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Chrisweb89

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About Chrisweb89

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    Fireteam Leader

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  1. Coax on right mouse button.

    My thoughts on this, and with some backup to support my opinions. I'm a long time PR player(2008), been into squad hard for the last 1.5 years and dabbled as it developed, not much tech knowledge, but I understand limitations and IRL I've been a Leo 2 driver and loader, but sadly no experience or much knowledge on other platforms. Real life perspective from the Leo 2: The gunner flips a switch to go from having main gun or coax loaded, the gunner can't fire both at the same time. The only way that could be done would be the loader manually firing the coax as the gunner fires the 120. 2 problems with that, 1 the main gun and coax will have completely different barrel angles for the same range, but are linked in one giant mechanism. So unless the targets are super close, one will be hitting and the other will be off. This can easily be seen when comparing the reticles and their different weapon types. Problem 2 is that after the main gun is fired, IRL the gun will automatically move into a stationary load position that angles the entire mechanism to allow the loader to do his thing, and once the round is loaded it goes back to being stabilized. During loading of the main gun if the gunner tried to fire coax it would be launched into the air and there wouldn't be any control over it's elevation(fun fact if the loader forgets to hit ready or safe after loading and the gunner emergency fires the 120, you shoot for the moon). Obviously if the 120 is loaded the gunner can instantly switch from being ready to shoot 120 and firing coax, only delay pops up after shooting 120. TLDR of IRL. The gunner can't fire both at same time, and even if they could, half the time(if shooting 120) would be shooting for the stars(no we do not need to model the load position). The only problem I have when it comes to the mechanics of squad is that the game forces you to reload the main gun round and have that delay when going from coax to main gun, after it was already prepped before hand. That is the issue here. The old PR system while fine at the time wasn't completely realistic, and I still believe realism should be sought after unless it truely cripples/unbalances the game. The only vehicles that should be able to fire main gun and coax at the same time are those that its technically feasible for, that military advisors direct. Not the ones it would be convenient or cool to have(BMP3 100mm, 30mm and 7.62 at same time). Also moderators can you please remove restrictions from my account.
  2. HAT Question

    If you've got the ammo supply Tandem everything. Even a tandem vs logi doesn't insta kill, only makes it burn. Takes 2 regular heat rounds to kill a truck. Like revenge said above, the rounds don't work as they should from IRL and you have to learn the ingame gimmicks. BRDM taden either makes it burn or black smoke, gonna need the regular heat to finish. My general strategy, especially with the rpg-7 is use the heat for a mobility kill, then take the time with the tandem and aim for the high damage points starting from the top, rear and sides(not track). Try not to use tandem rounds against the tracks, as they eat damage and will absorb some of it. HE does **** all against anything with even the smallest amount of armour(rpg-7 HE vs M-ATV isnt worth it). Again please, especially vehicle gunners and anyone using AT weapons with the options, learn not just the real life differences between HE and HEAT(High Explosive Anti-Tank), but even more so learn about the ingame differences. They ARE NOT THE SAME and while their abilities do overlap, they shouldnt just be used interchangeably, unless the situation dictates and you know what you're doing. HE doesn't penetrate armour or do any damage to things over a logi, and even vs logis or helicopters it doesnt do as much as the others, HEAT isa weird middle ground round that doesnt splash as well as HE, but doesnt penetrate at normal engagement ranges aswell as AP. In my opinion HEAT's main purpose in the T-72 is to conserve your HE ammo when taking down habs, and emplacements.
  3. Your distances are off for rally mechanics in PR. It is two large grid square from a fob or APC, so depending on the map it can be 150m(1km), 300m(2km), 600m(4km). The added distance makes it really useful to extend the operating range from a fob, but still keep the requirement of fobs as a key piece in the spawn and reinforcement system of the game. I would also reduce the overrun radius as 125m in PR is a lot larger than it is in squad, and 125m overrun in squad will have every rally instantly overrun. Keep the rallies for your regroups(60seconds) or permanent spawns that are extensions of your team's foundation. You're going to have to explain your re-addition of instadeath and what exactly you took from PR.
  4. server order list - filters??

    I would just like a server browser that consistently showed all of the servers, not some appearing and not appearing the next refresh or not being able to find the server my friend is on. The search function to work cleaner and act as a filter of the already searched, not requiring a brand new query of servers. Favourites that stay when selected as favourites and don't randomly unselect themselves. Without being too negative the server browser is still very frustrating to use and usually has servers missing and drastic different results per search.
  5. Hate the buddy rallies, but unsure of the proper implementation of dead-dead, and honestly I kinda like the current system of reviving and healing. Want your kills? Go in and clear the position out, don't just sit back and shoot all day as they fall back behind a ridge to heal and revive. The two main different areas/topics of dead-dead that I see are 1)type of weapon/shot placement and 2)time after revive. I think these should be looked at separately. 1)Head shots, headshots, headshots...No I don't want them to be dead-deads, they are completely random at some points and can be the most annoying/****y kills. Behind a wall that you can't see over, or even close to seeing over? Too bad the enemy can see half your head and you have no way of knowing that. CQB spray? Whelp better hope they hit your chest before accidentally hitting you in the head to dead-dead you. The only time I'd say headshots should dead-dead is from .50cal and up, PR style. As for explosives, and all the people saying I just hit a 125mm HE-FRAG round right beside them, they should be in a million pieces. Its a game and if you need your kill so bad then camp it or completely clear the area. Wounds and knocking someone down already hurts the enemy team and gives you a massive advantage, use it. 2) Dead-dead after revives. I'm not a fan of the arbitrary time restriction after a revive that if I get shot 58 seconds after it I'm dead-dead, but if I get shot 61 seconds after it I'm good to go, and ready to be revived. I think a better system, that also gives players the option of how much risk they want to take is, to make it so you will become dead-dead if killed after a revive before you are brought back to full health(or possibly a lower number like 75% or 90%). No medics and just running a squad of patch revives? Too bad you've only got one chance if you can't heal them after a revive. Got a bunch of guys down and enemy still in the area? Make the choice of risking dead-deads but having more guns and bodies alive by reviving and not healing, or revive and heal slowly one at a time at the risk of not having the manpower to hold out.
  6. Instead of squad having this imaginary blue circle that transports ammo through the air to whereever its needed inside that circle, there would be physical ammo crates dropped from vehicles that anyone could get kits or rearm off of(teamlocked). To rearm emplacements you would need a rifleman to bring ammo from the crate to the emplacement, through the use of an ammo bag. The same as PR. I've always disliked the imaginary teleportation of ammo, and the fact I can't make a quick ammo dump without a radio. Why can't my M-ATV or apc drop a quick cache of ammo for my engineer to use and lay mines? Why do I have to stay there the entire time. Emplacements can come with ammo when built, and from there more can be loaded up. Possibly even making it so that emplacements auto draw ammo from crates within a close proximity to reduce the amount of microing.
  7. Rally point that contains ammunition

    Theres this amazing thing called rifleman that have 100 ammo in a bag in addition to all their own ammo and kit. Maybe if there average squad stopped consisting of every special kit known to man, they would be able to operate independently and free for more than 10 minutes. And its part of the game: Stay near your teams logistics lines and be mostly set for ammo, or push off the line and risk being cut off and dry. Its really not that hard.
  8. Just keep it super simple stuff if it's at all possible by someone like bots walking/driving at all ranges on a firing range for targets, bots that you can shoot/get shot for medical purposes and super simple stuff like that. Anything else you can learn on the fly once you know how to shoot move and heal.
  9. Solid point there, without making too many custom distances for certain objects/actions it would be good to have the drop off radius for supplies smaller, but the useability and building radius larger. Right now it just feels like you're very confined with your building and the 400m distance between radios means they can't support eachother.
  10. Coming from the pr world, and not having a huge amount of experience with squad asset building. I would say 200m between fobs and 200m build radius around fobs. If you can't build replacements at a point, you should be able to deploy a new radio and put some down. This would allow fobs to support each other with 1 in a flag and 1 on overwatch/backup. Instead of now where you can really only have 1 fob in support of a flag. You could keep the ban and maybe mortars within 50m of the radio, but the rest should be able to spread out.
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