PROTOCOL

Member
  • Content count

    227
  • Joined

  • Last visited

About PROTOCOL

  • Rank
    Platoon Leader
  • Birthday

Profile Information

  • Gender
    Not Telling
  • Location
    US | SQUAD MATRIX

Recent Profile Visitors

667 profile views
  1. If for nothing else, bots could be useful in the firing range, at minimum. This could allow the firing range to actually be used as a training ground for new players to learn mechanics. Would require some rework, but could definitely translate to better experiences in multiplayer for new comers and ease the acclimation period. Maybe envision real character target areas by faction as well vs. wood/metal targets, so new players can distinguish foe to limit tks as a new player. It can be a tool to help grow an informed community, self sufficient.
  2. hopefully, well see some improvement when devs update to UE4 v4.16. Bug found in UE4 4.14 slated for 4.16 fix: https://issues.unrealengine.com/issue/UE-42956 I personally notice the greatest loss in fps performance after update from Squad v8.11 to v9.xx. Reading the Squad release notes for v9 in March, that's when they went from v4.13 to v4.14; v4.14 is when the bug was introduced that has a performance hit (per UE4 staff). Excerpt from bug review comment: I've tested this across multiple versions and it appears to break from 4.13 to 4.14. Which happens to be when we upgraded to PhysX 3.4. There isn't really any immediate fix for you, but I've entered UE-42956 for investigation. You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon. -Matt W.
  3. +1 This would also make the Medic Role more valuable, and you wouldn't dare see a full Squad w/o 2 Medics! ^ This is a valid point! In the interim, maybe allow an Admin server setting to disable rally points to see how it plays out. You'd potentially gain a greater demand for Medics and Logistics (support to keep both in play), as they become more valuable in terms of keeping momentum vs relying on rally.
  4. Some may be interested in this... hopefully, well see some improvement when devs update to UE4 v4.16. Bug found in UE4 4.14 slated for 4.16 fix: https://issues.unrealengine.com/issue/UE-42956 I personally notice the greatest loss in fps performance after update from Squad v8.11 to v9.xx. Reading the Squad release notes for v9 in March, that's when they went from v4.13 to v4.14; v4.14 is when the bug was introduced that has a performance hit (per UE4 staff). Excerpt from bug review comment: I've tested this across multiple versions and it appears to break from 4.13 to 4.14. Which happens to be when we upgraded to PhysX 3.4. There isn't really any immediate fix for you, but I've entered UE-42956 for investigation. You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon. -Matt W.
  5. I agree, lets hope it in before or w/v.10! The link I listed was logged more recently. Created Mar 15, 2017 Resolved Mar 28, 2017 Updated May 3, 2017
  6. Also see... Bug found in UE4 4.14 slated for 4.16 fix: https://issues.unrealengine.com/issue/UE-42956 I personally notice the greatest loss in fps performance after update from Squad v8.11 to v9.xx. Reading the Squad release notes for v9 in March, that's when they went from v4.13 to v4.14; v4.14 is when the bug was introduced that has a performance hit (per UE4 staff). Excerpt from bug review comment: I've tested this across multiple versions and it appears to break from 4.13 to 4.14. Which happens to be when we upgraded to PhysX 3.4. There isn't really any immediate fix for you, but I've entered UE-42956 for investigation. You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon. -Matt W.
  7. Haha... I caught a few yesterday, at checkpoint playing as raider tucked away as they crept through the mine littered road, I ambushed them with the RKG-3 grenades. Scout and Raider are great combos!
  8. Do you think they can make nametag removal a server side option for admins? Better yet, Why not have servers default "DisableHudWidgets"? This would probably class the server as custom until Squad makes it the default setting for base game. I would much rather it be the default setting, and nametags-on be custom server setting for those looking for easy-play. However, I can see how that may compete with sales reach. With respect to vehicles, there may be a compromise by applying small faction flag to side of vehicle. It would still force a player not familiar to search for flag id to confirm enemy vehicle before firing.
  9. ^ Totally agree! Do you think they can make nametag removal a server side option for admins? This would probably class the server as custom until Squad makes it the default setting for base game. I would much rather it be the default setting, and nametags-on be custom server setting for those looking for easy-play. However, I can see how that may compete with sales reach.
  10. Is there a way to deliver the skins without steam requirement? I mean we have the sound tracks vol.. 1& 2. If those can be delivered, why not package it the same way as some type of dlc within the game file for said users...
  11. @SpinCrash Great compilation.. good stuff!
  12. Awesome! Interested in learning how this new system works...
  13. Would love to see this make it into Squad! Even if that meant lowering the player count on said maps!
  14. There may be other issues too...
  15. Good server, with active admins and moderators... Was on once with a mod in squad, he warned squad members of what was/was not allowed, respectfully. Was refreshing to witness and keeps things sane. Explained his role, and while what was being done may be accepted in other servers, it most certainly wasn't there "not in Desmo". Respectfully, requested squad to clean it up with no issues or blow-back.