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Rudd_Nurseman

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    35
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About Rudd_Nurseman

  • Rank
    Fireteam Leader

Profile Information

  • Gender
    Male
  • Location
    Brighton UK
  • Interests
    Registered Nurse
    Gaming
    Running

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476 profile views
  1. FREE WEEKEND´s are out of control

    Dunno if you every played PR mate but some of us have seen this discussion a thousand times before every single update and my (omg) decade of experience with is specific niche gameplay reflects my opinion as above.
  2. FREE WEEKEND´s are out of control

    Just play on well admined servers, new people who mesh with the game will stay, those who don't will get removed. At least 1/4 of the new people might be some of the best players you will ever meet once they learn the game. 1/4 will just not return, the other half will be ok eventually.
  3. V12 Positive feedback

    Just wanted to say thanks to the DEVs, V12 has achieved the point where I am totally hooked again and it plays like a full game. Absolutely loving it. Persistent ammo is a great new challenge which has completely made me rethink my relationship with vehicles and FOBs. FOB disable changes are great, far less spawnkilling required. General feel, look and performance of the game is increased for me. All the new vehicles of every kind are brilliant, I've even found a good way of using the bulldog. Road physics make vehicles far more realistic and less gamey the shift system is being used almost perfectly ingame for speed control and hill climbing (couple of tracked vehicles having trouble still tho) All the new guns are great, SKS + scope is my new favourite on irregulars. Fireteams allow alot of individual squad leader tailoring, and help keep attached vehicles, AT fireteams or marksmen as part of the squad even if detached. General UI changes were a bit overpowering on first try, but now I don't know how I played without them. The squad leader icons are just perfect. Animations! BEAUTIFUL. Stabilisation, so much more user friendly! Logisitic changes much appreciated, making strategic choices more powerful and enabling a 'pass the parcel' style of logistics if needed (like a cental depot squads can draw from which also often functions as a vehicle repair depot) SUSAT Scope, lovely! New Maps play so well, very individual tactics needed for them. I love the FOB wars of Talil and the incredible 1.5-2km or CQB tank fighting on Yeho. I've played so many hours in the last two days I have a repetitive strain injury! (Marathon weekend since I'm on 4 nights from tonight), so THANK you I really got my money's worth with this game and it is easily my favourite FPS of all time now. Keep up the good work. Althought I think I'd prefer it if the Russian truck animations do not sync up just right sometimes that they snuggle or perhaps it's a heart warming human moment, who knows? https://steamcommunity.com/sharedfiles/filedetails/?id=1558453041 https://steamcommunity.com/sharedfiles/filedetails/?id=1563560740
  4. Limited Alpha 12 Test Oct 10th

    Congrats on getting to the beta test period Good luck!
  5. November 2016 Monthly Recap

    Woah! I was thinking the other day 'they've done really well getting the bones and some meat together, but the game still looks mechanical' then they go and make this! Total legends! Well done, can't wait to see it in action! Really looking forward to mines, unlike BF2 Squad's offroading is actually quite hard (as it should be) and roads get used alot more, particularly on maps with lots of afghan walls, so they'll get used very effectively. Being blufor is going to be hard!
  6. Release: Alpha Version 8.8

    I'm running near ultra when I was running med/low. Great job DEVs, you are total legends. Squad is officially my #1 online shooter now. Loving insurgency mode and how it rewards the cautious vehicle user. AAS is totally great as normal and totally intense. I love how the insurgent team isn't at the mercy of scopes etc thanks to excellent level design. From the blufor perspective it's constantly 'they could be behind XYZ...' Art assets, level design, playability, teamwork, gameplay; squad really does have it all and it can only get better with new features. This is a suprisingly low rate of bugginess for a game not yet in beta.
  7. Release: Alpha Version 8.8

    Thank you for the update, I'm now able to play epic/high with FPS >40 consistently even on forest maps. The game is more beautiful and more tactical than ever before. The new lighting is epic, very atmospheric! I wonder if at some point it'll even become dynamic, with fog clearing or entering the arena at different times. So much progress has been made, you should be very proud; only a few bugs but that is to be expected.
  8. Thanks to the lads on TG the other day, It's wonderful that you guys have the same old esprit de corps! I'm now a subscriber again so I'm hoping I'll see alot of old PR buddies and new buddies alike!
  9. Post Scriptum : The Bloody Seventh

    I really liked the emphasis on the person in ths reveal trailer, the personalisation of the narrator; well done.
  10. Al Basrah Squad Remake

    Don't you think that the static choices in squad aren't really up to the task of recreating a major city area from a developed arabic nation? (at least yet) your map looks great, but basrah is hardly mud walled? Better to call it something else although you were inspired by the PR al basrah, which is a nice tribute to make. I'm liking the terrain morphology, desert but with lots of cover, that was what I was aiming for with Burning sands but BF2's terrain morphed too much to allow me to have slightly deeper dunes of that size.
  11. April 2016 Monthly Recap

    Very cool, nice to see more map furniture to give them some more life
  12. Release: Alpha Version 5

    Took a break from squad, loving the new version guys, well done. It runs very smooth for me, I've upped my settings to high/epic and my comp isn't even that good. The only thing I feel is lacking at the moment is that since so many different factions feature on the same map, there feels like there isn't a backstory to the game. PRBF2 didn't have much of a backstory either, but generally you got the gist that 'In region X, ABC countries are fighting whereas in Region Y, CDE countries are fighting, and in each instance there's a plausible reason'. Squad's number of maps is increasing alot, so you have the possibility to try and craft this feeling imo; which aids immersion. But I do see the rationale currently for gameplay testing and exposure of your excellent new art assets (e.g. Russians)
  13. Release: Original Soundtrack Vol. 1

    Always been a fan of your work Scott, and I feel that the quality of your work has only continued to increase over time, like a fine musical wine Also nice that Squad has a unique sound to it, where other FPS games have gone for the brute force, loud music 'omg action' style instead; this reflects Squad's subtlety.
  14. NovaWorld community - get them right here.

    lost alot of hours playing JO :D loved it 100%, only moved to BF2 when the company started to fall apart, Project Reality for BF2 was the next best thing (in some ways better, in some not as good), I think we all belong to that niche of gamers waiting for 'THAT' game, hopefully squad is it!
  15. Various cliff tops have invisible faces, couldn't get screen but there are multiple locations. To see the invisible faces stand at the top of the cliff and look down at it, where the terrain curves off underneath several have the invisible face exposed.
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