordingly decrease the damage threshold on the player and/or increase weapon lethality. Then the fight over the flag is more about who is actually the better shooters and destroyers like it should be. Too many steps have been to "baby proof" what is supposed to be a realistic military murder simulation game.
  21. Are clan servers destroying gameplay

    @SinisterGlitch Part of your statement I agree with, the other part I don't. One of the only reasons I still play Squad is the simple fact that it has a strategic element to it that requires planning and tactics to win a match. There is currently no other game in the genre that possesses this kind of gameplay. That said, it's completely illogical to fault people for organizing in groups and getting good at the game. That makes no sense to me. On the other hand though, what is completely and utterly wrong is the simple fact that from the very start the game itself should have been programmed with a built-in set of universal rules. Instead, what was implemented was a lazy set of "server guidelines" which are a virtual gray area that has not only allowed organized groups to create layer upon layer of pointless supplemental rules but ironically has also stunted the actual growth of the community itself. How else would you explain the fact that there's over a million concurrent key holders and yet daily peaks around of around 3000 players? Across the entire timeline you see a complete stagnation with basically zero growth in the playership. When one compares sales versus playership it becomes readily apparent that the game is initially found to be appealing to the new purchaser. However, clearly it appears as though they play it past the Steam refund and then for unknown reasons move on. You can draw your own conclusions as to why that is but it's my opinion that not having a built-in set of consistent rules hard coded into the game that allow for a fair and balanced experience have literally driven away a million players and will ultimately be the demise of the game.
  22. Helis on invasion

    Agreed. Random Invasion would complement RAAS nicely.
  23. Alpha 16 Released

    1. Glad I'm not the only one to notice this. Chopper speeds and damage taken are redonkulous. 2. Crashing to desktop on pretty much every round along with half of my team as well. Sending error report.
  24. Alpha 16 Released

    Agreed. Choppers are now nothing more than giant fast flying Pez dispensers dribbling out Uber Rally's and Fob/Habs with impunity. As offensive weapons they have minimal impact though which seems odd compared to the choppers in Joint Operations. To be honest it's way too much overlap and redundancy to have them carry enough build and ammo for Fobs/Habs. The biggest maps in Squad are still way too small for the silly speed the choppers have. I always assumed that once choppers would be implemented they would simply be simple transportation accoutrements with that would basically eliminate the need for Star Trek teleportation Fob/Habs. So essentially now there are very few realistic attributes left in Squad and the respawn features have so many layers of redundancy built in that it's even more Arcade than many other similar past titles. In the beginning when people dubbed the game "Walking Simulator 2016" the game was unforgiving, grueling and punishing and you paid the price for your mistakes. However, that was the elements that ironically made it strangely appealing. Now the game has been so dumbed down that essentially it's a self fulfilling prophecy attracting mostly low IQ players that need be kept "in the action". All the while driving away people that want to plan tactics and strategy. Whilst certainly I don't have a problem with that concept stop trying to pretend that this game has any realistic tactical elements left in it. Besides, I thought the whole purpose of migrating the game away from the Refractor Engine to the Unreal Engine was to improve the visuals but at this point the maps have had so many optimization passes done on them they actually look worse than PR. Especially the two maps I compared in PR when I played in recently; Al Basrah & Fools Road. Squad has now evolved into what I now call "Baby's First Battlefield"...
  25. Alpha 16 Released

    Choppers are way too OP in my opinion. Both speed and damage taken need to be reduced by around 50%. Anytime you look at them in a scope they do the old jr high slide show desych plus they take way too much damage.