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paragonid

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About paragonid

  • Rank
    Fireteam Leader

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  • Gender
    Male
  • Location
    Ru

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  1. Buddy Rally and other alternatives.

    1. Remove vehicle respawn timer and give the team ability to get trans/logies trucks from main at any point of time they need it, or lightly restricted 2. Buy vehicles from FOBs for resources 3. Respawning inside HABs and main bases should be ticket free
  2. a new scoreboard stat for taking enemy tickets

    It's straight forward to implement in most of the cases
  3. FOB emplacements cost

    Fob emplacements cost should be rebalanced. Right now logistics truck can carry only 6 tow rockets or 5 tow emplacements. Both of those are too low amount. Gameplay wise tows aren't that effective in anti-armour kills to justify it. Same goes for deployment cost of fob machine guns. They are decent at light vehicle kills and long range support only, why not let most of the fobs have them?
  4. Saying different movement speed will fragment squad is like saying different weapons, roles, play styles, game experience will... It's not a teamwork game if squad can't hold formation because of different movement speed.
  5. Bad/gamebreaking features in alpha 13

    How do you know the value? Is it peak value (the 15(?) seconds top speed... I felt like even lower in a13(?))? Do you imply that A12 was 18km/h then? What speed should it be in your opinion?
  6. Fireteam comms colors

    I liked a12 fireteam comms colors, which all were set to green in a13. As a SL, when I assign FT to specific group of players, report from member of FT gives me source location immediately just by their comms color. When I'm a FT member, it's easier to identify when it's my responsibility to respond immediately to the comms report, without need to memorize all my FT by nicknames. Was useful feature, see no reason to remove. Can we make it optional instead?
  7. Bad/gamebreaking features in alpha 13

    Disagree about movement speed. 10% of difference for movement speed doesn't make Olympic champ from a soldier, you are playing on emotions. If we are talking about feelings, it doesn't make feel like it's too fast. If we are talking about values, then it would be interesting to see, how fast is the movement speed in the game and compare to real life. If we are talking about in game experience, then how much harder is it hit moving target would be interesting value to check, it feels ok for me. It doesn't make crossing maps too fast or any way of transportation useless, so I don't see negative if the changes. In game mechanics, current run speed is way simplified, full load wounded in both legs mg who just ran 2km and fresh crewman with 2kg equipment has same speed. Your point about moving speed lacks any facts, only feelings right now
  8. For full picture it's interesting to compare more similar features: 1. Squad marker (attack, observe, etc) + FTL marker 2. SL marker rangefinder + FTL marker rangefinder 3. Map contact marker + reinforce, resupply, etc markers All of them increase effectiveness of operation and lead to decrease in squad communication. Elimination of them lead the game to be more hardcore and "encourages players with excellent eyeballing/map reading/teamwork/etc skills". In that sense, Squad marker makes my job as squad leader pretty dull. All I have to do is to press hotkey on my mouse, get squad marker in the middle of my screen and scream "Marker" in the comms. I engage something? Marker. SL, where to go? Marker. SL, where to spawn? Marker. SL, which track to take? Marker. I mark before, during and after engagement, I barely ever have to call direction, everyone from my squad will find the marker on their compass and determine relative direction better than I could ever do with words. How is it in principle different from FTL rangefinding? Thinking of it, makes me want to play without this feature, but I know how effective it is, so while it's enabled, if you don't do it, you are in disadvantage.
  9. Buddy rally poll

    It's similar to squad hoping mechanics. Squads need to be wiped, to create space for revives, building and map control. Squads should be held responsible for losing fobs and rallies, and it's eliminates all of it.
  10. It would simplify communication and increase information reliability if it is possible to know which squad placed marker. To not increase symbol load on map, mouse over tooltip could be used to display such
  11. You failed to read
  12. Making FTL unable to determine range presented in a13 is an incomplete solution. A12 algorithm was: 1. FTL sets marker 2. FTL reads range to the marker A13 algorithm is: 1. FTL sets marker 2. FTL asks SL to set a marker on top of his own 3. SL marks on top of FTL marker 4. FTL reads range to the marker Does it require more teamwork? I guess. Something like quick event for medic and someone he is trying to revive, then need to do it together successfully, then revives is successful. More teamwork as well... Does it make finding range to target harder? I guess. If SL is aware of issue, it's +2-3 seconds, but same result. Although as a SL I don't really appreciate such minigame. I'm not sure what exactly is trying to be archived with removing rangefinder from FTLs, but to make it complete, SLs should give up their ability to see range to the marker as well instead of playing minigame "SL, marker my FTL marker". Or another way is removal ftl marker UPD: For full picture it's interesting to compare more similar features: 1. Squad marker (attack, observe, etc) + FTL marker 2. SL marker rangefinder + FTL marker rangefinder 3. Map contact marker + reinforce, resupply, etc markers All of them increase effectiveness of operation and lead to decrease in squad communication. Elimination of them lead the game to be more hardcore and "encourages players with excellent eyeballing/map reading/teamwork/etc skills". In that sense, Squad marker makes my job as squad leader pretty dull. All I have to do is to press hotkey on my mouse, get squad marker in the middle of my screen and scream "Marker" in the comms. I engage something? Marker. SL, where to go? Marker. SL, where to spawn? Marker. SL, which track to take? Marker. I mark before, during and after engagement, I barely ever have to call direction, everyone from my squad will find the marker on their compass and determine relative direction better than I could ever do with words. How is it in principle different from FTL rangefinding? Thinking of it, makes me want to play without this feature, but I know how effective it is, so while it's enabled, if you don't do it, you are in disadvantage.
  13. Calling all up-and-coming competitive players!* *not all
  14. Add traction sound for moving vehicles

    Pretty sure not, but you still can add a suggestion to publicize full changelogs, it'd help (:
  15. There's a such bug. There are instances when you cannot spawn at rallies with available kit. Happens when you place really next to some objects
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