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Showing results for tags 'ADS'.
Found 13 results
I dislike so much the "forced zoom" that was introduced in v10, please allow us to not be forced to zoom in when all I want is simply ADS no need for the zoom, it's annoying, make it like PR please then again, when I want is to "focus" for a clear shot, I have even more zoom, please, all I want is to be steady, not to zoom in 1x in the target there is no scope in the gun, then I dont want the zoom my suggestion, is to unbind the "forced zoom" from the "focus" (gun steadiness), maybe in the menu we can choose, so we can disable it then, when disable, it would be like this: Right click: ads (no zoom) Shift: steady (no zoom) please, you fixed the nametags, maybe you can do this too? give the hardcore players this... thx edit: also, having the screen moving forwards and backwards everytime is horrible for CQB
Sometimes when you aim down sights, over a wall, or on the top of a mountain or small bump, you might see that your sights are clear of your cover and your barrel should be just over it also, but when you shoot, you bullet hits the dirt in front of you, wasting your nice lined up shooting and giving your position away. What im suggesting is some small indicator, maybe your gun dismounting from your shoulder, or pointing up over the terrain, so that players know when they can, and cannot shoot to where their sights are pointing. Other games sometimes have a lean function, where if you're close enough to the edge of the wall and ADS, your character will lean around the corner or stand up a little so that you can shoot freely, when you stop aiming, you return to your normal position. Maybe this would be a nice idea also?
Hey all, searched for this, but didn't find a post. I was wondering if anyone has experienced a bug with aiming down sights (ADS) that seems to have started since alpha 5. For me every so often when I try to ADS on a target it starts to aim and then comes right out as if you let go of RMB. At first I thought it was me somehow letting off the RMB, but there have been times when I have definitely clicked and held and it still happened. Once or twice it might be me, but it has happened to me multiple times. It has happened with different mice, and with different factions/guns. A few other players seem to have experienced this as well. However, I can't seem to recreate it on demand, at least not in firing range. I believe it tends to happen when I ADS and go to fire. I feel it happens more often after getting off the first shot? But, again I cannot reproduce it when I want to. Anyone else have similar experiences? Here are 2 short clips I happen to capture to show what I mean. I believe it is a bug, but it happens so sporadically and I'm not entirely sure if others have the same experience.
Jimieus posted a topic in General DiscussionMe, personally, I am not a fan. I understand and appreciate the concept behind it, but from my experience as a user I find it a bit jarring and irritating. To clarify here, it isn't so much the holding shift to zoom part - I can deal with that (just wish I could rebind it to hold RMB) - it's the part where it unzooms, seemingly determined by a stamina bar I can't see. This often leads to a whole lot of camera movement as I wrangle the zoom, in some cases getting to a point where I can get a little motion sick(?). Call me finicky, but it's something that has been present since forever and I just had to see what other peoples' thoughts were on this. Anyone else kinda bothered by it?
Hello and good evening, (NOTE: Searching the web forum here with keywords like "GRENADIER", "GRENADIER ADS", "ADS" and so on didn't result fruitful.) I'ts been roughly 1-2 weeks playing SQUAD now. I learned a lot and still have to learn and adapt, but one of the few mysteries in weaponry and ADS is the grenadier (when firing a grenade). I don't quite understand, which "distance mark" (I call them like that, I don't know the exact proper English word for it) stands for which distance. I tested it on the firing range...to my confusion with no constant results. Would somebody be so kind and explain this problem to me? This problem also faced me when playing INSURGENCY and several other "real combat"-simulation games. I also tried to find an explanation on YouTube, but it seems, I only find the actual work routine of a grenadier.....but not on how to understand the weapon when ADS (firing a grenade). Cheers, Thund3rb1rd P.S.: Sorry for my bad english. It's not my mother tongue.
BrightRaven210 posted a topic in QuestionsSo, every time I start a game or round, as well as after respawning, the first time I walk, ADS, shoot, or change my weapon kit at a supply crate, my FPS will drop a few frames before freezing at a single frame and then flashes black for two to five seconds before going back to normal. After that I can repeat the action I was initially attempting to do without a problem; however, changing kits will still cause the problem even if I am changing for an Nth number of time in the same life. Does anyone know why this happens and how it is that I can fix this? My setup uses the i5-4430 and the PNY GTX 950.
So I went forum hunting for "iron sights", "backup sights" and "backup iron sights" but I didn't get what I was looking for. I did go through the 4 pages so I am bound to have missed something. Will we have backup iron sights for scoped classes? I'm not talking about those rail-mounted sights that you use after removing your scope, or aiming above the RCO, but the iron sights you see on scopes and RU weapons, since they have sidemounted scopes. So for instance, will we get to use the sights on the SVD when things get messy? I suppose it could give a bit of defence, and the 10-round magazine would stop people from using it like a close quarter battle rifle. And when the British make their entrance, would we get the choice to use the sights atop the SUSAT or the RMR atop the ACOG? I've seen them in PR (I don't play it, I can't find a server with ping less than 400) so if they could implement it no issue, I suppose the same for SQUAD? Or is it planned and I am just beating a dead horse? ._.
Just curious. Searched but didn't see a related post or maybe my keywords suck. Case: Running then turning to ADS -- I think people are able to do this too easily and I'm curious how difficult a fix would be -- maybe it's already in place and can be tweaked or I haven't noticed it. Could you guys (feasibly) do dynamic arm animations? Kind of like a cloth or rag-doll type of effect using speed + vector + gun weight to change how quickly I would be able swing my gun around and ADS at the desired target. I probably just suggested the hardest, or least feasible way to solve it :) but if it's possible I think something like that could be useful in teaching people to be a little more patient while not relying as much on a stamina/sway.
So , my question is simply cus i havent played squad yet. Is the aim down sight on toggle or hold to aim? reason for my question is since iv played PR and it forces you to have the toggle aim down sight wich is the worst. I know it gives a klunky mil sim feeling to the game like pr and arma , but pls for the love of god and allah make it optional cus i only find it annoying. just make a keybinding for toggle on / off. / love ButterflyCar.
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!
Im really fond of slow paced tactical shooters, and I must say that to me people run way too easily in Squad right now. I think at least ADS movements speed could get tweaked to give a better game experience. So I simply propose to slow backward and strafe speed (still when ADS) significantly down, like matching 25% of the forward speed (when ADS too). It simply needs to give the impression the dude is really focused on his target and just cant look where he's going on the sides and backward, so he'll run slower to avoid getting his feet stuck in something and stumble, or simply take a tree in the face. PS : I would also slow down backward speed (when not aiming), but not as much as 25%, so maybe matching 50% of the forward speed (still when not aiming) ?