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Sgt_Dogface

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About Sgt_Dogface

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    Squad Leader

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  • Location
    Cen Cal USA
  1. June 2018 Recap

    Liking everything except everyone being able to resuscitate people. Why even have medics anymore? (even to "fully heal" after the fact is just silly, not to mention unrealistic). Also removing the only area on Yehorivka that was actually fun to play in & replace it with more of the boring "villages" that make up the rest of the map is a mistake in my opinion.
  2. Ya, same error message here. I never even get in game, server kicks me as soon as the map starts loading every time now since the latest update. Good times. BTW just spending the time it took you to compile the most detailed spec sheet I've ever seen & still not getting any help from the people who asked for it would've prolly made me bail too. Sorry to see you go.
  3. Post Scriptum Keys

    I've never used used Steams "Gift" feature before but is it possible to gift my Post Scriptum key to my son's Steam account because I wont use it ?
  4. Ultra-armoured motorbikes!

    M203's take motorbikes out in one shot, I do it all the time. If you want to destroy one have your grenadier take it out then move on...
  5. INTEGRATED FOB/HAB

    No I commented in an earlier post in this forum that I thought it was too severe a consequence. How could I possibly know in advance during the game that it was going to be found & destroyed ? I wasn't the SL & he made it perfectly clear I had no say in where he placed his FOB, HAB or emplacements anyway. The point of the post is eliminating the FOB altogether so haw far apart you place your FOB & HAB aren't even relevant to what we're discussing here.
  6. INTEGRATED FOB/HAB

    How is losing all your emplacements if the HAB is taken down any less realistic than losing all you emplacements if your FOB is taken down ? I don't like either idea. I commented before that losing all constructed assets connected to a FOB because of 1 lucky enemy who happens across your radio is far to great a punishment after a whole squad spent a great deal of time, effort & resources constructing said base. But you're missing the point. I'm simply saying the HAB alone could do the same job the FOB/HAB do now. Minimum distances between HAB's & maximum distances assets can be built from HAB's can always be adjusted by the devs for good balance. And to the posts that FOB's & HAB's need to be separate so squads can build mortars & such, I have rarely if ever seen a squad build a FOB just to build mortars & not build a HAB nearby as well. Why would you ? HAB's are the most important deployable asset & should be the first thing built whenever assets are being built. Example: I was in a squad the other day where the SL had one of his squad members bring him 2000 build points. He placed a radio & ordered us all to dig an HMG bunker, a repair station, hesco walls & a buttload of sandbags. Seeing our build points dwindle & noticing he still hadn't placed a HAB I said "um, SL do you think we should build a HAB ?" He said I know what I'm diong ! Not 30 seconds later our squad was attacked & wiped & because he never built a HAB we had no way of respawning & defending his glorious sandbag castle. The enemy destroyed everything & I laughed my ass off as I left his squad. I just think in order to be destroyed every asset (including the HAB) should have to be individually un-dug (deconstructed) & take the same amount of time to be un-dug (deconstructed) as it took to build it. If the devs want deployables to be destructible by vehicles and/or explosives that's a whole separate conversation. I'm just saying the current system seems clunky but I know It's still alpha so there may well be changes in the works. We'll just have to wait & see.
  7. Can't Bind Vehicle Turret Zoom To RMB

    Ya I figured since I didn't know what .ini files were then I probably shouldn't be altering them & I've never used macros before. My son used them in World of Warcraft & that was enough to keep me away from them lol. I'll take a quick youtube macro lesson & try to bind one of my mouse keys like you suggested. Question: so using the macro method should I be able to bind it to my RMB like I wanted or will it only work on the other "non-conflicting" mouse buttons ?
  8. INTEGRATED FOB/HAB

    I understand why HAB's were implemented. I never suggested any physical changes to the HAB. I'm simply saying HAB's could serve the exact same purpose without the radios. Radio's are completely unnecessary & do nothing but add more steps to a process that should be simple.
  9. INTEGRATED FOB/HAB

    IMHO the whole FOB/HAB concept just seems unnecessary, awkward, redundant & unstreamlined. The radio seems to have been added unnecessarily to accommodate the whole logistical build/point system when the HAB could have accomplished that goal. I think it would be better if squad leaders placed a HAB (still requiring 2 team mates nearby & shovels to dig it the same as it does now.) The HAB would physically appear once it was shoveled & the HAB symbol would appear on the map but wouldn't become spawnable until supplies were delivered by a logi just as they are now. Ammo & build points would be held by the HAB not the radio. No more running around for 5 mins trying to find separate places for your FOB & your HAB. No more new guys saying "Wait, what's the difference between a FOB & a HAB & why do we need both ?" If the HAB is un-dug by enemies all accompanying emplacements are lost as well or they could all have to be un-dug individually (losing all your emplacements to a single guy who stumbled across your radio always seemed a little harsh to me). The current radio & sounds integrated into the inside of the HAB would be a cool visual just like in Project Reality's FOB's. I just don't see the need for two separate entities when one easily serves the purpose. we should be making things simpler not more complicated.
  10. Can't Bind Vehicle Turret Zoom To RMB

    In the Settings/Controls/General section of the dashboard there is the "Zoom/Alt Use" key. This is the default key to ADS or utilize your rifle scope if you have one. As long as your RMB is mapped as the primary key for this function you can not map another key as the alternative key for this function. Additionally in the Settings/Controls/Vehicle section of the dashboard there is the "Turret Optic Zoom" key. If you map your RMB as the primary key for this function then try to map your "Q" key as the alternative key for this function it automatically swaps the two. There is obviously some sort of conflict going on here between infantry controls & vehicle controls which prevents you from mapping your RMB as your "Turret Optic Zoom" key. This is extremely frustrating for not only me but several other players I've talked to who want our RMB to be our zoom key when gunning in vehicles. Obviously this isn't a high priority bug but it seems that it should be a fairly simple fix for whichever dev is in charge of key mapping but I don't know. Is this not the case ? Is there some reason we can't get this fixed in one of the updates ?
  11. Founder Weapon Skins

    Ya, with a pink stock, a camo silencer & a pokemon sticker on the mag right ?
  12. Any admin command to test FOB/HUP building in firing range?

    So when you say disable would that be the AdminAlwaysValidPlacement 1 or 0 command ? If AdminAlwaysValidPlacement 0 is the default setting then we would need to activate AdminAlwaysValidPlacement 1 in order to turn off the in game restrictions & build freely right ?
  13. Any admin command to test FOB/HUP building in firing range?

    Thanks Nimbus. I thought since they were "Admin" commands that those only worked if you were on a server that you or your clan or group rented & you had admin rights on. I'm just opening the game on my PC, going to the firing range & loading a different map to practice on.
  14. Any admin command to test FOB/HUP building in firing range?

    Ya the staging timer is still there, just wait a couple minutes then you can travel out of main. But my gripe is whats the point if you cant use any vehicles or build any deployables ?
  15. Any admin command to test FOB/HUP building in firing range?

    I tried searching for a thread on this topic & couldn't find one. I'm trying to load a map from Firing Range or practice mode for lack of a better term (Al Basrah in this case) to practice building HAB's inside buildings. As most of us know this map is very limited as to where you safely can place HAB's unless you want it sitting out in the middle of the open desert (bad idea). So usually inside a building is your best bet. I found that once you load a map, spawn & try to build deployables you are prevented from doing so by the same requirements as when you are in game: Can't get in a logi without at least 2 members in your squad, Can't place a radio without two additional squad members nearby. I tried using the AdminCreateVehicle command thinking maybe a created vehicle would allow me access but apparently that command no longer works. My question is : Is there any way to practice building deployables on maps other than Firing Range ? I saw this post but couldn't get the command to work. Is this no longer a working command or am I just not entering it right & if it's the latter could someone please describe it in a little more detail for those of us without much console command experience ? The actual command reads something like AdminAlwaysValidPlacement <AlwaysValid [0I1]>. I entered it exactly as shown in the console & it wouldn't let me place a FOB or a HAB with or without the SL kit. Are the spaces supposed to be spaces or underscores or neither in the actual command ? Are the < & > symbols actually used in the command or just used to illustrate spaces between phrases in the example ? And what is the line in the center of the [0I1] portion of the command, is that a lowercase L or an uppercase i ? Any help would be appreciated.
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