El Pube

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About El Pube

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    Fireteam Leader
  • Birthday 03/25/1972

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  1. You're OT . Fishman I like your idea but there's already a discussion about it :
  2. The reason to care about winning is ... to win . While trying maybe have some fun .
  3. +1 As I play squad leader very often I find very frustrating I can't recognize on the map who's following orders and who can't because he's down. Blincster proposal is interesting, if for many reasons is not applicable I'd rather prefer don't see down soldiers at all than to see them green like the others.
  4. Sorry mate but I disagree : I'm not here for a fast paced run 'n gun game, neither for a simulator, I'm here for a "slow" paced tactical game . A lot of players think SQUAD has to be Project Reality with new graphic and new possibilities like no other game out there, that's the game I would like. But I understand your point about the number of players, the developers (many coming from PR dev team) have to find the way to maintain the interest of youngbloods and oldfarts, not an easy task.
  5. There's plenty of fast paced fps, not only this kind of games will become boring when you'll grow up, but most important thing we are on this game beacause we think it will be a lot different from CoD, isnt' it ?
  6. Add time penalty to the respawn and players will slow down. Anyway I suppose devs are keeping the game faster than other tactical games because they're trying to keep interested the players new to this kind of games : remember that also PR had a long transformation from BF2 , every patch making the game less BF2 and more PR.
  7. RTFM is the answer.
  8. Meaningless.
  9. Gungame ! Knife and pistol ! ... ! No thanks.
  10. Yes you are. The "blur" is present in most present day fps like Arma2/3 and even Battlefield3/4 (less evident there), it's a graphical trick to render the world over long distances. If you have more horsepower in your rig you can change resolution scale over 100% at cost of performance, give it a try.
  11. Postcards means nothing, how many fps you got ? How many player there were on the server ? I don't know if UE is the best engine for this kind of game but I remember the time spent on the settings page of ArmA 3 trying to get more than 20 fps with the same configuration that gives me more than double in Squad. And again that means nothing because they are different engines with different capabilities, I trust in the SQUAD team and I'm sure we'll get a great game with this engine. Back on the topic trigga450 he's right : it's a trick modern engine use to render long distances, ArmA got it, Battlefield 3/4 got it and SQUAD too got it , sure it's implemented in different degrees but they all work on the same principle. Nice view, far away view, good fps and a lot of players on the screen, all require resources (bot server and client side), to balance all this mess and make it playable on both medium and high-end PC is not an easy task.
  12. I agree with Bluedrake42, recovering valuable kits from the dead added a lot of fun and intense gameplay to Project Reality, nonetheless added teamplay to the game. I don't know if a similar system can be implemented easily or if dev team consider it interesting but when vehicles will arrive and your teammate with rpg he's just dead and the rpg kit is in front of you while an APC is decimating your faction , well ...