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Found 20 results

  1. Mortars

    Hi, Right now mortars are not very effective. You can shoot in a bucket, but don't do any damage. I mean that people don't care about a mine landing at 10 meters. This is why I thought to reverse it. Making dispersion inscreasing with distance & Increase damage radius. Thus, we get: - mortars used in their real purpose, good supress before an assault, scare people - can be used by more people and not be "reserved" only for those using squadcalc (because more effectiveness), avoid people shooting right on habs (for example) with squadcalc, avoid killing vehicles with mortars (they are not made for it but for inf) Two birds with one stone For balancing reasons mortar's rate of fire can be decreased, ammo cost increased ?
  2. Climb-down ability to compliment climb up ability, and save ankle damage... PLEASE
  3. One of the problems with squad is that explosive type weapon, even though they have realistic penetrative shrapnel capabilities never can make buildings collapse, thus being dangerous to be inside. You will also never have that round penetrate the wall and then go off inside instead which happens sometimes in real life. What this means is that even though shrapnel penetrative power is modeled correctly, lethality of explosive weapons in the game will be extremely much lower than in real life. What this means for squad is that explosive weapons penetrative power on buildings should be upped on orders of magnitude in order to compensate for the lack of lethality of these weapons. Let's be honest, noone is afraid to go inside a building that has been bombarded all day long. You will never die from that falling roof etc. Also another factor with explosives going off inside buildings is the extreme pressure build up that you will get inside as well. In reality it would also contribute to the lethality of explosive weapons. I am pretty sure that if you had a tow missile going off in the room next door you would be in pretty bad shape. Currently buildings are like safe houses where you are perfectly safe if you just defend the entrances properly and stay away from the windows. This type of unrealism also have the map designers produce silly maps with strange undefendable buildings in order to compensate for the uncollapsible buildings protective abilities. I think currently this is one of the main flaws with squad right now. Put in some serious artillery and heavy weapons and make them totally blow out the insides of those perfect hideouts. On the other hand. Some hideouts should actually be defendable as opposed to how it is now. Also artillery and supply lines should present high value targets and be able to be taken out with a proper assault and some actual strategic asset thinking going on.
  4. Falling Damage nerf?

    Good Day Squaddies. Im am just curios on the damage you get for dropping of a wall thats 1 meter high and almost dying from it... I just feel thats a bit unrealistic if I must say. Have a Great Day!
  5. The damage system needs some work. Torso shots should be a 1-2 hit kill depending on where shot, head 1, legs and arms should be more of a bleed out if hit. And if hit in the legs it should cripple the person indefinitely making them slower and if hit in the arm aiming in takes slightly longer. Also weapon sway should be reduced a LOT...I have shot many weapons in real life and I can defiantly hold a rifle steadier than a soldier in this game even if I'm tired...and have the option to set weapons on objects to steady them. Sprinting should be a lil faster and when tired you should not result to a walk it should be a slower sprint like in Red Orchestra 2. There also needs to be separate sensitivity options for aimed in vs hip. Oh also on the aiming note you should be able to focus indefinitely no matter what. And everything else is just polishing up. This list is a must inorder for this game to be good. I have no doubt it will do well either way but with these adjustments it will exceed.
  6. Some people including mayself think mortars aren't deadly enough. I believe the reason for this is because every building seems to be built out of indestrucible material that is unable to collapse. I imagine quite often a mortar shell on a mud hut would have the roof come down with stones and shit killing the soldiers inside but this can never happen in this game because of current technical limitations as I understand it. So, I have another suggestion -Make mortar penetration on direct hits on buildings have 100% penetration instead of having them penetrate the material of the roof as seems to be the case right now, i.e. a hit to the roof of a small house with a person underneath would hurt equally bad as if there would have been no roof at all and the shell just exploded like 3 ft above your head. I think that would be much more realistic. Afterall, I believe I have heard that artillery stands for the majority of casualties in most wars and in this game everyone just go and hide inside their indestructible huts or whatever.
  7. Body Damage

    Hey guys! I think it would be really awesome to add in bone fractures and broken legs/arms depending on where you get shot, so that the medic has an even bigger impact in the game and to realism it even more. This is just an suggestion of course, but I think this would be really cool. Anyways, Awesome job u guys are doing!
  8. At the present all building no matter what type of damage they take always look pristine. Is there a way of getting some post processing on the buildings to show they have taken damage. Not destructible as has been discussed, but maybe post processing in to change their look. Or would this be too intensive. Having progressive damage maps over building changing the battle could be excellent.
  9. Limb Damage mechanic - In Depth

    Due to the use of the unreal 4 engine I'm assuming that this feature would be possible (all be it very hard work). I'm putting across the idea that damage to certain body parts would have consequences e.g a bullet to the upper arm effecting the accuracy of your fire, bullet to the leg effecting movement speed etc. This is a rough diagram, again this is all open to discussion. Depending on how this concept is received I may compile a list of effects for each body part. (I'd like to note that I am unsure of how the bandages work in this game (whether more than one is needed to prevent blood loss like in PR) so bare with me). I do not currently own the game due to my computer blowing up on me recently. I have however played Project Reality for about 4 years running so I assume I have at least a low level understanding of the mechanics in the game.
  10. I 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.
  11. Happened again, single shotted insurgent twice in upper back with m4... but no hit reaction or stamina effect at all.. so what does he do? Instantly spin dive on the ground to full auto me. But with the broken hit system, I somehow still didn't die after getting hit multiple times. And a teammate killed him. 1) he shouldn't have been able to spin dive after taking damage (maybe new animation system can fix that) 2) two shots to back should have dropped him 3) when he shot me, I should have died. There are many times I have been hit and seen pink mist and still haven't taken damage. -I hope the new animation system can address this. But the monthly recap didn't mention it.
  12. Hello, We are playing heavily these days and we noticed something really annoying : Bullets dont kill. Initialy i was thinking this pb was only concerning the M4, but its the same with AK74, it look like the bullets doesnt penetrate the first texture line of the player... so u see the impact on your own body, floating in the air just front of your head, but u are not hurt or bleeding at all. We noticed this so many times this week what its currently impossible to deal with multiple target cause you are never sure these 4 bullets are going to be enough to get down the first ennemy you are shooting at. Last time, i was hiding behind a stone wall on op first light. I took a shot right in the head, i've seen the blood throw leaving my head and the big bullet impact appearing on my SL cap, but i was fine. Some of my mates said it was already know by the dev, but i dont see lot of post about it so i'm just warning.
  13. Just from what you guys have created so far I can tell this is going to be a great game. I also LOVE that you guys are actively listening to your community and actually taking feed back from us and tweaking accordingly, just wanted to express my gratitude you don't see that a lot in the gaming industry . So anyway I am just going to brain dump whats on my mind so forgive me if I touch on topics that previous postings might have covered. -Project Reality- I have played Project Reality and still do and it is the reason I bought Squad hearing it is the spiritual successor. Some things that I noticed that are different besides the obvious. When you get shot or shoot a player they can stop the bleeding with one patch. In PR it took multiple patches too heal or a medic and I liked that. Knowing when you hit someone that they are messed up and require more than a patch the medic or they are going to bleed out. It also encourages people to stay with the squad instead going out by them self and being a lone wolf. Little balance and a focus on realism. In PR you have the USMC and other major factions have optics on all of their guns vs insurgents with iron sights with an exception of the marksmen. Also major faction's would have thermals and better armor and the rebels would have old outdated equipment. I loved that it forced certain factions to play very conservatively and set up ambushes and use IED's. Also unique weapons, I liked that some factions would have suppressed rifles and shotguns and some factions would not just things like that adds a little flavor to the game. Next is bullet deviation, (I am assuming that bullet deviation is suppose to simulate heavy breathing or something along those lines) in PR you have to sit or stand still for a couple seconds for your shots to be accurate. Again I like that, it prolongs firefights and makes for some epic shootouts with bullets flying all around you. I saw a post by ZiGreen along these lines concerning shooting mechanics and it is a very comprehensive post and I agree with most of his suggestions ill link it here-Animations- Squad has some of the best gun animations I have ever seen in a game they are seriously good. I was wondering if the soldiers will revive the same level of detail? For instance in battlefield when you shoot your characters face will scowl and when a grenade explodes he will react to it buy putting his left had up to cover his face. Right now the soldier animations seem very stiff and robotic I am sure that they will change with time and become more fluid. I was just wondering what you guys got planned for us on that front? Getting shot should in my opinion should sometimes make your guy stumble or flinch something along those lines would be neat. Wounded animations. It would be really cool if when you got downed "wounded" that after you rag doll that your guy would wiggle or squirm on the ground and make groaning or grunting noises. This could also help medics find people who are wounded and be a neat touch to the game. Red Orchestra has animations similar to what I am talking about. Resting/walking pose. The walking pose in squad just dose not seem right to me, it might just be me being a picky bastard. I liked the PR walking/jogging animations where the gun would be at you side instead of always being at the ready. Also that way you could see when people were aiming down their sites. -Example picture- -Damage- Another thing I think would be good is that when a player gets shot in the head they can not be picked-up again as in that they are dead and have to re-spawn. Depending how in depth you guy plan on going with the hit box you could make the helmet livable and people who get shot in the helmet could get picked up. Also is body armor going to be a thing and if it is how is it going to work? It would definitely be a cool addition too the game. I'm not sure about this one but perhaps if you are inside a certain radius of a grenade that it would kill you not just down you. And last of all going off of my "wounded animations" suggestion if that is implemented when someone is wounded and waiting for the medic. If an enemy comes across them they can shoot and kill them preventing the revive. Its more realistic and a way to make sure the area is clear. What do you guys think? Any other suggestions would be welcome.
  14. I would like to see FOB have damage states. Of course make it repairable. This would make even more reason to have repair bay. 100% working 75% Delayed respawn 50% Not work 0% destroyed I miss the old PR stain the radio to disable the fob. Would love incendiary to destroy it or Heat round from Rpg
  15. Bullet Damage Model

    It seems not a lot of people have seen this pic. It was provided by @IrOnTaXi on Discord ages ago. I've posted it here for your viewing pleasure. And note, all those shots you think you landed? They probably hit the guys arms.
  16. Vehicle Damage States

    I have searched the forums and found only acouple threads lightly touching on these topics so i decide to make its own thread to get a better and clearer idea. Im using the humvee to base my questions off: These two quotes are from 'SgtRoss' when asked about bullet decals showing up on bullet proof glass My question is, with some vehicles only a month or so away will this effect be implemented along with the vehicle or come later on? Also when taking damage will there be different visual effect states for the vehicle? & or just internal effects such as sluggish performance? If your having trouble following ill give you a little example: In Battlefield 3 - 4 your vehicle can become disabled after some damage then after some more it'll go bang. With vehicles going bang, we are all blowing our loads over the sound / visual effects of an explosion in squad so are we going to be seeing bits of the humvee act as shrapnel? So you start of with something like this (brand new sexy humvee) After quite some damage (disabled) After bit more damage - final warning that its going to blow BOOOOM! Then the wreckage remains for a couple minutes before disappearing? To recap my questions (and ask some more): 1) Are we going to see the glass impacts released with vehicles? 2) Will there be visual & or internal effects for vehicles when taking excessive damage? 3) When vehicles explode will there be shrapnel effects (vehicle body parts) 'oh look a door' ? 4) Will there be away to repair vehicles when they are first released? 5) Shooting at a utes (pickup) tires will that course the vehicle to act sluggish & or will that also have the visual effect of a deflated tire? ---- Side questions: 6) It was mentioned awhile ago by a DEV that you could use your main weapon while in the gunners position is this still true for when this vehicle is released? 7) When exiting a vehicle is it chosen by the direction you are looking? (look left to exit left, and right to get out right) if you dont choose a side to exit then you exit the side your on)
  17. So I was just wondering, what are the damage models on vehicles going to be like when they come? I'm really hoping for some pretty in-depth stuff, seeing as the game is based around realism. Nothing like Battlefield's damage models, which is pretty much vehicles with health bars and the only factors to take into account is the side of the vehicle you're hitting. Maybe similair to Arma's damage models, but hopefully a little more in depth. So for instance in Arma you could disable a vehicles turret and pop one of it's tyres while the rest of the vehicle remains fully functioning. Ideally if the damage models were a happy middle in between what Arma and War Thunder has. War Thunder depth damage models would be great, but it would put way to much work on the devs, so like I said, if the damage models found a happy middle in between Arma and War Thunder that'd be great. I would be really disappointed if they had to detail and were similar to battlefield's damage model.
  18. Damage system

    Yesterday me and my friend tested damage of M4A1 and AK74M. Result was: 2 shots in torso (maybe only chest) to kill US-unit and RU-unit, equal. But I have a question: if we need 2 shots by 5.45x39 and 5.56x45 to kill unit, why SVD kills also by 2 shots? I don't like one-shot marskman rifle, but also I don't like when 5.45mm/5.56mm cartridge kills by 2 shots. So, I propose to reduce the damage of M4 and AK to 3 bullets to kill in torso.
  19. damage model/damage chart

    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
  20. Permanent damage

    Maybe every time you take damage, a little bit of your health bar turns red, meaning that that bit can no longer be healed. Not a lot, but enough to make you rely less on medics and more on not taking damage. Also sorry, I don't play squad so idk if there is a health bar.
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