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Showing results for tags 'Fools Road'.
Found 12 results
Hello devs, today i found a bug on fool's road on the objective Hilltop. how did i found it? i was messing around with the Tripod HMG (militia) in the basement. And my weapen started to go up(when in preview) (happens a lot when you are inside a building). there i found that i could place it on some shelves first one no success but good advantage point because you were stuck in the shelves. Second try on a difrent part of the Shelves (the on that is heading to the north horizontally) there i placed it and i went in and get out and i was out of the map. And because this glitch its quite broken because you have a 1-way shoot through into the upper-part-of-the-basement and in some parts of the lower-parts & besides that i could jump to the "dirt level" found by this twitch guy ill post link it pretty much shows you how to get inside it https://clips.twitch.tv/AgitatedTriangularSwanPraiseIt
Is there a reason you patched out the best map layout of the entire game? I really don't get it. US vs RU was the most beloved map layout of the entire game and you patch it out. What's the reason behind that? Now we can fight over some hills...
I'm not sure if the Flag capping mechanics stopped working or does it work differently than in other maps/version/gamemode? (This was AAS v1). Before this pic the enemy only had Ammo Hill, but was still able to cap Fortress and after that we also lost Hilltop.
Hi, I'm a returning player and I havent played the game for half a year. I've seen some major updates and changes but I didnt read the patchnotes. So a while ago I was playing on Fool's road v1, and the map seems darker like it was dusk. Is there any dusk or dawn version of Fool's road map? Im kinda worried if that's my game setting because I edited the systemsettings.ini of the game for it to run smoother. Thanks for the answer.
BrossParavoss posted a topic in Feedback & SuggestionsHello, fellas. As you know new US soldiers will be very authentic and pretty nice. Also I like these rolled sleeves and open faces. I'm from Russia, but I don't like play vs RAF in SQUAD )))). If we are talking about desert maps, this uniform is fine — not very hiding, but not very bright. Guys, I guess RAF not authentic even in uniform. I suggest to change RAF soldiers: 1) Clear face without any mask. 2) Rolled sleeves to some kits (maybe random). 3) Uniform are aging, but digi-flora is equal from soldier to soldier in SQUAD. It needs to be changed. This text was written after Fool's Road and Gorodok.
I've noticed in videos and on the forums that there seems to be a little problem with the russian and the militia faction looking very much alike. Of course, one should allways try to check his map before shooting someone, but in close quarters engagements that is not going to happen. I have noticed that in the Ukrainian conflict, because of the camo problem, different factions add brightly coloured details to their gear (sometimes even with duct tape). Maybu putting something like this on the militia models could fix the problem. For long range, you wouldn't be able to see it, and people would have to check their maps. In close quarters, it might help. What do you think?
First of all, congratulations on hitting the first stretch goal, and congratulations to the community for not picking a garbage map. We can all sleep easy knowing that neither Muttrah or Kashan will be remade. So, we know that we will be getting Fool's Road, but what happens if we are not to make it to the Russian Forces stretch goal? Will Fool's Road be a US vs. Taliban map? Also, if Russians are implemented into Fool's Road, will we see the return of the Chechen forces? The only thing that really needs to be done for them is character models, as they can otherwise use the same equipment and assets as the Taliban
Hello guys! (Re)beginning in video creation i'd like you to leave a comment or a like on the video on or the post here, you're opinion is important to me. Thank you (to be checked in 1080p ;)) 1st vid, Kill Collection Only: (NEW) 2nd vid, Sniper Teamplay best moves (shorter, more dynamic footage):
Instead of maps being developed as isolated battles why not develop them in campaign sets with each map in a set featuring a different kind of combat (Urban, forest, armour). these maps develop off of each other logically in the frame of an overall campaign. I'm not suggesting a storyline linking these campaign sets, there doesn't need to be and multiple faction combinations should fight in the same campaign set so there's more variety in the game. For example, currently we have Fool's Road, but what if it was the middle section of the Fool's Campaign. The theme of this campaign would be the progression of the Militia faction versus whatever conventional faction(s) they're fighting. The first map in this set would be Fool's Hope. This map is set in an Eastern European city which is the Militia's home ground. Neither faction has heavy armour so instead it is all about dense urban fighting and only light vehicle support. Narratively this is the starting point with the conventional force attacking the relatively weak Militia in their own home. The second map is Fool's Road, which we've got so we know what it's like. In the campaign's narrative however this map would be the Militia branching out and fighting the conventional force outside of their city so they're no longer being purely defensive. The third map in this theoretical campaign is Fool's Gambit. This one is set around a large airfield in Eastern Europe that is occupied by the conventional force that the Militia is attacking. Both forces are employing heavy vehicles with the Militia having the advantage in vehicle quantity but the conventional force having quality. Thinking about maps in this way would be beneficial for development for multiple reasons: A ) Maps in a campaign set use the same assets as each other, so there's more bang for OWI's buck. B ) Campaigns suggest a progression that map designers can follow making it easier to create interesting maps using the same assets. C ) It helps player understand factions by putting them in very different contexts, allowing players to learn and master the different aspects that make factions effective. D ) It lays the groundwork for a campaign mode, if that ever comes around. Thanks for reading, this was a thought I had on a walk and it was burning away in my skull for a few days so I thought I better write it up.
I haven't seen this mentioned on the forums yet (or maybe I'm not looking hard enough), but I'v always wanted to see more than one nation playable on each opposing side whilst playing PR. Here is an example of what I mean. Lets say on the Squad remake of Fools Road, that instead of only featuring the US or UK as a playable faction on the BluFor team, you can choose to be either-or, or maybe even another NATO member state. Say, squads Alpha and Bravo have chosen to play as the US Army, while Charlie squad has chosen to be the British Army. And because Russia doesn't really have any allies, the OpFor team for this scenario are limited to only the Russian military. All of this is can vary depending on which factions the map creator has chosen to fit the scenario that he/she has envisioned. I believe that adding in such an option would play an interesting role on a maps replay value and even in the believably of a conflict, as NATO forces often fight/train side by side. Of course the conversation of balance and fairness can be discussed, although in my mind, war is never a fair fight.