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Found 16 results

  1. I don't quite understand the idea behind making a tank only able to fire either a shell or the coax. Even if it's a matter of one person not being realistically able to do that much (I'm not a tanker so I have no clue how they operate) then it should at least fall to the point that you shouldn't have to load coax from your SABOT in order to use it. Is it a cooldown workaround? As for helicopters, I don't quite understand the idea behind putting a collective in the game if you're not going to work a way out for joysticks to be able to control that collective with better accuracy. As it stands now, the flight mechanics are very difficult, especially for new pilots. Is there a fix in the works for this in the future? Lastly, Thermal optics for crewed vehicles like Armor, APCs, even hopefully gunships when they come out. Yeah they're a little cheap, but it's sort of the idea. Thermals allow armor to be a threat from a greater range away. So it's up to the other team to find a way to find a way to flank them using defilade, distraction, anything they can to close the distance, or learn to shoot from a much greater distance which improves the skill level you'll find in servers. I love the game and I love the potential, and I know it's still in alpha, but these three things would make the fundamental mechanics so much more fun!
  2. Currently gunner in armored vehicle has ability to discharge smoke grenade. But in real life, commander has that ability. Just remove ability from gunner and add to commander. This will make commander more usable and force people to use armored vehicle as 3-man team. 3-man as a one armored vehicle is more authentic too.
  3. I would like to thank Unlimtedtool for riding and taking out the APC driver by myself.
  4. In the title. It’s a bit confusing to me that the more modern vehicles in game do not have the driver periscope that Project reality did ( and even most older vehicles had a no-zoom 360 periscope that allowed the driver to act as a commander/drive better) This gives much more situational awareness to the crew and allows an experienced driver to call out targets for his gunner. Maybe that’s what the devs are going for; making it easier to sneak up on heavy armor. However it kinda just leads to new guys getting spanked and losing tickets much faster. Even if it had to be a third position for a commander, that would be fine. And potentially no thermal sights, that is understandable. however in the current state, the heavy armor feel a bit too blind, and make driving the “bitch job.” Not a lot of new players are going to want to use armor if they can’t gun, especially if you don’t have any expirience, the better players will just say “okay, you drive then.” At least with the Periscopes you’re could call targets and feel like you were in charge of survival, this was further made better by the third position machine gun on tanks. You could swap to that position and still lay down fire. tl:dr — to make heavy armor feel better and not have a “bitch job” (driving) add the 360 traverse periscope back to the driver for situational awareness/calling targets. please feel free to add stipulations to make it balanced. Aka no thermals, limited viewing angle (can’t look directly behind), can’t zoom far, ect.

    Anyone know anything about developing the vehicles thermal vision?? In my opinion the game will remain crude until they implement it.
  6. L'APCista: guida for dummies

    La Parte 1 sarà maggiormente focalizzata su conoscenze di base, trucchi e consigli generali. la Parte 2 sarà una visione più approfondita di ogni singolo veicolo, con pro e contro di ciascuno! Come starete notando, dal rilascio della v9 i mezzi stanno avendo un impatto sempre più importante all'interno delle partite e questo sarà propedeutico per il futuro, dove gli equipaggi di mezzi saranno un must (fare solo fanteria non è sempre buona cosa). Questo è il periodo migliore imparare, scoppiare e farsi scoppiare. Lo scopo di questoo topic è fornirvi nozioni semplici, facili e fruibili per chiunque, oltre ad essere un possibile luogo dove evolvere discussioni o confronti. Dentro un mezzo ci deve essere sempre sintonia tra gunner e driver, è la cosa più importante. Il gunner deve: Saper sparare Saper riconoscere mezzi/fanti amici e nemici Conoscere la potenza della sua arma e le penetrazioni derivanti (per maggiori informazioni potete consultare questo topic) Il driver invece ha in mano la gestione del mezzo, quindi è colui che sceglie l’area migliore per l’ingaggio (il gunner sceglie solo il punto precsio), valuta quando è il momento di osare e quando di ritirarsi, quando riposizionarsi, tenere sotto controllo la mappa e la fazione; è quindi il ruolo più importante IMO, alla stregua dello SL per una squadra, dove non si spara mai ma si reggono le sorti del proprio mezzo e quindi della sua efficienza. Alcuni piccoli consigli e tattiche che mi vengono in mente: Sfruttate l’ambiente: se devo coprire una zona tenetevi almeno 1-2 fianchi coperti ed esponete al minimo il mezzo, il cosiddetto Hull Down in, dove esponete solo la torretta,; i razzi ancora non bucano le superfici quindi meno vi mostrate più rendete difficile un tiro facile. Usate fosse ed avvallamenti, evitate di sbucare da una collina senza sapere cosa ci sia oltre, se non avete la fanteria che può guardare oltre è il driver che scende e controlla dopo aver piazzato in una zona sicura il proprio mezzo. Idem in relazione ai mezzi nemici: ho contro le 30mm? Le lamiere e le case di legno possono essere bucate, meglio trovare un muro più spesso o una carcassa di mezzi precedenti distrutti. Sono a fare un imboscata? Meglio tenere il mezzo dietro la prima linea degli alberi, e non davanti anche se il mio gunner vede un pò meno, appena si spara nel primo caso guadagno del tempo prezioso prima di poter essere indivduato, nel secondo ci vuole poco ad essere visto. Ragionate in base alla situazione: devo coprire una squadra che assalta delle case? Mi piazzo in un villaggio adiacente e tengo un angolo di copertura perpendicolare o di 45° con la squadra. Devo fare un imboscata? Mi piazzo nei boschetti limitrofi ad una strada ma non nei pressi della stessa. Mi devo spostare? Agirò in base alla mappa, su yerovika guido nei pressi della strada ma non sulla strada in sé (mi si vede facilmente), su una chora sfrutto i vari fiumiciattoli. Ragionate in base al mezzo che avete: se ho un HMMW o un MTLB con NSV o PKT sono un mezzo “sacrificabile” quindi posso arrischiarmi a stare da solo oppure ad avvicinarmi per coprire la squadra, se invece ho un 30mm o uno Stryker meglio ingaggiare sulla lunga ed essere i più conservativi possibili. Idem sulla potenza di fuoco del mezzo, se ho un MTLB con NSV meglio non cagare il cazzo 1 vs 1 ad uno Stryker, mi incenerisce, meglio riposizionarsi/aspettare che si stia picchiando con un altro mezzo e solo in quel momento ingaggiare. Date le priorità in base al mezzo che avete: se sono un BTR-80 in imboscata elimino prima le HMWW nemiche, poi logi ed infine i trasporti. Se nel gruppo c’è uno Stryker conviene far passare il convoglio, eliminare i truck, poi l’HMWWV e poi scappare (a quel punto lo Stryker vi ha individuato e l’effetto sorpresa è finito). Se sono una techie scoppio i truck e poi si scappa come conigli, se ho la techie SPG provo a colpire HMMWV e/o stryker ma solo se l’occasione me lo consente. Il motore: se siete driver spegnete sempre il motore su mappe grosse, si sente a grosse distanze inoltre copre il suono di motori/spari nemici; finchè il driver non avrà le ottiche periscopiche vi consiglio di scendere e coprire una zona diversa dal vostro gunner. Pazienza: la pazienza è la principale alleata, se il mezzo nemico non vi ha visto aspettate ad ingaggiare un momento propizio in cui è fermo oppure occupato. Se invece siete in svantaggio (è lui che spara a voi) spostatevi, non fermatevi a sparargli (almeno finchè non introducono i danni modulari, poi qua potremmo riparlarne). Da driver sempre occhi sulla mappa: è sempre meglio avere l’apc circondato da fanteria che starsene da soli, limita le possibilità che un AT vi arrivi vicino. Potete stare da soli solo in luoghi molto difficilmente raggiungibili, esempio la parte N/S di Kohat con le sue colline, se state lontani ora che vi arrivano vicini passano almeno 15 minuti. Ma anche sempre alla chat, possono sempre esserci informazioni utili, oltre ad usarla per dare indicazioni/coordinamento voi stessi. Riposizionatevi, sempre: dopo che sparate dalla stessa posizione per 10 minuti vi siete bruciati la zona, gli AT cominceranno ad avvicinarsi ed i mezzi nemici a muoversi per accoparvi. Spospatevi e trovate una nuova zona di fuoco, sempre seguendo la regola di cui sopra. Cagate il cazzo allo SL per le Repair: un APC che spara sempre e può ripararsi è meglio di un APC che per 10-15 minuti è in main a farlo. Usate sempre il cervello: non ragionate sempre e solo sulla kill o sulla distruzione, ma sulla vostra efficienza come mezzo e sulla vostra sopravvivenza. SEMPRE! Se la squadra Y vi vuole portare al massacro rifiutatevi, decidete voi un punto sicuro se reputate rischioso l'avvicinamento, per poi aiutarli nel modo meno suicida possibile. Invertite i ruoli da gunner passate a driver e viceversa, migliorerete le vostre conoscenze da equipaggio APC e capirete i limiti che può avere il vostro gunner/driver. Controllate le raffiche: è molto importante non surriscaldare la canna, meglio fare brevi pause tra le raffiche per evitare questo problema perchè, per la legge di Murphy, l'arma vi si surriscalderà sempre nel momento sbagliato Lo zoom: per i mezzi che dispongono di zoom imparate a sfruttarlo a vostro favore, quel mezzo da il massimo se piazzato lontano da uno scontro. Ad esempio portare uno Stryker nelle viuzze di Al Basrah significa condannare il mezzo alla morte, oltre a far perdere ticket ed un importante assets alla propria fazione, idem portare un MTLB con un 30mm dentro Mansion su Fool's Road è la peggiore delle idee, e' uno dei mezzi più fragili, deve colpire chirurgicamente dalla distanza. Le coperture: un altro aspetto importante è non guardare mai entrambi la stessa zona, se sono gunner e guardo la base della collina a W il mio driver si mette a guardare la strada a Nord. Questo è ancora più importante sui mezzi in cui è gia presente la posizione del Commander del mezzo, il BRDM-2 dei miliziani/insorti. Chi lo occupa può utilizarre i periscopi con zoom annesso. Tre paia di occhi che coprono zone differenti sono meglio di tre paia che comprono la stessa zona. Dove viaggiare: non sempre la strada più veloce è la più sicura, anzi è sempre il contrario. Alle volte è meglio prendere una strada che fa perdere quel paio di minuti in più e che non vi fa esplodere. Questo soprattuto a partita già avviata e, cosa più importante, quando si trasporta una squadra Giocate, divertitevi e crepate ma sempre con la testa, morire in mezzo ad una strada pianeggiante è diverso che morire dietro una copertura dopo che 2 mezzi nemici vi ingaggiano. Mantenete la freddezza:questo è importante quando si viene ingaggiati ed il mezzo prende fuoco, questo non significa che morirete subito, avete ancora dei secondi preziosi. Sfruttateli, non saltate fuori subito ed abbandonate il mezzo. Ho perso il conto delle volte che ingaggio un mezzo e l'equpaggio esce quando avrebbe potuto salvare il mezzo usando un minimo di freddezza. Scelta delle munizioni: con la v10 è stata introdotta la possibilità per il gunner di scegliere quale munizioni caricare, e sparare, dall’arma principale, al momento disponibile solo sui veicoli con cannoncino automatico da 30mm. Vedi la "Parte 2" per maggiori info. Le munizioni AP ( Selezionabili premendo 1 di Default) sono ideali per distruggere mezzi corazzati, bucare le superfici ma non fanno alcun danno ad area, quindi per fare danno devono colpire direttamente il bersaglio, risultando meno efficaci contro la fanteria. Le munizioni HE ( Selezionabili premendo 2 di Default) , d’altro canto, una volta colpita una superficie esplodono rilasciando una nuvola di schegge, garantendo un danno ad area risultando quindi molto efficaci contro la fanteria (non bisogna colpire chirurgicamente il fante) ed i veicoli non blindati (camion e techie) ma sono inadatte contro mezzi corazzati; inoltre su perde la capacità di penetrare le superfici. Se vi state spostando tenete sempre caricati i colpi AP, se incontrate un mezzo blindato nemico ed avete caricato erroneamente munizioni HE siete spacciati. LMG coassiale: per tutti i mezzi che presentano una LMG coassiale all’arma principale sulla torretta, selezionabile premendo, di default, il tasto 3 ( se il mezzo presenta munizioni HE ) o 2 ( se il mezzo non le presenta ) è ora possibile utilizzarla e sparare con essa. Ha un ottimo rateo di fuoco, un caricatore capiente ( 200 colpi circa ) ed è ideale per eliminare la fanteria appiedata o su mezzi non blindati (camion e techie). Presenta una caduta del colpo accentuata, quindi dovrete imparare a bilanciare di conseguenza, ed è a tutti gli effetti un calibro leggero, inadatta a bucare superfici spesse ( maggiori info nella guida sulle penetrazioni ). E’ quindi ideale per eliminare la fanteria senza sprecare munizioni dell’arma principale, inoltre tenete a mente che se state ricaricando la coassiale non potrete switchare su un’altra tipologia di munizioni. Soloing dei mezzi: con Soloing si intende la pratica di usare un mezzo con un solo membro d’equipaggio. Con la v10 è stato introdotto un tempo d’attesa quando si cambia posto nel mezzo, tempo che risulta maggiore se si vuole accedere nella seduta del gunner e che risulta fatale se si incontra un mezzo che presenta due membri al suo interno. Utilizzate sempre un mezzo in coppia o, in quei mezzi che presentano il posto da commander, anche in tre. Lanciagranate fumogeno: Con la v10 è stata introdotta la possibilità per alcuni mezzi di lanciare una cortina fumogena ( Vedi la "Parte 2" per maggiori info ) selezionabile premendo, di default, il tasto 4 ( se il mezzo presenta munizioni HE e coassiale ) o 3 ( se il mezzo non presenta munizioni HE ma presenta la coassiale ); le granate verranno lanciate in un arco di 180° rispetto a dove il gunner stia guardando. Risulta ideale sia in ambito difensivo, ad esempio se si viene ingaggiati da un mezzo o un AT e si voglia nascondersi per un arco di tempo in modo tale da ritirarsi, ma anche per supportare la fanteria, creando una bariera fumogena per permettere alle truppe di avanzare o di ritirarsi. Può essere usato due volte, presentando 2 caricatori per il lancio. Divertitevi: l'obbiettivo principale è sempre divertirsi in quello che si fa. Aggiungo anche il .docs con i danni dei vari calibri per i mezzi! Il "Boom Boom" è il 30mm! https://docs.google.com/spreadsheets/d/1AdaSWkozEgmx8sYkXuL5JcdyCtC7lGGxnAdIufO_1Eo/edit#gid=0
  7. 1. Players defensive position in open vehicles with firing option. So may times I have experienced vehicle ambush and getting killed without firing single bullet. Please modifie the player seating position as defensive with firing option in open truck, technical and pickup truck vehicles which helps to answer the ambush with out getting out of vehicles. 2. Players carry ammo box. When defending or attacking away far from FOB if we are running out of ammo or bandage instead of running back to ammo create for reloading we can request SL to send soldier carrying ammo box on foot or vehicles. 3. APC blow up time should be increased. As we see the game vehicles are blowing up and turn to wreck immediately after hitting mines or multiple rockets. Usually vehicle after taking hit first it will be damaged and disable post that it will catch fire or cook off and then turn to wreck it's required some time to blowup. I hope I see this changes in next version. 4. PKM bipod front folding It's a small change. I have observed PKM bipod folded toward back side in November 2017 recap. Usually PKM gun bipod will be folded towards front side which we see the difference between Russian MG and US MG. I have seen maximum PKM bipod in real world folded to front which make difference between M240 and PKM.
  8. Current Alpha-stage: Driver view ports are ineffective and inhibit gameplay. MTLB: Lives up to its shitbox name, has a robotic like spasm from viewport to viewport. Stryker: Feels like a cask mixed in with a dog's anti-bite neck collar. BTR & BDRM: I am looking at still-art, in a war-zone. Coming from Project Reality (not an ARMA player), 90% of the time you'd find me in an APC Squad as the designated driver. And with the recent introduction of vehicles in Squad, I'd like to pitch in my two cents on the current state and needs of vehicle gameplay. In PR, the gunner, and sometimes the driver, had the ability to accurately range and bear a target. As well,two-man vehicle crews were enforced by the game: rest and warmup time for the turret, no one-manning, better viewpoint mechanics for the driver. Most of these aspects are missing from the current alpha, and the introduction of an advanced viewport system would be a good first step. As a driver, I need the ability to communicate direction bearings and spot targets for my crew. We need to be able to pivot our heads from viewport to viewport in a smooth, linear, fashion. And in the case of the Stryker, BDRM, and BTR: there needs to be a vehicle-interior mechanic where the driver can "lean" to different viewing angles when constricted to a single viewport. Spotting targets is also a huge component of driving, if I am equipped with binoculars I want to use them inside my vehicle. Similar to giving more functionality to SLs, there needs to be more form and function for vehicle crews. So please, discuss .-. Synonymous Posts:
  9. Hi guy, i think it would be nice for a armored vehicl such as a BTR or Stryker get a hatch, so the squad leader could just pop out the look around for more better observation ? It would be much more faster siut.awareness than just scanning the area with the turret cam, beside, a Sl wouldn t have to dismount
  10. more apc

    Have some ideas for apc.... maybe devs already have thinked of it and is in the works. We have the BTR 90. But i feel its a bit OP compared to the other factions. So..... Can we get the bmp-2 for the Irregular Militia (witch is supose to be pro-ukrainian forces)? The good old M113 with 50.cal for americans Old toyota haice van 1980s model for Insurgents. Not apc but pc.
  11. According to Wiki Russian Army has: 1500 BTR-80 and 1220 BTR-82A/AM. As you know, main difference is a 30mm cannon. Why we get BTR-80 which will be in the minority pretty soon? Because Russian Army add in service 1220 APCs in 3 years. I agree to reduce their number to 4 for the whole round.
  12. Just interested to see what the community has in ideas, not saying it should be in but just spewing some ideas out. Such as odd Soviet era tanks. Or anything in general... Examples.... IDF MAR-290 Soviet Scud Soviet BTR... Again just brainstorming odd vehicals, plus as a history geek I learn something new when someone post something interesting. Please post with pictures
  13. Vehicle Collsion The maps are obviously made with an eye for the fact vehicles will be featured down the road. I just worry that we wont get the right "feel" of driving a tank, if you forexample can't drive an Abrams through those low clay fences featured on most maps. Or break down a gate to a compound by driving a Humwee or APC into it. At they very least I think the developers should allow for tanks/vehicles of some caliber to drive through(-without destroying) a variation of obstacles, like the clay walls, small trees and so on. I just seems silly to be stuck behind a small tree in a main battle tank, like you would in battlefield games. I played forgotten hope 2 (bf2 mod) a lot, and they made tanks able to pass through fences and so on... of course it seems weird that a tank drives through and the infantry following has to go around, but tanks lose a bit of their purpose if they have to use roads, and cant offroad through a forest with small trees. Destruction I think it doesn't really suit the game how rocket launchers get stopped by a clay wall and if you're directly behind it won't be hurt by the explosion... So I was wondering, when vehicles... Tanks, helicopters with hellfiremissiles, IEDs and such are added. Will one then be able to just hide out in a compound while a main battle tank is shelling your clay hut without having to worry about it? About the destruction, i really do get how complex and time taking it is to implement.. however the cheap solution would be for explosions of some size to not be totally blocked by walls and such, so standing directly behind a wall getting hit my a tank gun, would give you something to think about. How do you think this will be in the final version of the game?
  14. I could not find a thread for tankers, so hope you don't mind making one here. Squad development looks great.. and going so fast atm! Being a big tank nut I would like to suggest to please add proper tanks and apc's. So what is in my opinion proper tank implementation. There are only three titles that did it right, so use them as an example! (Steel Beasts Pro, RO2, T34 vs Tiger) I'm a Steel Beasts Pro player and that should basically be the aim for proper tank implementation. no need to make it a sim like DCS -make it possible to control a tank solo AND multicrewable. (if that is even a word) and for those screaming that you should not be able to solo a tank.. It's not like the tanks in battlefield.. where you are basically a sniper on tracks driving around the battle field. Soloing a tank gives you a disadvantage as you have to move from one position to the other.. so a multi head crew is always more effective. (if they communicate at all) I suggest looking at how they implemented the controls in RO2.. because that is basicly how I would implement a tank. Have at least the turret interiour, as this is the place you will spend most if your time (the office) , popping your head in and out of the cupola .. when turned out able to use bino's (but vulnarable to snipers etc). And when turned in and looking through periscope you have very limited view. Don't do instant switching from seat to seat.. just do it like in RO2.. there's a delay (or animation when moving from commander to gunner seat) so you are not able to just use a tank as a sniper and spam the battlefield. The problem when you force people to use multiple people in a tank is that you always have to get people online you play with. Believe me.. controlling a tank with people who do not communicate is a nightmare. And a tank is a large vulnerable object with all those infantry with rpg's. I rather see 2 tanks with interior and 2 apc's then 20 without. I think it would be epic to finally have a great tactical framework like squad that is the first one ever to have proper tanks like Steel Beasts and/or RO2. Both are great.. but steelbeast is mainly about vehicles, and in RO2 the maps aren't that great for tankers. I know implementing tanks this way is a shitload of work.. but please.. get someone on the team that knows the few good tank games and makes it his mission to get it right in squad. Yes, I see bumps ahead.. how on earth can you get interiors for the newer models for example. And if you need help I know my way around with 3D modeling.. just let me know
  15. What is Immersive Driving? Immersive driving is probably the polar opposite of all FPS land based vehicle control. I'm not sure how to implement it fully but some examples have been suggested in other threads. The idea is to enhance the experience of driving vehicles and make it much more interesting and also slightly more challenging Immersive Driving Might Include: Manual gear changing only (perhaps unrealistic but used to enhance driving and hence gaming experience)The ability to turn on and off engines Vehicle brakeHandbrake/parking break/mountain brake (to stop or resist the annoying sliding down terrain to a certain degree)Balancing Terrain with Vehicle Speed and ManoeuvrabilityPerhaps a 'GPS direction system' for some maps (not neccessarily all, not sure if possible)Exterior Mirrors or Camera views (JACKAL can be mounted with FLIR, I'm not talking about 3p view)Vehicle Dynamic Damage, Disability, Decal & Destruction System (Vehicles that are disabled/unusable AND not exploded/onfire/'wreck' status)Dynamic Dashboards (speed gauge ect)Lock vehicle/Restrict Vehicle to squad/personnel(with automatic unlock time of 10 or 15 minutes - so team can still use vehicle if vehicle is abandoned or squad disconnects)More terrain features specific to vehicles (traps/ditches, road craters ...model could be 'blast crater', impassable terrain/roadblock, enforced usage of deployable bridges (in a minority of maps or to cross a certain area of the map, limited terrain deformation limited for network physics and bandwidth, player made terrain traps...limited with conditions, more chances of crashing vehicles with careless driving)Vehicle Driver VOIP Channel (friendly team only)Vehicle sensors for parking/proximity'Shot Detection' Sensor for vehicles that have it IRL (system gives audio cue to compass bearing, device exists IRL...not sure if it is used much or deployed. Probably used to feed intel to machine gunnners or disembarked troops)Passenger Injuries from SOME crashesObviously some of these ideas have been suggested and I've tried to link them (where possible). However, I did add some original ideas into the mix and my suggestion is the actual concept of driving needing to be improved upon from PR. I'm not endorsing or saying all of the suggested implementation ideas are good. They're just ideas to hopefully inspire ideas or possibilities.
  16. https://www.youtube.com/watch?v=MmNkafvLAYU&list=PLPTK08BmHAN_foFeqJb96a4HCn0Hs8MAC&index=2