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Good-Try Greg

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About Good-Try Greg

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    Fireteam Leader

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  1. Commander in every APC / IFV

    Sure except it's a foregone conclusion that the only reason anyone is going to play commander is because they get machine guns. Nobody uses the command seats on the BTR or the BRDM for commanding because it's impractical, the driver slot is just more reasonable for that purpose.
  2. Commander in every APC / IFV

    For Stryker the commander doubles as the gunner at the 3 o'clock position. He has a bunch of periscopes but they're nonfunctional in game. I thought that's what the turret over turret limitation was? Can't have more than one perspective for a single seat. The BTR already has a command seat... everyone just forgets that it's there. Soviet procedure was commander dismounts with the infantry leaving just the driver and gunner inside.
  3. Weapons precision nerf

    OP is right
  4. Bring Back v9 Hit Reg

    Your shots were disregarded because he killed you first
  5. August 2018 Recap

    Reducing seats is preferable to giving those seats cheater capabilities they don't have in real life. Like remote operated machine guns. It's a shame turret over turret has technical issues because combining commander and driver makes perfect sense as a compromise. The Stryker should work kind of like this by default too (gunner is also commander)
  6. Crewman Squad Leader rally points

    SL crewman is definitely for locked squads. The much more reasonable option for motorized rifles at the moment is to use squad members for crew, and the SL dismounts and fights with the infantry. If you want to command your squad from the driver or gunner seat you'll have to use the MTLB. Don't really understand why though. I see a lot of SLs get trapped by this because they were the only one who volunteered to drive the stryker. Absolute nightmare trying to place rallies with 4 compared to 2.
  7. Quick question about "Zoom Sensitivity Scaling"

    Probably some generic formula... Wish I could help more, tried to figure it out before but when I lowered the 8x zoom in GameUserSettings.ini and it made my 4x acog zoom _higher_ I realized I had no idea how it worked. I've got it close to where I want it but not exact... right now I'm using: SoldierZoomSensitivities=((1.000000, 0.928125),(4.000000, 0.689894),(8.000000, 0.577441)) With GlobalSensitivity set to my mouse sensitivity, but it's not 100% there. There's a dogmatic approach where the sensitivity comes out equal across the board. The idea is if there's an enemy at a certain pixel coordinate, the distance to move the crosshair to that enemy is the same at every zoom level. The default scaling is a little high iirc, but the math is trigonometric, so linear interpolation (which is what the flyover text says...) is not the right way to do it either.
  8. US/RU/GB vs irregular is also unrealistic. "Security Force"-type factions really are a glaring omission for both PR and Squad. Those are the folks who actually face any and all high casualty fighting, which would be completely unacceptable for the major world factions to take directly.
  9. Fun fact about that: the Russians use a 400m zero on their AKs. The idea being they can keep shots on target for the entire effective range of the rifle , aiming at "the belt buckle" of a soldier. Try that in squad and let me know how it goes lol
  10. Honestly it's the dumbest thing about squad. Nobody has ever liked the massive bullet drop but they go along with it because they figure it must be realistic.
  11. New Revive ability

    The idea is that this is supposed to reduce respawning along with the rally/fob changes. Although I don't see the proposed rally changes changing anything (50m stomp and wave respawning that, on average, is actually faster spawnrate than before, unlimited spawns as a bonus) The realism aspect isn't that simple. The medic is a platoon position that oversees the squad level first aid. It's a whole tiered system.
  12. AK s Iron sights

    I think they opened up the notch mesh a bit when they removed the blur.
  13. New Revive ability

    A full squad can fill all limited kits with 2 medics, and that includes the scoped riflemen limited kits. You'd have to trade a medic for a basic rifleman to end up with a medic deficit. That's not an upgrade over the medic kit, so the strategy makes no sense. Even with two crewmen in the squad it's not hard to shuffle the roles to get at least one medic without losing all your force multiplier roles. The medic is a force multiplier too because they can heal, revive, etc in addition to being a decent combat role.
  14. New Revive ability

    kits are limited in such a way that this literally isn't possible as a strategy
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