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Pluto is a planet

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About Pluto is a planet

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    Squad Leader
  1. Weapon Attachments - Classes are awful

    You can do a decent job with 1x/iron sights and it can be really fun. Most kit with no optic now have binoculars so you can still spot people several hundred meters away. It's a bit dependent on the map but its not that hard to get a positive K/D ratio even with Iron or 1x and on some maps like sumari the 1x is better than a 4x. If there are going to be a change in optics i vote for less optics, not more. If everyone have a 4x there will be even more sniping duels.
  2. How veichles and rally points are killing the game

    A LAT is a rifleman with some AT capability, they are now more dangerous than ever due to their ability to track even tanks. A good LAT is very dangerous to all vehicles. While they are mostly not the ones that kills the vehicle a mobility kill very often leads to the destruction of the vehicle. Too often you see a crewman jump out to fix the track and once he is down there is only one left in the tank with very limited ability to save the situation.
  3. Mortar calculator == cheat?

    Rocket techies needs an adjustment since their range is now ridiculous, they can easily reach > 3000 meters and as said, the intention is not to have them standing at main firing constant barrages of rockets over the entire map. Mortars on the other hand is fine even with a mortar app. An app is slower than having SL placing a marker on the target, which gives both range and direction. A mortar app requires that you add the locations of the mortar and the target so you need to put some effort into it. It also doesnt gives any significant advantage over the first method.
  4. We need a new gamemode... HARDCORE

    Funny that you are mentioning WT. There is nothing in WT that is even close to realistic. Their flight models are horrendous even in their "simulator" mode. Even in the current state Squad is far more realistic than War Thunder...
  5. Suppression

    I highly disagree. A MG can suppress an entire squad just by keeping the bullets in the air. You dont even have to see the enemies. Advancing while having AR:s and MG:s covering you is very effective.
  6. Marksman Changes.

    Being hidden 200m out from the flag can be quite effective. You dont need to be a marksman, a scope is enough. Ive had cases where i can more or less alone deny the enemy an access route to the flag from all the directions im covering. But most SL:s see no point in having a marksman and doesnt give you time to get into a good position. So most of the time you are forced to just run with the squad and take whatever position available. But if you are allowed to play the role properly it is extremely effective. Both as a scout and for covering the squad. You rarely get a ton of kills but the one you get are often very important.
  7. MRAP vs Kornet

    Missile rack is weaker. One LAT to it will instakill the vehicle is my experience.
  8. Alpha 14 Patch Notes

    RPG-29 is much worse now. the 400 meter marker is waay off. And having the double ranging system is just stupid. The Aiming ladder is there for a reason, allow us to use it instead of force us to range with X+ mouse wheel and then use the ranging ladder... In v 13 you could atleast "cheat" and set it to 400 meters and only use the ladder since it worked for all ranges 0-400 meters.
  9. Since the transport helos are just flying logis that is vulnerable to all kind of weapons they cannot fly in any contested area unless very low and fast. So for troop transports you could expect that they need to land several hundred meters from the point. If the enemy is irregulars the amount of AAA on a FOB would mean a quick death for a helo. The dishkas and ZSU will be very effective in the point defence AA role against Helos. The main benefits is the ability to bring supplies to fobs far from main and the ability to move troops from one area to another. But doing a hot drop on the point will most likely not work out if the enemy have any kind of firepower ready. As for SAM:s a successful tactic is terrain hugging. The Russians avoided stingers by flying low in the valleys since the stinger could not lock on to the helos, the heat signature wasnt distinct enough to separate from the ground. Other tactics used is preemptively popping flares when flying in dangerous areas.
  10. Eyeball Elevation/Height

    Ive seen that and no, thats not what asked for. That also contradicts the idea that the eyesight is above the characters eyes.
  11. Eyeball Elevation/Height

    Have noticed the issue too, but the drivers view is a bit lower than the passenger so it seems legit. A screen shot of the passenger would be nice to have to compare with the view.
  12. Marksman Changes.

    Im a bit skeptical but i will wait and see how the gameplay evolves before complaining. But from what ive seen so far you still have a decent recoil even when using bipods so you still have to reaim between each shot. You dont have to use shift so its still easier but not as OP as I have feared. I would also like to see a change in movements when using bipods. Its a bit unrealistic than you can pivot around the bipod when you are laying down. If you are in a prone position with bipods you should be pretty much stationary with limited ability to move.
  13. Russian Ground forces

    RPG-29 is also used by Russían forces so it wont even be a stretch to give it to them. Irregulars are a bit harder to boost. But for example ATGM:s are relatively common among irregular groups nowadays so the irregulars could get either the TOW or the Kornet as an emplacement. But both groups relies more on unconventional tactics and mobility than firepower so their boost might be some other feature. 2 HABS per FOB for insurgents is one such thing. More mines and IED:s might be another. Once the BMP-2 is in the game things will shift a bit. a 30mil with plenty of ammo and 2 Konkurs it will be very lethal, although less armored than a Bradley. I also hope that The Russian will see the benefits of the Mi-8's larger cargo capability compared to the Black hawk when the helos are coming.
  14. Suppression

    Suppression is an awesome feature and give you the ability to use machine guns in their intended role. Having MG:s suppressing the enemy while the rest of the squad is advancing is very effective.
  15. Surrender Role

    I can see scenarios when the role is useful. When running an event for ex.