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Friesen

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Everything posted by Friesen

  1. Please my carpal tunnel hurts so bad from this game even though thank you for the update but in this update the aiming is even faster than normal game sensitivity and thus to get good aiming I constantly have to press dpi mouse button and then when not aiming it is extremely difficult for me to turn my body around with such low sensitivity whereas for aiming I need it low in order to aim good. And because of that I just click my dpi button all the time and my carpal tunnel hurts because of lack of sensitivity settings for game in general and the seperate weapon sensitivity like you can configure in other games.
  2. Disable freelook while using scope

    It's not about your other eye not getting unfocused. It's about the fact that the zoom outside the optic is extremely exploitative and makes the optics overpowering. I never even use the optic when looking at the enemies, most of the time in this game I just use the outside optic to spot enemies since I got a larger POW.
  3. Disable freelook while using scope with a zoom in please because it's totally exploitable. Also the blur is not strong enough, it almost does nothing, I can see everything perfectly. The blur should be strong enough so that you're not able to see anything outside the scope to prevent the unrealistic zoom outside of it.
  4. You are so right and we can only have hopes that the devs have plans for to make the game less of a twitch-shooter like it's now and intend to change this with the upcoming suppressing mechanics, hopefully they will add a small sway/flinch for passing bullets which would prolong and improve the firefights by 200%. Squad is one of the most point & shoot games I've ever played right now. And I hated RO2 for exactly this because the devs changed what was great gunplay in RO1 based on cohesive team suppressive fire and flanking etc to a sniping fest with twitch point shooting mechanics where everyone is just picking each other off from the other side of the map. But now Squad is even worse in terms of this sniping fest than RO2 and it just totally disappoints me with this fact at least in its current stage with its shooting mechanics even though all the animations update was great and they did a good job with that but like you said it made it even worse in some ways that's even more of a sniping fest than ever.
  5. But do you understand that the sensitivity will be still low if I'm not aiming and turning body around unless I click the dpi button all the time??? And I can't be clicking dpi button, I usually end up dead before I click in order to move around 90 degrees, turn to enemy and then click dpi button again to be able to aim at the enemy precisely. Just stop telling me that it's all fine like that and that there doesn't need to be a seperate overall game sensitivity, because it does needs it urgently as I can't currently play without it due to my carpal tunnel pain because of it. Thank you. I mean like shown in the screenshot above it's such a simple feature that's like in the game Darkest Hour 44-45 and yet it isn't in Squad... It's just totally bewildering.
  6. Are you friggin kidding me for this BS that there is no reason to do this ? You are one of those excusers that say everything is ok when my friggin carpal tunnel hurts and I can't play this game simply because they don't bother to add general sensitivity like it's in the game above screenshot? Do not fkn tell me to use dpi button I already mentioned in the first post how in fact I'm forced to click it almost 95% of the time whenever I need to turn the friggin body in Squad, and then when I'm aiming I have to be clicking dpi button again. Which forces me to stop playing cause I just can't deal with my carpal tunnel pain anymore. Stop being this jerk and giving me this disinformation and then adding insult to injury and just leave this thread tatzhit ok ? I don't want you anymore in this thread please? And if you do I'll tell mods to stop you posting in my thread.
  7. That title it's just written a bit unfinished as I typed it quickly, it isn't necessarily all wrong, it's just that I left it incomplete and I've fixed it now. And I just don't get it, how a well established game like Squad can overlook such issue where I literally can't play the game because of my carpal tunnel pain. And with the change of the aiming it's even worse in this update. I wouldn't mind the way it is now if at least you were able to set seperate values for sensitivity for game and aiming down sights like here that is in Darkest Hour 44-45 which btw has less than 1-2 developers working on it and somehow they put into the game without any problem whatsoever ? And yet I can't play Squad because of lack of such simple option ???? There you go, fixed the thread title.
  8. Yea and did you read what this thread is about, that there's no general sensitivity when not aiming ? And that sensitivity is only about aiming so there's no general sensitivity when not aiming down sights.
  9. Yea, even though technically you also use FREELOOK in the vehicle, you don't use Lean left or Lean right in the vehicle so you should be able to set Q or E for leaning right or left and the same key for switching to Driver position, but besides even Freelook key should also work for switching to driver position (if someone for example never uses FREELOOK inside the vehicle but only uses it as infantry and when not being in a vehicle).
  10. I frequently switch from Driver to Gunner in a vehicle so I have Driver position on Alt, all the other keys are already taken near the WASD keys. I also put FREELOOK on Alt because that's the only where I'd find it comfortable and I noticed it doesn't work if it's on the same key as Vehicle controls....
  11. Sorry but I can't see it, the ADS there refers to toggling or holding the aim down sights but not the sensitivity when not aiming. Could you tell me where exactly it is ?
  12. Leave Squad = Leaving Weapon

    I'm strongly against losing the kit when kicked or leaving the squad. It is much better that you don't lose it BUT obviously you can't respawn with the same kit after you die.
  13. There's only one thing I'm looking forward to v10. And that would be if the devs added aiming sway/jump/flinch to the incoming bullets. The Post Scriptum developers have already said it's already added to their game/mod. Would the Squad devs be so kind and also please add it... It would change the whole meaning of suppressing enemy positions instead of trying to pick each other out every single battle. It's not only great even for the receiving end for immersion. But also from the shooter's perspective you're not as powerless as before shooting a machine gun and so forth. The optics completely dominate the game as of right now instead of seeking to shoot from hidden places like it should be. Aiming sway/jump/flinch for incoming bullets is realistic as it simulates the average soldier instinctive reaction as well as for the gameplay purposes it adds a huge value to the playability of prolonging the firefights which become a lot more frantic and interesting rather than the simple point & shoot kinda gameplay which is dominated by the optics. It would make me personally extremely satisfied with the game, like I literally wouldn't ask for any more if this was in, as no blur is ever going to stop me from returning an accurate fire, and this is why this feature of sway/jump/flinch (whaterver you want to call it) is one of my best feature I almost cannot play a game without it.
  14. Devs please add this to v10

    That's completely not true, it plays a huge role in the way that it balances the whole gunplay especially between optics vs iron-sights. And if you play Darkest Hour 44-45 mod, the suppression that flinches you does not completely take control of your weapon, in fact you can still shoot and still hit the enemies but it's not that ridiculous point & shoot tap tap tap like it's currently in Squad. I'm afraid you'll be disappointed then to play Post Scriptum that already does have that feature. So this feature is badly needed and I just hope that Squad devs see reasoning for this and not succumb to this false critique such as "no need to add extra shit for that". Anyway, probably my last post in this thread cause I don't want to argue and try to persuade anymore like I've tried in countless of other threads. This is just the heads up that it would highly benefit Squad and overall gunplay with this one small feature.
  15. Devs please add this to v10

    Yea I absolutely love this flinch effect for incoming bullets like it was in Darkest Hour 44-45 mod. And some people get a misconception, it is nothing like those horrible visual effects like BF games or whatnot, I didn't like the grey screen in RO2 either, it was a bit nauseous to have a greyish screen like that. Also the fact that Squad being a modern warfare with a much larger optic weapons than Post Scriptum with its ww2 theatre, it needs this feature even a lot more urgently than PS game/mod imo. Because this flinch it isn't even that much noticeable for standard iron-sighted weapons, but it does put optic weapons at a disadvantage because of the zoom and thus bigger flinch when looking down the scope. So yea I just really hope the Squad devs will eventually add it cause I just literally can't play a game without it, it is so immersive and frantic to play with especially when you're being suppressed even.
  16. Ability to hold spawns at your rally point

    I've made a thread about this that there should be ability to lock the rally point. And no matter what people tell you that the SL should constantly be telling their squad to not use the last spawns. They are wrong and it should not be pain in the a** to do that everytime and a lot of the times people do it anyway and use the last spawn and this feature would be super useful.
  17. Devs why the peripherial vision outside the optic has got so little blur? From this video for instance, I can see everything perfectly outside the optic still. And that is one of the biggest factors that make the optics so OP in this game. I understand that you can't make the peripherials not being zoomed in when you look through the optic (in other word you can't make only the optic part being zoomed in), due to the performance being affected. But then if it's not possible to only have the optic part being zoomed in, then at least the peripherials should be a lot more impossible to see, because having that little blur everyone can still see too clearly and thus the optics being way too OP... Please tell me the peripherial vision having so little blur was only for the test. And that in the full v10 release, players won't be able to exploit and see everything so easily outside the optic reticles...
  18. Please add additional delay for placing an RP after exiting a vehicle. There's a lot of rushing as of right now that everyone is even talking about. And part of the rushing problem is that squads just hop in the vehicles, drive to the objective, hop out, drop a rally which is a highly risky maneuver and which wouldn't happen in real life in such a way where they'd be able to magically morph an entire squad into it. In real life there'd be a lot more careful approach to the objective before they enter it, and not rush to it like it happens every time in Squad (because it's unfavourable not to do so when you can just quickly place a rally and spawn everyone into it). If you had a delay for placing RP after exiting vehicle (not a huge one, say for instance only like 30 sec), then we would have exactly this -> it would be too risky to just drive straight into an objective and place rally point because what if within that 30 seconds the SL gets killed? He'd then lose the postion. So basically it would just not create so many unrealistic behaviours where squads just drive right into objectives, drop a rally safely and all of sudden everyone spawns in there out of nowhere (not realistic that a vehicle has got only ie 4 seats, but you're able to suddenly morph a whole squad there after you drove like 500m from the main base). If there was this 30 second delay after exiting a vehicle, then squads would want to approach the objectives from a distance and rather advancing it on foot as an infantry. It would encourage squads to disembark outside the objective just like most likely it would happen in real life, where then they would start advancing the objective on foot with the support of those vehicles, but not rush crazy style by driving the vehicles right into an objective and placing a rally straight away, because that is what's happening right now and it's silly. I'd absolutely love that because it would create a lot more infantry advancing on foot occurrences... rather than quick get out of vehicle, drop a rally and just both teams getting themselves into a huge cluster-f*ck inside the objective on every single map.
  19. Hypothetical Squad Milsim?

    This whole casual arcade shooter vs "realistic" milsim is a false dialectic. Both are ultimately meaningless and useless; because Squad adopts aspects from both to forge something idealistic. Whereas milisims would avoid certain mechanics like showing things on the screen which in real life doesn't happen and they claim this is "realism", but actually these mechanics like the suppression system is necessary to make the game feel realistic overall, and this is what's the most important, so that the outcome of the firefights don't end up everyone picking off each other in seconds and acting like cyborgs with super precision where flying bullets don't affect you. Because everyone forgets that a player behind a computer is totally different than a soldier in RL being in the middle of combat, and this kind of stress cannot be translated easily into a game without these crucial mechanics. This is why these aspects such as suppression mechanical effects are necessary to achieve realistic gameplay.
  20. The FOB is often placed in buildings or in places where it's continuously spammed by the enemies and there's nowhere else to spawn. In real life you don't have entire units in one single building, the forces are spread all over the area and this is what the rally points simulate. They also secure the FOB in which otherwise without the RPs it would become a one giant spam killing fest.
  21. I never said they are realistic. It's a computer game, you cannot achieve real life "moving forces" of the back up units without mechanics that might seem "gamey" in order to achieve a realistic effect. Same thing is with the flinch for flying bullets, you cannot have a gunplay that behaves realistically close to RL without certain in-game mechanics such as the suppression effects.
  22. I can say the same about your contradiction that you feel like having a laser-accuracy under fire like non-flinching robots is what's "realistic" and you're talking about your own flinch which doesn't exist, because no one is going to flinch on their own playing a computer game no matter what audio or blur on the screen while you're shooting at an enemy. And if there was a delay for placing a rally point after exiting a vehicle then it wouldn't be "Star Trek transporter system", but it would work as its real purpose is supposed to be which is -> simulating the reserve of the units that follow the trail path of the squad. Besides the majority of 75% voting for no in this poll speaks for itself. And btw calling for more suppression mechanics such as in-game flinch which in turn would make the gunplay feel more realistic is also the majority. Such as in the latest poll about suppression or even the comment in that video that has the highest number of likes just after a few days of posting -> "And machineguns won't even be at their best with V10 since there is no major suppression overhaul."
  23. Driving a truck behing enemy lines, placing a magical bunker of a HAB and spawning a whole team into it is even more magical than rally point in which simulates the "reinforcements" that follow the trail of the squad and are just behind it, and most importantly the fact that rally point so easily disappears if only enemy steps anywhere near it, whereas the super-FOBs which turns into alien vs predator syndrome turns it into a stupid spawn-killing fest. Rally point is the best thing that this game has and should never be removed. It's part of the micro-command and individual squad tasks.
  24. FOB is also a magic construction where magically spawns an entire team. Rally point is even more realistic in a way that is simulating a moving frontline of individual squads pushing forward.
  25. You want a game where it would be just about FOB vs FOB that are some 200m away. How incredible insipid is that kind of logic when in fact the RP is what keeps the game dynamic and busy. I wouldn't even feel the need to be in squad if there was no rally point. Hopefully no one is taking such asinine idea seriously.
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