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About Lightly_Salted

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    Fireteam Leader
  1. Mmmmm... Big guns!

    First video i've edited and recorded and put up on YouTube. I mean, I don't think it's bad... has a load of action in it, and i've edited it down from 40 mins of gameplay to 20, so it's all nice and easy to find in the video, enjoy! https://youtu.be/FanI5QTvubE
  2. I'm in the midst of sorting some performance issues out with my own PC, will be going through the trouble of reinstalling windows etc etc but that's another story. While I was thinking about that, I wanted to ask, who out there plays this game on high/ultra (or close to)? as well as maybe increased scaling? And what are your specs to be doing this? What is your average FPS and FPS when the game starts to get busy? I'm on medium settings with 1.75x scaling and I average around 60-70, and then down to 40-50 when it starts to get busy. This is on an I7-7700 and a GTX 1080. Yeah. So I was just curious as to whether what i'm seeing is really just how the game is, or it definitely is something wrong with my system that I hope to fix via a clean Windows install.
  3. M4 Red Dot Sight is terrible since v10

    Huh, interesting to know, thanks!
  4. M4 Red Dot Sight is terrible since v10

    I believe (Could be mistaken) that the reason for the front sight to still be attached while using the red dot is that in case the red dot was to die or take damage (thus killing it) you still had a sight to use in case of a firefight if you cannot get it repaired right there and then. However, that doesn't happen in-game, so I wouldn't mind having it removed for usability purposes even tho it's not 100000% accurate to the smallest possible measurement. Tbh, I would only use the red dot M4 if I was running medic, if i'm going rifleman I would either snatch up an ACOG M4 for medium/long range engagements or use the M4A1 + Vertical Grip because that thing is a beast for close/mid range. Either that or i'd be going Grenadier (Other roles too, but just M4 w/out RD examples).
  5. M110 - Awfully weak

    Well, it is about cleaning up the scope, as you said it's "dirty, and has a lot of extra shit + thick chevron obscuring view". I agree the magnification is lower, but they can make the SVD so much nicer to use if they just moved the sight closer to the person (As it sits about a foot away from the guys face apparently) and clean the sight up which will provide a better sight picture and help with actually seeing things at range. Yes, I have used the SVD. Many times. I like the fact that it does more damage because I'm more likely to drop the targets I'm shooting at. I always find myself a position at a range at which I can engage reliably and to support my squad mates or provide overwatch, and personally, I don't hate the PSO-1 but it can definitely use some love. On the M110, I only really like the model and the scope, but when it comes to lethality I feel like in most circumstances I'm better off with an M4, which is also a 2-shot kill and is easier to follow up shots with. And not to mention some kits also get an ACOG. EDIT: Just to add, remember the SVD has been in service for what? 55 years? If IRL they had such a problem with the sight as we do in-game they would've changed it. I feel as if it isn't portrayed in-game properly and that's leading people to use it as a reason for balancing the whole gun and the M110 altogether.
  6. M110 - Awfully weak

    Well, not everyone here is American mate. I'm pretty sure I did suggest bring the SVD damage down a little bit AND bump the M110 up slightly, as well as just purely buffing the M110. The Devs can easily clean the scope of the SVD up to provide a better sight picture. The reason I was opting for a more "buff the M110" approach is mainly just because it's a marksmen rifle, made to hit hard and hit far. I wanted it to do that. It could hit far, just not very hard... pre-v10 (we don't know the damage stats for v10) I believe on one of the previous comments it was stated that after one shot from the M110 it takes a person 15 seconds (Maybe more?) to bleed out, giving them a huge amount of time to sprint off to cover and bandage. While getting hit with by the SVD only gives you 3 seconds. That is a huge difference and leads the SVD to be much more lethal in-game.
  7. M110 - Awfully weak

    Alright Randall calm down mate I wasn't lying to fool people into believing me lmao, it's a discussion, not an argument. I agree on the energy sense, I was probably reading off the wrong numbers as I didn't take the time to calculate it myself. Didn't think it was really worth the effort when I can trust the sources I was getting my information from. So no, I wasn't really lying, was I? The energy relation between 7.62x39 and 5.56x45 was wrong as I was reading off ft-lbf rather than Joules. The 5.45 being lighter than 5.56? That's true, by only 9 grains, yeah, but it quite obviously makes a difference. I agree with your other points, but please don't make it out as if I am purposefully lying to everyone on this thread. I try to do as much research as possible, but I'm gonna mix something up somewhere.
  8. Please Fix the visibility.

    You know what DOES need to be changed? That map... the foresty one with the Warehouse and Crucible Alpha as two of the points, can't remember the name. Anyway, fighting against the Irregular Militia forces on that map.... it just hurts, they're the same colour as the goddamn ground, and the grass, and the trees, and the rocks apparently. Yet the US run around with Multicam which is basically just a slightly darker desert camo. Like, really? How about we balance that ay? That's the only visibility change I really want to see.
  9. The future of the LAT kit.

    Realistic yes, but I think he's more on about being able to disable vehicles and knock crewmembers out etc. Remember in real-life (I.e. your much-desired realism) if a vehicle is hit and disabled it is usually abandoned. It doesn't just magically catch fire, mystically get put out and a little health bar drops to orange. You should be able to disable a vehicle if you hit it with an accurate and well-placed shot, and it should either require time or a designated team of people/a vehicle to repair it. There should also be a bigger engagement range so that people can't just dump rockets into the side of an IFV from 30m unless the IFV makes the mistake of going there. It might take a lot of rounds to blow up an APC and to make sure it's completely out of action, but if you want realism you want crews ditching the vehicles when they've been disabled and well-aimed LATs doing that, or knocking out crewmembers.
  10. It's actually nice to see people actually helping Razz instead of just ******** on him cause he's 13, that's actually great. Age doesn't matter as long as they play the game right, but at the end of the day just enjoy it man, trust me i've dropped a few teammates by accident here and there, as long as you apologise you'll be fine! It's a pretty good community we got here.
  11. M110 - Awfully weak

    I feel like the PSO-1 sight in-game is too far out from the user, making the reticule small as well as the sight picture. This is kind of what I would expect, though understandably you don't want to stick your eye too close to the sight for obvious reasons; One problem I see is that the PSO-1 is only a 4x magnification, whereas the sight the M110 has mounted is has a magnification of 6x, as stated by the devs. If they cleaned the PSO-1 reticle up a bit and made it larger for the user to actually see when lining up a shot, then it is still worthwhile. I still feel like the M110 warrants a slight damage buff closer to that of the SVD. 3 seconds to bleed out when hit with the SVD gives you very little time to bandage, chances are you're dead. Whereas as 17 seconds for the M110? They could have a coffee before worrying about bandaging themselves. I understand those figures are from V9, but it doesn't feel like much has changed. Just increase the damage, lower the bleed-out time so it's at least close to the SVD, and the targets you face actually have to bandage almost immediately after instead of going for a short jog before having to do so.
  12. M110 - Awfully weak

    Okay. Seems that my original opinion was quite an unpopular one. Though I guess I can compromise. As I mentioned in my last comment, due to the M110 and SVD being very similar, why not bring them up to each other? So the M110 does the same or close to the same damage as the SVD, or bump the bleed-out time to 5 seconds so the enemy does have a chance to survive, while still having the weapons as quite effective tools. I never stated I didn't enjoy it, the map size didn't help, I would like to try it on a larger map during a firefight to see it's true effectiveness. Just remember that this wasn't a rant, I wasn't stating it was a terrible rifle, I just thought I'd raise the idea. I'ma copy and paste my first paragraph into my original post so people see that.
  13. M110 - Awfully weak

    Done a bit of reading, and 7.62 Russian vs 7.62 NATO is... well... quite a hard one to distinguish. Ballistically, they are almost identical when using the same bullet weight, but the 7.62 NATO tends to produce the same results with a shorter barrel. The only reason I can see for the SVD having higher damage in-game is that there are very heavy 7.62x54mmR rounds available to use, however they are more regularly used as LMG rounds due to their effectiveness at range, or lack thereof, compared to their lighter rounds with penetrators or full metal jackets. Here's a snip from a website I was doing reading on, I'll add the link below as they've run the two rounds through a ballistic calculator as well. Link for the website; http://www.thefirearmblog.com/blog/2016/08/20/modern-intermediate-full-power-calibers-018-7-62x54mmr-russian/ Point being - There shouldn't be a huge difference between the SVD and the M110 in-game, in my honest opinion (And from what I've researched) the M110 should be brought up to the standard of the SVD in-game, and definitely not the other way around.
  14. M110 - Awfully weak

    Gotta remember that the 7.62x39mm actually has less energy than a 5.56 NATO round, and only just slightly more energy than the 5.45. The 5.45 is also a lot lighter than the 5.56, and the 7.62x39mm is miles away from the 7.62 NATO in terms of velocity, weight, and the energy the round carries. This is likely why it takes 3 rounds to drop a target in-game using the AKs, because generally, their ballistics are much worse than the standard 5.56 and 7.62 NATO rounds. The 5.45 and 7.62x39 actually have quite comparable energy characteristics, generally the lighter rounds (In this case, the 5.45, but also the 5.56 as mentioned earlier), are designed to tumble when they come into contact with the target. They can penetrate quite a fair amount, but they lose their speed much, much faster, which is why the wound channel (In my guess, anyway) expands closer to the point of entry than the point of exit. Whereas the 7.62x39 does similar damage, the channel extends towards the exit and penetrates further through when entering as it carries it's energy further due to its weight. I would suppose the same would be said for 5.56 and 7.62 NATO, but the 7.62 NATO carries such a huge amount of energy compared to the rest that I would say chances are it does more significant damage in terms of stopping an enemy dead in its tracks rather than simply wounding them. Something which I do not think is represented properly in-game. EDIT: I want to comment on the round the SVD uses, but I don't know a huge amount about it. I'll have to do some research. I know it's rimfire, which is surprising. I didn't think rimfire rounds were still used apart from small calibres like .22
  15. How is the optimisation in v10?

    I get pretty decent FPS on Squad at the moment, however, I'm running many things quite low. I believe my GPU is bottlenecking my CPU as it's the one thing I have left to upgrade in my PC, which will hopefully be happening at the end of this month. I've had my Radeon R9 290x 4gb for a while now, and I hope to be upgrading to a GTX 1070 Ti, which will bump performance in every game I play, not just Squad. I'm looking forward to it, that's for sure.