Jump to content

DaiaBu

Member
  • Content count

    92
  • Joined

  • Last visited

About DaiaBu

  • Rank
    Fireteam Leader

Recent Profile Visitors

582 profile views
  1. Bring Back v9 Hit Reg

    I've got to say, I have experienced many situations like the OP. Several times, where I've had all the advantages - for instance, crouched inside a room in a building, covering the door - and someone has just walked in and killed me almost instantly, even though I've got rounds off at them first. Absolutely enraging to think you have the drop on someone, being crouched, aiming and ready, yet still losing out when they are moving and shouldn't know where you are. I put it down to needing to "git gud", but now I'm wondering if hit reg might be a small part of the problem.
  2. (ads/zoom) + (steady/zoom) = :-{

    Zoom is not necessarily unrealistic. It just seems that way because everyone refers to it as "zooming". When you are "zoomed in", your FoV is actually closer to a real life scale - but of course, you can't use that FoV all the time because you would have no peripheral vision, as you're viewing the world through a computer monitor. So really, the FoV when you are not aiming down the sights is actually the less realistic view scale - you are essentially "zoomed out", to allow you to view the periphery of your character's vision. Having FoV levels change on the fly might seem like an unrealistic mechanic ("you're eyes cant zoom without optics!"), but the end result actually allows for a more realistic representation. But, I agree with you OP, it would be nice to give the player full control over when this "zoom" is applied. Everyone is different, after all, and has their own preferences on how to play. I can totally sympathise with wanting to keep a wide angle FOV for CQB. Also, I agree with fatalsushi, that the "zoom" shouldn't be time limited. I'd like to keep it linked to the "focus/steady aim" button (Shift) personally, but without zooming out again when the breathing stops being controlled.
  3. What about when someone is ejected from the squad for non-nefarious reasons? I've been kicked from squad because the SL wanted to free up space for a clan mate. Irritating, even when the SL prewarns you and apologies, but it would have been even more insulting to have been left stranded in the middle of nowhere with only basic recruit kit.
  4. A better tactical map

    I'd really like this. I agree at the moment that the maps contain too much irrelevant detail - they are pretty much "satellite" images, which is great as a representation, but makes them too hard to read quickly and clearly. And doesn't help you read the terrain very much. I like the idea of just having the important details as per the OP - buildings, elevations/contours, topography/vegetation and roads. Not only would it help when playing as an SL (something I do rarely, given how difficult I find it), but it would make navigating a vehicle easier too; at the moment, some maps are a nightmare to drive on, Chora and Kohat being a great example. A big +1 from me
  5. Change compass

    I'd say highlight "N" in red, a bit like it is on most analogue compasses. I'd also like to see the current bearing number perhaps raised up just a little, so it's easier to glance at when you're trying to give a quick bearing on an enemy.
  6. Yeah, I agree. It's one of the scenarios that gets players communicating, which to me, is the very essence of this game. As a compromise, how about making it possible to look around when you are bleeding out? Heavily distort and blur your vision, remove all HUD elements and perhaps make the sound slightly muffled, but allow you to look around so you can see if there's a medic operating nearby without having to check the map? I guess the objection will be that it will enhance your ability to give away enemy positions though, as you can still use your radio ("Enemy on my body"). Radio ear assignment will also be most welcome; comms can get very cluttered, hopefully this will make things easier to organise when the situation gets busy.
  7. New Revive ability

    The potential problem with that is, you get people who grab the medic kit not because they want to play as a medic, but because they want an optic on their rifle, and they play accordingly. At least now, people who choose medic will at play as a medic, even grudgingly. I'm not against incentivising the role; personally I don't mind playing medic, but even I get tired of it after a few games, so I can see why it's not always a popular role to choose.
  8. Giving the l85A2 new iron-sight

    I would love to be able to switch between irons and optics if the weapon layout allows it. RO2 has this feature as well, and it worked brilliantly - even to the extent that you could adjust the range of irons/optics independently on the same weapon.
  9. New Revive ability

    Nope. He used capital letters and said "period". Argument won.
  10. Giving the l85A2 new iron-sight

    Really? Do you honestly think that? I really cant think of a time when I've needed to adjust the ranging on the iron sights in battle - at anything over 200 metres, then targets in game are generally so small that not having optics is my main concern, rather than having more range adjustment. If anything, I'd say the L85A2 actually has a big advantage compared to other rifles; it has one of the clearest and most unobstructed sight pictures of all of them.
  11. I'm a long time RO player, ever since it's first beta release which must have been about 15 years ago. I never played DH much, but I've a lot of experience with RO2 which had a suppression effect. I get the idea behind suppression and the rationale for implementing it, and I know what it's trying to achieve, so I'm not particularly opposed to it. But without going into too much detail here (I've already posted about this subject in detail before), in RO2, I felt the effect was a little exaggerated, and at times, contrived, in terms of the "aim punch" effect (if that's what were calling it). I can see how the game physically and forcibly upsetting your aim is effective, because it's hard to make that happen naturally through just the use of visual and audio effects, so I'm not saying it's outright a bad idea. However, in RO2, there were times when it became very frustrating, because even though you weren't in any particular danger, the game would enact the suppression "aim punch". For instance, if I was stood next to a friendly machine gunner who was firing, I would be suppressed. It seems to me that shouldn't happen - I know the machine gunner is friendly and is firing downrange, why should I be affected by suppression "aim punch"? I would have preferred if the game could differentiate between incoming fire and simply being stood next to a weapon which is being fired. As it stands, it basically felt like I couldn't aim at all if anyone within about 50 metres was firing a gun. That felt a little silly to me. I think ideally, the aim punch should only be enacted when bullets are passing very close to you to avoid that feeling that you basically become completely combat ineffective just because there's a firefight going on nearby. I think that it worked much better in Rising Storm 2 - that still has suppression and your aim is affected by incoming fire, but it feels much more localised and natural. Additionally, I would even suggest a system whereby the amount of "aim punch" received is actually lessened as the volume of fire increases. For example - if a machine gun opens up on your position, your aim is thrown off, but if he keeps firing at you and not hitting you, your aim is affected less and less. Think of it as your character overcoming their fear - it would mean that popping out into a hail of incoming fire to snapshot the offending MGer would be impossible - but if you're willing to risk it, you can steel yourself enough to return accurate fire. It would also stop the criticism of suppression effects being a "reward for missing" which is how some people have described it, because the MG would only be able to rely on their suppression effectiveness to a certain extent - if the other player is calculating the risk and exposing themselves for long enough to steady their aim and shoot back, then really, you don't have an excuse not to ensure drop them first with overwhelming fire. So in summary - I'm a little apprehensive of how suppression will work in Squad (specifically "aim punch"), just because I don't want it to feel too contrived or exaggerated. But at the same time, I'm excited, because I recognise that it's needed in order to make machine gunners and the concept of covering fire, actually effective. I certainly don't hope that would be considered an overreaction
  12. New Revive ability

    I quite like playing medic sometimes, as I'm one of those who doesn't rate his shooting ability that much, but still likes to be an asset. Also, I'm a coward, so playing medic is a good excuse for not being the first to kick doors in Although I will be honest, after a few rounds, it can become a little tiresome. Not sure what I think of this new system yet. One the one hand, it makes medics a little less valuable, true - but not hugely so. I'm assuming non-medics will still only carry two bandages, so it's not like a pair of players can go off alone knowing they can keep reviving themselves, and they still need to sacrifice a bandage that could save their own life in the aftermath of a firefight. And a player who is revived with no stamina and reduced vision isn't going to be doing much good but limping off to find the medic anyway. Sidenote: isn't this how it is in PS currently? But I think the bandage was the stop bleeding/revive tool, and the morphine syringe was for healing or something? I've only played PS for a couple of hours, and not much of that was as medic.
  13. In all seriousness, working rear view mirrors would be a godsend when trying to manoeuvre larger vehicles. Especially for logistics trucks when trying to turn around in main bases.
  14. Aim Punch like Post Scriptum

    Thanks for that, just sat and listened to the whole thing at work...very interesting I'm actually very relieved to hear that SgtRoss doesn't appear to be a fan of massively exaggerated effects that make you feel like you're blind drunk. Suppression has been a big topic of discussion lately and I really feared that we'd end up with such a system in Squad. Hopefully he will influence it to be a much more subtle effect, he sounds like he shares my opinion that there should be a balance where suppression is effective without basically rendering you absolutely and completely impotent to defend yourself.
  15. And rx 570/580

    Hello, Radeon RX580 here. Performance is pretty good most of the time (can maintain about 50-60FPS), but it does slow down on some larger maps (Gordorok, Kohat, some parts of Basrah although that seems better since the latest updates. However, I do have a fairly old rig apart from the GPU, so that could be the cause; processor is decent but mobo/RAM is about 7 years old now. I might get another 8GB of RAM, there's still life in the old girl yet. My specs: CPU: I7-3770K GPU: Radeon RX580 MOBO: Giabyte P8Z68-V
×