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Found 21 results

  1. 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.
  2. “Ammo FOBs” promote unhealthy gameplay, are detrimental to the role of logistics, and can cause games to snowball out of control. They should either be removed or reworked until a solution conducive to healthy gameplay is found. Let’s start off by defining what an “Ammo FOB” actually is. An “Ammo FOB” is when a squad leader places down a radio and an ammo crate, builds them up, rearms his squad, and then proceeds to tear them back down, ad infinitum until his squad has been fully rearmed. This can be done practically anywhere and at anytime. As one could imagine, this system is easily abusable and unhealthy for gameplay. To emphasize my point, I’d like to share a segment of one of Karmakut’s latest videos. Let me first preface by saying that I do not blame him in any way, shape, or form for utilizing a gameplay mechanic to his benefit. In fact, you’d be purposely putting yourself at a disadvantage not to. With that said, skip ahead to roughly 22:30 and onwards to see exactly what I’m referring to by unhealthy gameplay. Time Stamped Video Here For those who are unable or unwilling to watch the video, allow me to summarize. Karmakut and his squad have been performing overwatch in the mountainous regions north of the Kohat Toi River Valley for the duration of the round. Multiple attempts at resupplying his squad via logistics trucks have ended in failure due to the cumbersome terrain or enemy ambushes. To resupply, they’d ideally be forced to either pull back to friendly lines or risk another logistics truck run. Either way, any momentum towards pushing the next flag would be lost or ill advised due to being under equipped. However, by repeatedly exploiting “Ammo FOBs”, not only were they able to fully resupply themselves completely out of thin air, but they were also able to continuously pressure the objectives and eventually push the enemy team all the way back to their main base spawn. You don’t have to be familiar with all the ins and outs of Squad to know this mechanic is bad for gameplay in a variety of ways. The most notable of such is how insignificant they make the concept of logistics. Why wait for a logi truck that may or may not be destroyed en route (costing valuable tickets and disrupting your team’s supply line) when you can just magically spawn infinite ammo from out of the blue? On a lesser but equally irritating note, you’re also able to swap kits whenever you want while out in the field. While not necessarily a bad thing, it begs the question: where are all these weapons and munitions coming from? Is that a rocket in your pocket, or are you just happy to see me? Running logistics is already deemed “boring” by a good majority of players, there is even less incentive now that “Ammo FOBs” are meta. I could go on and on about how “Ammo FOBs” can potentially snowball a game out of control, or how they artificially and needlessly accelerate gameplay, yet there are an endless amount of possibilities and my intention was never to write a novel. Suffice to say, with no real restrictions on where and when you can get unlimited ammo and kits, unhealthy gameplay is bound to rear its ugly head. Thoughts?
  3. 5.56 replacement

    http://www.popularmechanics.com/military/weapons/news/a27651/us-army-m4-carbine-replacement/ Article on replacemental of 5.56. Wonder what the British will take. Uk went with Sa80 for the reason the US used 5.56 ammo.
  4. Is there in programm the Possibility to share ammo magazines with team mates? Also, being able to pick up ammo from death bodies? Fast reload while you leave your magazine on the ground instead of put it in the tactical vest? Possibility to mix your half magazines to fill out 1 full (of course it should take 1min or more to do that)? These will make the game more realistic than everyone else. Hope Dev gonna see this, Thanks
  5. In keeping with the realistic philosophy of the game, I request that ammo crates have a limited number of ammunition, explosives, smokes, bandages, etc... If a team wants multiple ammo crates, that is ok as it makes sense but there should be a limit to the contents. The limit should be determined by the FOB, not the ammo crate so as to prevent people from exploiting this by simply deploying multiple crates. Multiple crates would simply draw down the FOB ammo crate content counter for each item type as they are consumed. The behavior should be that the only way to replenish the ammo crates would be from a logi supply run. When a logi drops off supplies, the ammo crate content counter for the FOB should reset to full with no resource cost and of course, no overstocking from multiple logi supply runs. As to how many should be allowed of each type... I'm not sure. That would be best turned over to the community to discuss.
  6. Alright. Playing as the US we had this FOB with good over watch on a southern flag (on the map that has north/south DC but a different layer with Ghazi farm or something iirc) Anyway, We we're rockin and had plenty of ammo (500+ pts) and after something like 10 minutes of lighting up a couple flags and a few hills - really supporting the team for a while the gun just wouldn't fire anymore. Checked the ammo count at the FOB and it read 350+ (can't remember the exact number but it had gone from 800ish down to like 386 or something) The HMG would do the reload animation (at this time it was the HMG Bunker) but it wouldn't fire regardless of who got in and reloaded it. It could even be reloaded back to back by the same person repeatedly. I checked with SquadOps because they're pretty experienced and they said overheat lasts mere seconds, we spend probably a couple minutes with a few of us getting in and reloading a couple times and declaring that the gun indeed wouldn't shoot, even with 500+ supply again. So we dug it up about half way, SL gave the order to build it back up since the gun model and most of the hescos despawned. Only this time when we built it up the gun didn't spawn in at all and we just had the hescos and a couple low sandbags. It was really bizarre and we didn't have the supply to build a completely new HMG Bunker.
  7. Since we have the ability to reload non-empty magazines and place them in a reserve pouch, it would be useful to have some sort of indication of which magazine you currently have loaded on your mag counter hud. This could be in the shape of either a minimalistic white arrow pointing to whichever is loaded or some other sort of indication. While it is pretty easy to tell what mag you're using after the third or so tactical reload, once you've been alive for awhile your entire ammo HUD turns into a rainbow and you don't know whether you're on the red or green.
  8. Transferable ammo

    Would be really good for commanders to be able to re-balance Squad ammo. It's a frequent problem that a couple of members of a squad would run out of ammunition before the others making it inconvenient to return to the nearest FOB ammo point for the entire squad and often forcing a split callsign which goes against the teamplay ethic of the game. A big problem I've frequently found is riflemen running out of grenades quickly in an urban scenario with the only solution being to change the order of units repeatedly. IRL a supply of grenades would be pushed forward from the QM's group and other section members. I would suggest a few different solutions bearing in mind the aim is gameplay over realism: An Arma - style kit system whereby people can drop magazines and equipment on the ground or place it into another character's backpack. Further mods to Arma allowed magazines to be refilled from loose and boxed ammo as well as from other magazines based on a timer system. The pros of this are obvious, the cons would be that it could become overly-milsimmy and complicated. An America's Army (2.0 back when it was good!) style system whereby players could drop a grenade or rifle magazine which could be picked up by other players. This would be time consuming to do at any large scale but probably the simplest. A Far Cry 3 style "search the dead" system allowing players to recoup the remaining full magazines and grenades up to starting capacity from a fallen friendly unit. A system where the squad leader could perform an automated "Ammo balance" on squad-mate's within a certain radius if not under immediate threat. IRL - the 2IC and Pl Sgt's group would carry additional ammo which would be redistributed according to requirement during the regroup(section)/reorg(platoon/company) phase of an attack.
  9. stuck at ammo box menu

    how do u get this off ur screen...i cant do anything i seriously had to force stop the game ... like cmon how can u get a patch out without fixing this things... dont u have any1 to test this?
  10. Checking ammo

    So I was wondering if we'd have the ability to check how much ammo we have in the magazine. It'd be pretty I think personally, you would basically hold "r" or whatever button you have to reload and it would be your character pulling the magazine out of his gun and checking how many rounds are left. Now for guns such as the m4 there could be small slits in the mag to represent a rough estimation how much ammo you have left or for say German forces the g36 has a transparent magazine. If you decide not to have view slits on the side of the magazine you could just be shown checking the top of the magazine to see if you still have ammo.
  11. The ability to check how much ammunition you currently have roughly in a magazine would be a great addition to Squad. I believe it was a feature in Project Reality, so I am surprised that this is not a feature in Squad already. Let me know what you think! Perhaps it could be implemented as so: press a key and you will see a text or an image that will tell you the magazine is full or nearly full the magazine is around halfway full the magazine is empty or nearly empty Thanks!
  12. DISCLAIMER: I have utilised the search function and could not find this suggestion. SUGGESTION: Implement ammo/medical supply looting from fallen soldiers using the 'use' key (same function as resupplying off ammo dumps). So my buddies and I are playing right now, and I was explaining the importance of having a second medic to them, as I've read kit-swapping is not coming to Squad and was only left in Project Reality because it was hard-coded in. This means if your medic goes down and you don't have a second medic to revive him, your squad are dead-men walking. The idea came to me though that once both medics are dead, that's a lot of bandages going to waste. Other troops don't have many field dressings and though they can't heal themselves, they could last a little longer if they could replenish their own from the dead medic's supplies and keep themselves alive for a little while longer if they're bleeding and have already used up all of their own bandages. I don't know how long dead bodies remain on the map but my suggestion would be to only be able to loot those, unless the system could be made so that incapacitated soldiers who are looted (which doesn't quite seem right, or honourable!) have less ammunition when revived (equal to the amount of magazines/bandages taken by the looter(s). This should be gun-specific compatible only, and capped by the number of mags/field dressings that your role can carry. I'm not championing this idea, so I'm not too bothered if it gets shot down - it is just a suggestion. What do you think?
  13. Other tracer ammunition for MG

    the current tracer ammunition is deadly for the gunner, he say "he im here kil me please ! " normal you can`t see tracers from the front ! And i think they are a little to big and bright on the daytime ! is any chance to switch the tracer ammo to tracer sets with delay at 100m ! or , can't find the english word for ammunition with "glimmspurladung" it can not be viewed from the front and from the side.
  14. Ammo truck capture

    I know that vehicles and logistic are still future topic, but what do you guys think about possibility to capture the enemies ammo truck (on it's route to the fob etc.) and be able to change your currently owned kit with the same kit but with enemies gear. That could be interesting and gives you the choice if you want to destroy the truck with RPG or just kill the driver and take enemy supplies.
  15. Would like to see ammo boxes run out of ammo, not just dissappear as the do at present. Make them uses the ammo resources. Or is that already planned. Have it once the fob is removed they can't be topped up.
  16. The ammo HUD item just added in V2 shows up in screenshots taken in game. Please remove this in the hotfix!
  17. Hi, I played the pre-alpha yesterday for about 3 hours and I absolutely loved it. I figured out every mechanic, except one. For some reason I can't figure out how to resupply at an ammo box. What is the key or procedure for this? I have changed all my keys (some inside my cfg file) to allow me to play with arrow keys instead of WASD so I'm not sure if I changed something I shouldn't have. Anyone know what the proper key name is and do you just press it and get a menu? I'm confused. Thanks.
  18. So, what I mean by this, is maybe to be able to change your ammo types, say you can pack your magazine with certain bullets like Hollow Point rounds, Full Metal Jacket rounds, Tracer rounds, Armour Piercing rounds ect. It would also be useful for tanks and APC's, being able to change to APDSFS, HEAT and so on. So what do you think, is it too much, or do you think it would be a good idea?
  19. Speed & Tactical Reload

    Hi there, I got an idea for a feature I would really like to see in Squad. Now, I believe this idea is not original and there are already games/mods which use this feature: Tactical Reload: You reload the weapon and put the "old" magazine back into your vest if it still contains any bullets. A lot slower then Speed Reload but you'll save the magazine which you can then use later. Speed Reload: Eject the magazine and let it fall to the ground, discarding it. This reload is a lot faster than the Tactical Reload however you'll lose the magazine (and the rounds left in it). I could imagine tapping R once for are Speed Reload and holding R for the Tactical Reload would work ingame. What are your guys thoughts on this? I think it would be a great feature and possibly not too hard to implement. If anyone knows games which have Speed & Tactical Reload as feature, post them into this thread! Edit: Caligari made a great suggestion, adding Check ammo and better possible control schemes.
  20. Different Types Of Ammo

    Will there be different types of magazines for weapons? For example magazine with tracers for an officer or a machine gunner. Or cartridges do not exceed the speed of sound for the silent weapon?
  21. In-depth logistics

    Relatively simple concept. Somewhat ties in with Tartantyco's Materiel system: http://forums.joinsquad.com/topic/90-resource-based-spawning-system/ Spawning and building would be unaffected, but the intent of this system is to have resupply managed in a more realistic and in-depth fashion Situation: An infantry squad is running low on ammunition, and call for a resupply. The logistics driver or pilot asks what they need, the squad replies "# X mags, # AT launchers, # bandages". The logistics player opens a menu when in-vehicle, and fills a supply crate with the requested items. The crate is dropped off, the squad gets everything they need, dependent on whether the crate fits it all. Project Reality had ammo as a universal thing, resupplying everything from rifles to HAT launchers from the same pools. This caused problems because it didn't allow the players resupplying to prioritise what they wanted resupplied from their kits, often leading to a popped crate before the AT launcher they really need to use is replenished. As an extension to this system, when squad leaders request supplies, they could have a menu that sends a crate loadout to the logistics/transport squad and they can apply it to their crate, with gui elements reflecting which squad needs it, when they needed it and their current location on the map highlighted. This means you can't build FOBs from ammo crates (Materiel), and can't resupply off crates intended for building.