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Showing results for tags 'bullet'.
Found 9 results
Everytime I shoot at the ground next to me or occasionally when I'm taking fire, I hear this strange glitchy obnoxious "zip-zip twing" noise. To me, it does not sound like an actual sound effect. I've begun to just assume that maybe it's intentional and it's the sound of a bullet spiraling from the impact sight but I want to make sure of this. I first noticed this happening about 4 months ago when I was using a pair of older, not well functioning headphones. Thinking that was the issue I didn't think much of it, but when I switched back to my Sennheiser Game One headset I still was hearing this noise. I used to always hear the beautiful solid *crack* whenever something hit next to me, but now I often hear this. Has anyone else experienced this? Is it intentional or something on my end/the game's?
SpecialAgentJohnson posted a topic in Feedback & SuggestionsI think it would be realistic and good for immersion if when a bullet hits very close to you (or maybe your head) then like 1 out of 10 times you accumulate a minor say 5% injury. This would simulate like splinters of dirt or wood coming of the ground or a wall because of the bullet impact and entering your skin somewhere. For 50 cals I think the effect could be increased somewhat both vicinity wise and health wise. Right now I think it is somewhat unrealistic to be completely unharmed by a 50 cal impacting 3" from your face. I wouldn't want to stand there in real life no matter what people say.
SpecialAgentJohnson posted a topic in General DiscussionWhich materials can be penetrated and how far? Are there unpenetrable materials/houses or can any gun, only caliber big enough, be able to penetrate any material? Can sandbags be penetrated by say cannon fire or rpgs? Can HEAT rounds penetrate sandbags? Can trees be penetrated?
Hi guys, i'm new on Squad. I really like the game and i'm now eager to see what improvements will come. I already read some Montly Recaps and some topics to get some idea what will come next. But still i have some questions for quick catch up. So i listed my questions/suggestions to get some more information from you and developers. What's your performance goal? Since i see some features will not be implemented (ie. destructible buildings) because of performance issues, how much performance improvement should we expect when the game has finished? Is it possible to achieve %80-100 fps increase when the game has done? I think performance is the most important factor for playerbase and playerbase is important factor for Online Multiplayer games. Will you remove jumping? When the vaulting implemented will you guys remove jumping, because i think its not realistic at all. What about climb over fences and walls? Permanent Bullet Decals? I see bullet decals disappears after some shots, are those affects performance too much, is it possible to make them permanent? Destructible environment? I read you have no plan for destructible buildings yet. But how about other things like tress, fences, walls? Will there be explosion craters? Asymmetric warfare? Since factions are asymmetric?!?!, will there be more diversity between factions? Play style is almost same for all factions atm. I think there should be different tactics for different factions. Like will there be booby traps or tunnel network system for militias/insurgents since we know USA and Russia gets Helicopters for sure. Thats all for now, keep up the good work...
can someone please explain why you thought it was a good idea to smear dark red vaseline on someones screen everytime they got shot at, i understand the need for visual feedback in getting shot but the current representation of "being under fire" is retarded and is blatently unecessary. not only is it infuriating that if anyone shoots near you a mystical force decides you now have 1/20 vision because a piece of metal flew past your head, but it's completely unplayable in any of the dark maps. lets say for instance you have a quite a decent player, he or she is walking on a slope to cover their left side from fire and walking along to get to an objective, now enter the noob who all they need to do to completely incapacitate that decent player is fire a few unaimed shot in their general direction and that player can no longer see and their skill at shooting and spotting is null and void as they cannot return fire accurately because of said vaseline syndrome, and if the noob manages to hit that player there screen fades quickly black then back to vaseline further adding to the broken nature of this effect that benifits players of low to no skill, and while someone might argue that it's a mechanic to learn, and yes to a degree that is true however in it's current overpowered nature it rewards bad play rather than well aimed accurate shots that do damage to players, and while a player caught in the open gets shot they should not be further penalised because of it by adding black vaseline to their screen because they've already been penalised by taking damage and being spotted, and should have the ability to fire back accurately, having this jelly eyeball crap so you can't see your oponent is idiotic and needs to stay in games like cod where they belong. please reconsider this bad video game trope in your game devs
Hi from Aus, I'm looking for the specific values for each bullet speed in the game and the rate of fire for each weapon and their corresponding bullet damage model for each portion of the body aswell as there bullet spread would be good, the reason being for the want of this info is that i want to get real tacticool/better if i ever get into the competitive side of squad, and if in the process helps someone out that would be fantastic. if you have something like the values and charts on symthic.com for battlefield and the other games on there that would be amazing and would be everything i'm looking for. cheers and thanks in advance
SILENTMP posted a topic in Feedback & SuggestionsMake it where blood is on the ground, on clothes, in water if the soldier is lying in water when shot or killed, sprays on building to make game more real.