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About DaiaBu

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    Fireteam Leader
  1. 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.
  2. 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.
  3. 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>
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. 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
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. Just to correct you here, Red Orchestra has had this effect for a long time and didn't seem to be that resource intensive. Although granted, it's not as graphically intensive as other games.
  15. Focus Zoom

    Not entirely true. The reason that we have a "zoom" in game is because you can't easily account for the entire human field of vision on a normal monitor. It has to be shrunk down to fit on screen, and the result is that in game objects will actually look much smaller than they would in real life. It would help the debate if we could move away from thinking of it as "zoom". Essentially, your "normal" view in game, when you aren't aiming or holding [Shift], is unrealistically zoomed out, in order to give you a sense of a wide field of vision, because you are of course trying to view the world through a 24" monitor sitting a couple of feet in front of you. So when you hold [Shift], you aren't really zooming in - you are actually restoring your vision much closer to a realistic magnification, and objects will look much closer to their normal size - but of course, you lose that peripheral vision as a result. Some people don't like this because they are holding down a key and finding their apparent "magnification" increases, so they instantly assume it's "magic eyeball zoom", and therefore, unrealistic. But it's not - it's not a particularly realistic mechanism, agreed, but the effect it achieves is actually closer to reality. It's a compromise - but most things have to be, even in realistic games controlled with standard computer peripherals, and until everyone is using huge wrap-around monitors or VR, there's not an easy way to accurately recreate human vision within a game. Allowing the user to choose when they wish to restore the more realistic vision is about the best we can do at the moment. Edit: just realised that I might have misrepresented your views a little, apologies! To clarify, I was making a case for the presence of a "zoom" function not to be considered unrealistic outright, but I do agree that it shouldn't be automatically applied when you bring up the sights as the OP wants, as this aids aiming in CQB. It should be up to the player to decide with the shift key, as it is now.