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Everything posted by DaiaBu

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. New Revive ability

    Nope. He used capital letters and said "period". Argument won.
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. Sums up exactly how I feel about suppression - yes, there needs to be a way to make it effective, but it should be done in such a way that it doesn't feel contrived. I've only played the HLL alpha a little, but the suppression effect is so ridiculously exaggerated, it's almost laughable. The Darkest Hour effect above seems much more reasonable - enough to upset your aim a little, and only when you actually have incoming fire directly. But please, none of this "let's blur the screen and shake the weapon around for 15 seconds because someone fired a gun within 50 feet of you".
  13. Little Peeves I Have With Squad

    See, why doesn't that ever happen to me? Whenever I end up in a scenario like that, where I have the drop on multiple enemies, I will usually be able to put a bullet in maybe one target before his teammates instantly spin round and light me up. In that clip, none of them seem to be able to shoot for s**t...it's like you've encountered a squad consisting entirely of me
  14. Ridiculous accuracy.

    Nice videos @TwistedSunshine. Just watched the videos, and I went into the firing range and tried hitting the 1000m targets with the M110 - and yes, I can hit them while standing, although not as quickly or as accurately as you have...and I still I stand by my point somewhat that it's not "easy", especially in the context of gameplay. I can't imagine being able to hit moving targets as easily. But you have demonstrated that it's probably easier than RL, so fair play to you I used to find this problem in Squad as well, but I've recently tried something - I upped the DPI resolution of my mouse from 800DPI to 2000DPI, but then lowered the in-game sensitivity so that it felt the same and the result is that the mouse movement feels "smoother". I guess because the mouse is working at a higher resolution. See this video for an explanation and demonstration of using a higher DPI with lower sensitivity, might help you out:
  15. Ridiculous accuracy.

    Forgive me, but it seems like you might have quoted the wrong post, or at least, misunderstood the point I was making, as your response doesn't seem to make sense in the context of what I said. I wasn't disputing how hard is is to shoot in real life, I was disputing your claim that it's not equally as hard in Squad. You say it's easy to shoot targets at 500+ metres with ironsights - I say that's an exaggeration. Unless I am even worse at the game then I thought, then I would say that it is very hard to hit targets at that distance in this game. I find shooting at anything over 100 metres very difficult with ironsights. My point was simply that I like having realistic weapon handling, but I think you were exaggerating how easy it as to shoot targets in Squad. Citing real life hit/miss ratios to tell me I'm wrong in that assertion doesn't seem to make much sense.
  16. Ridiculous accuracy.

    I'm all for realistic weapon handling, but I think you're exaggerating. I can barely see targets at 500 metres, let alone hit them with ironsights... Christ, even with a scope it'd be a struggle.
  17. Can't Bind Vehicle Turret Zoom To RMB

    I think it's just a bug...mildly annoying as it would be comfortable to mimic the infantry behaviour of using RMB for sights/optics. Hope they fix it.
  18. Just wanted to share a couple of suggestions that I think would make the game a little more intuitive and natural feeling, and reduce the number of keypresses required for certain actions. Toggle Lean - Cancelling This is a suggestion I thought of a while back, but I wanted to see if it changed in V10 before posting it. I would love to be able to use the "toggle lean" feature in Squad....it really helps when you're holding a defensive position to be able to adjust your position without having to keep Q or E depressed. However, I'm finding the way toggle lean works a bit clunky sometimes, mainly in the way that it's cancelled. For example, if I lean left, I tap "Q". In order to return to centre, it kind of makes sense to me that I would tap "E" to shift my lean to the right. However, at the moment, pressing "E" will make me lean all the way to the right, even if I'm already leaning left. In order to "unlean" from the left, I have to press "Q" again...and it just feels very odd. Similarly, I would kind of expect certain actions to cancel the lean automatically - for instance, starting to sprint, or jumping. I think this would feel much more natural, allowing a seamless transition from leaning around a corner, then then dashing across open ground, etc. Is there any chance we could change the behaviour for "toggle lean" to incorporate the above, or at least, add further customisation to enable it? The current behaviour is the only thing stopping me use toggle lean at the moment - despite being more useful, I just can't get used to it. Anyone else feel the same? Remove the "Ranging" Bind The addition of ranging in Squad is fantastic, but I have to ask - is there really a need to have a button that you have to hold while adjusting it? Again, it's a minor thing, but it's just another keybind to think about. Would it not be better to simplify it further so that you can adjust ranging at anytime whilst aiming down your sights? I'm thinking about the way that Red Orchestra handled this. In RO2, your mousewheel changes your weapon selection; however, if you roll your mousewheel with the sights up, it adjusts the sight range instead....lower the sights, and it's weapon selection again. Very fluid and no need for another key. Could I suggest doing the same in Squad, or is there a programmatical reason for having a specific keybind to enable ranging? That's all. Fantastic work with V10. My only gripe is not having enough time to play it during the week. Keep up the great work OWI, and thankyou
  19. A good idea, and one which has been suggested in the Feedback/Suggestion forum a couple of times. I would take it one further and ask that we have sensitivity settings for normal ADS, and "focused" ADS (ie, when holding down [Shift] to steady your aim). Reason being is that I generally like my ADS and normal sensitivity to stay the same, as I often still have the sights up in CQB and want to move quite quickly, whereas when I hold [Shift] to focus, it will be for more accurate shooting at longer range - so would be nice to slow the sensitivity a little.
  20. Cancel Climbing Animation

    How about mantle being a "hold", rather than "toggle" function? Hold [Space] to climb the object, release to instantly let go and drop back to the ground.
  21. v10 Weapons Handling and Control

    Couldnt disagree more. Hardly ever use full auto in this game, especially as a medic shouldnt really be the first one kickng down doors in CQB. Three round burst is great by comparison, much more useful.
  22. Open local mic option please (:

    I don't think I've ever heard anyone chatting in the game currently only to be interrupted by a third person, or music, or chewing, or crying babies or whatever. Mic discipline seems excellent in most of the Squad games I've experienced. But even if you aren't exaggerating the scale of the problem to make your point, I still think calling it a "terrible" idea is hyperbolic. It's not a terrible idea if restricted to local chat only - it's an idea that has merit, but which also has downsides that you've highlighted, which is fine. But that's not to say it cant be made optional, so if you do have someone blaring music constantly, then you can just tell them not to use voice activation. If they refuse, kick them from the squad...no different from kicking someone who refuses to communicate at all really, and I see that happen often in Squad. Also, remember, your reference to Discord is a bit of a false equivalence. Discord is a chat application where everyone can chat to everyone else as long as their on the same channel. The OPs suggestion would apply to local chat only, so it's only going to be people in your immediate vicinity that you can hear, which again lowers the probability of encountering someone with a noisy background. It's not like you're going to experience it constantly - it would be annoying if you did, but I don't think that's justification for not pursuing a useful feature. Finally, as for immersion - well, I can just as easily say it's an immersion breaker when I'm in a game with a proper 3D voice setup, yet I still have to hold a key to speak, or I press a key to speak to someone next to me and speak to the whole squad because I ht the wrong key or whatever. It's not a major problem, but it happens, but it's not something you'd do in real life. But as far as I remember, pretty sure the devs have written this off anyway, lat time I asked. Fair enough. Just thought I'd share my opinion. I think it would be useful and make the game that little bit more intuitive. I seem to be in the minority, so I won't argue further, but there's no need to scoff and call it an outright terrible idea.
  23. Open local mic option please (:

    I'd like this feature too. Wouldn't be annoying as you think if limited to 3D voice only. Would feel more natural and a little easier to manage comms. I play medic a lot so I use the proximity chat frequently...would be nice to have one less key to think about when juggling squad comms with trying to tell the guy next to that you're about to bandage him.
  24. Little Peeves I Have With Squad

    I'm kind of torn on suppression. I recognise the value of making a player feel so scared of incoming fire that they are forced to take cover, but much as I loved RO2, it really overdid the suppression mechanic. Blurred vision and particle effects are fine, but having the gun physically jerked around for you felt very contrived. It's like the game is saying "hey, someone's shooting at you, so we're going to assume you are scared and jerk your gun around so you cant shoot back!". But the problem is, that it becomes really annoying when you know that you aren't in any immediate danger of being hit, but the game is still "suppressing" you. For instance, when you're inside a solid building, but someone shooting outside, and not even at you, and the suppression mechanic is still throwing your aim around arbitrarily because there's bullets or guns being fired within a certain distance from you. I would much rather than effects such as bullet whizzes, ricochet sounds and associated particle effects were made to be almost overbearing - that, along with the knowledge that getting shot means a long wait to repsawn, is generally enough to put genuine fear in me. If I'm safe inside a building and there's a machine gun chewing up the window near me - bullets whizzing through it, the window edges being ripped to shreds, etc, then - genuine fear will be enough to stop me standing up to return fire...but the RO2 suppression mechanic would mean that even if I'm well away from the window, I'd still be suffering the effects by having my aim arbitrarily upset, even though I'm aware that I'd not in any immediate danger. Similarly when a friendly next to you opens up with his MG; the suppression effect kicks in even though you aren't the intended target, you just happen to be in the "area of effect" of suppression. I'm aware that's probably not a popular opinion and someone will now scoff at it because I've been lucky enough never to have someone shooting at me. But like I said, I'm not against suppression mechanics, I just feel like they should be carefully considered so they don't feel contrived, and more complex than just "there's a bullet within x feet of you, so now you cannot aim".
  25. Longest Squad gaming session?

    I dont play regularly during the week due to work, etc, but when I do manage to get on, it tends to be for a good couple of hours. On Saturday, I think I logged into the RIP server about 8PM...crawled into bed at 2.30AM