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Noobgamer

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About Noobgamer

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    Squad Leader

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  1. Alpha 12.1 Playtest

    Just letting you know, there's currently an UI bug in V12.0: When you use the "changeteams" console commend to switch teams, sometimes you will be unable to pick certain roles. For example, if you switch from RU to UK, than the anti-tank role would slot would give you the two RU rpg choices, both of which would be colored red and unavailable. This mostly happened if you used the console commend to switch when you were still at the "team selection" screen. Also, this: https://ibb.co/2SHS7KF https://ibb.co/pn2wjj6 https://ibb.co/LZWyHKZ
  2. Bug: Machinegun fail to set up bipod

    Agree! AR meeds it more than anyone else.
  3. Single layer Sand bags for ARs

    It would definitely make AR role a lot more applicable across maps, allowing you to set up bipods on spots previously unavailable. Also, considering that AR is the only role in the Squad that requires prolonged "camping", being able to set up sandbag would be of great usage.
  4. Vehicle imbalance

    As far as infantry anti-tank RPG is considered, I found that a long-range RPG shot hitting the upper-front plate of Warrior would yeild ammo racking effects as the curved projectile would allow it to hit at almost 90 degrees, thus fully penetrating the front plate.
  5. Widened rear sights

    Oh really, I dare you to stop using the in-game map which has accurate individual GPS, change the friendly tag to transparent and refuse healing and reviving, see how much realism you actually like.
  6. My argument was about its negative effects on infantry gameplay, especially in regards to squad leading. Also, your reply had nothing to do with whether the vehicles are now hurting the game or not.
  7. v.12 & v.11 Gun Mechanics

    The V12 recoil was basically V9 automatic-mode recoil, i.e., no vertical recovery or gravity.
  8. Vehicles vs AT infantry in V12

    My original statement was "Was that supposed to be an argument?", NOT "Was that supposed to be the argument?". "if you can't kill it, avoid it." was the very part of your argument which I would like to address and I did. I didn't comment on the rest of your argument so there was no such thing as "out of context". Also pls stop suggesting that people against your ideas are underskilled or something, if anything an unbalanced game machanic would only facilitate people with great understanding of the game mechanic, like me, to further exploit the system and make life difficult for the average joes.
  9. Vehicles vs AT infantry in V12

    Was that supposed to be an argument? Cause it can literally be used in any balance discussion. "Tank become completely immune to infantry RPG" "if you can't kill it, avoid it." "Machinegunners can now set up bipod in midair." "if you can't kill it, avoid it." "Grenadier can now on-shot an entire building." "if you can't kill it, avoid it."
  10. FNFAL / G3 for normal rifleman

    Why not replace the scoped AK74 of the Mili/Insu faction with scoped FAL/G3? It would definitely make them more distinct. Besides, both FAL and G3 have insanely high recoil, which makes them difficult to use with iron sight.
  11. I would further add the reasoning for why having horizontal sway is better than having vertical sway: The first one requires turning your wrist to counter, which would be far more comfortable for a pro-longed gameplay experience; The latter one requires moving your entire arm, which would be both difficult and exhausting.
  12. Right now these map layers are awful for spotting anything because the game disregards diffuse reflection, therefore anything not directly luminated by sunlight would be unrealistically dark.
  13. Vehicles vs AT infantry in V12

    I felt that vehicles in Squad should be more of a deterrence rather than a determinant. The dev should probably expand the module damage mechanic to include turret jamming, detracking, viewport destruction and others (hopefully crew kills), and drastically increase the difficulty for field repair, so that it would be ok not to completely destroy the tank, but simply disabling it (the team that eventually gain control of the area could repair their own tanks and demolish the disabled enemy tank).
  14. The point is, APCs and tanks are so dominant now, that 6 capable vehicle players can basically dominate the battlefield even if the rest 33 players were playing like donkeys. In any game, the player would expect to be compensated accordingly for their efforts, but right now trying to defeat vehicles were simply frustrating yet its success would not be satisfying. I felt that vehicles in Squad should be more of a deterrence rather than a determinant. The dev should probably expand the module damage mechanic to include turret jamming, detracking, viewport destruction and others (hopefully crew kills), and drastically increase the difficulty for field repair, so that it would be ok not to completely destroy the tank, but simply disabling it.
  15. It seemed that the dev had regressed back to the V9(or V8?) recoil pattern that completely disregarded gravity. Oh the good old times when automatic firing would have you shooting the ceiling with the better half of your clip. When you are shooting a rifle in real life, gravity and the tension of your muscle would drag the gun back to where it was without you micro-managing it, and that's what the player should expect seeing in game. I get that the dev might be trying to increase the time-to-kill duration, but now shooting just felt awkward as if I had no upper-body muscle and the gun was made of plastic, especially for M4. My suggestion would be to add auto vertical recoil recovery so that the gun would always recover back to the same vertical angle, but introduce horizontal deviation as well, so that rapid firing without re-adjustment would be fine in short range, and horizontal adjustment to aiming would be needed for ranged engagement. What's more, gravity should be respected so that the gun would not keep going up beyond gaining some vertical angles(so that I wouldn't run out of mouse pad when dragging it down to counter the recoil). As for suppression, its current implementation is simply annoying, like when you are i behind large solid cover and being shot by an APC, you can't effectively aim at it with your RPG despite the fact that you know the APC can't hit you. Why not make it that suppression would speed up the consumption of stamina andslow down its recovery. PS: I would further add the reasoning for why having horizontal sway is better than having vertical sway: The first one requires turning your wrist to counter, which would be far more comfortable for a pro-longed gameplay experience; The latter one requires moving your entire arm, which would be both difficult and exhausting.
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