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Showing results for tags 'camo'.
Found 8 results
Hello Squad Devs! Sorry if this has been brought up before, I did my best to find an earlier topic. Could we get some mud for the Insurgent technicals? Most I see in Syria and Iraq are covered in mud. (to cover the paint and give them better camo) I thought maybe "There is not a lot of water, its a desert" would be an argument, but they could use piss too. I know you aren't trying to be a specific theater, but IMO the logis needs a re-spray. I feel like Im driving in a 2 ton wailing banana. Thank you for all that you do Devs!!! I love the game so far!!
Hello Devs, I'm a photographer myself and a player. I just came across http://jamesmollison.com/ pictures on the web and as soon I saw his work about the techies on Lybia I thought on sharing his pictures we you guys for real quality references. I love the way they customize each vehicle with inscriptions a paintings. Guns wise you are almost there. What about adding the AA gun? Well, hope you get to see this post and get some inspiration for your already amazing work! Cheers Poncho.- PS. All pictures belong to James Mollison, the pictures are linked to his website.
Hi there :) I'm kind of a FOB guy which means i'd like to push deep into enemy territory and build a well defended FOB there. The big problem on a lot of maps is that the enemy has a concealment advantage which often makes HMGs pretty much useless. So we end up with an enemy sniper behind a tree which shuts down HMGs worth 1000 supplies. My solution to this problem are camouflage nets which can be placed like ordinary structures. That would enable the defenders to search for enemy snipers much longer and effectively counter-snipe them without being in a far inferior position. (e.g. FOB on top of a mountain with almost no trees and/or bushes).
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?
It is really minor point, but after remodelling Militia I think it could be performed. Russian models look really good, but their desert versions ruin the immersion. Yes, russian armed forces, actually 98th Guards Airborne Division and 31st Guards Airborne Brigade, which are representing Russia in CSTO CSOR, use desert camo uniform for arid environments. This uniform is being produced by Kazakhstan for troops of CSTO's members. From left to right: kazakhstanian, armenian, belarusian, russian soldiers. Note the same uniform for all and different patterns of gear and protection elements. The reason is that armed forces of every country has different logistic departments for uniform and gear. That is why you can see US soldiers and marines wearing woodland covered IBA with Desert MARPAT and Multicam/ACUPAT mix on early photos from Iraq and A-stan campaigns. Armor and gear manufacturers use their own cloth suppliers and don't care about uniform. Armed Forces should care. Same story with russian paratroopers from KSOR. They are getting russian joint service vests, body armor and helmets and standard KSOR uniform. I think It is the easiest way to make them much more realistic. You already have woodland vests and helmets on your russian models.
I would like to propose the option for camouflage selection for each faction PRIOR to match initialization through either vote or faction leader (Platoon leader?) decision. Though for individual squads having different camo is possible in real life (US Marines/US Navy working with US Army), to make it less confusing it's best to sort it by faction. Having them as unlocks is an idea, but I have no idea what would be considered the most "venerated" of camos for each faction. I also have no problem with simple solid colors as sometimes its not the uniform that makes the difference. I do realize that insane amounts of uniform "customization" is irrational for games of this size. I do hate that USA factions by default seem to have OCP/Multicam in heavily green woodland settings. It is known that the prior Woodland/BDU camouflage is still in use with US forces, and other US military besides Army do use more greener camouflage (MARPAT, NWU TYPE III, Multicam Tropic). It is also known that Russian forces have an insane array of camouflage. It is unfortunately common knowledge that the most retarded camouflage in the world was/is standard issue for the entire US Army (the dreaded UCP/ACU). To make this clear, I wish this certain camouflage to be issued as PUNISHMENT for players that DO NOT contribute to the team, or decide to go lone wolf/Rambo.
I have a quick question for the devs. I know that PR has mainly focused on modern combat although I would like to know what years the development team aim to recreate. Personally I would prefer to see yearly-to-mid 2000's uniforms and vehicles used, and since you have already implement the HMMWV into the game I assume that the game will take place around that such time. I really just don't want to see this game with Multicam, I'v came to hate Multicam with a furry lately, its too overused imo. I would love to see U.S. troops with UCP camouflage or from the transitional periods in which M81 was being switched out for UCP. Also, Brits with DPM camo. That shit is sexy!
If these maps are going to occasionally be as expansive as >4km2 then the value of recon is going to grow. There wont be battles everywhere, but spotting that incoming tank column well before they arrive is going to allow you to setup the ambush you need to prevail etc. Considering the potential of recon-specific assets, what is the consensus on an option to increase camouflage as a time-based implement where you setup your "watch spot" and you are granted a ... matching color gradient up to a percentage to account for recon efforts to blend in. It could be a static advantage only, and moving more than 3m would negate the camo and require re-establishment... thermals could potentially reveal. etc. etc. Are there other ways that this mechanism could be implemented with balance? Because I think there are some specific places that it would be reasonable for use. Note that this is not in the suggestions sub. I'm not sure this is a practical/good idea. Thoughts?