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About Viper3369

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  1. Alpha 11.1

    Thanks guys for a great set of changes, seem to cover the almost all the bugs, especially the most important (annoying vehicle de-sync and medic changes). I also liked some of balance changes on the TOW and intrigued by this one: Removed tracers from Militia and INS infantry weapons. I can see how this matches their more hit and run style and asymmetric balance. That has definitely been improving over the last few releases. I don't have much time for many games, but Squad is getting 99% of my game time since I started in 0.5 Questions on some low priority bugs that might have been fixed, know you can't get to everything, but here's hoping: - The M249 red dot sight being too high? (Update: Seems to be fixed! Yay!) - The weird de-sync on building/rebuilding the TOW? - Strange "left-over" grey SPG model left behind when reloading? If not, no worries, the amazing game far out weighs the few minor bugs left. All I have to do is wait three weeks and they'll be fixed by magic code fairies right?
  2. In general V10 is a massive, huge, amazing update. I love it. As always with super complex software, there's a few minor bugs left to squad. Totally get that. Here's a few bugs/improvements just in case: - The "F" or "T" commo rose no longer has a mouse cursor or visual feedback of the relative motion, makes it a little harder to navigate. - When changing kit at ammo box, previous hand animation remains temporarily. - When standing up from prone (while ADS) the previous hand animation remains (not sure if this is repro steps). - Smoke grenades seem a little less effective, they're smaller and the smoke is not as dense (is this intentional?) - When leaning (particularly prone), the mouse movement is not relative to screen space, but to world space - makes for somewhat confusing mouse movements. - Stand/crouch leaning seems slightly less than in V9 (intentional I guess?) - Grenade launcher ranging could do with 150m increment, or even 50m increments for all weapons in general for consistency. - HMG and emplaced weapons which obviously have ranging sights do not have that ability. - Not sure what "O - Switch View" keybinding is for? (Then again there's Commander VOIP and Aircraft greyed out so perhaps this is a partially complete feature :-D) - Perhaps some way to close vehicle hatches that have them (Stryker, BTRs) for more protection but less visibility (perhaps that's what O keybind is for?) - On entering some vehicles, the driver body is visible outside the vehicle. - When going prone, during the animation the weapon shots are still quite accurate, not reflecting the vast amount of sway present in the weapon - dolphin diving is still possible. This may happen in other transitions. - Bipod deployment on window ledges sometimes leads to restricted movement that doesn't make sense (ie. you can turn right more than left, even though deployed in the center).
  3. Alpha 10 Public Test

    The beta test version of Alpha 10 (err... a Alpha-beta?) is amazing. Congrats Offworld! Favourite things - new UI, 3d background scene, bipods, animations, ranging, alternate weapons on vehicles, AA, HMGs... err... well that's everything added then. Things I didn't like but will get over - a few bugs that I'm sure you'll all fix. Things I'm not sure about - is it me, or is smoke a bit less effective and more see through?