Jump to content

Zylfrax791

Member
  • Content count

    2,015
  • Joined

  • Last visited

Everything posted by Zylfrax791

  1. Ability to display flag capture radius

    With a few exceptions the diamond icon on the map pretty closely matches the spherical volume typically used in the SDK. That said, it would be nice if eventually they were all switched to square or rectangular trigger volumes that followed the edges of compounds or buildings exactly but honestly is it such a big deal? On the other hand though, I personally would like to see some verticality added in the form of flags being at the tops of the taller buildings so you actually need to go up and clear the upper floors.
  2. How Armored Combat Feels

    All of the driver and gunner views are heavily restricted in a tunnel vision keyhole fashion that seems confining and unrealistic. Your first person FOV should take up at least 100% of the width of your screen with two dark bands above and below in a letterbox fashion in my opinion. Plus, I never understood what's the deal with a bunch of the gunner views already having magnification on the normal view. Seems quite silly to not be 1x in normal view.
  3. Clearing the Air.

    Sounds like you're passionate about the game. Apply for a new server license and then poach all the other adults back to your camp and let the children sit in their soiled diapers while you host fair and balanced matches in a professional manner. Letting children be the front end of Squad is a terrible business decision and will ultimately be it's demise. Proof of this is the fact that 99.9% of the negative reviews about Squad on Steam revolve around less than satisfactory experiences of new players on these private franchise servers ran by immature individuals drunk with power.
  4. Graphic Updates

    As a former mapper in the Novalogic Delta Force games community I've personally been dabbling with UE4 on a complete hobbyist level for over 5 years now simply for educational purposes and recreational amusement. So yeah, I would still consider myself to be a complete novice however I have learned a considerable amount of information about how the program actually works. Especially about this particular subject of texture/polygon quality and how it relates to PvP replication. That said, every single time one of these "graphics" threads comes up you can easily tell who has actually used the vanilla or Squad SDK and others who are simply throwing out jargon that they Googled prior to posting. Needless to say, it's my opinion that before anyone can even have a valid opinion about the graphics quality either pro or con of Squad or any other UE4 game you should experiment with the editor for yourself and I guarantee you that your opinion would change drastically. In this respect though whilst people are correct in noticing that over the timeline of Squad the graphics quality has been incrementally degraded and then given the silly term "optimization passes" it should be noted there are much bigger issues at play here. I think the biggest problem here is that from a PvP perspective Epic Games is evolving their UE4 game engine very rapidly for their own flagship product Fortnite which on one hand is a good thing however its rapid pace is leaving everyone else in the lurch. For example, in a few weeks UE4.24 will improve open world PvP performance greatly plus add an entire assortment of other exciting features however think about it from a indie developers standpoint. By the time they're able to actually migrate their entire project over to the newest greatest version they're already a couple versions behind using an obsolete version. This must be frustrating. So yeah, download vanilla UE4 and any number of the 8k textures and high poly models that are available for free, make the absolute smallest highly detailed forest scene you can in cinematic quality, cook it off as an executable, run it and you'll be lucky if you get 60fps with an i9 RTX2080ti. Honestly this is just my opinion but Unreal Engine always has been an arena game engine and no matter what they do it will never be a true open world platform. It will still be an arena engine with a bunch of smoke and mirrors loading and unloading stuff user sees in the world meanwhile pretending that it's not by giving you a janky reach around. The dev posts on their forums from around 6 years ago are long gone now but I remember them saying this exact thing that UE4 will always be an arena engine and that UE4 PvP replication maximum number should never exceed 32 players lol. Only a voxel engine can ultimately achieve the true open world experience in my opinion.
  5. The existing system seems more than adequate to me. You simply lock the squad before you create it and then invite who you want when you want during the planning phase. Even if the server has some minimum number before you can lock certainly nobody is going to typically say anything until the planning phase is finished and the match starts and then you can just boot them as necessary.
  6. No Shadow has to go quick

    Locking the gamma slider is simply a trivial annoyance when NVIDIA GeForce Experience allows the user full customization.
  7. SQUAD could be amazing, but it lacks care

    There's nothing "pessimistic" about pointing out the simple fact that the first mod that got whitelisted by the development team has been completely and utterly blacklisted by the private franchises that actually host the front end of the game to the general public. It's simply an observation of an occurrence. It's also not "pessimistic" either to point out the fact that with every patch the development team takes a lot of time and effort to create many different and unique layers and yet the only thing that gets hosted for public consumption is the same old rotation across pretty much all the popular servers. What's the point of even having Destruction and Insurgency modes in the game if nobody is going to actually host those layers? Compared to pretty much every other similar previous title in the genre which had officially hosted servers to me it's always been incomprehensible why you'd want nothing but a bunch of private individuals representing the face of your company to the general public. So yeah, again it's not "pessimistic" to go read that 99.9% of the negative Steam reviews always make reference to a less than satisfactory gaming experience related to the server hosts and yet typically praise the game itself. OP is correct about somebody lacking care but its certainly not the game itself.
  8. SQUAD could be amazing, but it lacks care

    What good is whitelisting when the clans are basically the front end of the game and all just run the same stock "popular" layers of each map over and over? Needless to say, over the last three years only around 20% of the stock layers of the maps ever even get publicly hosted so essentially a bunch of the devs hard work making different layers and modes is a complete waste of time because after each version they all get wiped anyway and nobody ever got to see them let alone play them other than checking them out in the console. Not only that, you pretty much don't even get to see the first whitelisted CAF mod which is absolutely amazing. Half of the CAF mod team is devs anyway and yet over this long holiday weekend not a single one of the popular NA servers even have any of the maps or layers in their rotations. In theory mods and whitelisting sound "sexy" yet the Steam Workshop is already full of stuff people put a lot of creative energy into that's simply gathering dust.
  9. 100 Player Servers

    @ZXD_Leeis right you know. The game has been around for over three years now. A hobo could have literally collected a dollars worth of cans a day and have an i9-RTX2080ti by now.
  10. Weird Bugs

    I've been noticing these QOL bugs for quite some time now. 1. First one is whatever class you first pick you get stuck with that character model in the 3rd person view for the rest of the match unless you completely disband the squad. So for example I choose SL pilot, fly a bit then change to SL or SL crewman and I still look like the SL pilot with the visor helmet etc. Sometimes it works the other way too. My sons see it both ways on their screens too. 2. Anytime I get out of a Logi an ACOG and another attachment are suspended the air about 10 feet up in the air in front of the truck. Also whatever the Russian optic is too btw. My sons also see this. Only seems to be the SL ACOG though. It is persistent as well so if I pass by the same place a little later it's still there. This only happened a few time but I've also got out and all the sudden there is an entire giant 10 foot long M4 suspended in the air. 3. A lot of times when I exit any type of vehicle out on the battlefield I hear this random fully automatic staccato burst of gunfire super loud in my right headphone. At first it was a bit disconcerting but I've become accustomed to it now. Sons don't hear it at all. 4. Anytime I'm driving the normal trucks in pretty much any faction if I turn my head all the sudden I'm looking down inside my empty character model body. 5. Stuck in the F radial menu. Sometimes when entering/exciting vehicle or using the menu to move supplies or ammo it gets in this persistent stuck version where it just sits there in front of my screen and I can't do anything. That's why I always drop a rally because only respawning fixes it. Also can manifest itself whilst switching seats as well. 6. A lot of times when I open the command map and then close it my green movement line and everyone else's blue movement lines still display on the screen after closing the map. Quickly opening and closing the map fixes it. 7. Starred favorites in server browser go bye bye as soon as you close the game. None of these bugs are terribly overwhelming or anything but I thought I'd mention them at least and see if others are having similar experiences. And btw, to this day you can still clip into the top of the tallest buildings on Narva.
  11. Types of Squads?

    In Squad AAS there are only two types of squads; squads with members inside the flag and squads with members outside the flag. This is because as a game Squad AAS not only incentivizes but it actually lures players off the flag to do all kinds of wacky side missions that have little to no bearing on the actual outcome of the match. Certainly these things can be fun but Squad AAS always favors the team that avoids these diversions and instead focuses on surrounding and capturing flags at any cost including having little to no medics and basically just constantly respawning and flash mobbing the flags. Until the BP is actually removed and an exponentially progressive respawn timer for giving up is implemented Squad AAS will essentially remain sequential TDM with side quests. That was the beauty of Joint Operations AAS. It actually incentivized the entire team to stay focused on capturing the position because once your team took full possession it became a spawn point and ammo resupply. In this sense JO AAS was a much more shallow game because you didn't typically have people off scattered across the map doing mortar/tow fobs, fob hunting or any number of other dubious endeavors.
  12. Unplayable after few mins

    Strange. I have basically the same rig as you and I'm not suffering any such problems. Just an hour ago after the patch I'm getting a stable 120+ fps. Not only that, but there are 3 other computers in the house with GTX970, GTX965M and GTX1080ti all running the game just fine. With v16 my game used to crash on every map rotation whilst everyone else's didn't but that's over now with v17 as well.
  13. Tactical Ladder

    Devs said buttloads of times the game is supposed to be about RA units not high speed low drag operaters, hence no Barrett's, portable Mini-Guns, Milkor's, SCAR's and all kinds of other exotic specialized equipment. MARSOC has a dog there too, should we put a first person dog role in Squad too? Maybe also CIA role with blue jeans, khaki fishermans vest and silenced H&K Mark 23? The skies the limit.
  14. SQUAD could be amazing, but it lacks care

    Jeez. So much doom and gloom. The game is still unique and fun. Also the game is now 99.9% fully functional which is more than you can say about a lot of games in this day and age. Plus now it's essentially evolved into the game that ragingdeath, laughingjack and I came from originally so it's even better in that respect for us. I'd personally hoped for a more serious, gritty, unforgiving and way more realistic experience given the origins of the game but I'm not so ignorant to see that only about 500 people in the world would actually want to play something similar to the ACE3 mod in ARMA3. That said, youth belongs to the young. Turnover is good for business. Forums are nothing buggy whip factories now with some millennials and boomers arguing over trivial nonsense anyway. After 3+ years of basically flatline growth all that's left is keeping up the hype on YouTube, Twitch, Reddit and Discord thus increasing the possibility of making something that appeals to a younger generation with disposable income.
  15. Weird Bugs

    Cherry picking a snippet related to what you consider an "exploit" is irrelevant. Everyone else understands the difference between bugs and exploits. Getting stuck in a radial menu would never be considered an "exploit". The game allows me to TK six people and then autokicks me at the seventh one. Were those first six TK's a "feature"? Of course not. With use of sandbags and ladders you can crawl into the windows of buildings that have full interiors but are otherwise inaccessible from the ground floor. Whereupon you can put ATGM's in elevated positions or simply drop new FOB's. So is this considered a "bug", "error" or "exploit" or am I simply smartly using tools provided by the game as a "feature"? On the other hand if you truly believe a FOB placed under a water plane is an exploit then why is it impossible to get an official acknowledgement of that fact in any patch notes over the entire timeline? Not only that it's already been discussed ad nauseum here and not a single official ruling was ever made. Better yet, you're a server host so go on Discord and ask them point blank, "is it an exploit or is it a feature to put a FOB underwater?" and then copy/paste it here. If they say yes then logically ask why it's been allowed to exist for so long.
  16. Commander / Map Design

    heh heh... suds the savant. I've had a couple good matches so far where the commander actually had a plan and people listened but mostly I'm just seeing a glorified JTAC. Especially once they have an entire full squad to deal with as well. Clearly the role needs some teeth. The squad should be locked to only the commander and perhaps maybe a commo officer/spotter role. Plus the main missing component is the fact that the commander has to be able to actually demote insubordinate SL's back to "Unassigned".
  17. SQUAD could be amazing, but it lacks care

    I was referencing the framework of the game itself which is quite solid. I can't stress that enough. User experiences may vary though which is why there are over a million key holders but a community of regulars worldwide less than 5000. This game community has a major retention problem and has driven away far more folks than its kept around. Plus, the only streamer that I've ever seen give a truly accurate view of Squad is jackfrags as well. That said, you don't need a master's degree in human resources management to understand that cronyism, favoritism and many other negative human traits are present in any organization whether it's a bunch of millennials drinking microbrews and playing dodgeball or corporate life at John Deere headquarters. Why would you expect Squad servers to be any different? Needless to say, there are only a small handful of NA server's that don't have layer upon layer of supplemental rules and are fair and balanced in their administration of the game. Hit me up on Steam. Over the last three years you won't find a more vocal critic of the manner in which this game is presented to the general public than myself. Since day one my position has always been that any video game should be programmed to be completely standalone with a standardized ruleset that allows everyone a universally equal experience. Instead, as you've seen it's typically quite the opposite. In their defense over the timeline of the game [OWI] has banned several really toxic server hosts and players but it took way too long in my opinion plus most of them just made duplicate accounts and are now still currently playing on various servers spreading their disease anyway.
  18. v1.7 is worse than v1.6 (Hotfix solved) Thanks Devs :)

    Huh. I have the opposite experience. v17 runs and looks better plus best of all doesn't crash at every map rotation. The lighting changes have completely changed the look of all the maps I've seen so far and the trees on Goro & Yeho don't look like they're from the Lorax forest anymore. Plus the Commander role which I was really skeptical of is actually adding a cohesive element to all the matches I've played so far. I will say the airstrikes and such look & sound badass but are very flaccid in their effects. I'd ratchet that way up. No survivors.
  19. Tactical Ladder

    Carrying around a 10 foot ladder is hardly practical though. The development team has already logically considered that a 10 foot tall ladder is obviously deployed from a truck and not carried in your back pocket. This isn't rocket surgery. That's why it's already been in the game for quite some time now and is actually quite useful for placing trick FOB's and ATGM emplacements in elevated positions. At some point though a line needs to be drawn between fantasy arcade and what is considered to be feasible irl. I personally think they've done a superb job with the objects that you can build in the game and the implementation of the ladder makes sense from a practical standpoint.
  20. Tactical Ladder

    A "Tactical Ladder" is already in the game. Simply drop a FOB and place a ladder. How hard is that? We do it all the time on certain maps to get into places that aren't typically available.
  21. Script for ''View range of Grass''

    Just guessing here but they must have simply added the foliage view distance entry back into the default ini file that used to be an editable setting in the video section of the menu. If this is the case then the only logical conclusion is that nobody bothered to follow up with EAC to make sure this and other UE4 settings can't be added back into this game file.
  22. I never noticed that splash damage was actually gone. That's a drag. Maybe it was a performance issue or something else perhaps.
  23. Time to remove buddy rally?

    2 person vanguard squad that actually put the rally point down can be there with a transport truck or mrap which can easily supply basic ammo needs. They can also leave an ammo bag. Remember, the whole point is simply get 3 or more folks on the fresh flag to quick cap it before the other team can respond because nobody ever defends flags that aren't in play.
  24. Time to remove buddy rally?

    Still, what's the solution for the clans cheesing the existing rally point system by "squad hopping" though? Getting rid of BR will do nothing to prevent organized groups from simply switching squads and waterfalling on the strategic rally their buddies just placed on the attack flag.
  25. Make "suppression" logical again!

    Suppression is right at Goldilocks spot in my opinion. Plus it's super effective on any map that has verticality and good sights lines like Logar, Kohat or Mestia. Case in point, sustained suppressive fire often times drives the opposing team bonkers as well to the point where they'll literally send an entire squad after a single person in an MRAP or Technical perched up on a hill at the edge the map just to get them to stop it. Hilarious.
×