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  1. Shadows settings

    The nearly non existent shadows and shading, is because the way those "systems" are handled in SQUAD is very CPU intensive, which surely y'all already know. Couple that fact with the general lack of optimization in the game...because it's still in the alpha stages of development...and you end of with the scalability unfairness that you're talking about. IMO dealing with such things should not be a high priority right now, as there's so many other far more important things in this game that need to either be fixed or implemented. You can talk to the developers and modders about baking in the textures on maps like Skul suggested...which could be a viable solution to the problem and offer up the potential of better performance for everyone...even those on 5+ yr old gaming rigs. It's one of those things that people are either going to need to be really patient about, or exercise their own free will and lower their graphics settings or start running Tournament Mode servers. I just wouldn't expect it to change anytime soon...there's too much really broken stuff in this game still to fix, as well as new content to implement.
  2. Shadows settings

    Quite right, which is why I stated "as close to fair as you're going to get"
  3. Shadows settings

    Reading through this thread was a "chuckle-worthy" experience for me. The general idea of the complaints of unfairness, actually stems from something that has been in every fps game dating back to the beginning of the genre...graphics scalability. It's a requirement, because not everyone has identical hardware in their rig. Because of that, there's no such thing as "fair" in PC gaming graphics. This is nothing new. If someone needs fairness, then I suggest gaming on consoles...that's as close to fair as you're going to get.
  4. Funny thing about opinions and perspectives, they're not one-size-fits-all. lol I find that the Conquest game mode can be even more tactical and teamwork oriented than AAS, as Conquest is certainly much less linear. It takes more teamwork and coordination than AAS, because you don't know what points the opposing team is attacking, unless you have recon in the area (to call out enemy movement) or they take the point. Firefights aren't (generally) limited to 1 or 2 objectives either. As I'm bored with AAS and the Insurgency mechanics are still seemingly broken (so very few servers run Insurgency maps) Conquest is about all I'll play anymore. Edit: I agree with Tartantyco.
  5. Rising Storm 2: Vietnam!!!!

    TWI just announced the release date, May 30th. They've begun an open beta, free for anyone to try the game. "To celebrate the impending release of Rising Storm 2: Vietnam, Publisher Tripwire Interactive and developer Antimatter Games are kicking off an Open Beta that begins today and runs until 4:00PM EDT on Monday, May 22nd. This will act just like a Free Weekend - head for the Steam Store page, download and play!" Looks like TWI/AMG have loaded up some tutorial videos on YouTube as well. I'd say that's a nice addition for newcomers.
  6. Rising Storm 2: Vietnam!!!!

    If anyone is interested in checking out the beta and hasn't gotten a key, I had a couple come my way and figured I'd throw them up. JPVRR-L7Q3R-43K08 FCWP0-EYX0Y-QXJ7Q
  7. Rising Storm 2: Vietnam!!!!

    Realistically, what did you expect on the first day of a game beta being released to a bunch of new people that haven't played it before? SQUAD was just as bad with the running n gunning and lack of tactics when it released on Steam, as it was no longer just those of us from the closed stages playing, and it still has tactical/teamwork issues whenever there's a free weekend or a influx of new players.
  8. Rising Storm 2: Vietnam!!!!

    I've had an absolute blast playing with friends over the past 6 hours, probably the most fun I've had with a FPS in the past year and a half. AMG/TWI seem to have taken optimization pretty seriously, as I didn't have any trouble with performance on either of my rigs. Reshade works nicely as well, to add in some AA, though the in-game graphics options aren't bad...I was just testing, as I had more than enough frames to spare. RS2 is certainly nothing like SQUAD, but for a far less restrictive bullet slinging romp with helicopters, MGs and RPGs...I find it damned fun. lol
  9. The Norks

    24 empty missile tubes, 1 mushroom cloud and now it's Miller time! You won't see Tridents used though, as Boomers are a last resort type weapon. Unfortunately the Navy retired the TLAM N, but make no mistake...there's a couple fast attack boats out there just waiting for orders to let some Tomahawks fly.
  10. Would you play a WWII Squad game?

    I already have SQUAD, so I wouldn't be interested in a commercial WW II reskin of the same game. I might look into Hell Let Loose though, as it's built from the ground up (not on the SQUAD SDK) and will hopefully have different mechanics and game modes. Only something different from SQUAD, could potentially draw me into a WW II game.
  11. On the overdone genre "World War Two"

    Fail how? The Call of Duty franchise is consistently towards if not at the top of the sales charts practically every year. What game is positioned to even match them in terms of sales, Post Scriptum, Fog of War, Days of War, Battalion 1944? Maybe EA could pose some opposition, but I'm not aware of any other fps game that has the clout to take on the Call of Duty franchise. COD appeals to the masses on the multiplayer level, so taking history into account...it's not likely to fail.
  12. I came across this the other day while surfing MODDB. Looks pretty interesting to me. I'll definitely be giving it a go, as I enjoyed the old Nations at War mod. Nations at War "A Project Revived" A Single Player / Co-op & Multiplayer Battlefield Style Game You won't need BF2 to play it. 200 Maps In This Release Guys! All Single Player / Co-op & Multiplayer http://www.moddb.com/mods/nations-at-war https://www.youtube.com/channel/UCPu057iUpQ9UGJbUCeGOshg/videos?shelf_id=0&view=0&sort=dd
  13. Post Scriptum : The Bloody Seventh

    I've wondered that myself, as it was previously stated to be a separate commercial standalone game, being built off SQUAD's SDK...wasn't it? (Which I think is ingenious of OWI from a business standpoint, pimp out a game that's still seemingly in an early alpha state, to be used as a game engine and generate more revenue.) I thought this section was for actual mods of SQUAD, not standalone games. I'm not a WW II fan myself, but the development seems to shine through in Post Scriptum. Looks like you guys are doing a bang-up job, and I wish you all the best.
  14. SL Experience Requirement

    @ Valdr Instead of complaining about squad leaders, why not just take Melbo's suggestion and create a mod or server-side script that you can run on a custom server that implements your squad leader requirement. The developers have stated multiple times already, that they're not going to implement such requirements into the base game. I don't think it has any business being in the base game myself either, but could most certainly be a mod for a custom server. That way, you and those that feel there needs to be a requirement can play happily among yourselves, and the newbies can enjoy learning the game on the vanilla servers. There ya go, problem solved.
  15. SL Experience Requirement

    First, SQUAD is not a MilSim. While I understand your frustration, and I think your reasoning is sound...there's the overwhelming pitfall of public matches. What happens if only 1 or 2 players on a team meet the time requirement? I don't see where implementing a time requirement specifically solves the issue either, as someone could have hundreds of hours in the game, but still not be as effective as you want in the SL role. The fact is, outside of organized matches and events...SQUAD is always going to be a crap-shoot, as to how effective squad leaders and a whole team will be in coordination/communication. That's just the nature of public matches, in a game that wishes to appeal to the masses and turn a profit.