Z-trooper

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About Z-trooper

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    Designer and Artist

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  1. OWI 1 Squad
  2. Must admit that this is news to me. If you are going to do a title like that "X confirmed for Y!" please include links. Regardless of what link you may be able to provide, I can tell you that it won't be in A9, though we will have it eventually. I'm going to close this thread as to not get peoples expectations mixed up. Again, things like these are coming, it will be a gradual implementation over several updates, but not for A9.
  3. Priority: Medium-High Started work: Early stages Please keep in mind that this won't be an overnight thing where suddenly all problems and bugs are suddenly gone in one sweep. We will for all intents and purposes be starting from scratch when it comes to setting up handling, sights and feel of the weapons. I'm already looking forward the the hundreds of feedback threads upon first release.
  4. We aren't touching any scopes, reticles or sights until the new weapon system is in place. There are too many fundamental problems as it is to proceed and to improve things a tiny fraction when it will be replaced and redone completely. tl:dr We know. Patience.
  5. This is like your 17th thread about it at this point?
  6. Yep, I'm fine with that too, hopefully those lessons could transfer to other maps. It puzzles me why people think they are supposed to be able to take any arbitrary vehicle absolutely anywhere without difficulty or risk. Video games are teaching people the wrong things I guess.
  7. Lol that map will either teach people to stay on the damn roads..... or will induce yet unseen levels of player frustration. Looking great, and love seeing the vibe of your original map transferred to this project
  8. Squad is not meant to be a mil sim, I'll show myself out
  9. A quick tip to help you guys out: 100% elevation achieves about the same range as 50% elevation. What the increased elevation above 50% does is alter the angle of impact, making it rain down on top of the enemies rather than direct fire. Also greatly increases the flight time. So use that knowledge to your advantage if you are doing indirect or direct fire.
  10. 1. Kinda intentional to discourage one manning it. If you are one manning the vehicle it isn't as effective as being two. Teamwork and communication at the core of everything. 2. Meant to be improvised and derpy, won't be overly fancy. The best you can to do is look out the back and keep track of your angle and have squad mates help guide you in. Don't worry, fancier weapon systems will have fancier interfaces and controls. This one won't. Trust me, fine adjustments won't do you much good anyway. This sucker has a 100m deviation at about 5-600m . Area suppression is the name of the game, not precision fire. There will be mortars for hitting specific things. Improvised, derpy, high skill cap is the name of the game for this particular asset. Characteristics vary with each asset. Stand by for more stuff.
  11. Listened? I had that thing made back at the same time the first M249 came in, just didn't get around to putting it in game before now 2014
  12. You guys dont play a lot of medic I take it. Having to open the map to figure out where specific people are at would be extremely frustrating and a complete no-go in a stressful situation where specific people are key. Like other medics or SL or LAT.
  13. I have a personal request for all of the community groups out there. Please, please don't gang up and steam roll clueless teams with a clan stacked team. Steam roll stomping is fun, sometimes, we get that, but, save that for the weekend after or something. Be mature and think of the future player base, and instead of being a wrecking ball of a squad, spead out and be SLs and medics/Fire team leaders in all of the squads. Assist and show people an example of what it is supposed to be about. Dont hide in a squad full of regulars leaving all of the new people confused and dicking around in leaderless 9 man groups of lone wolves. Thank you very much in advance, and think of the good of the community <3 #Dropyouropticandgrabamedicbagatleast We'll be there right beside you in the trenches, with pockets full of hello kitty band aids for all the hurt ankles and bullet wounds. EDIT: If you arent an SL, have no fear, you got time to pratice. And even if you think you suck, you'll be a hundred times better than some green recruit coming in
  14. There are a lot of implications and potential issues with doing so, but theoretically possible. Just to give you a quick example: bigger guy means easier to hit, if it is randomly chosen then it is luck of the draw if you are hit by what would have been gracing hits or not. If it isn't random, then the competitive players would all go for the smallest possible character, possibly making the battlefield less immersive as there will effectively be less player models in use (the big guys not in use at all or very little). That is just one game play consideration. There are plenty more, and then comes the technical challenges on top of that, especially with our true first person perspective. Changing the scale of a character also means changing the relative distances between things. Things such as the sights and the eye, which means that unless we tweak or automate all possible outcomes, some classes will have sights slightly misaligned. Again that is just one tiny consideration, and trust me, there are plenty more where they came from. But technically very easy to do, but not very easy to get right.