Friesen

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About Friesen

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  1. I've seen this so many times playing Squad and frankly the lack of any penalty for getting hit like loss of steady aim or bigger sway has turned me off from playing. And I so wish the devs would add an unsteady aim which would make a slight jump for your sight with each bullet passing by.
  2. LMG

    Are you kidding, the sound on the squad channel is hearable by everyone. And when I inform to my squadmates about the enemy in the building,second floor whatever it is so quick and easy, every one of my squadmates always gets the message. Therefore any marking on less than 100m are absolutely pointless since you can just either describe the building or tell the bearing. Whereas spotting targets for an HMG gunner on 500m distances is a whole different story.
  3. LMG

    But how much more effective it is to just tell squadmates enemy in the building ahead on the second floor etc. There is absolutely no point making a 3d marker just for the building that is so close to me when I can just describe it to my squadmate. Whereas targets on 500m sorry but that is impossible to precisely pin-point the enemy position by talking on the mic. This is why it would make much more sense if 3d spotting would only be possible above a certain distance (like 200m), and not under like it's now where is totally unnecessary and pointless to use.
  4. There have been at least 10 threads about how overpowering the US/RUS is due to the surplus of optics. And the thread after thread wouldn't continue to arise every week if the US/RUS hands down didn't totally dominate the Militia/INS with an absolute ease. Not the other way round because first of all steamroll is a such an imprecise word and a broad generalization. Everytime Militia/INS manages to win, everyone could call it a steamroll as well but usually that's a matter of taking out one crucial enemy FOB by some sneaky maneuver (often that isn't even defended at all) and as a result the enemy easily loses the forward positions and thus getting "steamrolled". But in reality they get slaughtered in every firefight and that's what makes them win only perhaps 1 or 2 matches every 10 matches and when they do, they never push the US all the way to the Rail Docks on First Light, whereas the US team almost everytime easily pushes all the way to the Village or the Mechanic Shop on the Logar Valley etc. In fact this so called "steamrolling" on the US is so extreme, that the US team tends to even attack the Militia/INS main base where they can't even get out of the main because they are so powerless. This is to what a great extent when the US team is "steamrolling" and not the other way round.
  5. That's true although quickly tiring. Because of how much frustration and effort you have to go through first in order to win.
  6. Well the over 300 tickets won matches by the US everytime just speak for themselves. And just what a totally walk in the park is to win playing the US/Russian team. Whereas when by some sheer luck the Militia/INS manage to win, the best they can hope for is this kind of score --> Notice how despite the win, the US still have way more kills racked up than the Militia. And that is a relatively close-distance map so technically the iron-sights should have an advantage but they don't, the humvees don't play a huge role on the First Light map either, so it's a clear evidence of how optics totally overpower the game. So if someone is going to tell me how kills are not a huge part of getting win, that kind of argument is totally invalid as shown in the screenshots.
  7. Playing as a militia/INS unless you're an optic, it's like being masochistic, whereas playing as US/Russian team is like being sadistic. If someone enjoys being a cannon fodder by getting constantly sniped out of nowhere then by all means.
  8. Please only by adding more suppression effect system such as jittery-jumping iron sight for whizzing bullets and more sway and more penalties for getting hit is the way for balancing gunplay inconsistencies. Not adding even more super weapons like some artillery, guns or whatever. But the mechanics of the weapon handling is the core cause of optics being so unnaturally overpowering! When you have jumping sight for each bullet whizzing by, the optic immediately goes into cover after bullets are being poured onto him because of precisely that jumping of sight mechanics. At 9:55 Whereas in here I can just stand in the middle of open and easily pick out enemies one by one that are hiding behing sandbags while firing at me with a continuous fire. If that mechanic was added to SQUAD, that would be impossible. So yea, it's my main gripe with the game right now where the disparity between the optics and iron-sights is just way too huge because of the lack of these crucial mechanics. When I hear that some LATs added to Militia and INS are going to change anything in terms of balance.... It is such a huge misconception that I'm just losing my hope for the game if someone really thinks that by adding some more special weapons is going to balance this huge disparity between the optics vs iron-sights... Also dabbling with things like higher stamina or respawn to one side is such a bad and gamey idea. If just Squad had all these weapon and suppression mechanics that Darkest Hour 44-45 even though the mod is quite old, all the problems of optics being so OP and dominating every single iron-sighted rifleman would be totally gone. Because the optic would then become useless when bullets are being poured onto him and only would be useful when being in cover and supporting the weapon over objects (standing upright would have a huge sway when not resting over objects). Summing it up, there is many weapon mechanics unfinished, even the recoil should be higher than it currently is. Right now after I fire the M4, the sight goes almost right back to when I was firing and that does not create any learning curve whatsoever, it is just way too easy to aim. As well as the penalty for getting hit.. the list just goes on and on for the weapon and suppression mechanics that just needs to be in the game which are currently absent.
  9. Well if only the devs could make weapon handling (of the M4 and AK rifles) somehow harder than it is... I don't know how but there must be something to make up for the use of pistol. Right now handling of standard automatic rifle weapons in Squad don't feel like there's any trouble in shooting in CQB situations. Feels a little bit like a paintball gun rather than a real rifle weapon and it just does not make the player use the pistol more enough.
  10. LMG

    Btw. I really don't like the removal of the 3d spotting system on further distances. Not only a two man hmg crew would be as effective and as dangerous as in real life but also it doesn't make sense for 3d spotting system to be only on short distances. Back in the SQUAD version where you were able to mark a spotted enemy in 3d world on longer distance I did not see any exploitation with it at all. In fact it was still sometimes hard to mark it correctly and for the squad mates to see it. What I would like being changed to 3d markers is that only the squadmates see the marker if they are really close to you (which simulates the fact how in real life you're able to perceive the hand gestures pointing out the enemy targets). When was the last time you saw in-game the SL actually using the 3d spotting system when it's completely unnecessary on short distances? If the enemy would be that close, then most likely it would probably not enough time to mark it and too risky when you're in a heat of a battle and so close to the enemy to be any worth marking it at all in 3d world. It would actually make more sense if the 3d spotting system would only work on longer than some X distance (say 100 or 200m), rather than only shorter than X distance. Since to hit anything on longer than 200m is hard enough anyway and it's not like spotting then would become super effective because it wouldn't. If you are going to either remove it or keep it, it's pointless to make it only on a short distance because the whole point of marking enemy targets is to be done on long distances where telling a simple bearing of enemy 250 degrees is simply not enough even if you specify "mid-hill, tree-line". Trust me the way the game operates it can never be portrayed as precisely as in real life and the targets are so small that without the 3d spotting it's completely useless to try to tell where is the enemy by telling the bearings. What's the point of having a 3d spotting markers on short distances only if on short distances you don't really need any kind of aid in spotting an enemy since you can see everything clearly up to 100m. Whereas above 100m it's a totally different story and this is precisely where 3d markers become useful. Imagine trying to convey a target to the HMG gunner on distances such as 500-1000m by just talking on the mic? Sorry but if a map is full of trees, bushes and vegetation that is impossible or the target would be long gone by the time you manage to do that and it just makes the HMG gunner completely ineffective to what it is in real life. Therefore please bring back the 3d spotting markers on long distances please (as long as the squadmate is really close to you only perhaps so not everyone can see if they far away from you). <-------------- This would make the two men HMG crew being actually effective as in real life and not being constanly picked out by enemy optic riflemen.
  11. I hardly ever use the pistol in Squad.
  12. What a totally wrong direction the game would take place if everyone but the SL had binoculars. The game needs less zooms and more relying on the Squad Leader to spot the targets for his squad. And the only reason it feels like everyone should have binoculars because the optic downright overpower every riflemen that don't have an optic but just an iron-sighted weapon. As a result optic can see more than what he does because of the outside of the optic view and the iron-sighted greatly suffers because of this unrealistic flaw. Add proper weapon mechanics, penalties for getting hit, suppression effects of jittery/jumping sight for bullets whizzing by and it will solve the extreme unnatural advantage of the optics who just pin-point and tap tap everyone the minute they spot the enemy while being on the run and not in cover.
  13. What a totally wrong direction the game would take place if everyone but the SL had binoculars. The game needs less zooms and more relying on the Squad Leader to spot the targets for his squad. And the only reason it feels like everyone should have binoculars because the optic downright overpower every riflemen that don't have an optic but just an iron-sighted weapon. As a result optic can see more than what he does because of the outside of the optic view and the iron-sighted greatly suffers because of this unrealistic flaw. Add proper weapon mechanics, penalties for getting hit, suppression effects of jittery/jumping sight for bullets whizzing by and it will solve the extreme unnatural advantage of the optics who just pin-point and tap tap everyone the minute they spot the enemy while being on the run and not in cover.
  14. The game needs proper suppression effects, more sway, more penalties and other shooting mechanics first to counter the use of already overly abundant optics in the game, not add even more friggin' optics that cause a huge imbalance in terms of iron-sight vs optics from the gameplay point of view and behave nothing like in real life.
  15. But like in the DH video, optic only becomes effective the moment the machine gun stops firing. Not like in the video "Squad 2" where I demonstrated I pick out the enemy machine gunner behind sandbags while me standing up in the open and receiving continuous MG fire. You seem to forget that having a zoomed-in view, the jumping effect of the sight is bound to be higher than a normal 1x zoom. So the enemy optic that receives a continuous fire wouldn't just have an easy time aiming back because of the jumping sight for each bullet whizzed by and would probably have to duck in cover (like in the video at 9:55 against the firing machine gun). Therefore optics or single shots in general will only be useful when not being pinned down. Saying "you don't know if you just aren't good at ironsights it's implying I'm just bad at iron-sights, that's an implication. Well if you read carefully the entire post I wrote "unless you run right behind enemy", it is suicidal like I described in situations where both you and the enemy optics already see and shoot at each other. And I wrote the only reason I scored the kills with the iron-sights because I took many enemies by surprise. Otherwise it is a suicide. You also have to take into accounts how penalty for getting hit would turn a lot of engagements differently since currently many times hitting the enemy once does absolutely nothing to him and often he kills you back. That happens so much more often when shooting at the optics. It wouldn't happen as much if there was at least some kind of penalty for getting hit like a drastically increased sway for instance. Do you see what I'm trying to get across now? Giving that many times there is 3 optics per squad + the marksman that's about 40% of the squad so 80%-90% of the players is not entirely true since most of the kills are done by the optic (except occasionally for the grenadier but in this case we're only talking about optics vs iron-sights).