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Everything posted by DaiaBu

  1. Will v10 ruin Squad?

    How is it "dumbing down?" If anything it's adding complexity, surely? Instead of being able to block a cap by just outnumbering the enemy, you actively have to sweep and clear it out. Or have I misunderstood how it will work?
  2. Regarding v10 Staging Period

    Agreed on both counts. I rarely see griefing, trolling or general bad behaviour in this game. The only time I have seen it has been during the free weekends, and even then it's rare - Squad doesn't seem to attract that sort of community in my experience, so I think people might be overthinking the risks of the staging period.
  3. Will v10 ruin Squad?

    Fair enough, but the two aren't mutually exclusive in the minds of most people that this game would appeal to, I'd wager. I don't think it's sacrificing gameplay, just your ability to dominate so easily. If rushing is considered such a skilled tactic that is the preserve if elite competitive players, surely such players would easily be able to adapt to the changes and develop new tactics? As I said earlier, this game has a huge depth, the gameplay isn't solely defined by the rush meta, so changing it won't cause a catastrophe.
  4. Will v10 ruin Squad?

    Go to CS:GO for competitive play. Don't enforce your ggez rekt low for pro on people. Facetiousness aside, he didn't say "milsim", just "more realism", of which there are varying degrees. Surely you must have some appreciation of the game aiming for at least some realism/authenticity... otherwise why would you play it? If you are purely after a competitive, skill based FPS, surely there's much better options on the market that cater to this...so why choose a game which is obviously catering to a more realistic style if you think that threatens competitiveness? That's a genuine question btw, I'm not spoiling for a fight...I just find it surprising that this game would appeal to the hardcore competitve gaming community. The game seems to me to be one of the most authentic tactical shooters on the market, with more emphasis on creating a realistic feeling battlefield than most (proper milsims aside), which is its strength. So I find it odd that you are so against them refining that aspect.
  5. Will v10 ruin Squad?

    Looking forward to the changes personally. Squad has some beautiful, detailed and interesting maps, and they are, on the whole, huge. It can be a little frustrating when 2 minutes into the game, someone rushes the first point and then we basically spend the rest of the game fighting around the main bases. I don't think it's that enjoyable for the offensive team either; if you're not in the squad that's blocking that cap, then you find yourself capping the remaining points with little resistance, which isn't all that fun. Guess I'm considered a more casual player though. I've never really been interested in competitive play; I aim to win the game of course, but if winning comes at the cost of enjoyment, then there's no point for me. I would rather a hard fought battle that lasts an hour or two with a huge variety of play that my team loses, instead of winning a game that's over all too quickly due to a rushed first cap. Different strokes and all that. As mentioned several times, rushing wont be impossible, it will just be harder and require a more proactive approach - I don't think it will "ruin" the game for anyone, except those for whom this meta defines the game...personally I think there's a lot more depth to it than that.
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. 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>
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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?
  16. 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
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. Mind you, the same could be said of RO2. I too am a long time RO fan, and I was dissapointed that bolt actions became the exception rather than the rule. Seemed to be an abundance of semi-autos and sub machine guns, and I especially hated that higher ranked players could have pretty much unfettered access to enemy weaponry
  24. Suggesting a minor feature that happens to be in another game, simply in an effort to help refine and improve Squad, is not the same as saying that Squad should be like that game. I don't really see what's wrong with drawing on your experience with other, similar games to offer feedback and suggestions on this one, and I think new members shouldn't be made to feel that they are considered "trolling" simply for trying to engage with the community. You might not like RS2, and as a long time fan of the franchise, I would agree that it has it's drawbacks. But it is also superior to Squad in certain aspects (yes, even "realism"), and it's perfectly understandable that the two games would share a fanbase. I think that's a good thing, and telling anyone who dares to suggest that perhaps one game could learn some things from the other that they should just go play the former instead of engaging on this forum would be detrimental to the community as a whole. Back to the OP - I see where the suggestion is coming from, and I too have encountered lots of frustrations where it seems like my barrel is clear of the object in front of me, only to find out it isn't when firing. Had it fairly recently where I ran up to the corner of a wall and leaned around as I brought up my sights. The barrel looked to be clear and I fired, but it it wasn't. So all I did was draw attention to myself and get killed. As someone else said, the only sense we have in game are audio/visual, and these aren't always reliable when taking into account the geometry of the game world, so assistance in this regard would be helpful. But as others have said, I would prefer not to see this done via an HUD element - I'm hoping the new "weapon lowering" animation will solve the situation entirely,
  25. Are you a good shot?

    Thanks for the replies all. I've been paying a bit more attention to my mouse setup recently. I switched the mouse DPI up to 1600 but dropped the in game sensitivity down to 0.3 and it feels smoother. Testing on the range and it seems to skip less pixels than using a lower DPI setting with higher in game sensitivity, which I guess makes sense. And last night I was in a game where I managed to get 16 kills which is almost unheard of for me. My aiming still needs work but it was feeling much more natural popping off shots at distant targets...im by no means expert, but I felt a lot less like I was missing something fundamental. In the mean time I'll keep playing medic, a role where I can still be useful without being a great marksman.