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tatzhit

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Everything posted by tatzhit

  1. Improving the vehicle interior

    I think we would do well to remember the example of RO2 here, where an inordinate amount of effort was spent on modeling vehicle interiors, with ultimately very little to show for it. The game was widely considered worse than RO1, and the effort spent on interiors should've been spent on simply making more vehicles.
  2. MLRS/Field artillery tank ?.

    Grad-P for militia and INS would be cool. Probably not very effective, but cool.
  3. MLRS/Field artillery tank ?.

    Those really are strategic assets with ranges of 20 clicks or more and the capability to wipe whole squares of the map. Plus they take like hour+ to reload I think. They would be out of place in a game like Squad. Although nowadays, because fewer actual infantrymen are involved in combat, MLRS are sometimes called in even for company-level engagements.
  4. Excellent suggestion. See my recent topic on social interaction with other players, this could serve as a part of such system that would allow like-minded players to find each other.
  5. What actually happens is this: 1) You release the mouse button too fast and only shoot 1-2 rounds instead of 3, basically going to erratic single-shot instead of bursts 2) You release the mouse button too slowly and end up shooting 3-round bursts with weird pauses inbetween Both of these make the burst function work poorly unless timed just right, and make most players just keep their guns on single-shot. I suppose if players had several weeks of training with this function, like professional soldiers, than it wouldn't be a problem. As it is, though, most people don't play with militia armalites all that much, and the 3-round burst function is an exercise in frustration and an example of "overengineered" game mechanic.
  6. I agree the mechanism is unwieldy. That maybe how it works IRL, but IRL one can also "feel" the weapon a lot better and reliably do 3-round bursts with no perfect timing required. I think it would be more realistic to just do 1 click = 3 rounds, because this models the character's ability to confidently fire 3-round bursts. Another example: IRL, the AK safety goes single - fullauto - safe. The "safe" position isn't modeled ingame because it would be a needless hassle and the game assumes the avatar wouldn't be stupid enough to engage the safety. I think the game also shouldn't model the avatar stopping mid-burst because 90% of the time it's simply a mistake by the player.
  7. M1911

    More handguns would be are cool, but irrelevant from gameplay standpoint. The vast majority of real-world reasons to carry a handgun to a military op (primary jamming, opening doors one-handed, crawling through underbrush or confined spaces, searching prisoners one-handed, etc etc) don't exist in Squad, at least not yet. Therefore, handguns are almost never used. I think I've been killed by a handgun maybe twice in the whole time I've played Squad. 1911s would be simply eye candy with no real purpose. The news about more weapons is certainly welcome. PKM and M60? One can dream...
  8. Nope, I had the same mental image. I think the class needs SEDUCE ability to be more like modern James Bond.
  9. "Rank" For Squad Lead

    Nerfing rallies will make a game more realistic. AKA a boring walking simulator. That is the reason ARMA failed.
  10. Are you a good shot?

    I agree with the general sentiment of this thread. I'm having a much harder time shooting in Squad than in any other game I've played. Partly, I like it because it's somewhat realistic. But I think I'm actually having a harder time shooting in Squad than I do IRL, hehe. Improvements to the shooting system would be welcome.
  11. Basically, subj. Now that resupplying at ammo crates takes a lot of ammo, and ammo is no longer passively generated, ammo cap is quite small for a full server. For example, let's say when playing Invasion, a FOB will be defended by 20-40 people. It has an ammo cap of 1,000 points, which isn't even enough to resupply everyone once. And if there are emplacements being used at the same time, forget it. Yes, I understand the idea that a surrounded FOB should run out of ammo and become mostly useless, and I actually support that approach. However, currently a heavily populated FOB will run out of ammo even if it is being supplied, simply because of the hugely increased ammo expenditure and lack of regen, and that happens literally in a few minutes. I'd suggest increasing the ammo cap to 2,000 points, so that well-supplied FOBs could last a bit longer before becoming mostly useless.
  12. Honestly that's not too effective, you have to fly back to reload the drone after each grenade. A much better use of drones is using them to correct mortar fire and monitor enemy movement. All sides should get that, maybe the "regular armies" get 2 drone operators per team and INS/militia get one.
  13. Do mortars suck?

    Watched that. Mortars were being expertly employed and the map was ideal for them (entirely within mortar range, limited avenues of approach, small objective zones, easy to funnel enemies). Still failed to do very much. Killed a few people and slowed down some pushes, but three extra fighters in objective zone would have probably been more effective. Mumblerines lost both rounds. Just goes to show that even under the most ideal conditions with the most experienced users, mortars are marginally useful at best.
  14. AK74 vs M4/16 Recoil

    That's theory. In practice, AK74s less powerful round means less recoil overall, and I find it to be more controllable personally. As I said above, YMMV.
  15. FOB Mechanics Too Harsh

    I just made a topic in the Suggestions section arguing that 1,000 ammo cap is too low for full servers, because it gets rapidly depleted on heavily populated FOBs even if the FOB is being supplied. 2,000 is more like it. Otherwise, I like the new system. It's not perfect, but it's better than the old one, more realistic. Although the old cooker FOBs and infinite ammo crates were definitely loads of fun sometimes.
  16. Alpha 9.7 Hotfix

    Good one!
  17. Dedicated Squads

    I don't really encounter the locked squad problem, but that may be because I play SL 90% of the time, so if there are no slots available, I just make a new squad. Also, playing as a lone SL is not bad.
  18. Squad.exe - No Disk

    I have the same error BTW. I just ignore it and it doesn't seem to interfere with anything.
  19. Gunner, spotter, logi driver - 3 people with 19 kills between them on a good day, who are also not fighting for flags, is quite a low result actually. I'd say even a greater buff would be optimal, as long as measures are taken to reduce the number of mortar tubes on map.
  20. ^This. I mean, even an 82mm should penetrate one layer of shingles or something, but any sort of solid building - forget it. It's designed to detonate on impact and throw tons of fragments to the sides, not penetrate roofs. That said, I'll reiterate that IRL a mortar round is supposed to shred anyone standing within ~100 ft of impact. Right now, mortars seem weaker than hand grenades and 40mm, which IRL have less than a tenth of the killing power.
  21. Simple suggestion. Assymetrical warfare as we know it in Middle East and Afghanistan is very heavily focused on IEDs, mines, ambushes, and so forth. At the same time, insurgents are not exactly known for their stellar battlefield medicine, certainly not to the same level as regular US Army units. Why not replace one Medic on INS Squad with a Scout then? It would create a more authentic and entertaining (and paranoid) experience methinks. Alternatively, if SLs would be able to choose Squad “types” in the future, maybe a Scout-heavy squad could be one of the types. PS. In the future, it would be nice to also see more mines and bigger IEDs. Perhaps a “heavy” scout role with a bigger IED / EFP, or a “light” scout with AP mines / tripwires. Perhaps make the Heavy Scout a team-wide role, similar to HATs and Marksmen.
  22. I'll agree that AKs (and especially 7,62 AK variants) are noticeably weaker than M4 ingame, chiefly due to higher recoil and worse sights. Higher damage doesn't matter if you can't hit the target reliably. My interpretation always has been that the INS team has to rely on RPGs, mines, ambushes and so on.
  23. Do mortars suck?

    Not really. Mortars come in at a steep angle and are designed to explode "to the sides", throwing fragments parallel to the ground and shredding infantry in a wide area around them. By comparison, hand grenades (in addition to being 10x smaller) don't fall in any specific way, so they're forced to throw fragments in all planes, rather than just one plane. Therefore, the lethality of mortar rounds is actually much over 10x compared to grenades. https://qph.ec.quoracdn.net/main-qimg-b74518bb5161ffe3771f4912e72e3afe
  24. Do mortars suck?

    Hmm... well I don't play clan matches, but I somehow doubt this. You can't deny an area with mortars, because they don't actually kill. Especially to experienced players who know you can just run through the barrages and most likely not even take damage. The same goes for outdoor radios and HABs - on most maps, that's a rarity even in pub matches. It's not hard to fit a HAB indoors / in cover, as long as there's anything available.
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