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3S_Moe

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About 3S_Moe

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    Fireteam Leader
  1. What happened to the Smoke?

    Maybe it's just me, but possibly they were going for more realism? The v6 smoke grenade didn't look realistic to me, looks like it ramped up WAY too fast and too much. The various videos I found on youtube show a slower release time and slower build time. From what I remember of the v9 smoke grenade, it seems like it was more realistic. Check out the following you tube video I found and tell us if you think one smoke grenade would really be sufficient to provide the cover you want, at least in the short time frame it sounds like you want it to spread to a thick cloud to obscure you. https://www.youtube.com/watch?v=m_7b0eZRuQg https://www.youtube.com/watch?v=ttlIEPLmPYM
  2. Pretty easy question. See the following two recent threads for context: Thread: now-seems-like-the-time-to-increase-pre-game-planning-timer Thread: better-pre-game-planning-stage
  3. Better pre-game planning stage

    I think your analysis is spot on, minus one detail, I believe the timer is at least 2 minutes currently, possibly more (I could swear I've seen that timer above 120 seconds.) That being said, why can't this be a server side controlled setting? Why is that SOOOOOOOO difficult for the devs to implement? (I bet they could implement this in about 30 minutes.) Then one server can have a one minute timer, which will probably garner the run-n-gun types, and another server can have a 5 minute timer, which just as you said will have the impatient ones leave and the more hard-core planners stay. Why devs! This has been massively discussed for a long time on these forums. Why in the world will you simply not allow the pre-game timer and the end-of-round timer to be server controlled and let democracy do it's job!? Even if you gave server admin's that tiny amount of control it could make a huge difference to the Squad gaming experience.
  4. Better pre-game planning stage

    A "capable" server one weekend because a newbie server the next weekend. Let me tell you, last weekend was rough on every server. Lots of "left click to dig, right click to dig-up" shovel training. I agree with you about not wanting to wait any longer than you have to if you have SL's that are retarded and not planning or if it's a smaller map that doesn't require a lot of planning. That's the reason I like the "Ready" idea that has been implemented in lots of games that effectively allows the majority of players (or SL's in this case) to get the game going without waiting. In fact, by implementing a feature like that, you might find that games start even quicker than they do now yet allow for long planning periods when needed. So why can't we have the best of both worlds?
  5. Better pre-game planning stage

    Yep there is another similar thread and I had replied on that thread (numerous times) as well... The only thing though is that thread did not discuss some of the things I have proposed here. One idea that did come up on the other thread was the idea of spawning people in to the main base during the count down timer period so that people could go ahead and get in the vehicles of their choice. If that was implemented with some of my suggestions here, WOW, that would be like planning heaven. Not only would the planning side be easier with some of the proposed ideas so far, but the actual start-of-game chaos would be reduced with the "walled main base until start" idea posted in the other thread.
  6. Better pre-game planning stage

    No other comments? Really?
  7. I really do love this idea, however, it really only solves one side of the problem, which is the mass confusion WHEN people spawn in. This alone won't solve all the problems. IMO the *main* problem is SL's not planning together very well and not being properly prepared. That is why I had started another topic that hits on those issues ->
  8. bad performance. v9 not enjoiying.

    Make sure you tinker with the AA settings you use as well. One person I know was having FPS issues fluctuating between 20 and 60 FPS on a consistent basis (like every second or so) and turning off AA and then turning it back to TXAA made the issue go away. They dropped two AA options in V9, and when I first loaded V9, it showed I didn't have ANY AA select (not even "NONE"). It was like it was stuck on the old SMAA that I was using, yet the AA had gotten worse. I switched it over to TXAA and it works like a charm now and TXAA looks better then it did in the past.
  9. Even something as simple as who from the squad is going to drive or going to man a 50 cal can be confusing when you are trying to get rolling as fast as possible. Having the main base as a staging area for those that want to spawn in would be a huge help to bringing a little order to the start of the game.
  10. At first I was confused by your idea, but I get it now. This makes a lot of sense. So put up an invisible barrier BEFORE the game starts where everyone can run around, get in the correct vehicle, etc. while the count down timer is running. I like it!
  11. I love this game, but my most frustrating time comes pre-game. It is a hot mess. I know it has been brought up in the past and I'm guessing that the current pre-game timer has already been lengthened but it is still too short most of the time. With all the new vehicles coming in, more roles available and the maps getting bigger, you simply need more time to plan. If you are a squad lead, it can be very difficult to communicate with other SL's to plan because of all the pre-game chatter in your squad and the short amount of time. When you do finally spawn in, it is a mad rush for vehicles, hoping that you spawned close enough to the vehicle you were planning for to get their first. If you don't get your intended vehicle then pre-game planning goes out the window and you end up with squad members left at main having to walk long distances. Then you become "that squad" that didn't do what they said they were going to do despite your best efforts and spawn confusion. I'm sure there are tons of ways to solve these issues and I wouldn't be surprised if they are already on the road-map of the devs. In case they aren't, here would be my suggestion. Increase pre-game timer for better planning (maybe a server side option to allow for experimentation on how long is appropriate?) To help the concern over the timer being too long for various reason's (no planning going on, small map, etc.,) implement a "Ready" option for the SL's that they can tick off. When maybe 70% of the SL's have checked they are ready on both teams, the count down timer drops to 10 seconds regardless of how much time was left. I like how BF4 does this by showing how many have marked "ready" on both teams for everyone to see. This might be another good server-side option to find out what the right balance of "ready" SL's is to launch the game. Allow the "local chat" for _just_ your squad to be used (ie. not like end of game) pre-game in which the local chat is muted maybe 80% (adjustable per SL) of what normal chat volume is for SL's. Then SL's could ask their squad to use the local chat instead of squad chat to banter among themselves so they could actually hear the other SL's for planning. Might be nice to even have a mute option for SL's for the local chat. If a squad member needs to talk to Lead, they can use the squad chat which would come through at a normal volume level all the time. Allow SL's to "reserve" vehicles at main spawn. I wouldn't lock the vehicles to a specific squad, just more of a visual on both the map and in-game of which vehicles the SL's were intending for their squad to take, complete with markers on the compass so they can find it a little easier when they spawn in. The reservation might actually allow for multiple squads to reserve a vehicle with one of the squads being the "primary" or the designate drivers in the event one squad is transporting another. As mentioned by someone back in summer of 2016, I think the ability for SL's to draw on the map for the squad members to see would be pretty cool. The new green FOB markers was a great start at helping to communicate plans, I'd just like to see a bit more of this type of thing. Two other unrelated features I'd like to see... Could we have the scale on the map not anchored to the lower right corner map itself but instead be an overlay that is always showing and changes with zoom level? Could medic's have a reduced power set of binoculars? Not enough to be a full on scout, but enough to at least somewhat support the SL more and also get a better idea of threats when trying to run to someone to revive them? Medic work is awesome during a firefight, but it's a little less so during slower times and it would be nice to have a secondary skill to support the team other than just being another shovel buddy. Current tickets back on the map view. I hate having to open up the score board just to see our current tickets. As always, keep up the great work. Your "Alpha" version of this game is light years ahead of any Alpha software I have ever used. I like the balance you are striking between being more complex than a run-n-gun game like the Battlefield series, but not as complex as the Arma type of game. Your latest v9 upgrades were amazing. Last night in the second story of hill top I saw my entire team get shredded to pieces through the wall by the heavy gun on a vehicle and I loved it (not the part where my squad died, just the sounds and the fx, grin.) With every version you guys keep ratcheting the game up to the next level!
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