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EKzyis

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About EKzyis

  • Rank
    Fireteam Leader

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  • Gender
    Male
  • Location
    Germany

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  1. Cock Block Rush

    Wouldn't then just everybody rush to the first enemy flag instead to the middle flag? How should that fix that problem? Everybody rushing and not having to leave even a single guy behind for capping should make the rush even more "annoying". (I don't think it's annoying, it's just one way to be better than the other team) Paratroopers are in no way your main (infantry) force. I think - correct me if I'm wrong - they are used to secure objectives ASAP and hold it until reinforcements (= main army) arrive (see Operation Market Garden (which failed)) Then ppl would just sprint to the rush flag so they still can have that advantage of being first. It would just be more boring. Do you think ppl will then stick together at the neutral flags and let the enemy have the advantage of being first there? No vehicles just slows that process of rushing imo. With randomised cap's (like @Dubs mentioned) is not meant that the layer is random and is visible at start but you reveal it while capping flag after flag with no rushing involved. (Well, the name is really miss-leading actually) Maybe some squadleaders would still prefer to rush the other side of the map to be lucky and kill a other squad which thought: "huehue we are safe here, the enemy doesn't know where we are, huehuehue" But that's just players. We will always try to get a advantage over the other team. Since that's what makes you win and that's what everyone should pursue. It just should also make fun of course which is the problem with current rushing meta. Maybe capping mechanic should be tweaked further? It already was with the change that a lonely guy can cap against a whole enemy army if it was neutral. Only allow full squads to cap? Then less people are rushing since more people need to stay back and cap. But this would lead to some boring first minutes. I don't know. But I also don't really like the meta. Roundstarts are so important that planning ahead is a waste of time since it's more important to just "be there and hope for the best" than "how to advance and secure like a boss". Staging timer did try to tackle this but that just gives ppl more time to wait for that one guy who opens up a squad because no one else did in the last 2 minutes.
  2. Vehicles Constantly Getting Stuck

    So you want to tell us that you would not have get stuck when the collision mesh would fit the log? Like you would do rocket science in your head before you are driving over that log. You would have gotten stuck on it even with proper collision. Just don't drive over things like that. Like Axton said, it's intended behavior nothing will fix since it's not a bug or something.
  3. Yeah I do have an SSD. But wouldn't loading of fire range still raise time until you are really on the server? I'm totally content with the loading times :-)
  4. I think while loading the fire range you already are also loading the server, so when you get into the fire range, you probably just gonna spent like 2 seconds before you drop ingame. Wasted loading time, which could solely spent on server loading. But I'm not an expert. I just think that the fire range is also a pretty large map that's why it would take some time for loading (or is it?). And only loading server after fire range got loaded will rise the time until you are really ingame.
  5. And what about just asking if the medic thinks it's safe to revive him or if he should give up? Most of the times, wounded aren't next to the medic and the medic doesn't look 24/7 on the map because - yes - the battle maybe is going on. And the local voice of that wounded player will be very silent if he's not that close so I don't see that problem of "extra noise". It's just asking for a response of the medic, if he will try to revive or not if the squad's medic is down or there is none.
  6. Pre-round 'Ready' system

    +1000 Also very good idea.
  7. 3 medics per squad?

    Ahhh, the good old times on Karkand with only Medics in a Squad... Medics were so OP B2T: 2 are enough, I'd say. I like that they now have one frag grenade with them, which makes their "fire power output" equal to a standard riflemen but you still need some other roles in a 9 man squad to fill. 3 medics would mean 1/3 of the squad would consist of medics -1 SL which leaves only 4 people with special kits like AT.
  8. Didn't the devs mentioned they won't implement destruction? Out of balance reasons and performance issues? Some small destruction like driving over trees or even brick walls with MBT etc. would be cool.
  9. How boost supply drivers motivation ?

    Actually, in my almost 200 hours playtime I never heard someone complaining about driving the logi. It was mostly only for a few runs like 3 max. Never heard about a SL needing constant supplies. But that chould change now with mortars in. With that, enemy will also maybe be more focused about taking out the logi driver with sending some out to ambush the supply driver since there must be a logi driver if the mortars can fire all day long. With helicopter like someone mentioned it will also get more exciting to supply FOBs.
  10. decoy stones ?

    Doesn't the word "decoy" already says it? Just place it on the road and the enemy may will be tricked that there is a mine and not drive with a vehicle there until checked edit: oh, the word "decoy" has multiple meanings. I just was thinking about the meaning of "faking" something
  11. CPU Upgrade worth it?

    I heard Squad is more CPU intensive than games like BF4 so it should definitely make some difference. Maybe not now but in the future when the devs are deep into optimization and fixing performance issues. I would wait. btw: I am also looking forward to upgrade my CPU for squad in the near future, but it runs still pretty decent on the i3-4130 I have paired with a GTX960 and 8GB RAM.
  12. What is the purpose?

    Having a good time
  13. What about a mute button? It could generally be used to mute annoying players in the game and be used to just mute the squad members in that particular fire team so the SL only has to hear the fire team leader(s) and the mates which are still with him. Could be a lot of chat going on in the radio if there are two fireteams - probably even at separate locations - and they all have to use the squad channel to communicate in their own fire team. Local voice doesn't work that well when you get two far away and distance shouldn't be a obstacle in fire teams. edit: Actually, there is already a lot of things going on in the radio and fire teams won't be that effective if you can't easily communicate. btw: I love how you can't hear anyone speaking when artillery goes down near you. (no sarcasm, really)
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