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About AnimalMother

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    Fireteam Leader

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    Dorset, UK

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  1. AnimalMother's Gameplay and Short clips

    The last video of A16 featuring a deaf and potentially blind BTR.
  2. AnimalMother's Gameplay and Short clips

    Hey all, I've recently (re)started recording some of the games that I've been playing. Mostly just for short clips that capture a set event, though I'm going to look at recording more and having edited rounds, or compilations of a few weeks worth of games. Nothing fancy with the editing just enough for the battles to flow. Here's the first of the videos that's a bit longer and covers the gameplay. Here's a short clip of a miracle on how I survived. There's a few more clips on my YouTube channel here.
  3. Alpha 16 Released

    Have enjoyed flying, not sure if there were many tweaks between the PT version and final v16 release. I feel a reduced sensitivity on the collective which makes controlling it a lot easier and smoother. Still feel that they feel a little light at times especially on a straight approach getting in to the pendulum motion. As flying requires a bit of attention I like having the co-pilot as SL to liaise with troops, load and unload supplies and provide markers and approach angles. A nice little bit of teamwork that never really happened in PR when using transport choppers (as a pilot you could pretty much do all of the above comfortably). Other changes around the place are good too, the new map is intense. The tweaked inf movement is welcome.
  4. British Helicopter: Puma HC2

    Chinook would be the most viable for heavy lift and then Wildcat AH Mk.1 for recce/small team insertion as a light utility helicopter. Merlin's are pretty much solely used in maritime interdiction and for 3 Cdo Bde, not to say they would never be used to support Army units. I always thought the Puma was just meh as it was never that reliable, its an old airframe that got butchered during a mid life regeneration program.
  5. Console Commands

    Related to these but possibly a slightly different topic. Is there a command to force spawn someone i.e. get rid of their spawn timer if it's really long? Is there a local server init file or similar so that I can practice offline flying without having to wait for the round start time and not have an 80sec odd respawn timer when I crash? Thanks in advance.
  6. Helicopter impressions: feedback on display and controls.

    Adding on top of this I would like to see pressing S with 0% collective puts you to negative pitch to glue to the deck. Currently it seems to cause you to bounce up as if you're in a GTA:San Andreas lowrider mission. That coupled with wheel brakes would make for less ice skating around the map when landing on level surfaces with slight forward movement.
  7. A Doctors Gripe

    Interesting to read that the US Army Medical Corps got in wrong in 1902 as well sparking the misuse. Well every day is a school day.
  8. Release more content at once and do fewer updates

    Everyday is an over exaggeration. There's been one update this week, two the week before and then nothing for a few months. Are you sure you're not getting confused with mods you subscribed to during the free weekend recently? Separate note though that the way this game updates is ridiculous, 30mins+ to patch 25MB. That needs sorted especially seeing as the dev cycle is to drop patches at prime time on a Friday...
  9. Why is updating so slow?

    the best part of 25mins for 5.87MB update...
  10. Why is updating so slow?

    Something that's bugged me for the past few builds now. How come Squad is the single game in my steam inventory that takes an absolute age to update? Just now updating to 15.1 has taken 6 mins to preallocated around 40seconds to download and now 10mins+ doing whatever? A 600MB update for R6:Siege took all of 2minutes start to finish...
  11. Alpha 14 Released

    Sweet turn around on the patch release! Hopefully more content and changes in the future too. Really like the TC gamemode, adds a really good dynamic and some tactical thinking rather than just funneling 80 odd players into a tiny flag cap zone. Just a point to note that the SUSAT is zeroed at 300m in real life, that's the lowest setting on the sight. So technically it was fixed before when it read 300m (I initially thought this was good attention to detail).
  12. Alpha 13 Feedback Survey Update

    Cool. Will be interesting to see the results come out. Do we at this stage know the proportion of the playerbase that took part?
  13. Alpha 13.1 Released

    Good to see a quick turnaround to fix some fundamental stability issues with the game. Nerd mode: Love the use of pernicious "having a harmful effect, especially in a gradual or subtle way." Would have hoped for a few extra changelog entries relating to non-insta death on revive and buddy rally. Seeing as suppression and sway got nerfed in 12.1 with minimal feedback. {end cynicism}
  14. Trucks wth cargo cover(tent)

    If you were traveling through territory where you determine that there's a possibility of enemy contact and you were unfortunate enough to be in a transport truck you would travel with the canvas rolled up as to provide situational awareness. Otherwise if you get contacted the guys in the back will have no orientation of their surroundings. For logistics trucks on the other hand... Would easily differentiate the two. From a nerdy point of view I would prefer the trucks to look a little closer to their RL counterparts. You would NEVER travel in the manner that the Brits do on the MAN SV.
  15. Alpha 13 Released

    A lot of interesting and cool stuff in amongst that list! A hefty set of patch notes indeed, good job. Though I am surprised to see the non-perma death revive stayed in. Seemed most feedback was to have it bought back to v12 standards. Then really gobsmacked to see that buddy rally is still a thing?! Almost what was the point in the public test?