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HaafuGee

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About HaafuGee

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    Fireteam Leader

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  • Location
    Melbourne, Australia
  1. Squad Mortar Calculator App (Android)

    Hi man awesome app. I just had some thoughts about improving the UI. I made a crappy mockup to get my ideas across. I won't lie, I have no experience with making apps so I won't assume anything about the difficulty of implementation. http://i.imgur.com/cya7Q12.png Persistent information: at a glance, the mortar position, target position and fire settings (in this case to one decimal point) are constantly accessible. You mentioned in an earlier post that the mortar positions might be saved, and the saving would be necessary here. This also saves some space compared to the current UI in terms of indicating what has been inputted. Streamlined and intuitive input: the current system is clunky and there are few parts that my mockup has: All input options are visible: making stuff a bit more compact and tightening the gaps should allow everything to be crammed in there. Subkey input happens in a single column of keypads: subkey input should be a smooth and intuitive process. Having the subkey grids arranged one below another makes sense. Keys indicate that they have been pressed: just a bit of extra visual information, which might be useful especially if things start to get squished together. Tabbed pages: makes the organisation of the app a bit cleaner. I'm not sure about having all of the grid input options being visible. If you really wanted to save space, the grid input could utilise something similar to the scrolling system used by iOS for time input. If all of that space were saved, you'd definitely have space to create some sort of "Saved Positions" section on each page.
  2. Left Handed Players Key Binds

    To get around the restriction on the Delete key, you can go to AppData/Local/Squad and find the Input.ini.
  3. Gameplay Restrictions

    Yeah, and I disagree that this should be the case. The server guidelines in terms of game play is "~ Admins should not use any admin commands to alter the default game play. This includes bypassing the weapon limits and placement limits". I think the key here is "admin commands", which could be used to abuse the system. Considering we're in alpha, it's reasonable that OWI would wish to retain the core, coded game play mechanics. There's a clear distinction here between fundamental mechanics of the game and the meta that players use. The key is that some metas are okay for some people, and not okay for others. The big one is rushing first cap. Some people think that this can, from the first 5 minutes of the game, make the rest of the 30+ minutes bad enough to warrant its limitation. Others, such as yourself, think that the mere fact that it's possible means that it should be allowed. The simplest and most effective solution to this is to allow server communities to decide when to disallow certain metas. Serious clan servers want access to the dirtiest tactics they can get - sure do that. General player oriented servers want to ensure a fun experience for everyone regardless of clan involvement and skill level - that's fine too. The onus shouldn't be on OWI to decide which side is "right" and then alter the game to make everyone adhere to that. Even more so when we're talking about a game as open ended as Squad. We're presented with a set of mechanics and yes, we use them how we choose to use them. But, as communities, we can also come to agreements about how we don't use them.
  4. Gameplay Restrictions

    Not at all. In the Discord servers for many Australian servers, it's not uncommon for people to say "hey, we're seeding our server get on here". On the Discord servers the clan members might agree to play in a certain way, but to ensure that this temporary gameplay isn't messed up by others it's inserted into server rules. All in all, servers do this seeding and low player count rules to make the game more fun. It's better to have a full server, and in order to get there why not have some fun along the way?
  5. Keyboard layout image

    Using keyboard-layout-editor.com on GitHub, I created the image that you can see in this guide I created on Steam. If you need a custom solution then I recommend that browser app.
  6. That's a good work for it: "gamey". In our efforts to win games, we're utilising these silly tactics. The fact that a single player with little regard for their own safety can be the deciding factor in whether or not a FOB goes down is pretty silly. Maybe this restriction will solve some problems: for a radio to be dug up it must be done in the same manner as its placement, with an SL and two others. It'd make digging out the fob from under the noses of the defenders extremely difficult. And if we're talking about sneaky destruction of FOBs from behind, then the an entire squad would have to engage in that task.
  7. I'm not sure if it would fit into the "easy grenade" category, but when you say "we can snipe any of them that are digging from anywhere" that's very true haha. Thanks for sharing the video.
  8. I'll argue that the best place for a radio is in the open, against a wall. Being a player from the Free Weekend, my naivety affords me something else -- some fresh perspective. I think that the thinking regarding radio placement hasn't evolved from the times when the radio was still a spawn point. Because of this, we see radios in places that don't make sense. Before, there was a reason to put the radio in a defensible spot and a place that wasn't easily accessible. But now, after the radio is placed the next things to interact with it will be an enemy shovel. SLs put them in rooms out of habit, and it's time to change that. Hopefully you can start to see what I'm getting at: if you're building a FOB you actually want to make the radio as attackable as possible, because if the enemy has shovels on the radio then you will be the one attacking it. Having the radio placed in a location without cover ensures that you don't have to be the one entering chokepoints to get to the radio. The reason that you want to put a radio against a wall is twofold. Firstly, a lone digger could potentially hide behind the radio, meaning that you have to move positions to find the shot. If the radio is against the wall, a digger must expose themselves. Secondly, grenades. To ensure that an RPG/underbarrel/good ole easter egg lands right where it should, having the radio against a wall is the perfect solution. If you overthrow then the grenade will hit the wall and drop onto the radio, or it will roll into the wall. These are the two key parts of my thinking regarding radio placement: Put the radio in a place with minimal cover/maximum viewing angle Put the radio against a wall Let me use an example: Police Station on Sumari. It's common to set up a FOB there with a HAB on the roof and the radio in one of the rooms in that building. But consider the two situations in which a radio can be dug up. There's the "hot dig", where you've having to fight your way out of the HAB and to the radio to try and stop the enemy from digging. There's the "cold dig", where you realise the enemy's digging the radio but no one else is there, so you have to send the next spawning/nearby person there. In the hot dig, it's pretty much game over if you're stuck on the roof. Going downstairs can be walking into a firing range. In the cold dig, even reaching the radio in time can be difficult enough. If there's even a few enemies keeping watch, then you can forget about saving the radio. But if we place the radio in the north side of the southern part of Police Station aka the south side of those closed double doors that separate the two parts of Police Station, then we can resolve these issues. In the hot dig, you can underhand throw a grenade onto the radio, or you can shoot at it from the roof. For a cold dig, you can do the same thing. What's more interesting about the cold dig is this scenario: imagine that you learn the radio is being dug but you're already near Police Station. You can throw a grenade from outside of Police Station onto the radio. Considering the radio is against a wall, your chances of landing the perfect grenade is pretty high. If the radio is in a room, then you simply can't pull off a cheese nade. This is what we should be thinking about when placing a radio: how do we make it as easily attackable as possible for ourselves? I think a similar type of thinking can be applied to sneaky FOBs. You want to prevent the enemy from seeing it from a long distance, but hiding it in a room will actually be detrimental. If the enemy going through the compound then they're going to hear it anyway, so hiding it in a room won't stop them. Instead, courtyards are the right places. TL;DR: Place radios in places that are easiest to throw a grenade onto, because the only people who touch radios are enemies.
  9. I want to be able to be in a server queue while in the training grounds, so I can practise my sick 360 degree 300m noscope RPG shots while I wait. Currently, if you're playing in a server, joining a queue for a different server will result in a failure to join. Other people can debate the values of preventing people from constant server hopping. This also extends to the training grounds, and this is what I think should be changed.
  10. Laptop/notebook Xiaomi Mi Air 13.3 inch FPS: 28-35 CPU: Intel Core i5-6200U 2.3 GHz GPU: GeForce 940MX 1024 MB GDDR5 RAM: 8192 MB DDR4 2133 MHz Res: 1650 x 1050 (this is an external display, the laptop itself is 1080) Settings: Low The Xiaomi 13 puts up surprisingly well. It's like I'm playing on a console, but it's still playable.
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