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H4ilToTheKing

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Posts posted by H4ilToTheKing


  1. Playing last night as HAT, put a direct hit on the ass of a 30mm BTR, hit the ammo reserve.

    Vehicle didn't die.  Yea, at least a dozen 30mm rounds exploding internally, doesn't kill everyone inside, or critically disable the vik.

    Notice my other post of even WORSE "bullet proof bs" hit reg, V12 is unplayable.  I'm downloading the latest patch and about to boot up to see if the game is even playable.  

    (Reference link to HORRIBLE HIT REG)

     


  2. On 9/24/2018 at 6:46 AM, Guan_Yu007 said:

    ^Basically lol. Squad's hitreg isn't perfect, no, but what do you expect? Pretty sure it took Battlefield 4 more than a year after release to fix theirs.

    BF4 hit reg was great until the "spring update" when they made the PC version a console cross over version.  I uninstalled squad and steam, first game in BF4, I back up, get shot behind wall after backing up, but at least I knew where the guy was because we could see each other because they actually have accurate models.

    The smoke video IS a huge deal because it proves their hit boxes are programmed OUTSIDE the "physical" body.  That's HUGE!  If I can get shot "over" a wall when the guy is CLEARLY behind it (NOT VISIBLE) it's a load of crap he was actually able to kill me.  With the hit boxes sitting FEET above our prone bodies it's entirely possible I wasn't even the intended target!

    That is 100% "BS".


  3. 4 hours ago, YuriIsLoveYuriIsLife said:

    You hit him twice and you were low on health.

    I had just spawned, try again.

    9 hours ago, Nightingale87 said:

    Those weren´t 3 shots. Maybe one if you don´t consider input lag. 

    Bad trolls are bad, three shots, three blood splatters, kidney, stomach, then heart


  4. Will v12 have actually good hit reg where people do not survive three shots to the center mass?  Cuz this is just unplayable.  It's so bad I reinstalled PUBG, that says a lot.  PUBG bullet phyics are **** and i rather deal with that.  I love squad, but this is just unplayable unenjoyable.  This is one of dozens of bullet proof BS that happens every gunfight in this game.
     

     


  5. Can any dev's at all respond that you are even aware of this annoying bug?  Happened again last then when I was on HMG pulling security w/o noise on squad chat or any kind of firing going on.

    Got knifed because the punk was using the footstep bug.


  6. If you do not believe me, feel free to ask SB yourself, even virtual surround, the old SB-Z card CANNOT do true 7.1 SS.  Read the fine print and company's support chat if you cannot find an exact answer.

    I bought Hypercloud X 7.1 and had SB-Z and sound was OFF, only by a bit, but it was OFF (not on point).  I bought an ASUS SOAR 7.1 (I know yuck ASUS) and sound is on point AS LONG as it is set to 16 bit sound.  At 24 bit sound, the sound is not on point again.

    So, summary.  Sound card HAS to support 7.1 to work with 7.1 surround head sets.  If you cannot find exact answer, ask before buying.  Set ASUS sound to 16 bits NOT 24.

    Edit:  Current SOAR settings, Stereo (2 speaker mode), windows Spacial 7.1 sound on, 16 bit sound, and sound is perfect!


  7. 16 hours ago, Sparcany said:

     However I don't see why a relatively complicated system like this would be better than just increasing the ads weapon sway while standing or crouched until the player holds their breath.

    Complicated for who?  

    The current system:

    • Supported fire (Prone > kneeling > standing) decreases weapon recoil, aka bullet spray in this game.
    • Overly unrealistic recoil causes target tracking issues

    What i'm suggesting

    • Supported fire (Prone > kneeling > standing) decreases weapon vibration, aka bullet spray in this game.
    • Remove unrealistic recoil mechanic for weapon vibration mechanic, same mouse down feature (pulling weapon into "the pocket") and allowing you to visually keep eyes on your target, especially when using a heavy weapon in which, as said before, the sole weight of said weapon is enough to counter it's recoil.

     

    People won't notice a difference other than unrealistic (for most weapons "unrealistic") vertical recoil will be gone.


  8. Either you have the knowledge, or you don't.  If you don't, no big deal, read and learn.  I don't take offense when someone has something to say, that is actually "legit" knowledge not just hearsay ;)

    With what I'm suggesting you can keep the current bullet spread, what changes is this:

    • The amount of time you can ADS will change depending on weapon, making it important what weapon you choose
    • Heavy weapons will have less, or at LEAST equal to rifles, recoil than lighter weapons.
      • Less recoil does not mean less spray.  Spray should be 100% dependent on how "well" you mouse down per each weapon.
        • What I'm saying is mousing down will be dual-purpose depending on what your doing.  If you have a heavy weapon, you're compensating for weapon shake.  If you're using a pistol, you're compensating for recoil.

    Visually it will be viable for HMGs to keep sight on a target as a rifle.

    Moderator edit : Removed unnecessary remark.


  9. 9 hours ago, embecmom said:

    never fired a weapon in my life (well actually used to shoot Lee Enfield in the ATC and no im not 100 years old thats just the weapons they used) ... never found with it that there was that much vertical movement, cant comment on the others but having watched a lot of youtubers shooting the various weapons we have in Squad two things stand out... squad ADS there is a helluva lot of shaking going on and there is never as much recoil than there is in squad.  ....  in saying that reducing the recoil/spray would that not make the game a little too easy to shoot and thus make the bullets feel like lasers... 

    #1...weapons do shoot like lasers.  If you think bullets curve (other than due to gravity) like in video games...lol?

    Anything with a barrel over 6" shoot incredibly straight (lasers) when fired from a 100% stable position, not factoring in gravity, talking left - right.

    #2, mousing down should be able to achieve NEAR "laser" status depending how insane the devs want to do it, but if talking real world, if you are able to fully "handle" the weapon shake, your bullets are going "laser" straight.

     

    #3, squad is not a left - right recoil game, I'm not sure it's possible for the UR engine.  PUBG has tried, same engine, and it's not really "working", it's still a vertical recoil game.

    #4, you can still get a "rewarding" game mechanic (mousing down) that will allow for a more in depth, realistic game experience as in it will mirror the realistic aspect as well as level out the movement game play, and I am hoping, would solve some of the camping aspect by making people feel like they have a chance to win a fight while moving.


  10. I like this game because it is not Battlefield.  Yet, every patch, it becomes and feels more like battlefield.  It's time to get crazy, and bring in a new mechanic, a new feel to FPS games that no one has done, yet.

    Base ADS time on weapon weight, and that same weight should modify recoil.

    • When no action is being taken, your weapon is being held across your chest (slung).
    • Clicking right click brings your weapon to "hip fire" mode.  (Or holding right click).
      • In the real world, you're using the weapon sling to hold the weight of your weapon at hip level, aka "hip fire".
    • Holding shift (currently hold breath) is when you ADS and starts your "timer".
      • After time, modified by the weapon you are holding, your weapon starts to shake and ultimately drops back to "hip fire" as you do not have the strength to continue (ADS) to hold it up on it's own.
    • Recoil should be focused on holding the weapon steady, not bringing a weapon back down vertically.
      • Unless you're firing a pistol/SMG, the weight of the weapon is enough itself to keep recoil manageable.  Firing my M4, the weight of that 13 lb weapon was enough where all I had to do, was keep it in the pocket to limit bullet "spray" from the weapon shake.
      • Bullet spray happens naturally when the weapon shakes.  When you hold a weapon tight in your pocket, you're controlling the weapon shake (aka bullet spray), the weight of the weapon itself keeps it from climbing vertically.
        • The AR/MGs should have virtually no vertical recoil because the weight of the weapon is MORE than enough that you do not need to "pull the weapon down".
        • All rifles should have minimal recoil.
        • SMGs and lighter should have NOTICEABLE vertical recoil, modified by weapon caliber.
      • Thus, when you're holding your weapon tight in your pocket, you're just compensating left and right.
    • (This point is more of a pet peeve)  Do NOT just throw bullet spray into the game without an "explanation".  When full auto firing from an UNsupported position you WILL get bullet spray, but have the weapon visually shake or something.  There are sooooo many plebs that think bullet spray is a 100% natural occurrence when your weapon is 100% stabilized...
    • I would agree it would be acceptable to keep the "mouse down" mechanic in the game if it simulated holding the weapon tight in the pocket to mitigate the weapon shaking (bullet spray).
      • There should be a point to where if you mouse down too much you over come recoil and "drop" your weapon.
      • Every weapon should have it's own "mouse down" force to master.
      • If you do not mouse down enough, again the weapon does NOT kick up, it simply sprays more left - right.

     

    Now, how this would balance out.

    • In burst moments, AR/MGs will be able to compete with rifles
      • For example, if you're running through town, and you see someone, you will have maybe 1 - 2 seconds to actually, accurately, return fire
        • Anything after the "initial contact" rifles will win out because AR/MGs cannot hold their sights up for accurate fire.
    • In CQB, the lighter weapons will have an advantage, as they should, because you can ADS a lot longer.  Depending on the weapon, such as an M-TAR, you should be able to ADS for 5+ minutes at a time without an issue.
      • This translates to faster "clear times".  The heavier the weapon will need to take more stops to recharge their ADS time every time they have a new room to clear.
    • Everything will stay the same for distance combat (supported positions).
      • IF anything would change, the only thing would be you have to "mouse down" just as much with an AR/MG when prone because you still have to compensate for weapon shake.

    Edit:

    What would "change", realistically?

    • You will have to make choices on when to ADS
    • You will have to make more serious choices on weapons you pick due to
      • Map (CQB/Long range)
      • Terrain type
      • Play style, are you constantly assaulting "run and gun", or are you defending a position/point/FOB
    • Only have vertical recoil if you are using a light weapon
    • You will have to mouse down just as much prone with a weapon, as standing, because the weapon shakes just as hard no matter your position.
    • Your position modifies your ADS "time".
      • Kneeling adds ADS "time".
      • Bi-pods and supported positions all gain unlimited ADS time.  (Still kind of how it is now...)

     

    The Same:

    • Still mouse down
      • That simulates holding the weapon tight in the pocket to mitigate weapon shake
    • If you're full auto firing when you raise your mouse up, your weapon will follow your mouse
    • Rifles/Small Arms will still be dominate in CQB
      • AR/MGs will at least have a chance now, only for one second or two, but at least a chance, when running to new positions.
    • All weapons will have unlimited ADS time when you are prone supported, like it is now.

  11. 3 hours ago, suds said:

    how do you know you weren't shot by someone else? it is very easy to climb walls now.

     

    Take a screen shot where you see this person on the wall in front of me, exactly where the sound comes from, in front of me.

    And don't forget this gem.  Happened last night.  I have almost 800 hours in this game, and I uninstalled it.  V10 and V11 are trash and have made the game unplayable.  Bring back V9 where everyone wasn't f'ing BULLET PROOF.

    First shot, maybe misses, fine, I was off to the right.

    Second and third shot are dead on head shots.  No kill.
     

     


  12. A.11 has brought about the field bandage bug.  Your field bandage has a 100% fail rate on first time use.
     


    The only way to avoid this, is to start to use it, cancel, then use it again.  You are guaranteed to have it work the 2nd time.  Then, the only issue you have to deal with is those wasted seconds to get the 100% failure rate out of the way and you bleed out.

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