Jump to content

Nomad.M.Tac

Member
  • Content count

    43
  • Joined

  • Last visited

About Nomad.M.Tac

  • Rank
    Fireteam Leader

Profile Information

  • Gender
    Not Telling
  1. For new players.

    Sounds perfectly sane to me... For a while I had a feeling that I was among the few who actually read the PDF. Having it in loading screen would be super helpful with similar camp factions
  2. Walking and slow driving

    Lol you don't clear a house while dwarf sizing yourself do you. And realistically crouch walking is demanding
  3. Advance and Conquer, AAC game mode

    Sure take your time. Yes I do know it's not an issue with every AAS for I have played quite intense once. However, I felt like I kept pushing not really because of the flag but rather finding some one to shoot at. Though it could be the same for this, and a steamroll is a steamroll, I believe this could give a greater incentive to advance in order to control and tactical gameplay which could provide constant contact even for a defensive squad. And again take your time. You are the first to actually voice an opinion lol
  4. This has probably been ittirated In a certain form some where on the forum but I couldn't find it. Anyway a problem I have felt in PR is that flag capture in AAS was important but often ended up between two flags where bodies were kept being thrown with not much coordination with squads in a tactical aspect, so thought of this as a way to encourage stronger tactics. How it works: Advance and Conquer would give each team a large number of tickets (hopefully player abjusted). at the beginning each team would try to capture as many flags as they can without being able to enter an area of 2 flags away from their current objective to prevent flag rushing. Once they are a flag apart the ticket counter will start to drain from both sides at a rate which will that guarantee that both sides will lose all their tickets after an 1 1/2 or 2. And now the fun begins. Attack: Both teams will compete to capture the most flags (no even number of flags!) Once one team has the majority of the flags the amount of tickets each team loses shifts. The team with majority of the flags (conqueror) loses tickets at a slower or the same rate while the opposition loses tickets a bit faster. The rate would be added to the existing rate which would result in less time for them to drain the enemy (5-10 mins). This in turn would encourage capturing more flags to win faster. Defense: However there would be consequences for not defending. for every flag the conquered can get back, it gets 5-10 mins in tickets and the rate decreases, and if the conquered becomes the conqueror, the team who lost its flags will lose 5-10 mins. As you can see there it would become a real power struggle which makes the game more interesting and there is incentive to defend and also attack. Player Incentives: Because of the importance of both attack and defense there is a lot more tactical value to coordinating with other squads and developing a strategy to win the game faster. Squads would be rewarded score wise for both defense and offense. Since it's important to reward player actions in a way if you want to give them motivation, though specifics depend on whether the dev's will use a specific score system for game modes or a general one. I have many ideas but is up to them. Balancing: I became to tired of thinking so it's up to you[emoji12] But seriously I know there is probably a lot of balancing that should be done but I am one person. And this should be thought by a community. Not to mention individual scoring Overall it would give a new life to AAS while bringing the fun of Conquer with better gameplay Please make sure to leave opinions and suggestions.[emoji1]
  5. Character Models

    Man I would love to do character modeling for squad but I need a new pc...
  6. Op First Light map updates (old Forest map)

    I have been trying to come up with some meaningful names and here is some. 1. Operation Northern Flare - geographוcally near Alaska area, and flare for the sun and hint of nuclear warfare 2. Eposhka Sunset- Eposhka stand for an era in Russian, and sunset due to the setting and symbolizing that a new Era is going to begin 3. Assault On Pererva - pereva would be an imaginary location in Ukraine, while pereva means break in Ukrainian symbolizing where the great powers first came into a violent contact erupting a great war, and also symbolizing the sun breaking the horizon line showing a dark time with a new Era to come with its return. I was searching for an hour at 3 am for a good name and just feel asleep from trying to come up with the third one [emoji25] [emoji25] [emoji28] Btw add more woods cause it looks a bit sparse but it not as much as the previous, that one was honestly horribly gameplay wise
  7. Vehicle headlights

    Night maps could work if both sides had night visions. Either way they did say the are avoiding night maggots though having it at dusk would be cool
  8. Sprint while crouched!

    yeah you are right but does it mean that if you wanted to move to a cover close by without revealing to much of yourself, or try to do a quick movement behind cover means you have run completely perpendicular to the ground and make yourself an easy target? i don't understand how that makes any sense. and using your reasoning, won't crouch running give you speed but a penalty of rapid stamina reduction,a bigger silhouette, and not being able to shoot back? i fail at seeing your side of the argument. did i forgot to mention also a slower speed?
  9. Tickets should not be visible

    i think there is also a problem with AAS itself that flags don't matter so much, but that is another discussion. having an indicator of some sort is important because playing without knowing how good or bad you are doing isn't constructive to game play, you would just keep going out there not knowing that what you do actually hinders the team because you think you are helping out. i like z troopers idea because every body can still know whats going on while giving value to inquiring from command.
  10. Weapons Raised/Lowered Suggestion

    it has also been bothering me for a while that i just see dudes running all over with weapons pointed all the time.
  11. weapon shoulder switch.

    i think it would be actually practical if it was automatically implemented with the left lean animation cause in practice you would do it when you lean left because bullets come from the gun and i am a bit disappointed with the goofy left lean some fps have where they bend themselves as if they are stretching for some exercise. though it would be a hassale to animate ( i would have done it if i had a pc for animation)
  12. Extensive Cover With Fob's

    well originally i did not intend it to be spawn able since my problem is with lack of cover, not the sturdiness of a fob. but i guess it makes sense.
  13. Making Mines More Effective?

    they wold however some are remote controlled which means as soon as you die they are useless. trip wires sound fine because they are effective enough as of now but they can't deal with armor at all
  14. Making Mines More Effective?

    the scenario you described mainly happens when it is a conventional on conventional, however in insurgency you don't defend your armor, you run the hell out of there. currently in PR dodging a mine is as easy as making a turn right or left when in reality you would block off the section and call in EOD. and that's the problem with mines they can do damage but they can't deny areas. and because one can only tell how long a guy is willing to stay to try and block an area without dying from boredom knowing that most of his effort is pointless. now i will make it clear that giving the ability to lay minefields is only for insurgents, because (if you didn't know) 162 nations signed on Ottawa Treaty which bans the use of AP mines, and using mines in civilian population isn't considered smart by any nation. and it's not really a hand of god since you could find a civilian who would lay a mine for you for a few extra bucks. and it is not as easy as asking because who would bring an insurgent squad to try and lay a minefield for 20 minutes when the vehicle or personal can avoid it as easily as turning right. not to mention they have to stay there since most of their mines are remote. there is no incentive there. mines can deal damage but they currently cant deny access and that's a big flaw because most mines aren't going to ever explode for several reasons. you could read my replies to see more of its benefits (got tired of writing...)
  15. Military Devices

    lol well you aren't wrong since it's the correct term. it's just at first i thought you were trying to say "instruments of war" which i generally associate with WMD's. maybe just me... but you were not wrong if that's what you meant
×