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Noobgamer

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About Noobgamer

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    Squad Leader

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  1. High End PC Low GPU and CPU Usage

    Dude, while your 1070Ti is no doubt mid-to-high end, your 1600, which usually pairs with 1060 this days, is most definitiely at the low end. Hell presently even 2600X, which was 20% more powerful than 1600X, could be considered mid-to-low end. On top of that, Squad is a game that depends much on per-core performance, so your 1600 just wouldn't cut it. Dude, while your 1070Ti is no doubt mid-to-high end, your 1600, which usually pairs with 1060 this days, is most definitiely at the low end. Hell presently even 2600X, which was 20% more powerful than 1600X, could be considered mid-to-low end. On top of that, Squad is a game that depends much on per-core performance, so your 1600 just wouldn't cut it. Dude, while your 1070Ti is no doubt mid-to-high end, your 1600, which usually pairs with 1060 this days, is most definitiely at the low end. Hell presently even 2600X, which was 20% more powerful than 1600X, could be considered mid-to-low end. On top of that, Squad is a game that depends much on per-core performance, so your 1600 just wouldn't cut it. Dude, while your 1070Ti is no doubt mid-to-high end, your 1600, which usually pairs with 1060 this days, is most definitiely at the low end. Hell presently even 2600X, which was 20% more powerful than 1600X, could be considered mid-to-low end. On top of that, Squad is a game that depends much on per-core performance, so your 1600 just wouldn't cut it. Dude, while your 1070Ti is no doubt mid-to-high end, your 1600, which usually pairs with 1060 this days, is most definitiely at the low end. Hell presently even 2600X, which was 20% more powerful than 1600X, could be considered mid-to-low end. On top of that, Squad is a game that depends much on per-core performance, so your 1600 just wouldn't cut it. Dude, while your 1070Ti is no doubt mid-to-high end, your 1600, which usually pairs with 1060 this days, is most definitiely at the low end. Hell presently even 2600X, which was 20% more powerful than 1600X, could be considered mid-to-low end. On top of that, Squad is a game that depends much on per-core performance, so your 1600 just wouldn't cut it.
  2. Presently, the two ME factions are basically nerfed versions of RU faction with a few exclusive abilities, e.g., motobikes that go BOOM. This created two problems: One, players of certain roles like machinegunners or grenadiers would be useless against their conventional faction counterparts, hence bad experience; Two, the two ME factions are too much alike, so pitching INS against MIL would be a bad option, thus limiting the variety of gameplay. MIL faction changes: A neo-conventional faction with hard-hitting rifles(7.62x51) but less fancy support weapons and vehicles. Completely remove all AK variants from this faction and instead make use of G3 and FAL variants. Seriously many players are tired of using AK analogs, and it makes no sense for ME factions to use anything but 7.62 caliber anyway considering that they are not as motorized as the conventional factions to adopt 5.56/5.45 caliber. Remove sharpshooter role and instead give everyone the option of using G3 with high-powered scope that has great magnification but poor FOV making MIL faction superior at mid range(the conventional forces still dominate at long range due to optic machineguns, bipod sharpshooter rifles and stronger APCs and at short range due to higher ROF and less recoil). https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQGP4wws46bU7psc7OgT1TrIlLrECX5t1XEgJoz02FF3kRZAaUd7g&s Replace AK variant machineguns with this: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSaBvfPQL0eUX649P1gQV7wlBdH_iObYnOiziPZnBMVPScvIKQ1Ww&s. Still no optic though. Remove cell phone bomb so no more BOOMBOOM, but grant the LAT soliders more AT munitions to make up for the loss. INS faction changes: More BOOM! Only SLs and Sharpshoots get optics, but more grenades for everyone else! More AT and HE munitions for LAT soliders, and possibly more LAT slots per squad. Faster spawn. Remove grenadier slot(seriously what's the last time you saw a taliban solider holding a rifle with underbarrel GL?).
  3. DEAD-DEAD VS INSTA DEATH

    IMO, only players bled to death should be revivable.
  4. GPU overclocking and SQUAD

    I recently upgraded from 1600 to 2600X and the boost in FPS was considerable! The average FPS on many maps went from 60 to 90, however at certain locations like forest it still dropped to around 50. 16GB+1066
  5. Question about trees

    Can the dev remove the collision model of tree branch and leaf already? They kept stopping the AT munitions.
  6. Global shader cache file missing

    So I removed "-sm4 -d3d10" and it did work, thx for the help!
  7. Global shader cache file missing

    This is happenning to me as well.
  8. Personally, I think the next faction should be China

    How was this even remotely PC? Currently the PC way to go for western societies is to bash China whenever possible.
  9. Revamp Russian Ground Forces

    For now I would settle for better optics for the infantries.
  10. Overhauling the infantry kit build.

    I would hardly call the vast difference between optics and vehicles "a small way".
  11. Overhauling the infantry kit build.

    And vehicles are not supposed to charge into the rank of infantries and come out alive, and their crew should not always stay alive after sustaining a penetrated hit, and they are definitely not supposed to have field repair done in half a minute with tool boxes. Even with 2 LAW munitions, The HE munition kit only has ironsight rifle, which is already a downgrade from red-dot rifle. Besides, I was referring to the RPG-26 build. Considering the fact that RU vehicles in game are less durable and RU optics are simply inferior, it makes no sense that they are not compensated by other means. Which was not my intention anyway, as I was merely suggesting making it a more "entrenched" role. Nobody used it because the ones that could actually benefit from it, i.e., machinegunners and sharpshooters, do not have available access to it, which is the very problem I am trying to address. Most players don't like babysitting others, and machinegunners are best used away from the team. Except that you don't get to dictate the conditions under which you would engage the opposition or the level of competence of your team. Moreover, the most frequent encounter for any infantry unit would still be other infantry units, so not having optics would just make your gameplay painful. Which is why people rushed to grab the specialist/fire-support kits? An optic is vital to the survival of any infantry unit on most maps, you can't even get close enough to hit an enemy vehicle without first beating the infantries in between. Not to mention that when enemy vehicles are not around, the HATs which don't have optic rifles would be cripples.
  12. Personally, I think the next faction should be China

    And Americans can't have players as Talibans killing US marines. http://edition.cnn.com/2010/TECH/gaming.gadgets/10/01/medal.of.honor.taliban/index.html
  13. Albasrah Invasion

    Dude, had the insurgants been any competent, the conventional forces wouldn't even be able to take the first cap.
  14. MG: Get sandbags so that you can deploy at places otherwise not suitable, and have yourself some additional cover. Bipod deployment time should be lengthened like the Canadian sniper rifle does, this is to enhance the survivability of other roles during a random encounter with the machinegunners. If the gunner was not prone, then he should lose the ability to deploy the bipod if being suppressed by considerable fire power(so he suffers like any other roles). AT(Excluding the recoilless one): A minimum of 2 AT munitions for any AT roles. Presently the infantries are miserable against APC/IFV, and relying on the only 2 HAT players to be instantly available or even competent would be game breaking for 40vs40 matches (not to mention trolls grabbing HAT kits while joining vehicle squads), it's like putting all your eggs into one basket. If the devs really want to maintain a strong vehicle presence, then feel free to increase the reload time of AT launchers. In any case, if someone drived in a stupid manner, he should get his APC/IFV blown up without accomplishing anything. All AT roles get binos to help range the targets. For conventional armies, all AT roles should get optic rifles. One's ability to fight other infantries should not be hampered by his ability to deter vehicles (Meanwhile the current CA HAT build gets optic, full-automatic mode and three AT munitions). Why does the US LAT still get one grenade when the RU LAT doesn't? Devs your logic is broken(It's already corrected by the previous update, my bad). Medics & Riflemen: Give them a minimum of 2 grenades, so that they can more effectively drive out bush campers and clean rooms. Right now they are basically leftover roles that nobody wants. Just give the second medic optic rifle as well, we don't want to discourage medic players now do we? Engineer: Just give it optic rifles already, there's no reason to hamper its infantry fighting capacity. Special mention for the recoilless HAT: Let's be real, it's freaking OP, which is especially true on Al Basrah that if I was not at least scoring three APC/IFV kills with that kit then I disgraced myself. However, this also meant that if whoever grabbed it was incompetent, then the team would be screwed. As such, I would argue that both HAT roles for non-conventional forces be made recoilless, but the dropoff of the projectile and the ammo cost be increased moderately.
  15. Beta 17.2 Released

    I would urge the dev to grant all AT roles binos, as a bino is always the most reliable tool for measuring distance of a vehicle(you could of course use the ranging function of fireteam leader by placing marker on the map and count the blocks, but it felt stupid).
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