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I have been running tanks ever since they arrived on the scene. My crew and I thought we had everything figured out and under control after just a few rounds,however battle after battle has left us all,more and more puzzled. The first 3 or 4 rounds of squad that we played that involved tanks,we were able to figure out that the T72 has amazing front Armour,and can normally take on an Abrams as long as you angle the tank down,and hit the Abrams in the front center plate. We verified this by playing as the Abrams for some time. We also concluded hitting a T72 in the rear,side,or lower center front plate,could wreck it in short order. So every thing is fine right? We know each tank has weaknesses and strength,this is perfect. Wrong. It was some time later,after 12 or 15 rounds we started running into an anomaly,every now and then,we would meet an Abrams that seemed to have totally different Armour weakness zones. For instance,the "eye" of the tank (where the gun mounts to the turret) is normally a weak spot,and could render the tank dead after a few hits,was now bouncing shots right off it. At first we thought this was due to the attack angle E.I. us being to low to impact solid. But it continues,and after using Kornet launcher extensively,I noticed the same issues there. Some times I can kill an Abrams with 2 rockets,other times it takes 5 or 6. As far as I can tell the angles are not an issue,and if the explosion graphic can be trusted,I am hitting the same spots on the tank. This is frustrating,because it seems to be random,and takes away from the skill of tank fighting,when suddenly a tank is much stronger,and you have no way of knowing until you engage. Going to the firing range is no help,as the tanks there seem to have no Armour at all,and can be killed extremely easily. So I have to ask if this is intentional? Has anyone else noticed this? Is server health a big part of it? Where can I get a true read out of the tanks Armour profiles? is there a plan to normalize tank impacts in the future?
Roy Bharadwaj posted a topic in QuestionsGuys i am new squad players who is looking for help on how to optimise his game settings, pc and graphics to run the game smooth at 60 fps. My rig is pretty low-end: AMD FX-6300 6-Core CPU GTX 1050 Ti 4GB GPU 8GB RAM I am playing on a 1920x1080 60Hz monitor (Win 10 with all updated drivers) I want to know how to customize my in-game graphics settings and nvdia control panel settings so i can play the game at smooth 60 fps.
So, I was looking for a way to customize the red-dots and scope reticle colors, and styles to better reflect the variations in scope design. But after I was looking, I am starting to wonder if I am blind? or if the reticles are part of the scopes model?
I apologize if this topic is too negative - But I hope the Offworld team appreciates criticism by the community. Some brief questions to the devs about common concerns in the Squad community: - Why focus on performance heavy (but neat) things like dynamic foliage, barrel smoke etc. when the server-player sync is sweating at 70p, inf only, low detail maps? Will the server-player sync handle such things on a 100p vehicle map? Can you afford spending resources on this when there's sync issues already? - Some insiders have hinted you may have to abandon the 100p combined arms goal and stick with a smaller scale/fewer vehicles maps due to resource restrictions. Why are you adding more high resource features instead of abandoning these if they risk costing so much you must give up the 100p C.A. goal? - The current v. is poorly optimized for all, and worse still for AMD users. Current early alpha graphics are p. much on par with PR:BF2, and I can run these maxed at ~20FPS, when I can run the gorgeous Battlefront reboot at ~100fps, (64p with vehicles). Shouldn't optimizing/improving graphics be a #1 priority, rather than adding more content? - The design of the maps leaves a lot to be desired. Yes, the Russian maps+TrueSky look better, but still. What we've seen from the community artists/modders is gorgeous. What priority vs. adding more content is given to releasing mod tools atm? Will you, once mod tools are released, focus on working on the much needed polish of gameplay aspects like controls, optimizations, streamlining, and engine features, and let the community create most of the art and content like maps/new vehicles, with an efficient incorporation of the best of this to the base game? - What many people liked about the PR inf controls vs. those of, say, ArmA was the quicker, more responsive and direct, 'arcade-ish' feel since it felt like you were the soldier, whereas the hyper-realistic ArmA controls with delays, wobbly camera (which is 'realistic' - your head moves around IRL - but put on screen, you can't use the part of your brain that compensates for this to give a steady perception), and exaggerated endurance effects makes it feel like your soldier has brain damage from sniffing glue. If Squad is the spiritual successor to PR, and is "a balance of arcade, teamwork, and realism", why add hyper-realistic features that make controls less responsive and direct, like momentum while sprinting, excessive camera wobble, stamina effects on camera movement, breath hold for short range weps (which ruins suppressive fire), too much recoil climb vs. recoil spread, delayed animation start for switching weapons and reloading, etc., which makes it feel like someone else is controlling your character? - With the explosion of new players in a game where a good gameplay experience relies mostly on playing with like minded people, why not add things like automatic mic check to join certain servers and such tools to filter servers by desired play style? In Squad, you all too often have a bad time by only finding casual no mic players when you want teamwork, or only serious mic users getting annoyed at you for wanting to play casual without voice chat. I hope you have time to answer some of this. Sincerely, Bollz and the community
jacobkitzmiller posted a topic in QuestionsAlright so who can solve this problem I am running on acompletely updated windows 7 program with a gtx 750 ti superclocked and when I join into a game, which I CAN do without problems when I get into the spawn screen it is like it knocks out my signal because when I hit the join squad button it turns yellow like something should happen even though nothing does no matter how many times I hit and I even wait five minutes to see if there was a delayed effect and that I would join but it doesn't work. However, this doesn't occur everytime, sometimes I am able to actually join even though every game I join into is between 20-70 ping and doesn't lag at all when I play but as soon as I die in the games I can join the same effect as the JOIN button occurs with the give up button it just changes colors and nothing happens it doesn't give up and I cannot respawn no matter how long I wait every thing still is going on like I see the map and all the squad members moving as well as their chat but it's like my signal is blocked and I can't join. Idk what to do pleaz help for I cannot stand this at all I want to enjoy the beauty of this game b/c the little I have played I have loved. Already tried uninstall-reinstall, verifying caches, and updating windows. PLEASE SOMEONE HELP ME FIX THIS PROBLEM!!!!!!!!!!!!!!!!!!
dmatthewstewart posted a topic in Software SupportIs there a way to run Shader Model 4 currently? I think I missed the commands in the cfg's I want to test a few things for AMD What is the maximum ObjectPool count that can be used? (DefaultEngine.ini) Also, what 2d textures are currently in use? I noticed that 2d physics is off by default but are there other major ingame textures that are 2d? Like the main map?
Ask away! Keep the rules in mind; no technical/support questions, and only team members should answer.Before you ask, be aware if that was not asked&recieved. First, how many maps do you have in development?Are you planning on adding a second one to any stages of DEMO testing?