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Zylfrax791

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Posts posted by Zylfrax791


  1. 5 hours ago, Marco said:

    Not much needs to be said about this, I believe trip mines, claymores and other anti-personel Mines would add an element of caution to urban combat. Whilst currently running and gunning into close quarters areas will rack you up easy kills, this will stop this or at least slow it down. I'm surprised it hasn't been added since we have anti vehicle mines already.

    In my opinion they should have been in the game before there were even vehicles. Certainly they would be useful for protecting FOB's as well.


  2. 1 hour ago, Phoenixstorm said:

    People laying mines in front of opponent main base should be punished accordingly because that's "Main camping" as well.

    There are three areas in any map; two protected main bases and then the playable area. Anything the game allows should be permitted to occur within the playable area regardless of whether you or I like it or not or even consider it a valid strategy or tactic.

     

     

     

     


  3. 2 hours ago, Marco said:

    "Main camping" should never be an offence, period, if you or your team can't secure the perimeter of your deployment you should be punished accordingly.

     

    This is a non-problem, or the actual "problem" is servers that have rules against main camping.

    My point exactly. I personally don't have an opinion about whether or not it's a legitimate strategy or tactic or not. My only position is that the game mechanic itself should make the final determination regarding gameplay not some half baked nebulous rules.


  4. This is getting so old. Now we've got admins and moderators determining "intent" when a player was over a full kilometer from a Main Base past the first flag shooting enemy vehicles on an MSR as "Main Camping" and yet on another server the admins themselves and their cronies are plopping down the yellow friendly FOB marker on the enemies main and then lining up armor on the very edge of the line and shooting fish in a barrel and somehow this isn't intent... wut?

     

    As everyone knows the game has always had a built-in denial system protecting the main bases and a few patches ago it was even further enhanced with an increased radius and lethality. That said, you'd think after all that programming the issue would be completely resolved and the built-in game mechanic would fully protect the Main Bases.

     

    Needless to say, that's not the case though. If anything Main Base camping has steadily gotten worse and worse. And also it doesn't help that every single server seems to have a different set of subjective and arbitrary rules that they seemingly invent as they go such as half the distance from the first flag, 300 meters from Main or camping only allowed on Sundays with a full moon.

     

    This is an ongoing issue that needs another look and a programming change that gives the game consistency across the board for both players and admin.

     

    I mean what's going to happen once choppers hit the game? These silly superfluous rules about half the distance from the first flag or 300 meters from the Main Base aren't going to mean diddley squat with a chopper having an elevated position and extreme maneuverability now are they?

     

    Please fix this problem once and for all and make it part of the licensing agreement like squad leaders can kick for any reason so it brings a certain measure of consistency to the game.

     

     


  5. 5 hours ago, quru said:

    Is it worth sacrificing the quality of the player base (my only experience been Australian and West Coast US servers) for the sake of an extra 1000 or so of what I would assume are likely temporary concurrent players?

     

    https://steamcharts.com/app/393380#3m

     

    If a player considering how long this game has been out before has not purchased this game until now its likely they generally are not familiar or prior fans of the more sim/tactical shooter. The quality of experience on all public servers has dropped due to new players unfamiliar all flooding the servers within a similar time frame. If you're new to a title like this, what a mess of a first experience you'll have. ~16000 players towards the end of July back down to approx ~6500. All this does is turn players away from the game and I've noticed a lot of what are/would have been regular players (especially due to the smaller size of the AUS/NZ player base you saw the same names often) have seem to taken a break from the game due to the reduction in quality of any given game.

     

    I think a model of slower longer duration growth, maybe free weekends or so after every significant update that involves new assets or maps is simply smarter and retains a better average experience level within the player base (which is what new players need to understand this game).

    Squad has several positive features and attributes that are completely unique in the genre like the logistics building system, the ticket system and AAS & RAAS game modes. ARMA 3 has similar large maps and a more complete combined arms system but it's PVP is only a janky TKOTH mode.

     

    That said, a proper system has yet to be put into place to support and retain new players. So while the statistics taken from Steam by 3rd parties may have shown over a million units sold awhile back that doesn't take into account how many people played the game and then got a refund. Which of course is the missing factor in any mathematical equation that would explain the miniscule playerbase numbers when compared to the supposed sales of over a million.

     

    However, with that simple missing factor missing this would explain why if you disregard the peaks in the chart which correspond to the free weekends and only consider the normals trends the stable playerbase is at around approximately 6000 which is certainly better than some similar games in the genre.

     


  6. 7 hours ago, Trauma said:

    The aim is not to take away weapons some can't use well, it's to reduce asset waste that goes along with it. The people taking infantry mortars or mortar vehicles may still be bad at it, but it's not costing anything else on top.

    Players waste assets in many more creative ways than simply dropping down a simple mortar. Most recently it's players in RAAS taking all the Logis and dropping multiple useless FOB/HAB's on the east side of the map when all the flags end up being on the west side. Now everyone is completely out of position and noobs keep spawning on them and walking two kilometers because they don't know any better so your team eventually loses the match. So logically we should remove FOB's then right?


  7. 1 minute ago, Snake Plissken said:

    I'd be cool with this if we increased cost of the mortar. Good balance and all that.

     

    Yeah, agreed. As it stands now HE rounds are basically nothing more than background battle ambience. The smoke rounds are useful but thats about it.


  8. I was wondering if this idea ever got anymore traction for implementation into the game? Maybe even as a TDM Skirmish Mode especially since hardly anywhere I play even runs Invasion, Insurgency, Destruction or Territory Control maps anymore. OPFL TDM Skirmish would be sick.


  9. If we started taking weapons out of the game simply because people didn't use them properly there wouldn't be much of a game left to play. And just because somebody doesn't realize it only takes two players with a 2700/300 Logi to create an effective mortar of which you have 8 minutes or less of firing time before they get discovered and killed doesn't mean we should get rid of them either.

     

    I always like the idea of adding more weapons to the game however honestly I'd much rather see the lethality and range of the existing mortar's increased dramatically. They're only at about a 1/3 of their real range and destructive power.

     

     

     

     

     

     


  10. 59 minutes ago, Phoenixstorm said:

    Even if you put them deep in enemy territory, the battle will shift in ~15 min and the enemy territory can become friendly territory.

    So on one hand in other threads you'd like to see the realism attributes buffed up similar to PR but in the case of TK's you prefer a more casual approach by keeping it at 7 for autokick? Did PR have a TK autokick and if so what was it's threshold?

     

     

     

     

     

     

     

     

     


  11. 1 hour ago, LaughingJack said:

    Q: if things beyond the fog are occluded by the fog, then are they even rendered?

    It depends on which setting your view distance is on. On a bunch of Mestia layers for example with view distance on low the trees and certain buildings are literally gone after about 500 meters showing nothing but barren terrain through scopes etc. Any of the larger maps with elevation changes you see this as well.


  12. 1 hour ago, Phoenixstorm said:

    Did you never use explosives in any form? A single mine can kick you for nothing because someone else made a huge mistake.

    In my opinion mines should be deployed deep in enemy territory around specific intersections, choke points and bridge's instead of being in close proximity to friendlies which is careless behavior anyway.


  13. 4 minutes ago, virusman said:

    well most of the other players do need that fps .

    and honestly without fog all that world details that load are just waste of RAM .

     

    Fog hides the viewable models such as a tree switching over to a lower polygon version with a lower quality texture. Increasing fog allows you decrease the distance at which this occurs so it increases performance in a sense. It's fun too play with in UE4 however some of the current maps have excessive fog in my opinion.


  14. My solution from 3 years ago of completely unlocking the kits and buffing out the basic iron sight Rifleman role way up so its the ultimate CQB class instead of the disposable role that everyone simply wants to get rid of makes way more sense.

     

    Think about it. Since the very beginning through the entire process of every patch adding new kits we're still fixated on using this ersatz notion that if a squad leader could build his/her own squad it would be 8 HAT kits which is patently false.

     

    Certainly nobody's going to believe that a team comprised of 5 squad leaders with 35 HAT's would ever win a match against a normal team.

     

    Case in point, go back to when the clans were abusing the old role system by forming squads and quickly having dudes leave in order to cheese the roles before they patched it with the current role system based on math. The SL was getting the ACOG along with several other ACOG Rifleman and maybe a SAW.

     

    Everyone is unique and wants to play certain roles. Give the squad leader full control over building his/her squad A la  Carte including their own role and you won't see this problem again.

     

     


  15. 59 minutes ago, Viajero said:

     

    Could very well be my system indeed, but logic should not rule out an EAC or integration issues. Also I am hardly the only one with similar issues. Either way I much rather have OWI or EAC tell me about it. I have been in touch with both of them about these issues for over a month and they have my details, logs etc although they have not been able to find the root cause yet.

    Interesting. I was just trying politely to make a sincere effort to help you get fragging again by offering suggestions that helped me with my old computer. Clearly after over a month nobody from either OWI or EAC is able to "tell you about it" otherwise you wouldn't be here asking to have EAC replaced right?

     

    Good luck.

     

     

     


  16. 42 minutes ago, Viajero said:

    Well, it could very well be EAC integration issues in Squad itself, as pointed out above. But the fact that running manually the squadgame.exe gives me no loading issues at all (I can obviously not join any servers after that) suggests that the issue is either with EAC itself, or with the game EAC integration elements.

     

    Fully agree that the game needs an anti-cheat system. I am just saying EAC seems to be more problematic than your average anti-cheat. I may be obviously wrong, just my personal perception.

    Well, applying logic here it has to be something unique to your computer and my older ones because thousands of other users are playing without any problems. I do know that some users here were complaining about false positives related to Windows Magnifier so that might be something to look into. Please, you never listed your system specs, what are they?


  17. 1 minute ago, Viajero said:

    Tried already a clean boot, no joy.

    Weird. So no GOG, Twitch, Discord, OBS, Epic Games etc. running on startup? Just Steam and normal Windows stuff?

     

    The other thing is unless it gives you an actual EAC pop up window how is it that you're coming to the conclusion that EAC is the actual culprit for any problems you may be having? You can't throw the baby out with the bath water. Without some form of anti-cheat the game would be unplayable.


  18. 5 hours ago, sgt_froug said:

    I doubt they will switch considering the long partnership they have as well as the benefits of EAC basically being UE4s anti cheat system. I suppose the closer we get to release the more stable the integration will become since less of squad's code base will change as well.

    You're correct. Nothing "basically" about it though Epic Games has owned EAC since 2018. One thing I've noticed on my newest computer that isn't loaded down with all kinds of background processes is I haven't had a single EAC false positive or anything of that nature at all.

     

     


  19. 2 minutes ago, LaughingJack said:

    Main protection:  as soon as an oposition player crosses into the zone, cull any vehicle they might in and also cull all loadout items - loose the vic, ammo, weapons and meds; all dressed up with nowhere to go - this is aside from the normal(?) culling of projectiles - keep that, obviously.

     

    Retard does not mean Injured.

     

    have no issue with 3 TK's; people need to be more careful and look where they're going and what they are shooting at.

     

    Since I started this thread I reckon the main protection zones have seemed to have been strengthened more. Might just be my imagination but if you're in a vehicle and you charge into it you will go into orbit. If you're on foot it seems quite deadly as well. I don't see the necessity of any more supplemental rules for this concern.

     

    That said, I still think the ability to solo heavies should be completely disabled and a TK auto kick should occur at 3 during a match in my opinion.

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