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About stickNmove

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    Fireteam Leader
  1. I have over 700 hour in the game... I have had to triple-tapped people with 5.56 countless times. I have run armor countless times as well, and the .50 cal usually does kill with 1 shot yes, but I have had multiple occasions where it takes 2-3 shots upper chest+arms/legs to down someone. It's unrealistic in regards to a .50 period. Nobody it getting hit with a .50 in their forearm and is continuing to fight, if not bleed-out. IRL I know some meth-head insurgents can take 10 rounds before dropping, it's just not realistic though. The things you described about in regards to the ranges, I have seen both occur under the ranges you mentioned. The game doesn't need body armor, unless you want to turn the game into call of duty where you can dump a belt of .308 into someone's torso, and they just brush it off and snap-shot you right back in the face.
  2. Armor / Dmg Models. LAT is USELESS

    I haven't served so I can't use personal observations, just videos I have seen of the inside of tanks after being hit with a LAT HEAT-rounds. Sure I have not seen M1 aftermath videos, but I have seen videos of t-72's hit with a RPG-7 heat round, and the inside is beyond ****ed up when the round penetrates, as it should without hitting reactive armor. Reactive armor hit boxes aren't modeled into squad currently though, so that's one of the problems when comparing relative damage between the M1/T-72 and the opposing LAT/HAT they encounter. In regards to the IRL guy who took the RPG to the ass/engine of his tank... that's another issue, is that one LAT round doesn't disable or wreck the engine of a MBT beyond reasonable doubt in the game, only the HAT can do that in-game (RPG). In my opinion it's nonsensical BS that it doesn't take the engine out with LAT most of the time. The IRL HMMWV that took a rpg-7 hit to the engine... I mean most likely it's not going to penetrate the cabin of the vehicle cause there is a lot of spaced elements to an engine compartment... if it hit anywhere else aside from a randomly spaced area such as the engine area, it would of most likely killed the entire crew beyond all reasonable doubt. I'm just pointing out that sim-wise the LAT (non-RPG) is nonsense after v12, and that it is ultimately just giving RPG-7 classes an overall advantage, more so than the advantage the RPG-classes already had prior to v12. It was IMO opinion an unneeded drastic change, and all you see as a result of it now typically, is armor drivers going balls-deep into an area where they have little to no infantry support because the circumstances of the armor-value/AT changes, made it so that this stupidity can occur without the usual punishment of getting absolutely wrecked.
  3. Armor / Dmg Models. LAT is USELESS

    I would hope so, cause clearly the devs (with no disrespect) have no real clue as to how AT works IRL. In other words, clueless. Have you seen what an RPG-7 or AT-4 does to the inside of armor IRL? In v12, they have made it seem like a BB gun hit the thing and the damage is null and void almost.
  4. Since v12, LAT serves almost zero purpose, and just gives frag round units an overall advantage when it comes to the class itself; due to frag rounds ('Merica doesn't get em'). Adding to the fact that LAT is almost near useless against most armor atm, as far as destroying it, is the fact that the ticket values have been lowered for all armor across the board. One of the most annoying aspects of Squad previously, was dumb armor drivers yoloing armor into the enemy, or just being oblivious and getting killed, costing their team a bunch of tickets, thus likely a loss, as a result of one or more repeated attempts by the same types of players. Now in v12 it's the bipolar opposite... get into armor that has overpowered armor values, knowing that even if your engine takes a direct rpg-7 LAT HEAT hit, you can still mosey on off into safety/repair at a decent pace; the only reason being the operators of said armor were so brazen and foolish to begin with, was knowing they could just run around like idiots and take those hits with no real cost to their team, cause they will likely escape and/or make up for the ticket value of that vehicle by driving around shooting at enemies in an absolutely non-tactical manner. Please fix either the fact of LAT being useless against "real" armor, or increase the ticket value of armor if you intend to make LAT this ****ing useless against actual armor. The only anti-tank that serves any value in the game atm is HAT (RPG-only), and you guys still have the sights ****ed up for militia in that regard, but you corrected it for russia, via optics. Seriously? Also if your current armor models/values are going to be this broken, at least give the AT-4 the same capabilities as the RPG-7 HAT in-game. I'm tired of idiots in tanks, 30-mics, and Strykers driving around the map like chickens with their heads cut off, and they don't get punished cause of the broken mechanics you guys introduced into v12. Either fix the armor or adjust the ticket values. The game shouldn't reward Darwinism. Historically infantry clear the path for armor via boots on the ground... meanwhile v12, armor just goes storming in without giving a single ****, cause they know that LAT can't do a thing to stop them. That is not mil-sim, nor realistic, nor like the old version of squad. Change something.
  5. The plates out there now can eat an entire belt from blacktip .308 out of a 240b, and there's videos of it on youtube showing just that... the plates barely get scratched. There's also a marine on youtube who lets his wife shoot him with a .308 rifle point blank on the same type of plate, once in the chest, and once in the back. He doesn't get winded or hurt in the slightest. Modern plates can also be hit with 12 guage slugs point blank and the user is hardly effected. Body armor is a terrible game mechanic either way. The game has poor damage models as is... two shots with a .50 cal, three 5.56 to the chest (one on forearm), and 2 with a 7.62x39mm, and people still survive after that occasionally. Seen it over and over again... body armor would just turn it into a joke where guys could potentially take 5-10 shots to kill.
  6. I dislike: -The fact that you can shoot someone in the chest twice, and the forearm once, and they are still able to accurately return fire and kill you because they have good reflexes. Really realistic out of 10. -The shooting/movement mechanics are actually pretty bad imo. You can bunny hop out of situations where you are being engaged at medium to long range. You can zigzag in shootouts or escape a shootout like a crackhead with no penalty to speed or movement. Strafing left and right in shootouts is highly cancerous and unrealistic... switching strafing directions needs a massive movement penalty because of this. -The suppression mechanic is broken, as in it is almost entirely ineffective against experienced players... can't tell you how many times I've gone full auto with a deployed mg, just to have the guy snapshot me while 30+ rounds are flying a foot over his head. -Going prone after running has unrealistic amounts of sway... IRL you can almost immediately 100% stabilize a rifle after going prone, regardless of how fatigued you are. -Rifles have no real bullet-spread and are too accurate. Being able to one-shot plink someone in the face from 300m+ with an ak-74/47 is highly unrealistic. IRL you'd be banking on a dice roll to even touch the entire upper body of someone with an ak, firing military grade ammo from that range, even with optics.
  7. Keep body armor out of the game. It's already a good meme that the .50 cals don't always kill with a single shot to the chest. We don't need a function in the game that allows someone to take a full clip to the chest and just walk away... r u srs?
  8. Total War | Chicago

    Dr Hammer is a toolbox confirmed. I was about 30 hours in when I joined his server just to hear him raging at someone to get off marksman in his own squad, cause he wanted it, even though he created the squad. He started talking about KD ratios... the game has zero recorded stats though, so KD ratio is an irrelevant metric when it comes to measuring skill. Good meme. FFO is also a stacked server that I won't be playing in anymore. Played there for 8 hours yesterday and was the most stacked steam-roll train I have ever seen in this game, for the longest period of time. The admins don't enforce the rules there at all either. There was a guy wall-glitching there yesterday, he admitted to it, and not one of the 7+ admins on addressed him. The admins of FFO also kick players of different squads from armored vehicles, on maps when they want to control all the armor, so that they can ensure a solid steam roll.
  9. Crashes Mid-game randomly

    Thanks, didn't realize it would fall short in that regard cause my FPS seems fine on all settings at high for the most part. I was able to play a game today that lasted over an hour with no crash, forget the map name though. Thanks, I'll check out HWmonitor and post a shot. Nope, never had an issue with any other game crashing on me the way Squad does. Games have only ever crashed on me once in a blue moon.
  10. Looked around on the internet, mainly youtube, wasn't able to find a solid solution & there seems to be endless threads on crashing, so not sure where to even begin. Tried a steam launch option code in the properties of Squad within steam that tells the game to use all processor cores, but unsure if it corrected the crashing issue, because it butchered the graphics by causing massive tearing and stuttering. The launch option code is "-USEALLAVAILABLECORES -mammoc=system -sm4" I have yet to play for more than 30 minutes straight without a crash to desktop. I have what I believe should be workable system specs with a Radeon 6900 series 2gb card. Any help on where I should start, or what the most common issue is that causes in-game crashing at completely random intervals, is appreciated. Thanks.