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LugNut

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Everything posted by LugNut

  1. You can rotate the mortar a full 360 cant you? Or close anyway. Just do the same. Shovel it halfway down, slowly rotate it like you do the mortar, shovel it back up. It'd make using enemy MG's possible too if they didn't vanish with the radio......
  2. Yeah, I agree, the mg gunner should be able to adjust the tripod position with an associated time penalty. This would also free up the SL from trying to place it juuuust right in the first place. Get it close, plop it down and let your guys adjust it afterward.
  3. Ticket Spoilers

    Yep, nothing has changed. If I happen to be on a team steamrolling, it's common to get to the last cap which is completely deserted. We clear it. Nothing. No counter attacks. Then vehicles roll in to suicide by our RPGs to try to run down the ticket count. Or, you can see the enemy team in main running around shooting birds and having a smoke party. While I agree that changing from numbers to a text classification sounds better, it's still about the same. "How many tickets do you have? We're below Low". I think you shouldn't know at all until the very end, like under 40. "Resources are low! Make your last attack count!"
  4. Squad Roles: Discussion

    As a frequent AT guy, having one squad being AT is a bad idea. Seeing that as a player, you are tied to your SL via rallys, you'd end up with the majority of your AT in one area of the map instead of being widespread and annoying the enemy. The best counter to armor in the game is to have it take rocket hits every time it stops, even if it's not a kill, it keeps them moving and heading back to base to repair. Ineffective armor is just as worthless as dead armor. Having an AT focused squad? Great, but keep LATs distributed with the squads.
  5. Please enable SL to lock their RP

    He'd unlock it? Seems pretty straightforward
  6. Razorwire Idea

    I'd like razor wire to be a better barrier, as has been noted. It's pretty useless as it is. To balance it, nades and other explosives should damage it to a realistic extent.
  7. Or just make them blow up randomly after the infidel dies instead of being garbage collected. Everyone likes when things go boom. It's not like they have Six Sigma Certification, there's shaky wiring, suspect detonators, heavy on the Khat assemblers....... Shovel it up if you want it to go away
  8. The wind is already much higher at altitude than it is lower, at least the sound is, I'm unsure if there is any actual wind. Having built plenty of tall towers on Jensens I can attest to this.
  9. Squad Roles: Discussion

    I'm assuming you'd have to limit squad types and specific numbers of each to the layer. Which means if you lose the race and some noob grabs one of the rare and vital squads, like AA, you're screwed. Or, you'd have SL's waiting to form squads because maybe not all options would be unlocked at the start? Otherwise, you could have an armor squad, a helo squad and everyone else unassigned. While I see your reasoning, I'm unsure it could be pulled off.
  10. My guess is that the caps are uncapped in AAS so that it provides an option to rush those caps and provide more varied gameplay. It forces at least a tiny bit of coordination from the team as well. Someone has to backcap or you're toast. If everything was already capped, and you simply spawned in the middle, EVERY match would initially play out exactly the same. Traveling from main encourages setting up fall back FOBS, and lateral strategies, spawning right at the cap does not. Invasion kills servers because on some maps, it doesn't play fairly and needs tuning, as well as if the advance stalls, it's hard to recover. Unlike on AAS, you don't really see the match flip back and forth, it's usually evident early on if the attackers are going to win or lose.
  11. Permanent zoom? NO!

    Because they said they are going to reduce peripheral vision ADS with optics, so irons would give you even more of an advantage in CQB, as they should, so adding in an auto zoom would start to defeat that. I hope at some point they will have backup sights for all optics, but there's been no mention of it yet.
  12. Permanent zoom? NO!

    I'd rather it was toggled with Shift tbh, I like having an unzoomed option for CQB, but I like the idea overall.
  13. Smoke screen for IFV's

    I'm looking forward to IFV drivers panicking, deploying smoke in an urban area and then getting hopelessly stuck, with said smoke providing easy cover for the enemy to run up and mine/AT grenade it. I don't see how it's going to hurt gameplay in the slightest tbh.
  14. I'm desperately waiting for earplugs.... I like hearing the environmental noises and footsteps, but being in armor is then super loud. Which may be how it is irl, but especially if you're crew, it drives me nuts. Adding earplugs like in ARMA would keep me from shifting my headset half off of my head and then missing local chat.
  15. How old are Squaddies? - Questionnaire

    55 GET OFF OF MY LAWN!!!
  16. Teamwork incentive

    Hmm, I'd go for this. +1
  17. Regarding v10 Staging Period

    You could also disable all weapons for the first 30 seconds or so after the gate goes down at main which would eliminate trolls with explosives having much of an effect.
  18. Will v10 ruin Squad?

    Because the advantage is now slightly with the defenders in that the rushers have to eliminate whoever is backcapping on the enemy team instead of overwhelming them with numbers, I think a lot of teams like BRC will grow complacent and only send a single noob rifleman to backcap providing an opportunity to those who are bold enough to try to rush. It's risky enough that you wouldn't try it every time, but you might have a small mobile squad that gives it a shot since you're almost guaranteed to not have a full squad sitting on the cap defending like you might now. The meta will change and hopefully be more varied, but rushing can still win a match. Bring on the AT squads roaming around main.....
  19. November 2017 Recap

    So much goodness! There are many seemingly "small" changes that will have an effect far beyond their size. Freelook, bipods and climbing for example. Along with the biggies, the animation changes with hopefully a performance increase, movement and shooting mechanics. These things are what control the feel and pace of the game and I think are headed in an improved direction. New content is great, but that's easier to add in smaller patches. I also saw an option for tracers......
  20. Will v10 ruin Squad?

    I agree. I think rushing should always be a viable strategy, but it should be riskier. It's mandatory now, and while it's survivable if you blow it if you're the better team, it generally leads to the better team winning the rush and the other team is in too weak of a position to ever recover. Boooorrrring.
  21. You do if the person who killed you has morals
  22. Me too! Such fun rampaging around like a ninja shooting the US invaders in the back and then vanishing like a ghost. Mwaahaahaaa!
  23. Got A Light?

    Always tell your selfish squadmates to throw their smokes and use their bandages on your unfortunate injured teammates first. Keep your precious items to yourself
  24. Squad lead

    The best squad leads communicate, communicate and communicate. Even if you're making plans that don't work out, keeping everyone in the loop will keep your squadmates on board and with you. As was mentioned earlier, when things start to get really chaotic and you feel it slipping out of your control, it can be best to stop being in the fight and only play a leadership role. Sit back where it's safe and focus on providing support to your squadmates and the other SL's. Keep your rally refreshed and in a good spot. Grab a vehicle and another teammate and move the rally to a new place ahead of when you need to, switch your squad to defending since that will make it easier to keep everyone together. I've led a few squads where all we did was to get fobs up and in the right place at the right time so the other squads always had good spawnpoints. You don't always have to be the squad rushing into the cap.
  25. Assistant Rifleman Class

    I'm not in favor of having a magic ammo box that is carried by a specific role that could dole out any ammo type. I don't know if this is in the plan, but I'd rather in the new loadout system if besides being able to slightly configure your loadout, less ammo, more nades for example, you could carry extra rounds for the mg/LAT/etc. Maybe that could be restricted to riflemen? I think anyone should be able to share the same calibers, via a limited number of mags. I'm hoping we'll see ammo resupply tied to vehicles as well, which could be limited by the size or capacity of the vehicle as well.
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