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Vegetal

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About Vegetal

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    Squad Leader
  1. Physics?

    Well, they have to overhaul it eventually. I don't see helicopters working with the current state of vehicle physics. Can you imagine rubberbanding mid air?
  2. New Maps

    About the player base.... Guys. This game needs a very beefy pc in order to run semi properly. People buy the game, like it, but then run away when they notice you need more than 17 fps to play decently. The player base will never be very big with this level of performance.
  3. Optics removal/affix, keybinding???

    It seems the Dragunov's sights are quick to detach/attach, and the soldier is supposed to do that in combat if necessary (helping the squad clean rooms). It's probably as easy to do that in the AK platform. Dunno about picatinny rails.
  4. Technical Suggestions

    +1 I was able to use that shielded mg to great effect once. Just once. And the technical was stationary, so I could actually see something. Ps: I thought you were taking about some technical issue with the game at first
  5. Aim Punch like Post Scriptum

    Oh you could stand a chance, even kill him. It's the "skill" part of the game. But you should be more afraid of getting hit, it should have worse consequences, so you really don't want to. That's the point. The approach in-game is "if I get hit once, no problem". Even if body armor makes that true in real life, no one wants to get hit, ever. What can we do to emulate that in a game? Notice that we aren't even talking about suppression anymore, it's actually getting hit.
  6. Aim Punch like Post Scriptum

    The thing is, there's way more to that. When you say you weren't careful, why was that? Do you have to constantly rush into places in this game? You do. You don't have much time to be careful. One other thing, you can take one shot and still be combat effective. So, if you manage to kill the player who surprised you, and you got hit in the exchange, no big deal. You just use a bandaid and move on. There's more, but I think you get the point. The kind of solution proposed here is a half baked one, to address an issue that has much deeper causes.
  7. Aim Punch like Post Scriptum

    Visual? It interferes with player input, in a bad way. Could lead to a sort of stun-lock state, which is one of the most frustrating things in a game. Wanting to limit the run-and-gun attitude is a good thing, but there are many ways to do it. The ones that really hit this point are also the ones that could alienate the more casual players, so people tend to come up with contrived ways to force a more deliberate playstyle.
  8. Aim Punch like Post Scriptum

    Aim punch is one of the worst implementations on the concept of "suppression". Please don't.
  9. Aim Bug with Statonary Rocket Launcher

    Same thing with the TOW, at least if you get killed while aiming with it. You lose peripheral vision, but you get a built in range finder on your head. I guess you turn into a cyborg...
  10. "Believability" of maps, realism

    The issue Dubs, is when the creativity instilled in the maps makes them a dull, flat slab when in reality it's actually really interesting terrain. Would making just a steep valley, like a corridor, be a good idea? I guess not, but is the current solution a good idea also? Nah....It could be way better. The picture you posted of Narva, in the other hand, is a success case in my opinion. They managed to take reality and adapt it in a really nice way.
  11. "Believability" of maps, realism

    I found it on google maps actually. Complete with locations named Paprok and Naray It's in Nooristan Province, really close to the border with Pakistan. Take a look: https://goo.gl/maps/cKqGEAu1FkM2 https://goo.gl/maps/B816kYVUnxj https://goo.gl/maps/7yuF6DyeXkx (dunno how to post pictures. Every forum seems different...) There are very few pictures of the area, but from what I see, it's REALLY mountainous, the kind of place you definitely have landmarks. Nothing like the map we have. It looks really different from the real thing to be honest. EDIT: It's rather beautiful actually
  12. "Believability" of maps, realism

    So, you are saying that its quality is it's dullness? Like fighting on foot on the deserts outside basrah? That's really boring. Territory control will suck on it, every part of the front will be exactly the same. Actually, anything will suck on it. It's just bad. The opinions I hear on the servers seem to be on the same line: "ah not this map, it sucks". It's made worse by the US vs INS layer being so unbalanced.
  13. "Believability" of maps, realism

    So, back to this topic again! For not so good reasons...Kamdesh. It's like Belaya, just worse. The roads make even less sense. The map is just a slab with hills and the same old villages every now and then. Belaya at least has a train tunnel, an apartment block/town, a factory, Kamdesh has nothing. No real interesting terrain, no choke points, nothing. A bunch of roads that lead nowhere, generic hills in-between, and identical villages. It's....isotropic. Boring. To end this on a more positive note, I loved the assets, the aesthetic is perfect. But it lacks substance. I hope this latest trend in released maps changes, they aren't to par with the old ones.
  14. He was talking about FOB Connelly, go take a look.
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