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Stom

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About Stom

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  1. please do not release this patch

    I disagree with pretty much all of your negative points. 1) While my experience with the gunplay isn't perfect because I've been playing with 400+ ping what I have played with I like. I'm not a competitive player but I'm still able to keep my aim on target and get hits, but with enough of a challenge that it still feels rewarding and weighty. 2) There was a glitch where players were invisible that might be the reason for your ghost problem. The actual suppression works pretty well in my opinion. It's a small enough effect that it doesn't feel like you're losing control but enough of an impact to impede accurate fire at long ranges which makes suppressive fire a viable tactic. 3) I think the reasoning ammo isn't automatically resupplied when you spawn at a HAB is if the FOB is also doing something important like resupplying a tank or ATGM you don't want to have everybody that spawns missing a couple grenades draining the resources. Apart from that slight annoyance I think the persistent ammo system is extremely effective at heightening the importance of logistics and coordination from the squad level up. It also helps to make vehicles a lot more effective because the LAT can't just die and respawn constantly to go hunting again. 4) The HAB changes work really well to remedy the meatgrinder of V11 but whether or not they're too dramatic is a bit hard to tell at this point. It will definitely mean players will have to be more careful with FOB placement and given that FOB proximity requirements have been reduced and logitruck capacity increased it's easier to place more of them. 5) I know some people have issue with the M4 sound being unrealistic but the sounds overall have improved especially when it comes to heavy weapons like the M2 distance sounds. The small arms sound a bit more punchy overall which I enjoy. Even though I love tanks and the visual improvements all of these mechanical changes are what makes V12 exciting for me.
  2. Arcady Milsim? Suggestions.

    That's not really a reasonable request. You'd be creating two different branches of the game that would require their own development and support. Especially given that Squad is still in Early Access it doesn't really work from a developmental standpoint. Also, this would split the playerbase. While this is an argument that has been brought up against modding I feel if it were two official branches of the game they would be far more disruptive to communities.
  3. Why turn off turret stabilization?

    I've been leaving it off during the trips too and from main to resupply where we're safe just so I'm facing forward when we start getting closer to combat.
  4. In my experience with V12 the new rally system seems to work pretty well. Because it has unlimited wave spawns but doesn't refill ammo it acts as it should and just rallies the squad. You still need a logistical connection, whether that be a FOB or vehicle, so you can't detach your squad from the rest of the team if you hope to be flexible or even survive.
  5. I agree that there are too many sun rise/set layers, or at least it feels like there is. Personally I would like a majority midday layers and let the sun rise/set ones be a refreshing breakup to those. A few versions ago it was the same for overcast layers but thankfully it seems like there's less of those now which lets them serve as a breakup.
  6. Vehicle Match-Up Problem

    I think the problem comes from the fact that RU only has APCs but the Bradley and Warrior are IFVs which are more heavily armed and armoured. The 30mm BTR sits between an APC and an IFV but since it has no ATGMs it can't really deal with heavier armour unless it has a huge flank advantage. When the BMPs are added the armour dynamic should shift into more evenly matched engagements that aren't symmetrical since BMPs are still a lot lighter than the other IFVs. I am interested to see what happens with V12 in this regard since we'll be getting getting tanks for Russia and US as well as the Bulldog which will allow some more interesting match-ups.
  7. Squad system/types for vehicles.

    I generally prefer the current unrestricted method that allows players to dynamically create squads that can change in response to the match. However, I do like your third suggestion of optionally creating a dedicated squad. The way I imagine something like this working would be 3 or 4 squad types: - Default (No restriction) - Infantry (No crewman kits) - Vehicles (Only crewman kits) and when they come out - Air (Only Pilot kits)
  8. The flinch is what we're getting in V12. I didn't really get much of a chance to test it during the playtest but if it works as displayed it should work pretty well to stop medium to long range accurate fire.
  9. There is no friendly fire suppression with the new update, only enemy fire suppresses.
  10. Too much fog

    As Psyrus says it's all about performance. Anecdotally I was able to play a single match of the V12 test on Narva and the Fog had been heavily reduced.
  11. Here's a snippet from the October Roundtable I grabbed from Reddit: Granularity for ammo means that each piece of ammo has a cost associated to it, instead of the soldier class taking a specific amount each time. Granularity at the current state does NOT mean you get to pick which ammo/how much you want, it will attempt to fill up everything you're missing. This means that if a truck has 20 ammo left in it, and you're an AT soldier, you might not be able to rearm anything because its going to attempt to fill up everything you're missing. They are working on updating this, but it wont be out on launch of V12.0. This is pretty normal with the first implementation of features.
  12. I like weapons being loud, it makes shooting more fun and since others can hear you it becomes more of a risk. Why do you think silencers would be good? And what factions/kits would have them?
  13. Couple of bad decisions in my opinion

    Medics can heal themselves. I don't think being revived affects the SLs ability to create rallies. You can still move but very slowly and with no stamina once revived, so no running, jumping or climbing. Aim is affected by the fact you have no stamina, so you get the same result as aiming after sprinting through your stamina in V11. You are in an active state and can do everything normally except with the stamina and vision penalty. The ammo change most obviously changes the armour-infantry dynamic. If you die without a rocket and respawn at a rally or HAB you need to resupply from somewhere to get another rocket. which is the job of the rifleman's ammo bag but that bag is also limited by ammo persistence. What the persistent ammo and ammo granularity mean is that squads will quickly lose effectiveness without some sort of logistical support. So while they are feasibly indestructible if never wiped they will be reduced down to the minimum 3 primary magazines and 1 bandage, so no frag grenades, smoke grenades or launcher ammo. This would mean lone squads behind enemy lines would be able to harass other infantry but not engage in extended firefight and completely unable to deal with armour in any capacity. I liked the way it was working in the couple of games I played during the test but it's hard to gauge without extended public play.
  14. It is not in V12 but there is plenty of other stuff. The two tanks being released with V12 are the Abrams and T-72B3. The T-62 and Challenger will come later.
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