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Hello Dev Team and any one else, I was wondering if there could be an extra option applied for the medics to carry away or drag one team mate and with draw him from the field, a lot of medics have to struggle to revive a teammate that got downed right around the corner. I think for a lot of players that it is a big issue. Thanks for reading and have a good day!
Zeroid posted a topic in Feedback & SuggestionsMirrors don't seem to work in Post Scriptum, and and appear unusably blurred in Squad. Could we please have workin mirrors on vehicles as a graphics option, set on as default...possibly with a range of detail quality stepping steps? ^^ Vehicles need to reverse at times and the current mirror settings really hamper the driver from being able to do this to any reasonable level of ease. Please make it an option... Cheers P.s. I would post direct to Post Scriptum but they use discord when forums imo are better, and Squad is the base of PS... cheers o7
Now I know there have been a lot of threads posted about waypoints or more marker options for squad leaders or even for them to be available to the rest of the squad members but what I have in mind is a bit different what I want is for squad leaders to be able to draw lines on the map. Now, this would mostly be for the purpose of better coordination and organisation especially in the opening few minutes of the match to ensure everyone is on the right page as to where they are going as quite often the first few moments are the most crucial. However, I know the standard objections that this would be abused and who would see what exactly would it be all squads or just your own, I would have it that only the squad leader can draw it for their own squad (I mean they are trusted to act responsibly for other important core gameplay aspects such as spawning so why not this) and maybe a secondary feature in the same way you have squad chat and squad leader chat to be able to set different lines that all squad leaders could see and maybe have an option to change the colour of the lines so you know which line people are talking about. But honestly I would happy with just it being limited to a squad only feature as opposed to being squad and squad leaders, however, of course, it is up to the developers. And again, in the same way, offensive symbols drawn with these lines could be punished in the same way that other players can report others for toxic behaviour in the in-game chats, for example, using offensive language. Overall, I think this will be worth the time as it will greatly expand a squad leaders ability to communicate and organise with his squad members (and I don't know much if anything about game developing) and as these are just lines on the map that already include placable markers I would not think that this would require too much effort to implement this into the game, but I just hope that the idea is at the very least considered. Thank You For a brilliant game
To make it simple, I think that Squad Leaders should have access to more markers, and that they should be able to use them with more flexibility. This means, as I said, more markers (with maybe the ability to add some short text), and being able to choose who will be seeing them. I'm thinking of: -movement markers -directional markers -maybe text Just as an example, imagine a squad leader planning their squad's movement, and placing incremental waypoints for it to follow, like WP1, WP2 and on. That also means the addition of directional markers, maybe a wheel of eight different arrows. This would allow a leader to mark enemy troops but also the direction of their movement. That armor you marked is moving east on the road, converging on squad 4. Or maybe you're specifying that the .50 Cal you're marking is facing south-west. That full squad in the woods is moving North, trying to flank squad 3. I know all of this can be achieved trhough radio communications, but the truth is, in coordinated operations, it is best to keep comms to a minimum. That, and permanent markers are way more reliable than a spoken comm. I also think it would be nice to be able to specify who will see those markers, in order to avoid cluttering the map. A leader could choose to place markers only visible to his own squad, for instance. - Ideally, this suggestion should be considered together with my other thread, about having a better tactical map: So, what do you guys think?
This game needs melee. Red Orchestra 2, Rising Storm 1, Rising Storm Vietnam, Day of Infamy: all these games are realistic to some degree and they all have melee. Don't tell me that if you need to use melee you are not playing the game right. Is this or is this not a game that claims to aim to emulate real-life and to be realistic? In real life if I am clearing a building and while in the middle of destroying targets I am totally out of ammo are you telling me that I would not start slamming the buttstock of my rifle into the skulls of my enemy rather than just stand there and accept that I am out of ammo and just hope that the enemy has a change of heart about trying to penetrate my body with projectiles? Maybe some people out there don't like the idea of melee or want it, well there should at least be an option to enable it for servers in a settings menu. Melee must be added.
As discussed here I figured I would post this in the proper forum along with some other info. It would be nice if in general server admins had more say on how exactly they want to run their games. Below are some options that would be useful for certain kinds of gameplay scenarios that give servers more flexibility in gameplay style (suggested default in bold). It would be also nice to set this per team or universally. Friendly tags: on/off Flag capture rate: 25/50/75/100/150/200% Flag radius: 50/75/100/150/200/250% Main base protection radius: 50/75/100/150/200/250% Automatic kick after TK: 3/4/5/6/7/8/9/10/off Automatic kick after TK in main base: 1/2/3/off Automatic kick after friendly vehicle destruction: 1/2/3/4/5/6/off Vehicles: on/off APCs/IFVs: on/off Transports: on/off HMMVV/Technical/BRDM: on/off Logistics Trucks: on/off etc, etc. (could also be done per vehicle type instead of categories) Squad vehicle claiming Must have 2 players to claim vehicle: true/false Squad vehicle limit: 0/1/2/3/4/any Number of squad members per squad vehicle claim: 4/3/2/none Vehicle timeout: none/3/5/10/15 minutes Transports/Logistics trucks require two people to claim: true/false Can place FOBs: on/off HAB: on/off Sandbags/HESCOs: on/off Static weapons: on/off Razorwire: on/off etc, etc. Can place Rallypoints: on/off Ticket count: 25/50/75/100/150/200% Kit counts (per squad) Medics: 0/1/2 Rifleman optics: 0/1/2/3/4/any Anti-Tank: 0/1/2/3/4 Automatic Rifleman: 0/1/2/3/4 Grenadier: 0/1/2/3/4 Marksman: 0/1/2/3 Marksmen per team: 0/1/2/3/4/5/6 Heavy Anti-Tank: 0/1/2 Heavy Anti-Tank per team: 0/1/2/3/4/5/6 etc, etc. Kit contents Medic number of bandages: 2/3/4/5/6/8/10/20 Rifleman bandages: 0/1/2/3/4 Frag grenades: 0/1/2/3/4 White smoke grenades: 0/1/2/3/4 Colored smoke grenades (ea.): 0/1/2/3 Rifle magazines: -4/-3/-2/-1/0/+1/+2/+3/+4 (this isn't great, but per kit would make the UI huge) Anti-tank rounds: -1/0/+1 Pistols: on/off Pistol magazines: -1/0/+1/+2 Some benefits: More customized gameplay for people that like certain gameplay styles. More options for servers that host events (a la SquadOps) More options for servers that have more or fewer administrators regularly online. Temporary solutions to balance problems (OP weapons/vehicles) by allowing servers to limit or remove them until fixed. I would also be necessary to allow players to view these options before joining and during the match so they know what kind of server they are joining. If we want to keep the licensed/unlicensed server concept then parameters would have to be fixed or within a set range to qualify the server as licensed.
Hi So the new v8 is out, halle-****ing-luja! i was soooo psyched to play again, since I stopped due to low fps on my tribal-stoneage-pc of a laptop. It looks better and runs a little better, sure. I was playing with very low rendering before though (70% maybe), but now i can't find the bar anymore in graphics options to choose how much i want... why is this removed? i'd rather see a little less and have higher fps. i'm not much for graphics, im all about the smoothness.
Vinny1001 posted a topic in Feedback & SuggestionsSearched "sensitivity" and nothing came up about this. So some games have a sensitivity option for regular hip fire, as well as aiming down sight, and even scoped sensitivity. I understand it's pre-alpha, but I was wondering will that be implemented in? I tried snooping through the config files but didn't find anything that useful. I would like to have the same sensitivity all around, or at least have the option for it, as others may like a lower sensitivity aiming down site. But I think this should be able to be customized for the player because some people like it one way, some like it another. Or, is there a multiplier used for the main sensitivity that multiples it into the scoped sensitivity? Because if that's there, allow us to change the multiplier if we don't want any change in sensitivity between ADS, and hip fire, or if you want .5 of your main sensitivity, so it'd half it when you ADS, and so on. So main question, will this be implemented eventually? Oh, this is mainly a suggestion to add into the game, but also a question because it's alpha and it may already be planned. Thanks!
Custom Named Loadouts For Each Class 'Loadouts' are a core component of FPS genre (for the sake of variety); even if they are not editable or customisable by players. Loadout features of 'similar games' (personal opinions): Insurgency (Loadouts can't be named, can't be saved, despite a nice choice of equipment per class)Project Reality (Loadouts can't be named, can't be saved, come in options which are hard to distinguish due to minute icons on the spawn screen and some loadouts don't even have the barely readable icons - non spawnable kits)ArmA series (Confusing, slow, irresponsive but detailed) Squad could hopefully bring a loadout system combining the best features and learning from the mistakes of other games. Loadouts are often associated with tier/ranking/unlockable system but these don't have to be neccessary for a user friendly experience. What Makes A Good 'Basic'/Game Ready Loadout? These are only my opinions. I'm not saying they are correct or the best. Default Equipment (even if not customisable)Being able to give it a custom name and save it and also revert it to the default name (user friendly)Being able to recognise what the class contains without relying on tiny icons (some of which may be duplicated and a great and horrible example of this might be IIRC; PR's Iraqi insurgent faction's IED class with very different IEDs - being unable to tell which is more Mortar and which is a mine both made for very different purposes)Basic Weapon Customisation (Iron sight or scope, without mentioning pay 2 win ideas or unlockables)Basic Weapon Selection (Full length or Carbine version, new version or old version or calibre or similar expected weapons for faction class)Saveable customisation and selection features which can be given custom names or default names based on the classRestricted Weapon Access (not all classes being able to carry and use every and any weapon) What Makes A Good 'Advanced' Loadout? These are only my opinions. I'm not saying they are correct or the best. Customisable equipment slots (needing more field dressings or more grenades?)Equipment weight system impacting Stamina, movement and accuracyCustomisable or Selectable Apparell/Clothing/Armour/Fatigues (This may include civvie clothes, different cammoflague schemes/patterns/designs, Armour schemes, Head armour schemes)An expansive customisation of weapon features (Barrel mounted torches, bi-pods, bayonets and so on) There's obviously many more considerations and options and arguements or balances but I only intend this thread as an inspiration for the developers (hopefully) which has been born out of frustration with FPS loadout schemes. Other Considerations These are only my opinions. I'm not saying they are correct or the best. Team/Squad/Clan/Guild/Community 'patches' on equipment - possibly a source of development revenue without subscribed or pay 2 win featuresSome customisable or selectable apparell/Clothing/Fatigues might not effect gameplay and therefore it is a wasted effort - but it could also a be a source of development revenue without sunscrined or pay 2 win features.Customisable in game character/person/avatars - might not effect gameplay and therefore it is a wasted effort - but it could also a be a source of development revenue without sunscrined or pay 2 win features. I know little about game design but just wanted to share experience of FPS gaming over a duration of 13 years (too much gaming).
Sup' everyone, So I think that a lot of the things that I will talk about in this post might have been talked about between the devs, but I havent seen anything about it on the forums. So what i'd like to talk about is the -Main menu & options -Add friends in-game -Create squads First of all i'd like to talk about the options i'd personally like to see in the main menu, and for that I have made a small concept main menu. ((BACKGROUND IMAGE BY MELBO SEE THREAD http://forums.joinsquad.com/topic/250-melbos-thread-of-war-stuff/ )) Above you can see a main menu as I personally love them. Giving a lot of information and options in a clean format. First of all we've got the option 'quik match' which I think everyone is familiar with, this just allowes you to instantly join a game on your own if you do not want to join a specific server / just dont care. You would be able to select an amount of players, which mode, and which maps you would like to play. After that we have the option 'play with friends' which also kind of speaks for itself, this would allow you to create a squad and invite friends before you even enter a server. This way you could just hang around in the lobby waiting for all your friends to arrive and drop into action together. The squadleader (creator of the squad) can invite,kick, and give other players the right to invite so they can invite their friends. I'd like to see the option to invite friends in-game so I dont have to add them on steam if I don't want to. After that we have the good old 'server browser' no explanation needed there. Im sure it will include all information and options such as 'history' (shows previously played servers) 'favorites' (shows servers you have added to your favorit list) 'friends' (shows the servers your friends are playing on) and ofcourse the 'internet' (shows all servers) which should show your ping, if its locked or not , current players / max players, mode, map name, how far in to the round the server is, and maybe even if a friend is playing on it, or if you have previously joined it. Than we have the 'statistics' option, now I dont know if this game will keep track of your kills, deaths, revives, if it will have leaderboards of some sort? But if it did, i'd definetly like to have the option to see all your stats, maybe even your friends stats. The option 'manual' speaks for itself too, i'd like to have a link on the main menu to a .pdf or a forum thread with the full manual in there. An option 'forums' to quickly reach the forums from the main menu. 'credits' and 'quit' explain themselves. Besides all of this, i'd love to see this image from melbo be the background on the game menu. I absolutely frikin love this image it would just need a few adjustments. I know most of this stuff is obvious, and will probably be in the game, anyways let me know if you like or dont like some of the options I gave here, and if you miss anything on this list. cheers, TickL Me Tibbers