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Kiwik

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About Kiwik

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    Fireteam Leader
  1. The French Army would make a lot of sense (one of the most powerful military in the world, and Europe). But a mod for the Légion Étrangère is currently being worked on, so I don't know if the devs really want to allocate resources for such a faction.
  2. Quick Reload Feature

    A quick reload is not a CoD feature, it's something a real soldier in a real life situation might do, so I do not see your point. Having an alternative reloading animation which is a few milliseconds shorter is not going to change the pace in any significant way. Some people might overuse the feature and end up dropping mags all around, but so what? They'll have gained a few heartbeats on their reloads, that's all. You still won't see people rushing CoD style, simply because all the other mechanics won't allow it.
  3. Agreed, any new faction should ideally bring something new to the table.
  4. A better tactical map

    Agreed, it's just a matter of allowing people who do not necessarily know the terrain beforehand to still be able to have a grasp of what the AO is like.
  5. Quick Reload Feature

    The HUD is there to give informations you would have IRL but cannot feel in-game (like the weight of a magazine, as stated by others). So no point in going HUDless, unless you deliberately want a handicap, but that's not what this discussion is about. As per the actual topic of this thread, you're just throwing strawmen around, saying that we want speed reloads just because we like to run and gun, but you could not be more wrong. As Stom clarified once before, it's not about reloading faster to play it CoD , it's more about sometimes having to reload faster in CQB scenarios, where you know there is an enemy around the corner, but you're also out of bullets in your current magazine and yet you have to spectate while your character goes through the step-by-step reloading animation.
  6. It could be interesting to have a 'Mercenaries" faction, tbh Private contractors and such.
  7. Quick Reload Feature

    Agreed. Dropping the mag would be an appropriate penalty imo. The reload itself wouldn't be faster, but the overall animation would be slightly shorter. You are correct, you can get shot while you're reloading IRL. What we're suggesting is you probably won't be following all the safety steps if you have to reload in a hurry, for obvious reasons, be it IRL or in-game.
  8. A better tactical map

    Agreed. You might be able to tell that there is a slope using the shadows and the colors of the map, but do you know if that hilltop is higher than the one next to it?Or is that overall area above or beneath the point you're attacking? Again, there's a reason most military in the world use topographic maps.
  9. Having played in a sniper binome for more hundreds of hours in Arma, I have to say that I do miss the feeling of being behind enemy lines, providing valuable intel and popping the occasional head. That being said, I am still not convinced the game as is needs snipers. You make a valid point, but I follow CptDirty on this one: are snipers the only remedy to the current meta? And I wonder, if the sniper counters the TOW, who counters the sniper? Assuming we implement an Arma-style sniper role, with slightly decreased effective range and overall firepower, you'd be basically bringing a supersoldier to the battlefield, able to effectively deny whole portions of the map to the enemy infantry. Snipers work on Arma, because the map is way bigger - allowing for flanks, and the opposing forces have a wide array of tools available to deal with a frenzied shooter (aerial support, artillery, counter-sniping, armor, etc...). We can already see how effective a skilled marksman can be in area denial, can you imagine the same player with a better optic (let's face it, the current ones are underwhelming at best) and maybe a higher caliber weapon? You mentioned the time factor, but the same problem exists with what you're suggesting: usually a pinned squad would need to wait for support in order to disengage. But you do not have that kind of time luxury in Squad. Some games, likes Battlefield, have imagined new mechanics to make sharpshooters a balanced class (tracer rounds, increased travel-times and that weird flash scopes make to give away a position). I honestly don't think it would fit in Squad.
  10. Increase Splash DMG on 30mm's

    I... actually have to agree with that one. I too noticed that the 30mm frag rounds seem to have no AoE damage at all, or at least a ridiculously low one.
  11. I guess there are other threads about this particular bug, but I couldn't find any. It's one of the most widespread bugs I've see in this version: downed players find themselves in a different room when revived, sometimes on the roof or even IN the roof. Revived players can sometimes get glitched into the roof or a wall, where they can turn around and sometimes even shoot. I'm sure this is a known issue, but is there any feedback as to when we can expect it to be patched?
  12. More weapon Customization !

    Bear in mind that we're just basic soldiers, usually with the most basic and cheap equipment available, not elite special forces. So no suppressors for us, no NVGs, no laser pointers or laser sights... At least for now One can only dream
  13. Quick Reload Feature

    Well, that's what we mean. It doesn't matter if what is slow is the actual animation of putting the mag in a releasing the bolt, the fact remains that checking the chamber or engaging/disengaging the safety in extreme situations isn't very practical, and not that immersive.
  14. Quick Reload Feature

    It also depends on the situation. A soldier is trained to observe the proper reloading drill, in order to avoid jamming and such. BUT it woud also be understandable in a situation of dire necessity -out of ammo and a hostile is mere metres away- to ditch the whole thing and try to reloadas quickly as possible, the alternative being a sure death. While I understand that proper gun handling is enforced in a trained army, I also see how the painstakingly slow process of reloading-switching a gun can sometimes be a problem in CQB combat.
  15. I agree, the medic role is its own thing, and as the designed medic of my fireteam, it's not boring at all. It's just different. People who don't like it might want to refrain from playing it, as they could take unnecessary risks or abandon their squads altogether. That being said, I reiterate my suggestion that we make it easier for the medic to switch back to his weapon when reviving. Ideally i'll always have some teammate covering me during a revive, but sometimes you do not have the resources for that (whole team down, multiple angles to cover,e tc...). The sidearm is a good way to defend yourself quickly, but with that janky animation it's far from ideal, and I still don't understand why a medic in a firefight would take the time to calmly put away his weapon with the safety engaged, instead of just keeping it close at hand.
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