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Everything posted by Vegetal

  1. Have you guys ever noticed something on the maps that seem off? Like, weird when compared to reality? First one for me is the terrain on fool's road. There are some really steep hills, but instead of their sides being eroded and showing rocks, they are made of soil. The general height map doesn't seem natural also, the mountains and valleys are very obviously artificial, made with gameplay in mind. The other is very odd to me. The roads in Belaya. There are SO MANY of them, and they serve nooooo purpose! I open up the map and get like "wtf?" Why are there so many large roads leading nowhere? Connecting to each other? Does this feel odd to you?
  2. That doesn't exist in real vehicles as far as I'm aware. Even in modern ones, the driver has the old 3 periscope arrangement.
  3. Squad leader tracers have nothing to do with game balance. A large mag rifle meant for suppression? What?
  4. Price

    Holy crap, that's like 8 times the price I paid (it was on sale, 50% off). Thank you steam, for making games way cheaper where I live!
  5. Thoughts on Suppression

    But there are many different factors in PS. Spawning is more limited, and also, the common rifleman is equipped with a craptastic bolt action rifle, a weapon that was arguably obsolete at the beginning of ww2, so the gap between them and an mg is a lot bigger.
  6. Educated guess: The wall of smoke in front of you caused by the primary rocket engine.
  7. Thoughts on Suppression

    That's basically what I've been saying about this. Getting hit in Squad is no big deal. No wonder people just don't care. Just one thing: the ammo changes that are planned to come might balance out factor #2, that remains to be seen.
  8. Well, they actually are dominating. I just don't think they need nerfing, they are the king of infantry weapons after all. And I agree with him that the marksman is a bit weak perhaps, now the GL I think should be situational, as it kinda is right now.
  9. I'm with Noobgamer on this one. Of course it's a matter of finding the sweet spots, it's called situational awareness, and it permeates this entire game. The mgs are in a good spot balance-wise.
  10. SQUAD - The more, the worse

    Well, I have a hunch it's more like a "you" problem than a "they" problem. But what do I know, right?
  11. What is the purpose of modding?

    What is the purpose of your question actually? That, for me, is being harder to answer right now. Some mods were considered so good they were implemented on the vanilla game. Some mod devs were hired. Some other people mod for fun, experimenting with stuff. So? What is so strange about this for you?
  12. In my opinion suppression is a horrible idea that shouldn't be given any chance whatsoever. Just one of those features that are trending in realistic games right now, so everyone has to implement it in some way.
  13. SQUAD - The more, the worse

    Games on divsul have been quite balanced recently my friend, I think you are losing out. That's the advantage of having some clans on the same server I guess, they stack on opposite teams. I do get the frustration though, I've been avoiding SL'ing for a while, sometimes it feels like herding cattle.
  14. I agree. Maybe have 1 or 2 separate tracer mags that you could select for specific situations.
  15. I can't help but feel you guys are using the mgs wrong. Almost every time I use them, the results are really good. You can't expose yourself, you have to lock down a lane usually.
  16. The trajectory isn't parabolic IRL because of air resistance. Because of this, I think bullets should have flatter trajectory out to 300m, and begin to fall more sharply beyond that.
  17. You ask if this has been discussed before? HAHAHA I'm surprised no one posted a response for you yet. I'll also keep this short: Yeah, it's one of the problems with this game. Everyone has this issue, except rich bastards who own 4k monitors. People got used to it after playing a bunch, even though it still sucks. You seem to have some game time, you speak of A8. Haven't you got used to it somehow?
  18. TOW System Tracking gates

    The unfinished state of the game is the problem here. It will probably get IR in the future. If you think about it, vehicles in the game are WW2 tech. No gun stabilisation, no IR, no fire control.....a simple guided missile like the TOW is enough to wreck them easily right now.
  19. Yeah I think what happens is bullet drop is exaggerated a bit in order to make it more meaningful to gameplay. OR..... It doesn't take air resistance in account in the right way. I mean, it feels like bullets in game make a very uniform arc when dropping. I believe that's not the case in reality, as bullets don't have a specially high ballistic coefficient. What I think happens IRL is that they go quite flat for the first 300m, due to their sheer speed, but after that they start dropping in a more pronounced way, as much of the initial energy has been dissipated. Of course, all that comes from my knowledge in physics, and I know I'm right in theory, but to what extent, I don't know.
  20. You could be right in general terms, just a note: unlike other games, bullets in squad don't come out of your eyes, but indeed the gun barrel, so height-over-bore is a thing. Your second rifle drawing is wrong in that respect. I know for a fact some sights are more "true" than others. The Russian 1p78 is used with a 300m zero originally, it's on a 100m zero in game.
  21. A better tactical map

    I don't see your point. To me a topographical map is way easier to understand, even for the supposed BF demographic that the devs are also, supposedly, trying to convert.
  22. Map vote system

    I understand TheRed's concern. In the little while I played PR, I feel like it was always on Muttrah city. Or Saaremaa. The game had a million maps, mostly awesome ones, and they were never played. Having said that, on the servers I play here in Squad, the admins already do the 3 map vote thingy on the chat and it usually works out fine. But it isn't on every match ending....
  23. Am I the only one that thinks Kohat looked way better on v10? It was a beautiful map, until someone had the idea of slapping that hideous green filter over it. Can we get old Kohat visuals back? What do you guys think?
  24. This has been a problem on nearly every modern game that requires you to spot your enemy. And I've never seen a good solution. Heck, I don't remember seeing A solution. Shadows are one of the most resource intensive features, and one of the most important for spotting, so this is a very, VERY hard problem to solve. I don't think some of you guys appreciate that. The problem is also compounded by the fact UE4 is shit. It's way too heavy for what it is.
  25. Close air support

    I think any kind of off-map stuff or AI air support is a terrible idea. You want artillery? Mortars. You want CAS? Helos are coming. Players must be involved.