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About DaiaBu

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    Fireteam Leader
  1. Share Your Free Weekend Experiences Here

    Tried playing on Saturday. Joined a server and a squad, but the SL was seemingly mute. There were a couple of new guys talking, but think they were just taking the piss, not really interested in the game. Joined another squad with only 2 players in it, but the SL apologised, and left making me the SL. The one remaining guy then apologised, team killed me, and left. I left the server and gave up for the day. Sunday was much better. Joined the RIP server, found a squad with an SL who I think was fairly new as he was asking for feedback, but he was excellent. Good communication, defined objectives, got everyone working together, primarily acting as a mortar squad. I played for several hours over several maps, each time with him being the SL and had a great time. I offered to run logistics driver several times, really enjoyed myself. The highlight was the last map we played, Basra. Once again, joined the same SL as did some of the same guys and this time, we ran as a normal infantry squad. I offered to drive the Stryker, we all piled in and I transported everyone to the outskirts. Everyone bails out and does their thing, SL asks me to stay as driver (I'm happy to) and one of the other guys jumps in to man the gun. For the next hour or so, myself and the gunner basically ran around the map giving armoured vehicle support and it was fantastic. Rolled up, supported attacks, fell back to repair when hit (didn't get destroyed once). Communication was excellent between me and gunner, and between both of us and the SL. At one point, we were providing a rolling shield to another squad as they moved along the streets - proper close armour support. Think my gunner ended the round on 39 kills with no deaths....I ended up with no points, having not fired a single shot or even left the driver's seat, but still one of the most fun rounds I'd ever played in Squad Ashamed to say I can't remember the names..I think our squad leader was SAS|Godlike? And the gunner was "manroV" or something....chaps, if you're on this forum and read this, thankyou for an excellent game on Sunday
  2. Looking forward to HLL. I really enjoy authentic, realistic WW2 games - I've been a massive fan of the Red Orchestra franchise since it was a mod for UT2K3. However, it's felt a little dumbed down since RO2, and I'm not sure they will be making another WW2 game after RS2. So given that I really enjoy the Squad experience - realism, authenticity, and an emphasis on teamwork and communication - HLL looks promising, as it seems to have the same 'style' as Squad. So I'm looking forward to being able to play both.
  3. tactical blind fire

    Agreed...I would have used it more often, but it was tied to the cover system which, while a nice idea, I never ever used - found it a bit too cumbersome and preferred just to crouch instead. However, I'm pretty sure that if you were using a fixed MG you could crouch, but still fire? That's something that would be pretty useful. Even just the ability to crouch while deployed or using a fixed position, so you aren't quite so vulnerable. Pretty sure there's a clip for the motion capture sessions of someone doing this though, so perhaps it will come with the new animation system.
  4. Make ''respawn'' entry in console a button

    I thought it was only really meant to be used if you glitched or got stuck or something. It's not really an essential game mechanic that needs to be easily accessible.
  5. Release: Alpha 9.10

    Arduras is right, and I should have known better myself given that I work for a software company that uses the same logic for release numbers . For some reason I thought OWI had settled on a normal decimal numbering system for releases, but this was wishful thinking, hoping the next version was v10 But I just checked back and earlier releases followed the same logic, such as 8.11. <winds neck in>
  6. Release: Alpha 9.10

    If the last release was 9.9...shouldn't this be 9.91? Whatever. Great to see a dev team bringing our regular updates. Thanks guys
  7. Focus Zoom

    Thanks, I was about to point this out. Perhaps I worded my original post badly - I don't dispute that a larger monitor might help, but unless you have a monitor that is so large that it fills your entire field of vision, then you have to make compromises on the field of view in game, which often means scaling issues. It's not just Squad that suffers this problem - I remember Red Orchestra used to be infamous for so called "pixel hunting". When they introduced a mild zoom effect for ironsights lots of people were disappointed (including me), but I remember one of the developers giving a long and detailed explanation on the forums of the rationale for it, and suddenly it just made sense. Now I don't really object to such mechanisms in game as I don't see them as particularly unrealistic.
  8. ADS

    Which is exactly why someone who uses toggle ADS wont notice the problem the OP is talking about as much, because they won't be holding a key and expecting the game to have 'queued" the command to bring up ironsights as soon as the priority reload action has finished. Hence having to take your finger off the key and reapply it.
  9. ADS

    How so? The OP is referring to attempting to aim after reloading: "When going ADS after reloading or maybe some other action, if you engage Aim Down The Sights too early before the action is finished you have to let off ADS and reapply." Correct me if I'm wrong, you seem to be referring to doing the action the other way - reloading whilst already aiming. Which isn't the same thing because hitting reload will interrupt your ADS, but hitting ADS won't interrupt your reload.
  10. ADS

    Think OP is talking about the other way around. - He hits reload - As the reload comes to an end, he holds down the ADS key a little early expecting to bring the gun up as soon as the reload is finished. - It doesn't, so he has to release the key, and re-hold it. Suds doesn't notice because he uses toggle ADS, so he doesn't notice the scenario as much - if he goes to ADS before the reload is complete, it wont work, and he'll just tap it again afterwards. OPs issue is only noticeable if holding down the ADS key. Maybe this will change after the animation/inventory system overhaul and wont be an issue anymore?
  11. Fair enough, sounds like you'd have to keep using PTT. Just a note to any passing mods, feel free to lock this topic of you wish....I wasnt aware there's already three topics on the subject, and they seem mostly negative, so I guess this one is redundant. Cheers for the responses guys
  12. Good point...ill admit that I can also have a bit of a potty mouth sometimes. But then again...doesnt this add to the realism of people's reactions? Watching a team member get hit only to hear them exclaim and swear would be quite humorous. Unless you're saying you go absolutely bat **** crazy when you get shot. Ahhh, thank you! I initially titled this thread as "voice activation", but thought that it wasn't entirely accurate in relation to voice, so went for "speech recognition", as in the game being able to recognise speech to activate the mic.. and I'm sure I searched for that term so I don't know how I missed those threads. Thanks very much, I'll have a read now.
  13. Well that's why it should be purely optional. I know some people would probably be more comfortable have to press a key to open their mic. I just think its more ergonomic and immersive to just be able to speak and know that those around will hear me...just as in real life. I would find this especially useful as I usually play medic, where I'm using voice a lot in the middle of firefights because I want to communicate with downed players and other medics who might not even be squad members. That would be just a little easier if I didn't have to hold down another key just to talk when I'm already moving around, hitting, switching stance and fiddling with inventory switches, etc. As for chit chat...well, I don't think it will be any worse than now. You still hear people having a chat with those around them sometimes, I don't think that would increase just because the mechanism for activating your mic changes. But that's actually one of the reasons I love the 3D VOIP system - you can engage in a conversation with those just around you, rather than using the squad radio to bother everyone. It makes me feel more immersed in the game and have a better rapport with other players
  14. I'm asking this here rather than making a thread in feedback and suggestions because I am guessing it's a question which has come up before - but I can't find anything while searching the forums. But then, I'm not really sure exactly what to search for. So apologies in advance if I'm going over old ground. Anyway, at the moment, there are 3 keys required for VOIP - one for 3D "voice", so just speaking to players in the local area, one for speaking to your squad, and if you're an SL, a third key for the command channel to speak to other SLs. There's been a couple of times where I have accidentally pressed the squad channel when I meant to speak only to local players (thus deafening the whole squad with an irrelevant "grenade!!" shout), and vice versa. I've recently moved the voice key to my mouse thumb button, but I admit, I still sometimes tap the wrong button when trying to speak to both my radio and just normally. I was wondering, has anyone ever considered making it an option so that your local 3D voice channel can be activated automatically on detection of your voice? Basically I think it would be nice to be able to speak to people in your local vicinity (and I would ONLY enable it for that) without having to press down a key. It just feels more natural and fluid, and it saves confusing a keypress in the heat of the moment. I'm guessing that there might be some criticism of such a system as you've always got the risk that you might get feedback through the mic if someone has one that's overly sensitive...but given that I'm guessing most players will be using headsets, and if they aren't, such a system should be optional so those with speakers can disable it. Has anyone brought this up before? It obviously isn't practical for games with a standard VOIP setup, but I think it would work well in Squad with it's proper 3D VOIP.
  15. Focus Zoom

    I agree that focusing shouldn't be directly tied to holding breath, but I don't want the "zoom" to always be applied when aiming down the sights.