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About Fandango831

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    Squad Leader

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  1. +1 Would improve gameplay comms by a fair amount.
  2. Congrats to that brother! I used to work with the PPCLI in Edmonton. Loved the time I got to spend working with them and I'm sure you'll be very surprised how manageable the C9 will be in hand while you're doing work in the field.
  3. It wasn't that bad to be completely honest with you. The only aggravating part of using it is the hinge based bipod that when dirty can really mess with you in the field. Otherwise I found the weight more than manageable with an Elcan, 200rd soft pouch, and a PEQ15 mounted. Also to give a sense of scale I'm no machinegunner, I stand about 5' 8.5" around 175 pounds and still found the 249 easy to use for extended periods of time.
  4. I'm not disagreeing with your point that different nations employ GPMGs differently across the board. However my main point and adding what you pointed out is that in SQUADs current state it's something that has yet to be employed in how players work together and move. For the most part SQUAD doesn't remotely emulate any nations IRL use of equipment or units which to be fair is one of the attractive elements to SQUAD. Rather than forcing players to have to fall in line with specific means of organization like IRL armed forces SQUAD instead keeps it simple organizationally and keeps the kits more or less simple as well. I'd hate to see someone running around with a M240B/L pulling the rambo move when in reality that just isn't the case unless we're talking desperate actions in the field, but to your point it would make complete sense to see PKP and PKM being run by one operator or hell even MG3s normally in the field. The one suggestion I saw earlier, or maybe it was on a different thread was to allow for the use of the GPMG as a hipfire only weapon until mounted on either a tripod or bipod stabilized surface. Then you'd essentially get the MG (role) with a load out consisting of the MG itself, a portable tripod unit, three boxes of ammunition, and a fairly low stamina/recover rate in terms of movement. This would in my mind make up for some nations having a "crew" limiter but would still allow for technical independent operation of the MG platform. Now you'd have a singular MG running around who can create a stable firing platform, and maintain sustained fire for a decent period of time without going overboard for balance reasons, but also being respectfully limited in terms of movement speed and relative traverse. Obviously more thought would need to get tossed into this idea but overall I feel it would be the best way to tackle implementing GPMGs into SQUAD without going full bore ARMA and just trying to simulate every factions version of each role down to the slim details.
  5. Well being that I was an AR for multiple years you can definitely aim down your sights with a 249 and be accurate. Hell in some ways it was easier to shot in comparison to my M4 or even the Mk18 I used later (primarily due to weight : caliber ratios).
  6. I don't think we will see GPMGs. Crew served weapons don't make sense in SQUAD's setup if the plan is to do them correctly meaning at the very least you need the Gunner and an AG at minimum, and if they just make the GPMG a single player operation then it'll just conflict purpose wise against the current LMGs. Also when it comes to movement it makes little sense to employ GPMGs. Everyone moves as a squad (no pun intended) with little to no platoon level management in game. No WSL, PL, or PSG. So you'd literally have the most random MG teams running around serving little purpose in terms of operational movement (at least movement as it pertains to SQUAD).
  7. Pretty sure most of the system will change as new animations and improved medical systems are implemented down the road. I feel most people forget that most of the medical system in game hasn't changed since the early days of alpha if not pre-alpha. Patience is the greatest virtue. Plus the devs just took holiday not so long ago so all in due time will we see some major and positive gameplay changes to better finalize pacing and the like.
  8. Instead of crying about rush tactics

    I fail to see the productive point of this thread
  9. Bullet Crack

    I'd say incoming is already pretty good as is. Just need the reverb and dynamics in fire sound propagation and it'll be spot on. Thank god for a man like Anders working on SQUAD.
  10. Another WW2 game enters the fight

    Nada. Guessing your source was not credible. Hopefully we'll see things down the road.
  11. On the overdone genre "World War Two"

    Yeah the new CoD trailer looked fun. I'll be more excited to see actual gameplay tomorrow though. Was clearly just a teaser of the new "War" mode and didn't do too much to show how the game plays or remotely feels and to be honest I wish they had done more to show the Campaign. But deems the brakes I guess haha
  12. UE4 PLE Technology

    Little update. Gökhan has posted up a vid showcasing his PLE. Hopefully we'll see more of this tech in action soon.
  13. I want to buy a pistol or a revolver

    I have an M&P 40 and love the hell out of it. As someone said above go to a gun store and test feel some pistols and see what you like, and if you have a range that rents give a few a go before trying out a purchase. I'd also say check out reviews. There are loads on YouTube from some great credible sources that'll help in making a choice. Good luck with whatever purchase you roll with bud.
  14. UE4 PLE Technology

    From what he's posted he's using a 16km square map to produce his procedural environments. But I have no clue how efficient it is. Also remember all this does from what I gauge is just produce a procedural ecosystem ala trees, grass, rocks on a map space. I'm not sure if the roads, rails, etc. are part of the system. If they are then that's really cool, but I suspect they are not. It's merely an easier means to take a flat map and then make nature from it. Everything after that I'm pretty sure still requires loads of work in terms of asset introduction and layouts. As for it being achievable for SQUAD I'd say yes. I see it as a useful tool devs could use to produce maps of great variety quickly and then use the rest of the time laying out assets and refining what the PLE churns out. Also his Realtime Lighting & GI is phenomenal. If anything I feel SQUAD needs more love in the lighting and post-processing department. Also the textures that are being used by this guy are of much higher quality than what currently is in use in SQUAD which makes sense since he's predominantly an environmental artist that is dedicating all of his time to this system where SQUAD is trying to tackle a million things with one hundred people. If anything I'm sure SQUAD will start to look like this sometime after V10 when more of the major systems are ironed out and they can move over to more cosmetic things like improving texture quality, lighting, and additional effects. I mean a simplified example would be DAYS OF WAR. From a fairly crappy looking alpha to what currently is out you can see a massive change visually and that is a game that is scaled significantly smaller than SQUAD. So I super optimistic of everything to come!
  15. UE4 PLE Technology

    Was wondering Artstation as I love to do throughout the week to see what amazing creations are being brought to life by artists and designers alike and stumbled upon some amazing work being done by Gökhan Karadayı. He's currently working on a Procedural Ecosystem that is not only extremely visual impressive but also looks like it could be some amazing technology for map makers and developers down the road. Link to his latest update: https://www.artstation.com/artwork/3kwW2