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Caliell

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Everything posted by Caliell

  1. WTF with the cheating over?

    1) First of all you do realize in this game you can be killed through the walls? The damage is drastically lowered, but Squad at least tries to lean towards realistic ballistics a bit more and you can kill someone hiding behind obstacles, such as thin walls. Some of them are unrealistic though like RPG 7 and 25mm HE rounds, not being able to penetrate fences, but otherwise even small arms can do the damage through the walls in this game. 2) What do you expect when you throw smoke grenade and someone starts cheesing at you through the smoke? -That's pretty common tactic. I usually cheese the bushes, wooden and appartment buildings, through the smoke, especially when the medics throw those smoke grenades and run to pick up their downed teammates (just line up your rifle where the last you remembered their body and take sporadic shots. - Guaranteed to kill someone who is being revived). It takes about full magazine, but if you suspect someone hiding behind a corner of the window, you can usually take them down. 3) It would be nice to see the video if you caught someone cheating. I understand the complaints, but at times you also realize there are mechanics in the game that can look like cheating like your complaint "WTF GOT SHOT THROUGH THE WALL!" unless it was one of those thick brick walls that only 30mm cannon can go through , or you threw a smoke grenade and someone saw you running into it. - The last I checked smoke does not make good physical barriers against bullets. Cover and Concealment are two different things even though Cover can be Concealment.
  2. What would you like to see in Squad

    Currently I think the easies things that can be fixed is the ability to set or stabilized all weapons Rising Storm/Red Orchestra 2 style onto obstacles (getting tired of shooting sandbags) or at least adjust ADS level at the Full Sandbag Wall Window level. This is kind of retarded that you can build sandbag wall with an opening, that is not sized correctly for aiming down the sights through it, or the players are incapable of placing their weapons on the sandbags just like current bipod weapons work. Perhaps also adjust graphics level to Post Scriptum style, where there are shadows everywhere. The current graphics are getting abused. At lowest graphics Multicam of US Army and Brittish Army are the worst (Russian Army even worse). On high graphics Multicam is the best though as in real life.
  3. CAS, Jets & Helicopters

    That depends how creative squad developers are. I believe such things can be countered with: 1) New LAT/AA kit with MANPADS either with Stinger or Igla or Strela to counter BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT or SHHHHHHHHHHHHHHHHHHHHHHHHHH of SU-25. 2) Provide mobile spawn points that can be easily concealed (already made the post about it in suggestions, giving Insurgents mobile spawn point that looks like Bongo Truck or Bongo Bus and Militia to get Kamaz truck). 3) Providing vehicles like Pantsir 1 or Shilka for Russian Ground Forces and Avenger or Linebacker, or M113 with Vulcan cannon on the top of it for US Army.
  4. M4 burst mode

    I don't like it. Neither liked it in real life, with real m4, nor in game and Squad got it spot on that Burst Fire of M4 having that surprising kick to it due to how fast it fires. In full auto M4A1 can go through entire 30 magazine in less than 4 seconds. US Army did the right thing switching and upgrading to M4A1 variant (although now Russian army got better body armor and it looks like newer rifle is needed).
  5. Squad had made many strides, but there are currently a lot of things in the game just need to be rid of and do not make any sense: 1) Pulling charging handle on heavy machine guns while every time mounting gunner slot, with already chambered round in. What the fck? In real life this is waste of already chambered round in the machine gun. 2) Inability to duck and do "Somali Style" fire of the said above machine guns: Battlefield 2 had it. Why can't Squad have it? 3) Poor penetration physics of some objects. I just had the match on invasion map, where there was the prop box in the building towards window covered with glass. Upon seeing the enemy, I attempted to shoot through it. Not a single round hit the enemy and the glass seemed to have acted like invisible wall. This is the same problem with the parked cars. The damage through the unarmored doors of Ural and 5 Ton truck is abysmal. Real life bullets will go through at least 3 of those doors, if those trucks was parked side by side to each other with ease. Why the hell 30mm barely does any damage through the flimsy fence walls? Why AT and Fragmentation rockets, and other fragmentation ordinance cannot penetrate ANYTHING, while in games like Rising Storm, Vietnam that is not the problem? Why AK and M4 rounds barely penetrating non reinforced walls of apartments, when real life rounds easily cheese that types of material? In real life, hiding in the appartment like the ones in Narva and Al Basrah is death sentence since anything past .223 round will easily punch holes through those walls. There is some damage, but is so miniscule that at time this is more of a hassle to spend 30 round magazine for just one person hiding behind the side of the window. In other games that even more arcade than Squad, such as Rising Storm and Call of Duty, Modern Warfare penetration physics are more realistic and more fun to exploit for the team work. 4) Why can't developers introduce the same gun rest as with the bipod to all weapons, when near the sandbags and other objects? This is getting fking ridiculous shooting sandbags(and any other cover you duck behind) because your game character doesn't know how to prop the weapon onto a sandbag or other objects. All you need to do is give the non-bipod kits the ability to have at least some sense to able to use those giant glory holes in the sandbag walls, that seem to be more of the nuisance than being useful in the game. Same goes for infantry carried sandbags. Crouching behind them is basically asking to shoot the sandbags, instead of the enemy approaching behind them. It is realistic that the barrel sits lower than that actual sight aperture, but in real life soldiers simply circumvent that by propping the weapons over the cover. THIS IS VERY EASY TO INTRODUCE WITH CURRENT BIPOD MECHANIC ALREADY IN THE GAME! All you need to do is give the same ability, with drastically lower bonus than bi pods to other kits, so they could prop their rifles onto the cover or an obstacle, for more realistic shooting mechanics.
  6. Commander in every APC / IFV

    In the way, we might of won because the developers introducing M1A2 into the game as 4 man crew (Loader optional as 240 gunner) after my suggestion and I was surprised that they took the notice of it.
  7. Commander in every APC / IFV

    I already mentioned my person argument about this. - First of all it is pointless to make vehicle "arcadey(ish)" due to the fact that "useless mirror fogger" is quite rare with the average crew in the vast majority of matches running 2 man crew. However "FORCING" such "Arcade" mechanics on the players (such as me) who wish for realistic crew is also unreasonable and pointless. - Why? Because the tank with the full crew is much more effective than with 2 and with introduction of the crewman class, this is rare to see dedicated armored vehicles' crewman squad as is. The result? - Such fears of "more useless non infantry players" is completely unfound because this scenario is highly unlikely due to the vast majority of players, naturally grabbing infantry classes anyway. Why am I for Commander's seats? The reason for this, is simply adds more freedom of choice to the game of what you wish to do. The best games tend to be the ones with the more freedom of approach, which translates into "more room for having fun." There should be absolutely no reason for not having such options (such as commander) if they are already naturally do not cause any problems as you mention. In my 300 hours of Squad gameplay I had never seen the situation you described, where "everyone ran wildly for armored vehicles as useless crewmen, leaving good portion of the team without viable infantrymen." - At most I saw about 10 matches, where one or two locked squads of 3 people ran dedicated vehicle crew, which are not very common. The rest of the matches, surprisingly involved one man or two man crews. - However dumbing down vehicles to "Arcade Mode" will take out the effort vs reward part of the game, rewarding solo players with such vehicles, when they should require effort to operate. Therefore the freedom to 2 man and 4 man as the option on the side should always be there. If Squad will introduce 100 player severs as well (which seems to be the plan), this problem will be non existent anyway and fully crewed vehicles shouldn't cause any problems even with such scenario that very unlikely to happen and already with current (semi) "realistic" crew numbers, at least I and I would think majority of players can agree rarely if ever happened. "If it is not broke, don't fix it"
  8. I am not talking about playing as infantry, but as gunner, inside the vehicle. You completely misunderstood what I am talking about. This is not about infantry. This is about Gunner's position, specifically in the gunner's basket like MRAP or Humvee (no longer in the game) and the future Loader's position of M1A2. The post was about gunner's position and not infantry. In Battlefield 2, player could duck inside the vehicles, such as Humvee turret basket with the press of the key.
  9. Commander in every APC / IFV

    Indeed it is and I am Russian by the way. Ironically Russian who served in US military (lulz).
  10. Actually it was that, except in Battlefield 2 as I remember it was Z key (same for prone) to hold down to dive inside the tank. In either case, Squad should of already had that feature since from what I heard the engine is borrowed of Battlefield 2 and PR.
  11. Commander in every APC / IFV

    The reason why I mentioned that, you have to look for what BTR series and Stryker series are designed for. BTR (Bronetrasporter in Russian) translates literally to "APC carrier" with the base Stryker IFV model seem to be the same. - However the deviation in those "analogs" comes down to that BTR was meant to be amphibious and swift. Yes, it is true any vehicle can be the death trap, but Stryker's Double V hull and slat armor, specifically designed to tackle IED problems is "definitely less of the death trap."
  12. 1. You literally pointed out the problem I wrote about. Just to mention on the side, I spent 3 years with .50 cal in the army and even today I could take it apart with the blind fold and even set headspace and timing. Machine gunner that does not remember if he/she chambered is either Alzheimer's patient or never received the training on the heavy machine gun (highly doubtful, since in my unit even cooks had to qualify on .50 cal gunnery). I get the point of chambering when first getting into gunners position, but it is simply asinine needlessly pulling charging handle every time you get off and get back into it. Yes, it is annoying during firefights, especially with the turret seem to be always facing some other way on its own once you leave it. 2. "Somali Style" describes blind fire type of shooting, highly prevalent with insurgents and Arab armies, where they would stuck automatic weapons over the cover without the aim and hold that trigger till black. However, it also applies to heavy machine guns, where you should be able to duck into the turret well, will holding the trigger down. In real life, those gunner baskets in the Squad though are also usually reinforced by extra panels with steel plates, with bullet proof glass on three sides. 3. My gripe isn't with "straight through penetration deviation", (even though there is no substantial deviation, especially with NATO .308 since those doors are so flimsy, you could bend some of them with the good kick. I am not even talking about shitty unarmored technical doors) but the fact that the damage through such doors at times is laughable. Are you telling me that 25mm High explosive cannon, cannot penetrate flimsy fence walls, or RPG 7 cannot penetrate and kill someone behind aluminum fence or flat board wall? Or for the fact that you have to cheese unarmored vehicle compartment before getting any visible results (excluding passengers sitting in the open cargo compartment), or AP 25mm and 30 mm are not one shot kills through walls? The ultimate icing in the cake, have you tried to shoot someone through the glass window in the game, only for it to act as bulletproof invisible wall? Try that with any parked Lada/Ghiguli in game or for that fact any glass window in the building. The ballistics deviation part is agreeable on and I had killed players in Al Basrah by cheesing apparent walls on the lips of the windows, but it seems that the damage was miniscule. It seemed like it took me 30 round magazine. Furthermore AT rockets don't seem to have penetration mechanics at all. - Anyone hiding behind picket fence, hugging it and being shot with any explosives seems to be immune. Damage for 25mm and 30mm AP seems to be lowered as well, at least by more than half and HE rounds don't even seem to be able to penetrate anything. If such large round was shot through the wall with someone hiding inside, the spall and debris on the other side would of created literal shotgun with pieces of the house towards unfortunate victim, not to mention list of other problems.
  13. Commander in every APC / IFV

    real life BTR is kind of death trap. Because of it Russian soldiers, in fact used to right on the top of them, which I find to be surprisingly not an option in the game (probably because of the balance issues of making troop transports useless, but they could be easily turned into extra logistics trucks).
  14. One of the dilemmas I noticed that "Insurgency esque" fix is technically in the game but it does not work, at least when in idle ADS position. Have you noticed, when crouching and ADS, your character does what it should be doing akin to Insurgency character? It postures up into the hunter's position. Bent forward, bent knees, weapon aimed. For some reason when no longer movie, your character in squad, even in ADS mode gets lower, which should be separate animation. Why simply not capitalize on that and implement the same posture up when the character goes into ADS mode to the level of sandbag windows?
  15. Commander in every APC / IFV

    Depending which platform. M1126 basic IFV platform for Stryker Brigade have 2 man crew.
  16. At least they could give the temporary fix I mentioned above in the Edit "Insurgency Esque" type of aiming down the sights and crouching. As in when you are crouching behind the cover the size of the sandbags or wooden crates, your character hunches behind the cover. When aiming down the sights, your character in Insurgency "Postures Up" above the cover, without even resting or propping the weapon. While this is not a real fix and the problem with the sandbag wall windows will still remain, that will provide some better solution. Also I find it strange that Rising storm/Red Orchestra 2 with similar (could argue even worse) graphics does not have the problem you mentioned above. Also another option Rising Storm Esque. - Near props such as sandbags and crates the icon in the hud appear showing that the weapon Is rested onto the prop.
  17. As I said if I could and was part of the team I would of made it the priority since it does affect gameplay and can be addressed with relatively simple tweak. OR at least provide Insurgency esque fix. - When the character is not ADSing, they are posturing down i.e. hunching when in crouch. When in ADS mode, they raise their weapon above the obstacles such as sandbags or crates by posturing up. However that still will not address the awkward usage of the sandbag walls with the windows in them.
  18. If I was the lead designer or had any connection to the development team, I would of already added propping mechanic into the game since it is very easy to add with current bipod mechanics. All it needs to be is substantially lower rate of rise and recoil reduction bonus in comparison to bipods, for the simple reason that it would allow for the weapons to be propped over the cover.
  19. August 2018 Recap

    I don't think there is need at all for changing the vehicles from being realistic. Currently they can be one manned if someone loves to do that or they can be as real counterparts ran as full on crew (4 for abrams/3 for T72B3). "If it is not broken, don't fix it" just leaving it the way it is fine, because it gives the freedom of choice in the game. - This is what makes the games unique and amazing, is providing more leeway. At the moment both those who wish for 2 man crews and for realistic crews win. There is absolutely no point for destroying Win/Win situation for the pointless argument "Well WE NEED MORE INFANTRY" when there is already more infantry and most of the vehicles are naturally ran on average by two crew members, with full crew being the option, who wishes for it to be. Forcing arcade mechanics on those who don't wish for them, will only turn people away, while those who wish for 2 man crew can already, happily do that by choice.
  20. That is what I meant and would be awesome to have in the game, but also in Battlefield 2 pressing and holding Z, while gunning on the tanks or Humvee,, you could of ducked inside the vehicle and fired blindly as well just like that with .50 and .51 cals.
  21. Bring Back v9 Hit Reg

    I acutally like the current mechanic (at least when someone is being shot to the center mass) because it realistically portrays the damage mitigated by the body armor. Shooting M4 or AK74, even with armor piercing rounds, even at such range tend to have random effects, but not outright death (unless someone got cheesed). You also seemed to scored only one shot and the rest of the burst, pulled to the right. I re watched this video multiple times at .25 speed and there seems to be only one hit that is registered. If that was 5.56 at such range just hitting him center mass into the plate incert, there is good chance he would of gotten away with the wind knocked out of him and a bruise from the bulge in the plate. Also keep in mind, in such close engagements in Squad, ping does matter. Would be nice to know for more information how bad was your latency. If you had somewhere over 100 ping and that guy had let's say 30 or even 60, "You get what you see" mechanic of the game would of simply favored him first. You might see him and shot at him, but on his end he already saw you first and shot you.
  22. August 2018 Recap

    realistically speaking, very few soldiers get issued sidearms. Most of those that do are either officers, military police, tankers, or medics, and designated marksmen/snipers. This also goes kind of the other way as well. For example when I was 19D, as 240B machine gunner, I also carried my M4 packed on the top of my assault pack. I presume other armies do the same thing.
  23. August 2018 Recap

    I don't know why would they need one (hip firing M4 is pretty effective) and giving them offset weapon seems kind of the imabalance.
  24. August 2018 Recap

    Honestly I don't see the reason to make vehicles in game "more arcadey(ish)" and less realistic, since as already mentioned above the vast majority of vehicle crewmen in squad run either 2 man and quite often 1 man the vehicle. So why not keep it realistic for those people who want to play "more realistic interpretation" of the vehicle (of course with the bonus that adding more crew makes better performance as the team, given that they are coordinating) and for those who support more arcade style gaming, with their choice is already being naturally supported by two or one man crews. Its not like it is mandatory requirement to have "all or nothing" tank crew. So leaving the vehicles as realistic as possible, with realistic slots, while you will rarely ever see 4 or 3 man full crews seems to be win win for everyone. I would like to see the pie chart of percentage of what people like to play, but I highly suspect infantry and designated marksman are two of the highest chosen kits in game and at most 4 people per team on average per match, that take up armored vehicles.
  25. August 2018 Recap

    Both currently in introduction stage tanks into Squad (M1A2 and T72B3) have independent TC weapons. C.R.O.W.S for Abrams and remote Kord 12.7mm machine for T72B3 respectively. And yes, in real life tanks, tank commanders can override the gunner's actions. However for the very good reason they do not, because they are vital for observation and command purposes of the vehicle (although modern panoramic sights negate that problem to some degree). Perhaps giving some kind of ability for the driver to be spotter would be nice as well (periscope with zoom in ability?). In either case currently M1A2 coming into Squad is going to be 4 man crew (1 is optional 240 gunner in the loader's position). I think everyone who share the vehicle in squad should also be sharing scores for kills/assists/actions etc.
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