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About Burningbeard80

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    Fireteam Leader
  1. We need a new gamemode... HARDCORE

    So i actually got it right. You are afraid that having a "realism mod" or whatever you want to call it is going to fragment the player base. Well, the player base is already fragmented. In case you haven't noticed we are complaining and arguing among ourselves about what is the best direction for the game to take In all seriousness though, i don't mind different opinions. But you can't cure community fragmentation by telling people to "just get with the program". And since you can't please everyone all the time either, a certain amount of fragmentation is guaranteed to exist in any game. When the game is out of early access it will be what it will be. Some people will like it and stay, some people will not and leave, and there's nothing you or i can do about it when that happens. That's why we're debating here before that happens. But trying to "squeeze" people to subscribe to a direction they already don't like the game to take won't work in the long run. If anything, it creates a knee jerk reaction to oppose your viewpoint just for the sake of it, since the other guy feels that his opinion is brushed aside, so he's more inclined to do the same to your opinion in retaliation. I'm not saying that's what you do, i'm saying that's the vibe it gives off and perception (especially in a faceless, written medium like a forum) is just as important as content. And the perception i get is "guys, please get with the program or the game will lose players and fail". Well, it will certainly lose us too at some point if we can't play in a way we can enjoy. There is enough of a difference of opinion present, that i think arguing about fragmentation at this point is spilled milk already. We are discussing what's the proper speed to deploy landing gear,when we've already made a landing (good or bad, time will tell) As for some of your other points, the fact that the base engine on which PR is built is technically obsolete has nothing to do with the discussion because we are not debating graphics and sounds, but mechanics. If anything, it's even more reason to admire the work done with so many technical restrictions in place and a closed source basis (at least until BF2 became abandonware, i don't know if they've reversed engineered anything since then). So, what we're arguing in favor of are certain mechanics changes. And if we can't get them through the vanilla game or a mod, we will gradually lose interest and move to other things. The fragmentation is already here and the player retention you worry about is already suffering. A mod will not make it worse. In fact, it will probably make it better because it will keep us playing, when otherwise we would probably move to other games after a while that punish certain player behaviors in favor of a slower, deliberate pacing, proper positioning and logistics. I don't thing he's mentioning it as an example of super-realism. What he means is that war thunder has quite a few different "levels" of difficulty with easier or harder mechanics and instead of suffering player loss because of it, it manages to keep players because they have more choices in the way they can play the game. That's what we asking for in Squad as well. Let OWI make the game what they want to make it. As long as we can mod it to be more like PR we'll be happy and continue playing it for years.
  2. We need a new gamemode... HARDCORE

    If you mean recreating the game on a new engine you would be correct. If you mean they didn't create any content whatsoever in that time span, you would be wrong (e.g., massive 8x8 kilometer Falklands map...taking a look at some map listing sites, there are still new maps coming out). I was playing PR up until last October when i got a new PC that could run Squad. I would still be playing it if i hadn't lost my login details during the PC change (it's actually still installed on my hard drive). That's exactly my point, it makes perfect sense from every way you look at it. OWI can create new assets (vehicles, factions, maps, etc) and have easy mechanics to appeal to a bigger audience if they want to, so that the money keeps coming in and they keep producing. Meanwhile, we can still get a game closer to what we expected with mods. I don't mind playing with the same regulars day in and day out. It's actually a much more coherent experience and results in a higher skill level in the player pool, meaning better matches. I remember playing a round of insurgency in the same squad as a clan with players who had been playing since 2006. It was something straight out of a movie and we didn't get any casualties at all for like an hour, despite pushing actively (and that's with a 2-minute timer after a revive, where getting shot again resulted in a "hard death" and a respawn). I don't even care if it will be 5 servers with a 20 minute queue to get in, i'd play it all the time over the vanilla version with the current mechanics. I fail to see how being able to have our cake and eat it too is such a bad thing. Unless i don't know, people are afraid the player base will be fragmented or something. Well, i can't help with that. It doesn't make sense to stick with something i enjoy, if the same thing is done in a manner that i enjoy even more.
  3. We need a new gamemode... HARDCORE

    You seem to have an axe to grind against the game. Which is funny, because without PR you would have no Squad. As for an actual reply, i would post one but Nightingale87 already covered me so there's no need to repeat the same things. Like he said, some of us just want the same game with better graphics and sound. Actually, some of us thought and still think that's what we'll get in the end. You know, just like it was advertised from the beginning.
  4. We need a new gamemode... HARDCORE

    Well, it's neither due to absolute realism nor nostalgia that people reference PR. It's because restrictions worked. You get everyone on the same page with regards to what goes and what doesn't, you get better games on average as a result. It's just a lot of simple stuff that might be trivial on their own but add up when you look at the big picture, which you don't have to deal with anymore (restrictions take care of them) and you can focus on the game. E.g., you don't have to explain to your squad mates at the start of each and every match why it's not a good idea to 1-man vehicles, or use a chopper as a solo taxi, or go lone sniper in the middle of nowhere, etc etc. What a squad does is in the squad's name, it's easy for people to join a squad that will play the way they like just by looking at the name, and you don't have to worry about vehicles and assets being taken and abandoned or lost by random blueberries. You want to drive a tank? Join the tank squad or create one. Everyone knows where the pieces of the puzzle go, so you can just think about your plan for the round. As a result, some of my most mediocre matches in PR were better and more memorable than a lot of my best rounds in Squad. As more content is added and the game is fleshed out i believe we'll get there (and we might even get a PR mod for squad), so i'm not climbing atop the fences with the pitchfork in hand. I don't have an axe to grind, i'm having fun, but if something is obviously missing i can say it's missing. That being said, most of what made PR a great experience was not even a hard coded thing, so i think we'll get an option to play Squad the same way at some point. It's just server rules enforced by admins and scripts, so if anyone doesn't like it they can just play on another server. I don't mind having more choices to bring more people in. What i do mind is when a specific version of the game is pushed as the only viable choice though, especially if it makes the game the same as any other shooter out on the market.
  5. AK for Milita medic?

    I just love the SKS, especially when playing sapper/engineer. It's not as good in close quarters, but the bigger caliber makes it very good for single/double shot kills if you have a few dozen meters of range on the target and a concealed position.
  6. Suppression

    Ok, you approach the game as a competitive pass time/hobby. Nothing wrong with that. But the game was not built as a 1 on 1 (or 1 vs everybody) measure of superior reflexes and motor skills. The game intends to be an experience where you are pretty much forced to work with others, by implementing mechanics that simulate real-life constraints on your in-game character. Sure, suppression is an artificial mechanic, but there is no other way currently to simulate it yet. If we had a USB-to-needle adapter that injected us with adrenaline whenever shots were landing close to us in the game maybe we wouldn't need the shaky screen effects, because our real hands would be shaking by themselves and our mouse would be all over the place . I mean, i imagine that getting shot in real life gives you the jitters somewhat. But even if we leave involuntary/reflex movement aside, just having a higher heart rate and some trouble controlling your breathing can be enough to throw off your shots against long range targets. That doesn't mean you won't send rounds downrange, since the more you and your team shoots, the higher the possibility of actually hitting something, even if you don't see it. It's barrage fire basically. It's also more or less the way things work in reality. The US did some research at some point and found out that in the majority of cases people where shooting at enemies they couldn't even see. So they started looking for rifle designs with a higher volume of fire and more rounds per magazine, and it was one of the reasons they started switching from 7.62mm to 5.56mm rounds. If anything, the value of positioning and tactics over reflexes and the value of suppression are somewhat toned down in Squad when compared to other tactical shooters. It's actually quite easy to ignore and just keep spamming the fire button, especially in close quarters combat. For longer ranges, things happen slower so unless you're running through an open field against a prepared enemy (in which case you expect or even deserve to get taken out), you can just crawl back to cover, relocate a small distance, pop back up and start shooting again in a few seconds. Basically, Squad is a tactical shooter, so it has mechanics that favor or force the application of certain real world concepts. The important part here is the tactical bit in the genre title. It's not Wolfenstein, or Counterstrike or Call of Duty or Battlefield. It's a different kind of game (even those games are different to each other), where it's impossible by design to excel and overcome obstacles solo. That doesn't mean it's not a PvP game. It's a team vs team game, so there is a combination of co-op and pvp in there. A PvP tag doesn't necessarily mean the game has to only be based on reflexes and hand-eye coordination skills. There are games like EvE online (sci-fi MMO with spaceships, etc) where everything (even industry/manufacturing and the market) are PvP. You can ruin someone's day (or months, or even years worth of someone's playtime) by not even firing a single shot, through cloak and dagger machinations with other players, or market manipulation. Yet, it's considered one of the most extreme PvP experiences in gaming, due to how punishing it is to lose. And here-in lies a cornerstone of intelligent game design. A good game should be accessible, but have consequences built in. Because a win is not meaningful if the consequence for losing is too light. It's the amount of consequence for the player's in-game actions that makes or breaks it for me in every single game i play in a semi-serious manner, regardless of genre and type. For tactical shooters in particular, if i can run around the map with no regard for support, positioning and personal risk it sucks all the fun out of it, plus there are a ton of other games already that follow this formula (ie, it's not a tactical shooter anymore in my eyes, so i need to find something else that is). When i want to have some casual fun and do some run and gun i play team fortress 2, not Squad. For games where i actually care about getting immersed in the game world, i prefer the games that make me feel like an ordinary guy in extraordinary situations, and not a superhero. And Squad is a game where you're just a frontline soldier, which is what makes it enjoyable to me. That doesn't mean what you like in gaming makes you a "bad" gamer or somehow inferior or whatever. You just want to play a different kind of game. The thing is that Squad does not aim to be that kind of game.
  7. It should still be possible to add a hard cap of certain degrees per second on rotation speed for different damage states, regardless of mouse sensitivity settings. As for the keyboard controls for mechanical turrets, i think that's because these tend to be gear operated and they have a certain preset stepping. Gears and keyboard controls are usually less accurate than servos/motors and mouse controls, maybe that's why they went with that implementation.
  8. Suppression

    Suppression is not rewarding a guy for missing shots, it's punishing the other guy for sticking his head out when he shouldn't. Your description sounds like someone who approaches Squad as a regular shooter. Nothing wrong with having an opinion of course, it's just that this is not what the game intends to be. It's been marketed from the get go as a tactical shooter where emulating real world tactics should give you an advantage over someone who does not and well, suppression is a huge part of infantry tactics. Actually let me correct that, it is half of the primary tactic in every infantry branch across the world. Even in countries with conscript armies where you serve a few months and have limited training compared to a 100% professional army, they might not teach you all the advanced stuff they teach to the professionals and officers, but they always teach you fire and maneuver. You might end up becoming a driver or even a cook for the duration of your service, but everyone has done a suppression and flanking exercise during training. I was in the local air force with AA gunner and base security duties for a year, where we're basically supposed to hold airfields. In the event of a defensive war we'd most likely be shooting at air mobile troops coming to take over airfields (paratroopers and helicopter-borne assault troops) and not advance like regular infantry across any meaningful amount of ground. Guess what, less than 10 days into basic training, suppress and flank exercise. You just don't go anywhere without it. Unless you like taking much higher casualties for the same gains that is. Fun little fact, certain weapons are engineered to slightly increase spray and decrease accuracy (eg, barrel mounts may not be as rigid/tight as a normal rifle to introduce a bit of sway as the gun fires), in order to suppress a bigger area. Case in point, the 30mm cannon on the Apache helicopter. It's meant for soft targets and troop concentrations anyway, so they decided to make it less like a laser and more like a shotgun. I wouldn't be surprised if some MGs also worked that way, since their main role is suppression and not killing everything by yourself. If the gun was good for everything, they'd just issue MGs to everyone. But apparently regular rifles are better for aimed shots and accurate fire, which leaves the MG with "keep your head down and your eyes looking somewhere else while we flank you" duties.
  9. Yup, crates need to be in the game. The most important advantage of the current system is the ability to customize loadouts (eg, 1000 ammo and 500 construction, or half and half, or whatever else you want) when reloading at main, but it would make sense to actually see a crate drop from the logi, chopper or even an APC or MRAP, even if those are purely ammo crates. In the current mechanics, it's like the supplies are funneled into an undergroung plumbing system that runs them all the way to the guns/mortars/AT missile emplacements. This is a small thing and it's mostly about immersion (having to drop ammo bags via riflemen to reload emplacements is more realistic). But crates have tactical implications too. The resupplying side can drop supplies instantly, but the other side can also destroy enemy supplies faster by blowing up the crates, without even having to touch the radio. Imagine for example that you have a pesky enemy FOB with overwatch on your main advance into a cap. Now you have to assault it directly, but once you find the radio the defenders have no chance at all. With crates, you could assault it as usual and the defenders could disperse their crates, or you could shell it with mortars. If the enemies had all their crates out in the open, they would be screwed. If they had taken care to stash a few of them in cover, they would be able to fight back. More options for everyone, more tactics and content. Currently, the radio being an invisible bag holding all the supplies feels a bit artificial, and the same goes for everything despawning once the radio is down. It's a bit too "magic" for a semi-realistic game. I'd prefer if we had crates holding the supplies and the HAB remained intact but disabled, any sandbags and razor wires remained in place and any gun emplacements remained intact and usable (maybe don't let them reload ammo if the radio is down?). Then you'd need to drop a new radio once you retake the location to reenable the HAB and any disabled buildings. But this wouldn't unbalance defense over offense, because people would need to be careful where they put their crates. If they are out in the open, they can be blown up by the enemy (grenadiers, enemy vehicles, etc) and the FOB would be out of supplies very fast. This would also balance out nicely with helicopter resupply. Players would be able to receive a lot of supplies fast via airdrops, but 99% of the time a chopper drop will leave a crate in an exposed position (unless you have a big enough hangar for the chopper to park into before dropping, like for example in Talil Outskirts). So with helicopter drops you would essentially be giving up concealment/safety of supplies in exchange for faster and more frequent supply runs. TL:DR crates give more options for offense and defense to both teams and there is a decision vs consequence dynamic at play. I think a mix between the current system and the one we had in PR would be nice. Sure, let us load and drop incrementally like we do now, but spawn a crate behind the logi when we drop. If there is already a crate within 5-10 meters, add the dropped amount into that crate. Otherwise, spawn a new crate (this will let people spread their crates out to keep them safer). Then, in addition to the menu selections to drop construction and drop ammo supplies, add a third option in land vehicles to drop everything at once in a single crate. Helicopters should have the "all in one" crate drop as default behavior. Incremental resupply and picking up supplies from a FOB to move elsewhere (similar to what we have now) could still be available to them. In fact, it would have to be, at least for the main base, so they could reload. The catch here is that in order to do that, the chopper would have to be touching the ground and have a vertical and lateral speed of less than a few meters per second, to simulate loading/unloading supplies over time instead of a single crate drop.
  10. I think you're correct. It's probably more about charisma and people skills than being a master tactician (although you do need to have a grasp of tactics too). A guy with a mediocre plan that can get his squad to commit and follow it will have more success than someone who makes perfect plans but cannot get anyone to stick to them.
  11. Marksman Changes.

    You guys both describe what is a beneficial style of play. And i do agree that in general, people sometimes bunch up too much, stay too close, lose vision and then get encircled and wiped often. It's a balancing act like any other. Too close and the squad's lookout abilities suffer, too far spread out and you lose coherence and amount of firepower on any given target. I'm very surprised (positively) by what pinko has said though, since in my experience the lone wolf style is something i come across quite often in the squads i join. A few days ago we had one such guy that didn't even get in the truck with the rest of us at the start of the round, he just started legging it from main, climbing the first hill he saw. Our SL tried multiple times to communicate and addressed him personally, the guy still kept on ignoring him (not even a text/chat reply). About 5-10 minutes later we were finishing backcaping and building a FOB, when he realized that he was too far away from the frontline to get any kills. The SL had already kicked him from the squad by that point (so he was automatically switched to a recruit kit) and as he was catching up to us making his way down the hill, he started shooting at us intentionally. It's still the player's fault and not the kit's, but it is also true that these kinds of players usually gravitate to certain kits, because they are more effective for solo play than other roles (for what they want to do at least, ie, just drop a few enemies from a safe distance in order to feel good about their K/D ratio). You said it yourself that being detached works well for the marksman, these guys just take it to the extreme and play practically alone. This makes the rest of the players wary of a role that would normally be very useful if played like you describe, and it goes on in a vicious cycle from that point on. But to be perfectly honest with you, i believe that this is not something that can be fixed by game mechanics. It depends on the rest of the squad to bring such guys into a more team focused playstyle, or kick them from the squad to deny them their precious kit. I mean, if they want to play alone they can just make a squad and name it "solo marksman" or something similar, there's no reason to take up a perfectly good spot in the squad that could be filled by a better player.
  12. Marksman Changes.

    Well, what you describe is not lone wolfing. If the SL tells you to get on a hill and watch an approach to the squad's position, it's teamplay. A lot of times i see people requesting to hop off the truck early and watch a certain place and the SL tells them to go for it and gives them their own fireteam so that they can mark targets. Usually, it involves a certain degree of communication with the squad, a separation limited to a few dozen or couple hundred meters at most and the know-how to stay hidden, call out contacts and spot for the squad first and foremost, instead of engaging right away to pad personal stats. What lone wolfing refers to is the guys who get the marksman kit and go to a specific place in the map that is a good perch, even if it's nowhere near to where the rest of the squad and their objectives are . A lot of times they never communicate with the rest of the squad and when they do, they ask for stuff that are irrelevant to what the rest of the squad is doing. Imagine this. The SL is neck deep in the poop defending a flag, his guys around him are getting 40mm to the face from a concealed grenadier, he's trying to coordinate with his medics to pick them up, trying to find the direction of incoming fire and suppress it, trying to set up a defence with his remaining force, trying to tell other SLs he's got armor bearing down on his position and if they can hurry up and cap the next flag already, or at least sent some AT his way because his are empty and his riflemen are out of ammo bags. And what does the lone wolf do? He's 500 meters away on the other edge of the map, far away from any flag, watching a direction that does nothing for the rest of the squad (but is a good place to catch hostiles coming out of main or a FOB), engaging anything he sees. And while all that is going down, he'll cut in on comms to request the SL to put a mark down for a techie so that he can get a range readout for his shot on the driver. I don't even SL that much (unless the original SL gets disconnected and nobody else wants to do it) and i get triggered just describing the situation , so of course people who've played longer have a beef with it. What separates lone wolfing from teamplay is neither the kit nor the marksman's separation from the squad. It's the lone wolf's selfish nature and his complete and utter uselessness to the rest of his squad. A 2 day old newbie running rifleman or second medic is much more useful than such a player.
  13. Game laggy at start.

    This is pretty much the reason i can play with a GPU that is below minimum requirements. I have an i5 with 8GB of ram but i didn't upgrade my old GPU (waiting on prices for 1060/1080 to drop a lot), so i'm still rolling with an nvidia GTX 750 that only has 1 GB of video RAM (the 770 listed as minimum for Squad has 2GB). The thing is, i have a samsung evo SSD which is of the M2/nvme variety (M2 refers to the form factor/size/shape of the device while nvme refers to the connection/communication mechanism with the rest of the PC). These are almost double the price of a regular SSD for the same capacity, but they are blazing fast. Basically, what they do is plug in directly onto the motherboard and bypass a lot of other stuff. A regular SSD is installed similar to a mechanical hard drive and communicates with the rest of the system through the same SATA connection. This means that even if their flash/solid state storage is fast, they are limited by the speed of the SATA connection which tends to be slower. According to various sources, SATA III maxes out at about 600MB/s (older SATA II motherboards are half that, 300MB/s). Due to various overheads and what not, a regular SSD through a SATA III connection will give you read/write speeds of approximately 530/500 MB per second, respectively. This is much faster than a mechanical hard drive. For example, a 7200 RPM SATA drive gets around 100MB per second depending on age, condition, and level of fragmentation. In contrast, nvme drives are SSDs that plug directly onto the motherboard without going through a SATA channel. The specs for mine state read speeds as high as 3500MB per second (this is 7 times the speed of a regular SSD) and write speeds up to 2500 MB per second. Essentially, pagefile operations are a non-issue for such a drive. Now, the main thing that makes my GPU crappy is the low VRAM. It's clocked at a lower frequency than a 1050, but it has a comparable number of cores (actually, i think it has a few more). So, all other things being equal, it should be able to run the game just fine. The problem, in comparison to a more modern card, is the lack of vram that makes it hard to load the high detail textures. However, since my SSD is so fast and my 8GB of ram only have to push 1GB of data to the GPU each time, the system can load/unload textures as necessary and keep going, and you would never notice it if it wasn't for the peaks and drops in detail. Whenever i get a lot of things happening on the screen, it's not my fps that drops. What drops is the quality of certain textures (this is also thanks to the game engine doing the so called texture streaming, loading progressively higher detail textures as your system has resources for them). So i might get simplified smoke/explosion effects at some point and in extreme cases, i might get a "cardboard tree" or two (the faraway, low detail model) in closer distances. The first thing to go is the detail on certain vegetation models (eg, poppy fields are blocky) and my player character's model and gun, so instead of looking at my hands with freelook and seeing cammo patterns and glove details, i see the blurred, single color version of it that you see when you look at another player standing 50-100 meters away from you and the colors blend in together. Not a big deal at all, especially considering that i use vsync and the fps limiter, so my FPS is rock stable and playable 99% of the time, on a card that is below spec. In fact, if you combine all the above factors and the lower resolution of my monitor (1680x1050, it's a 16:10), i can set almost maximum detail settings and forget about it. Whenever my GPU starts choking, the game will automatically downgrade something for me to keep it playable. Sure, you might get a couple of ugly screenshots at times, but that's a small price to pay when you can run the game effectively at a fraction of the usual cost and still get high detail for the majority of the time playing.
  14. What SPECIFICALLY is your problem?

    Actually, i think the PR method is less punishing than what you suggested. I'm not worried about careless players getting annoyed, but i am worried about their actions having a larger negative effect on the team. We are already fighting against "selfish fun" for the benefit of "team fun", so i wouldn't want to maximize the potential of a few people to harm the entire team even more. Because let's face it, no matter the punishment, some guy will still take a limited kit and run off to the hills solo. Then when he dies, your team is missing a crucial role for the remainder of the match. It's not like everyone will jump at the chance to take HAT for example, especially if they don't know how to use it. Some people may be happy with their infantry role, so when the random guy dies and gives up, we could have cases where nobody fills that role and it's now left blank for extended periods of time during the round. Heck, i've had cases in PR where nobody wanted to fly choppers or even jets, when usually these two squads were the first to fill up in 90% of the matches. In PR it was the specialist kits (snipers, HAT, etc, whatever kit was limited to 2 per team) and a couple of the normal ones (the grenadier was one of those for sure, don't remember about others) that had a timer. The important thing here is that the kits stayed on the field for the duration of the timer. So, you had the ability to pick up kits from dead and injured soldiers, or trek across the map and pick up your own kit before it despawned. It makes sense to pick up the weapons of a dead squad mate if your squad really needs the role in a pinch, then you can change back once everyone is revived and the danger has passed.The injured part could be abused somewhat, because often people would just "steal" your limited kit as they passed by instead of reviving you. However, it might still be useful for squads that stick together. A common scenario was when you would get surprised by an enemy vehicle. Your LAT/HAT guy would score a hit but was then incapacitated by the vehicle. You were a rifleman, so you would drop an ammo bag, take his kit, rearm and score a second hit, destroying the vehicle. Then your medic would revive him, you would drop his kit on the ground and pick up your rifleman kit and ammo bag again. I still think the problem we are discussing is a combination of existing mechanics and player mentality (and most importantly, the mechanics often reinforcing that mentality), so i wouldn't want to restrict/punish players too much from the get go, before giving them a chance to adapt to a new style of play. In the above example, players were free to essentially steal kits from fallen comrades, but 90% of the time you could count on them not to abuse the mechanic. I played medic a LOT and countless times people would pick up my kit, revive and heal me and give it back to me, instead of just using up my medical supplies for their own benefit and leaving me there. Point being, some of the things we talk about can be fixed by mechanics alone that guide the players to adapt to a new meta. But some cannot and it is for the players and community to self-moderate (e.g., server scripts, active admins and custom server rules). The issue is explained once again by gamification theorists as intrinsic and extrinsic motivation, in this case the carrot and the stick respectively. There has to be a balance between these two, because if we end up with too much stick and not enough carrot, people will either simply stop playing, or keep doing the same thing they always did and let the entire team suffer for their actions. It's a fine line.
  15. Soft ban for destroying friendly FOBs with C4?

    I have a feeling this is the domain of server-side scripts. Are commands like these bundled up in the whole modding remake, or are they currently available? Maybe there is some documentation of available commands for server admins?