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About Tmac

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    Platoon Leader
  1. Alpha 13 Public Test, Round 1

    After several hours of play I can say that the direction taken by OWI is disappointing me a lot. Reduction of suppression and optics for all (more and more disparity between optics and iron sight ..) increased speed and reduced transitions (the two things that will make me move away from Squad and increase the lone wolfing out of proportion), reduced stamina consumption, reduced sway , buddy rally, no perma death ... (at this point why not return to the laser guns of v9 and satisfy the mass ???) I seem to be playing Apex with real weapons and uniforms. Sadness
  2. Alpha 13 Public Test, Round 1

    Played a little last night. Absolutely not necessary the speed increase and also the reduced acceleration and deceleration transition. Now the soldier's movements seem without inertia ... less realistic (exactly the feeling you get when playing Cod, Battlefied etc. And whoever plays Squad ... doesn't want the same experience as Cod!) The speed increase is even more horrible in city maps or restricted areas ... it seems to move and turn around like a flash. It is killing me completely the sense of immersion and reality that Squad must have. Strange choice from the Devs ... it almost seems like it goes against their own ideas about how they want Squad. I sincerely hope that the Devs go back to the v12 movements.
  3. Alpha 13 Public Test, Round 1

    "Increased non-ADS standing movement speeds by 10%." Not good for me
  4. Weapon Recoil

    Agree with you. All kits with optics in v13 will be a bad solution. I talk about game balance, not about realism...

    The Russian HAT scope instead is horrible for me. The range finder has a maximum distance of only 150 meters ... all that is beyond, you have to aim virtually at random. So the advantage of being Fire Team Leader in order to put the marker and get the right distance from the target, is thwarted by the HAT range finder
  6. Alpha 12.1

    I agree I prefer the iron sight both at the optics and at the red dot. And when I use US Lat, Hat or Granadier, I would like to be free to choose between iron sight or red dot (without touching the overall balance that the optics create)
  7. Alpha 12.1

    Same for me. [email protected] - 1080Ti - 16 ram - ssd - etc. at 3440x1440 ultrawide. On new (fantastic) Yehorivka map, my fps also drop to 35 ... with SS at 1.25. I keep wondering how it is possible to have certain fps with my configuration in the larger maps ... when will the 50vs50 per server arrive, I will play at 20fps with a 1080Ti? Ps. yes, I have cleaned the chace etc. etc.
  8. I tried a little in shooting range and I must say that I like the new gunplay a lot. It is quite difficult to control the recoil, but in 12.1 the rapid burst is much more manageable and realistic. The weapon that most satisfies me is the m4 with the 3-burst fire and now in v12.1 it is much more effective and usable. In v12 after the first shot, the next two were often "random" and uncontrollable with the mouse. Now the mouse must always check and "use", but in a more rational and effective way. The sway of the weapon is smaller, on the other hand the recoil gives a "kick up" higher, but more controllable. Great job devs!
  9. The important thing is not to go back to the laser-guns-BF-style of v9 ....
  10. Alpha 12.1 on Public Testing

    Good news! No info instead regarding the rearm from the bags? For greater flexibility ... especially for LAT and GL
  11. November 2018 - Squad's Next Phase

    Any words about Territory Control?
  12. What's next?

    Territory Control Mode