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fuzzhead

Developer
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Everything posted by fuzzhead

  1. Server Browser Sponsor Graphic

    Server MOTD will be in v12 (when u join the server on the team select screen) A complete server browser overhaul is planned, but don't think it's coming for v12. I agree having the server description, rules, admin list and graphic is all great things that we will hopefully be include when the server browser gets overhauled.
  2. Battlefield 3 Project Reality mod

    I have made a bigger effort to participate in more discussions here on the forums, and I actually do prefer the forums as I feel it's the most organized and searchable place to have intelligent conversion. That being said, the internet has moved into the social media age, Squads user base is no diffrrent. a tiny fraction of the user base uses these forums, the bulk of public discussion of squad happens on Facebook, Reddit, Discord, YouTube, Steam forums, etc However good ideas and feedback are always appreciated. If you have a bunch of great ideas and feedback, create a "Rainmakers Squad Ideas" thread, and also an"Rainmakers Squad v11 feedback" thread, and I will read and respond to it and point any other devs to it. But don't want to derail this thread on the BF3 reality mod any further.
  3. Lock & Unlock - GIVE UP, button :)

    Incap screen also has new feature, next to Give up button, will be listed the nearest players name and how many meter they are away (50+m it will say no one nearby) Also when pressing giveup it will give a yes no dialog confirmation, asking "Are you sure? Giving up will cost your team 1 ticket"
  4. July 2018 Recap

    Yes map marking tool will get a rework in v12 to be less frustrating
  5. Battlefield 3 Project Reality mod

    It really is still an awesome experience, glad you tried it out. The graphics might be aging but the pacing and gameplay is still top notch (pending if course good people to play with)
  6. That is some pretty awesome dedication CaveMan!!!!
  7. Switching squads to spawn

    its not a frequent problem in V11, and might be even less likely to be done with the RP spawn waves, but potential fix could be a as Psyrus described...
  8. July 2018 Recap

    likely will become a priority for 2019... obviously it would open up alot more mapping possibilities....
  9. July 2018 Recap

    From what I understand, proper water physics has been not an easy task to accomplish with out current dev kit. I'm sure it will eventually happen, but previous attempts have been dead ends... Nevermind swimming for now, just having the ability to not allow player to go prone or crouch in water would be a great first stepping stone... Followed by amphibious vehicles and then, tackle the topic of "soldier swimming", which is the controversial bit... There's alot of different approaches that could happen with soldier swimming from a design point of view. Allowing short, slow swims when the player is in water over this head, and then after that distance, player sinks like a rock... could be a way to create river barriers while keeping the player to make some risk/reward moments instead of the "sulfuric acid" water approach. Another approach could be like ArmA: after set amount or time treading water (5-10 seconds?) Player loses all his kit, so when he gets to land, he has no weapon or items. This could also be coupled with a hard max limit (60 seconds?) That he would then sink to the bottom. Key statement is that rivers/lakes/oceans is a big time obstacle and should be presented as such in game. But the Basrah (and Narva has some) sulfuric rivers are obviously less than ideal. BF2 method of just freeform swimming no punishment is too far as well (and indeed actually it was used to break your fall jumping off cliffs or high rise buildings)
  10. Map option with contour lines

    I would also like to see contour lines at some point
  11. August Community Feedback Roundtable

    Yes diff ammo types is a possibilitiy, also physical ammo crates. Rifle mags will have a really low ammo cost, it should not be hard to find ammo to restock them, however No, we wont likely be giving infinite ammo sources in the field (another way to phrase what your requesting)
  12. Other Tanks in Alpha 12

    Alas they don't currently right now have an IFV but it is on the plan. To make up for it for now, Russian infantry have far superior infantry capabilities with their Tandem RPG. Both US HAT and Russian IFV are in the pipeline. Which vehicle was this Yuri?
  13. Other Tanks in Alpha 12

    Don't quote me but the Challenger is likely to be added in a major version upgrade and is not a small patch asset.
  14. Late Game Joinner

    Noted. Keep in mind it will be easier to keep track of in V12
  15. Other Tanks in Alpha 12

    The Challenger will definitely be added to the British Forces, but it will not make it into V12.
  16. Suggestion: Graphic Option

    agreed that the name tags do need some tweaking, might not be changed in V12 but its on the list to get dialed in.
  17. air assets??

    I was just speculating on how a player controlled Jet would be implemented, given the limited air space. Yes there are alot of other barriers and difficult engine advances that would have to be overcome. Likley I'm sure some aspiring modders will be early attemps... just like the Helicopter mod is out right now and you can test it out for yourself to see some of the things dev team will have to put hard work into (terrain/overgrowth rendering, LOD optimization, vehicle physics, gameplay balance, etc etc) for implementing air vehicles, priority being transport helicopters for us at the moment
  18. Late Game Joinner

    V12 Tickets have been tweaked for vehicles (lowered), and respawn times have as well (mostly increased) Yeah I agree in the future having a vehicle point allocation system instead of tickets would be a nice feature to try out.
  19. July 2018 Recap

    Correct!
  20. air assets??

    I wasn't around for the Kickstarter, I agree it sucks to have been promised a feature and then hear its been backed out down the line. That being said, I think its better to be upfront with the current limitations of engine, then to mask the problem. And I think if you stick around long enough, perhaps the engine will become robust enough to allow for a pilotable A10/SU25 in the future 3-5 years, even if its a modded asset. The trick is obviously making the asset alot more "cartoonish" and arcadey, as even an 8km map is extremely tiny for an A10, and an SU25 which flies at about 950kph, so in an 8km map (probably the largest map feasible in UE4), this jet would go corner to corner in about 30 seconds. Alot of things didnt become possible in PR until prices of expensive PC parts went down, and newer graphics cards allowed us to push the envelope when it came to view distance and map size and density. it was just not possible at in 2005 with the Refractor 2 engine. That being said, PR team was a dedicated group of volunteers making a free downloadable mod, Squad is a full paid game. OWI is in for the long haul though, so expect to see lots of cool QOL and content added in over the years
  21. Helmets - is there something different?

    Ceceli / Stom, I believe its the limitations of the current penetration system. New system for V12 should mean that driver does not get so lucky
  22. July 2018 Recap

    Dragging will not happen in 2018 unfortunately. Locational damage for infantry I agree would.be a desired system, again likely not for 2018. I think even a basic implementatio like this would be great: arm damage affects aiming weaponw (and climbing?), Leg hits affect ability to walk/run/jump. As well as tying stamina to HP (for if player is at 50 HP, they can only regenerate to a max stamina of 50) New revive system is fairly straightforward: bandage does the revive action, revived @ 5 HP and 0 Stamina, Stamina does not recharge below 10 HP. Medic bandage revive action takes half the time as any other kit. Drive, Gunner, Commander, Loader. Loader is just a little bonus seat, with an M240B mounted.
  23. It's been 1 year next month

    I think any of the previous layers (Fools Road, Sumari, etc) was basically experimentation but no major overhaul done to the functionality. TC will be quite different and especially the map UI will make it much clearer as to what's going on. Harder to nail down will be the game flow and pacing, giving a more open feel but still concentrating the action, I'm confident with some tweaking we will get a cool game mode going. That being said random AAS should offer some better replayability
  24. It's been 1 year next month

    Yeah I'd like to give their version a go, did you play this recently? Full server? I think having customized integrated UI (which has been mostly completed and waiting for the framework to be feature complete) will help alot with getting this game mode fully playable.
  25. It's been 1 year next month

    Work on random AAS has been taking longer than expected due to rebuild the entire framework for AAS. but this will give a benefit to territory control as the new framework will allow for a lot faster integration on game modes with alot more versatility. Will have some more updates on this post V12 release.
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