Jump to content


  • Content count

  • Joined

  • Last visited

About Titan84

  • Rank
    Fireteam Leader
  1. Squad and PR (Project Reality)

    For me there are three main reason. 1.) PR supression was effective. In Squad it is not because in PR you cant see the enemy anymore but can guess your sourrounding well enought to get to cover. In Squad you can still see your enemy but get some extra sway. So you better shouldnt try it. But supression by reasoning is not working in a game. In reality if there is a 1% chance you may die everybody would get to cover, in a game if there is only a 1% chance you could survive everybody would take the risk. This doesnt stop anybody to at least try to get a lucky shot (on medium to short distances, so 90% of all firefights, its not even a lucky shot.) 2.) Spawntime is very short and there is always a FOB or Rally to spawn near action (because smaler overrun radius). Together with fast movement , running and sprinting most of the time its a good idea to instantly give up and respawn. Losing a ticket isnt that bad, if you can revenge your death because the enemy is still there (and now you know here he is). Or if you manage to take out an enemy FOB, or to conquer an objektive... thats basicly 60 tickets... its worth to die ...a lot. With spawnwaves on rallys everybody just gives up if somebody sceams "Rally in 10" because you dont want to miss the next wave. And sometimes if you are to slow, you miss it anyway and now you are 1 minute behind your Squad, because no one will ever wait. 3.) And lastly something i was originaly realy hoping for: proper balistic instead of PRs random deviation. Since there are technical limitations like resolution and FOV firefights usualy occour on a much smaler distance (in reality most of the times you can see further than you can reliably hit, in Squad as long as you can see it you can hit it). Now with a (semi)realistic Gun behavior it becomes way to deadly because hiting someone is not that difficult on this shorter distances. Realistic mechanics does not always mean realistic gameplay. in conclusion playing as SL (imho) is no fun anymore. To 1.) Tactics like supressing and flanking arent working (supressing element is long dead bevor Flanking is in position). Only tactic is Zergrush to 2.) If you try to keep your squad together and one or two goes down and you manage to fight the enemy of he will be back bevor you can patch up your wounded and move on. So let them respawn and carry on to keep the momentum. and to 3.) If i see an enemy first i kill him on my own, no need for teamwork and support of my squad. Nowadays a good SL is one who places the best glitched HAB and uses the Buddyrally intensive. Only order is "Run faster" and "Rush there".

    May i ask you, on which server you usualy play and base your impression on? For me, my squad not walking in formation is such a minor problem compared to the Clusterfk it becomes (as an SL) after the first 2 sec of enemy contact. Gameplay is way to fast to react any tactical. It´s always just run.gun.respawn.
  3. Improving Fireteams

    I have seen this sometimes, and also tried myself to use it as intendet (at least as I think it`s intendet). And I run in the exact same problems... for me this would be QoL: As SL I`m wasting my time searching for this little chevron on the map... I want just a big colored blob like the other SLs have, just instead the number with his letter. I dont think that I would confuse a purpel colored big point with an "B" for another SL. If I`m in a FT i want to se my FTL as a 3D Mark if i look around. ATM there is the message "Fireteam "XY" has been updated" Why not " You have been promoted to FTL "XY" or "You are now in Fireteam "XY" plus: when I try to organize my FTs via drag and drop i would apriciate if the drop window would open next to the list of Squadmember not on top, so i can see the FT composition while i drag.
  4. What does this game do better than PR?

    Imho in most parts squad is not on par with PR yet, but some game mechanics i like better atm 1. Persisten ammo. 2. Not accidentially squashing my Squadmates with placeables 3. working Bipods (if working ...)
  5. Is it likely we'll get the humvee's back?

    Well that is the case with every other game/FIlm they are not suing (there are tons of) Doesnt mean, that in future, if they succeed, they wouldnt think "well this was easy, lets make more money out of this"
  6. commander?

    i hope not. Even more lonewolfes running around behind enemy lines thinking they are "special" forces, trying to kill the commander.
  7. Is it likely we'll get the humvee's back?

    Well its not just about using the Humvee by activision heavily in some games its also about driving to Promotions in Humvees with there logo on the side and licensing humvee-toys to a third party and GM only sued after one year of negotiation with activision. Its more like if your neighbor borrow your car, without asking you, and starts to paint his name all over it, and eventually starting to rent it to his Friends for money, and if you ask him if he would at least give you some of this money, his respons would be just a F*U, well... can`t realy blame GM for suing ;).
  8. Wheel support for vehicles

    yes,... would be great to get analog input, just with a checkbox in the option to en/disable it, to use a wheel/Joystick/Gamepad etc.
  9. movement in ADS

    Do you have a video or something? I tried it the other day (in testrange only, not live, but dont know if it matters) and the movement (overshoot) felt the same with ADS and without. Or didnt I get the point?
  10. Unfortunaly i didnt made that experience, yet. Well in an ideal world where every SL allways gives this Order and where every squatmember allways follow these Order, i think you woulnd even need spawnwaves to stick together. Everybody just spawn in as soon as the SL gives the command. It works great if you just play in a Clan or with friends in your Squad, but not to well on public-server. With the suggestion in question you can still order your Squad to hold there spawn, (or wait at the Rally/FOB/Main) it wouldnt be any change, if they follow order. With RP you mean spawntime I assume? (otherwise i coulnd make a sense out of it) Well supposing that they all fight and died in close proximity, they will all have the same spawntime + time between first and last man downed right? If you dont wait for a squatmate and you die allone your own spawntime will increased by... lets say 10s (vs. with one mate nearby).. that means if you wait 10s for each Squatmate the time waiting (dead vs. for your mate) is equal. So if a whole Squad died within 100s (10 times 7 (for each other SM) and 30 for the SL) of each other they still are equal in total waiting time. (If your SL orders you to hold spawn and you end waiting 2 Waves its not that much faster) if there is more time between first and last downed hold on ...aktually you dont need to wait for the last guy to spawn, but the SL and two guys can move out and allways place a new rally (every 20s + 5s waiting Time) if the next guys spawntime is up and he will be there immediately (instead of up to 60s later with waves) after another 25s (as said arbitrairy numbers could be 15 or 10 if it doesnt get to spammy) the next rally is spawnable etc... (thats why i suggested both in the same thread) (as said numers are arbitrary ... 10s for each SM is not enought to encourage sticking together? ... make it 20 etc.)
  11. So since the wave-spawn-system doesnt help (imho) with Squadcoherence i would like to suggest another idea 300 sec respawntime wich starts as soon as you are downed (not waiting and giving up instandly wouldnt be to benefical) and now modified with some arbitrary numbers -30s if you go down within 50m of your Squadleader (downed or allive at the time you get downed) -10s if you go down within 100m of a Squadmates for each Squadmate (downed or allive) (max. -70 sec) (the whole squad should be covered even in a line formation if spaced out 10m each) -5s if you go down within 150m of any Blue with (downed or allive) (max -30 sec) -10s if you are near your own Flag (defendable and secure) for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m) or (whichever is higher) -10s if you are near aktiv attackable enemy Flag for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m) -10s if you die near your own FOB for each 50m with a max of 500m (-10 at 450-500m upto -100 at < 50m) +10s if you die within 30s after respawn (to prevent meatgrinder)(weares off after 2 minutes) Worstcase: So if you are deep behind enemy lines, lonewolfing you´ll have to wait 5 minutes (for casevac or to respawn) vs. Bestcase: But if you die while defending your FOB near your own Flag with the whole Squad nearby that would mean no spawntime at all It should give an incentive to stick with your squad, to defend your FOBs, flags and supplylines, and maybe work with some bluesquads near you. And it should give an incentive to wait at the rallypoint/FOB for your SL and to "rally" your Squad, because if you trickle in one by one everyone has a highter spawntime, as if you go in (and down) as a team. If you find yourself alone behind enemy lines your main focus should be to survive and regroup, and not to go rambo and take as much with you as you can. The point is not about the exact numbers but the general idea to give a spawntime relativ to your location (promoting squadcoherence and playing the objectiv)...numbers can always easily tweaked (are there still flaws?... yes maybe...what is about the Logi-driver driving to main on a flaglayout where it is not quite suitable to follow the Flags?...dunno, maybe the enemy is also discouraged to roame behind your line as well? so it doesnt happen that often?) And Now for Something Completely Different: just another rally-mechanism SL can put down a Rally point, if he has two Squadmates within 15m no enemy are within 100m (or maybe 150m) -If there is an enemy wihin 100m he can retry only after 30s (to not use it as a foe-radar) Rally becomes active after 5s (or 10s... or whatever ) Rally is inactive (red) if it is fired upon within 10m (suppresion range) (not spawning in Hot...but most likely enemy is within 100 or 150m anyway and Rally is overrun) Rally is inactive if there are less than two Squadmates within 15m of the rally point. Rally is active again after 10s (or maybe 5s) if suppresion stopes or there are two squatmates within 15m again. (just so that its not flashing from spawabe/unspawnable/spawnable...) Rally disapear if any enemy comes within 100m (overrun) Rally disapears if SL leaves radius of 15m of the Rallypoint or gets downed. but SL can place a new Rally after every 20s (or 30s..or[...]) (so you can somewhat rally while the Squad is on the move (with little breaks but not during full charges)) Imho the Rallypoint sould not just be another Squad-exclusiv Spawnpoint but a tool for the SL to rally his Squad fast and quicker as long as it is off combat. No more Squads dribbling into the meatgrinder one by one (or two). And an incentiv to break contact regroup and retry. Again, this are just some arbitrary numbers, which could be tweaked. TL&DR: Spawntime depending of your actions and a faster but nonpermanent Rallypoint
  12. Shakeup Infantry Anti-Tank kits

    Well you could balance the Javelin if you look at the real thing... You would have to pull out your CLU and wait 2.5-3.5 Minutes to cool down the system, after that you may beginn to aquire your target to get a good lock on (more difficult at dawn and sundown maps), but you need to ready your missile first for that, the Seeker of the missile needs to be cooled down also, which needs another 10s but if you ready it to soon and can`t aquire a target you only have 4 minutes left befor the BCU runs out of power and you need to change it (and resupply it). Fire position could be chrouching only... Blast yield would be like the RPG 29, minimum firing Range 150m... (or 65m in Direkt mode but it wouldnt target the vulnerable top ofcourse)
  13. 1. Driving phisics are not exactly exiting right now. (except for those little bugs ) I think OWI is working on some better driving physics (or at least i hope so), and if they are not finished by now i would recomment to take a look at the spintires serie for some inspiration, it transfers the feeling of driving a very heavy but powerfull vehicle quit well. IMHO in squad atm Vehicles feel more like very light but still underpowerd (a Truck doesnt look like it has any weight to it, standing at a 45° slope looks like one standing on a flat surface.) 2. An adequit gearbox system would be a must have ofcourse. (I still hope for Wheel+pedals/Gamepad/Joystik-support) 3. Another thing is the microterrain, it is onroad and offroad realy flat and smooth, it always feels like you drive on rails, without any bumps/jolt. (unless you hit one of the little rocks flipping you 10 ft into the air) No...not that you flip and jump everywhere around (that is a result of bad Vehicle Physics and bugs i suppose) but that you can see a shaking/rattle in the Wheel and Vehicle ... and not this boring skiing. and some maps have so much smooth tarmac-roads crossing the wild it looks ridiculous (Belaya im looking at you) changing at least some to mudroads would be a bit more realistic (and fun... with better phisics) 4. In theory Logi-runs can be fun, but what is no fun is driving around vor 10 Minutes and then in the middle of nowhere there is this single enemy back behind your line that kills you with his smallarm. I dont care if it is a well planed ambush, but a single lonewolf? Thats realy frustrating. And you have nearly no means to protect yourself. You are big&loud, mostly stuck to the streets and can`t shoot back. Can we have amored Trucks (against smallarmsfire)? (Yes i understand that this is a very effectiv maneuver, but esp. at killing the last bit of fun) 5. If I transport something let me see it...yes im talking crates, just driving to a circle pressing some buttons driving to main pressing again some buttons..etc. it`s not that satisfying. let me load those crates, see them on my truck bed and if i unload them i want to see them where i put them. 6. Since we won`t get working mirrors, it would help if you could look back. So if you have your normal freelook and you look to your left, the pivot point would be move to the left a bit and you can rotate on this site to -180°. In short: it`s like leaning out of your left window and looking back. 7. Last but not least pls. give me a Horn! and Beep Beep if I go backwards
  14. uhm... well ..yes, that`s so negativ about them. Right now i cant think of a negativ thing that you are in control of?
  15. Teleport from main base?

    But you do see that spawning at main gives you full ammo? And then teleporting to your rally would undermine the persistent ammo system? If the enemy captured the Truck they will most likely disable the motor, so the Truck won`t go anywhere (fast). (If these vehicle would just burn out after some time with damaged engine and respawn there wouldnt be this problem) If the enemy didnt damage the engine and there is someone willing to spend 5-10 Minutes driving the Vehicle back to main but adding 90 sec is outrageous... well dont know wat to say... Beside what Vehicle is left somewere in the field? A Tank? An APC/IFV? its usually just the Trucks (techies/bikes for insurgents). So we should treating the cause not the symptoms. /edit: i do not encourage this "just respawn" im just stunned, that waiting 90 sec. in this game seems to much for somebody...