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The suggested features list (in order of importance); 1 - Reverse prone (ie, lay on your back) 2- Prone rolling (belly down to belly up) 3 - Weapon resting 4 - Emergency reloads 5 - Staged reloads 6 - Sprint dive and/or sliding The explanation: 1 - Reverse Prone (lay on your back) Being able to lay on one's back side is tactically advantageous in certain situations. It's a good way to get out of the way of bullets or team members in a jiffy, or get low while putting a bullet in that tango that just ran around the corner into your face. Being able to roll from belly down to a belly up position means you can check your six and stay low to the ground. 2 - Prone rolling Obviously in full combat gear with a pack, rolling around like Solid Snake isn't feasible. However, being able to roll halfway or 3/4 means a soldier has room to look between his feet (6 o' clock) or to the side (3/9 o' clock) without having to reorient his entire body in an awkward shuffle or magical rotation. Even when wearing a pack, one could still roll onto their bum faster than getting up into a crouch. 3 - Weapon resting We all understand that running a kilometer and steady aim do not go together. That's why rifles have had such long forends or "handguards"; A soldier rests his rifle. This is why shooting in the prone is so stable. If you see a boulder, window sill, tree or other stable surface then you rest your weapon in order to get a good shot. Muscles alone aren't that great at holding a bead on a 200 meter speck. 4 - Emergency reloads If you're in trouble and out of ammo, it might save your butt to just drop that empty mag on the ground and focus on getting more bullets on target. Any ammo left in that mag is left behind, but thirty rounds is ten times more than three (and you might need that extra ammo to survive this encounter). 5 - Staged reloads Remember that time you had to cancel a reload animation (right at the last moment) to knife some fool, only to return to a replay of that reload you just nearly completed? If you drop your rifle mag then need to quickly draw your secondary, your rifle shouldn't have a magazine still in it when you return to your reload. One step of the reloading process was already complete, but the single animation sequence has to complete in order for the reload to complete. I propose a much more convoluted, complicated, sophisticated, technically complex system of staged reload animations for small arms in Squad. Not just for "realism", but tactical depth and quality of life. 6 - Sprint diving and/or sliding Being able to slide or dive into cover is a great way to get low and get to cover quickly. It's also fun and really cool. Thanks for reading! Hope we see some of these features in the future.
Will sight/aiming on tanks be realistic in the future? I hope. I can't speak for the Abrams but I was a gunner for the Leopard 2 MBT so I can tell you how that works at least. I suspect the Abrams to be very similar. Basically. Aiming with a tank is not hard. It is very easy actually. Even on the move. The sights are mounted on a mirror that can move instantly long before the turret has started to move those 15 tonnes. This is all good. Now once you have acquired a target, the first thing you do is press a button to fire a single laser shot. This gives you the distance, in numbers at the bottom as is visible in Squad already. However, please note that this eye-dangerous laser isn't active all the time so the distance will not always be visible and move up and down when you aim at things. There is actually also a reason for this and that is because there are things that warn for lasers, but more importantly you don't want a target being missed because it drives behind a tree close by, right? So, first you take measurement. Then comes the second part. You aim exactly at the middle of the target. Actually between the turret and the chassi if it is a tank. Then you press the button and YOU ALWAYS Hit basically. If it is a stationary target and measurement is correct, even in the move you are 99% going to hit it spot on km away when pointing the cross hair EXACTLY ON TARGET! The computer does all the calculation for so you don't have to aim above or anything like that at all. Now comes the third part. In case a vehicle is moving and you have already done your single range measurement with your laser, what you do is to follow the vehicle with the sights centered mid target at exactly the same speed the vehicle is moving - ALWAYS CENTERED, then you press AND HOLD a certain button which tells the computer to calculate exactly how much in front of the vehicle the gun should shoot in order to hit the vehicle. If you do it right and the vehicle is moving at a constant speed, your cross hairs centered all the time, you will basically always hit as well as long as the vehicle is not moving to fast towards or from you, which would change the distance thus tell the computer to aim too far in front, or too little in front of the vehicle. Distance is absolutely crucial here maybe more so than for a stationary targets because if it is a fast moving vehicle sideways, it will have moved quite a distance before the round hits, compared to a stationary target where the time to a hit is not an issue, only the height above the target that the cannon should elevate to. The round will land when it lands, so to speak. Now it would be really cool if you could implement at least one button for firing a single laser round showing the distance at the bottom, automatically adjusting cannon, i.e. the user don't have to compensate upwards. It would also be cool if you could implement that second "hold-to-follow" button to let the cannon auto adjust where to aim by holding it down. Please note that it is not mandatory to use this function. If the distance is correct, you could aim in front of the vehicle as well manually, but it would be much harder. So, 2 buttons please! Only one mandatory to use. Don't say it will scare of rookies because rookies are already scared off by the much more complicated mortars in such a case. Plus it is actually easy to learn and fun too do it the real way. Also doing it the real way should be rewarding I think. Please note that running and gunning will still be possible of course. For the second button I would suggest a quirk to make it work better with a mouse. This is because when using a mouse you have to constantly move your hand which reduces precision A LOT. In the tank, instead, you turn the controller thereby telling it to keep turning by the amount of speed you want, so to speak. Like a steering wheel in a car, you don't constantly have to move the steering wheel, right? So what I would suggest is this: First you use the mouse to follow the target matching the speed of the target by moving your hand, then you press and hold button 2 to keep the sights MOVING at the speed and direction you had when you started pressing the button, thereby disconnecting the mouse input so to speak. If you would want to readjust you could just release the button and follow again with your mouse then press and hold again to rest your hand while the turret keeps moving. This would be the closest match to the real deal using a mouse I believe. Just a few suggestions. Thanks for a better and better game!
RipGroove posted a topic in General DiscussionEDIT, this is still an issue in v11... v11 I've posted about this a couple of times, this first being back in December 2015 but it is STILL an issue over 2 years later. Here are the original threads (note the original videos have gone now but the info is still relevant): December 22nd 2015 - http://forums.joinsquad.com/topic/9110-jittery-aim-video/?tab=comments#comment-140284 January 15th 2016 - http://forums.joinsquad.com/topic/11334-low-fps-high-pings-jittery-aim/?tab=comments#comment-167878 To be clear I'm not talking about weapon sway as obviously this is intentional, I'm talking about the crosshair's constant micro jittering and stuttering. Worth noting also that since I first encountered this issue back in 2015 I have changed EVERY piece of my PC's hardware including ALL peripherals, so this is 100% not an issue at my end at all. In the past when this was mentioned the general consensus was "it's a known bug on certain maps with certain scopes and the issue gets worse the closer to the center of the map you are" (I actually always had this issue no matter where I was on the maps) or "it's a UE4 thing that devs have no control over and it'll be fixed in the next UE4 update" or "it will all be sorted when v10 with new animations is avaialble". Well we're now on v10.1 and the issue is clearly still there, this was never an "animations issue" as I suspected all along. I seem to get this issue most when using an ACOG at Chora but it does happen on some other maps also. At close range it is not to much of an issue but at medium to long range the reticle jitters around so much that it is near impossible to hit targets. It feels like I'm using coarse sandpaper as a mouse mat as all my movements are exaggerated and jittery. I actually have a very smooth SteelSeries QcK mat and a pretty decent mouse (Roccat Tyon). Also worth noting that my FPS is usually very good on most maps (80-130 at Ultrawide 21:9 3440x1440 all Ultra settings + SMAA), (more like 50-70 on some of the lesser well optimized maps like Al-Basrah) and that SQUAD is the only game I get this in, in all other games I get super smooth mouse movement, even other UE4 games. Here are two videos very quickly and crudely shot with my phone, but it gives you an idea of what I'm talking about, the key here is that both videos show the exact same scope and that I'm using the exact same settings and hardware in both videos, the only difference is the in game map. Random weapon sway is perfectly acceptable but a reticle that keeps jumping about is pretty much unusable at medium to long range, and near impossible to get a headshot on even a stationary target. Smooth aim, as it should be, U.S. ACOG at Chora Valley: WATCH IN FULL SCREEN TO SEE FULL EFFECT Jittery aim, not right, U.S. ACOG at Logar Valley: WATCH IN FULL SCREEN TO SEE FULL EFFECT There is a massive difference between the two, and this jitter really reduces the ability to accurately aim on medium to long range targets with certain scopes. Again it happens more on some scopes and some maps. There is zero issue my end as I only get this issue with certain scopes and maps in Squad. So, is this actually ever going to be fixed as it's REALLY annoying?
One of the greatest features in Squad was realistic true first person camera, so when you sprinted you could free-look up/down, when ADS your head would lean into sights and not the other way, not only you got rid of it in V10, you introduced bs like this: https://www.youtube.com/watch?v=gpFkMPkniAY
Hey! Currently, I'm usually suppressing targets rather than killing them in 1-3 shots. When using the marksman rifles I try to judge the distance (by eye or map) and use the sights accordingly, or I make a shooting test to be sure. I'm also making sure to press 'Shift' for extra focus just as I'm about to shoot. Do you have any other tricks to improve long range aim?
Hey guys! I looked for this on the forums but didn't find it. In some other games, your weapon isnt stuck to the same position on the screen at all times, i think it would be great if this was a thing in squad, but its not like in the arma games, where your weapon is completely independent of the screen movement until it reaches a certain point. this video explains what i mean. When you look around both your screen and the weapon move but the weapon isnt stuck to the center and it wont reach the corners of the screen either.
Something didnt work properly with the pictures so Im just going to gave you this links instead of them. Something what annoys me and probbably a lot of other players in the Squad and other fps games is zooming the scope .When you use scope which can maginfy, it zoomes in the whole picture instead of only scope. The problem with this is rendering. If you had normal aiming in the games your screen picture would look like 1x outside and lets say 4x inside of the scope, but then your pc would need to render the map twice what dramatically lowers frames per second. Develpers currently have few solutions for this: 1) Is to maginify the hole screen lets say 4x like acog, what Squad and Battlefield currently use. https://www.google.hr/search?espv=2&biw=1680&bih=925&tbm=isch&sa=1&btnG=Tra%C5%BEi&q=Squad+gameplay+acog#btnG=Tra%C5%BEi&imgrc=oyIIYPwPMjpkdM%3A https://www.google.hr/search?q=battlefield+gameplay+acog&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwie8_-ujpvKAhXCgQ8KHS7VAsEQ_AUIBygB&biw=1680&bih=881#imgrc=mSwLu_GEzJmuiM%3A 2) Which is actually pretty retarded, Battlefeild uses it for snipers, is to magnify the scope and make all around it black. https://www.google.hr/search?q=battlefield+snipers+scope&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjfxpS5kJvKAhVFiQ8KHev0DWwQ_AUIBygB&biw=1680&bih=881#imgrc=hRHpkX2iJng2WM%3A 3) Which I think is the best,and which one many of us would like to be in the Squad, and this one really should be implemented in the game. Magnify the whole picture and blure everything outside the scope like you, developers, did in the project reallity. It looks good with the acog and you could probably implemet that for sniper scopes too. And it could be improved by making picure outside little less blurry and maybe to set metal part aroud the magnification glass non blured. Here is how it looked like in the project reality: https://www.google.hr/search?espv=2&biw=1680&bih=881&tbm=isch&sa=1&q=project+reality+gameplay+acog&oq=project+reality+gameplay+acog&gs_l=img.3...94306.101322.0.1015184.108.40.206.0.0.0.331.2124.0j4j4j2.10.0....0...1c.1.64.img..19.0.0.RD8JD5teXJE#imgrc=LqD6UzEn3qQ6cM%3A I know that developers currently have a lot of job fixing bugs and fps dropps but they should really consider this little problem because it acctually improves gameplay for people who care for realistic details, and yeah, just press like button if you approve this oppinion. Sorry for bad English.
Caveat : I don't know if this has been reported already so apologies if it's a duplicate (I've done a bunch of searches but couldn't see anything specifically about this). I noticed over the course of last weekend's play that shot placement seems to be slightly out (read low) regarding cover height versus the weapon firing angle and height. When a weapon is fired over sandbags or hesco barriers, it seems like quite frequently the bullets get stopped by the barrier even though the weapon barrel and sights appear to be clear of or higher than the object being fired over. I don't know if anyone else has observed or reported anything like this already? I wasn't really sure whether this was more generally a symptom of the hitreg issue, but figured I might as well post here and see if anyone had noticed similar things during the last weekend's play? For obvious reasons its hard to capture with screenshots but I could try and record some footage of it this weekend if that might help.
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!
FONS posted a topic in Feedback & SuggestionsI recently watched the development diary #2, I like the feature of having the ability of having to stances for low magnified scopes like the red dot shown in the video. One "neutral" mantaining a bit of peripheral vision, and other, closer to the scope, focusing just on the reticle at the eye relief distance, taking all the advantage of the magnification of the scope. What i don't really agree with, is the fact of being forced to hold the breath when doinf this action. I mean, i've shot with red dots irl, and there's no need to hold your breath to focus and get closer to the reticle. I would love to see this features independent from each other. What do you guys think?