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Showing results for tags 'distance'.
Found 9 results
The Marksman Class. I haven't played much of the actual role but when I have, the scope shows information which I know is for distance, wind, etc. but has any of it been implemented into the game yet? (This includes Wind Speed/Direction, Distance, etc.)
I think it might be usefull to have a scale on the map to check for instance the distance between FOBs, or to give a better distance indication for other squad, etc. (It might be also very usefull as all maps haven't all the same size, and therefore, the scale on map changes (If I am correct)). P.S.: sorry for double post, I had some lag
I know that you can only place radio/fob in a distance of 400 meters. Now i noticed that the map raster size is not always the same. Could you tell us whats the side length of the rasters and the keypads for each map? Maybe in a future update you could do something like a map scale on the maps?
One thing that has never failed to annoy me is how players are so easily spotted among things at long distances. Just the idle animations alone produce enough crisp pixel sparkle to attract attention. Lower-poly player LODs need to include a blur/diffusion effect to make sure that they have a chance to not be obvious at long ranges. Even if you resort to making textures semi-transparent, it would help. A blur is preferable IMHO.
I'd like to start a discussion about performance problems with the game. Problems that I feel are very important to be highlighted at this stage. Issues that I don't believe most Squad players are aware of. Please bear with me here. Or skip to short summary at bottom if you can't be bothered to read it all. We have been told that the main reason for poor performance in Squad is the animation system. I'm sure this is true and I'm very much looking forward to seeing the results of the new system the DEVS are working on. However, there are actually bigger performance issues at hand that I don't believe any one seems to be aware of. After spending the last month or so experimenting to ludicrous lengths, I've finally found a way to consistently reproduce the problem that I want to bring to everyone's attention... It seems that when viewing the map/level from a distance, the Frames Per Second can drop considerably. I first noticed this when I would jump onto a wall or high building, allowing me to see further into the distance on some maps, to find the FPS drop by a considerable chunk. I initially assumed it was all the other players and their animations being sent through the server and back yada yada yada, just as we've been told by the DEVS, but after playing around with the 'free-look camera', I realised this has nothing to do with the animation system, and the issue is far, far worse when elevating to a much higher altitude and looking down on the map. I found a drop in FPS by over half!!!! If I may, I'd like to share with you a video I made, demonstrating the problem. - What I did was start a single player game, or 'training mode', and manually change the map to Chora (which is by far the worst for this issue). This eliminated any possible animation-based performance drop as no one else was present on the map with me. FPS was super high as I have a very powerful machine. Then I elevated the camera up high and looked down to view the whole map below to find the the FPS come tumbling down to way below 30fps. The bigger concern was that despite lowering the graphics settings to the absolute bare minimum, the FPS hardly increased at all. The real problem with this is the idea of using airborne vehicles like helicopters - it's going to hinder the pilot with very low FPS. I can only imagine how bad it would be for someone who doesn't have a super-fast Intel CPU with an over-clock like I have. (THIS IS NOT A GPU PROBLEM, AS YOU'LL NOTICE IN THE VIDEO THE GPU USAGE IS EXTREMELY LOW DESPITE THE LOW FPS). I'm aware that some CPU optimisation is due, but are we really going to see an increase of 30FPS+ ??? Because that is what it's going to take to satisfy most players such as myself who absolutely need 60FPS as a bare minimum. (First world problems, I know!) I hate it when people casually ask the DEVS to just 'chime in' as if they don't have anything better to do, but in this particular case, I think we could all benefit from hearing from someone involved with developing the game, or even just the maps and their assets. Is this issue going to be sorted? Can we expect enough optimisation to clean up the problem? I'm sure the DEVS are already well aware of this as they must be zipping up and down the map in 3D space as they're designing the level. Surely??? SHORTER SUMMARY: When looking down the map from higher up, or even down the map from a slightly higher perspective than the ground, FPS can tank considerably, despite no one else playing on the server / game (which eliminates the possibility for the animation system to be the culprit.) Any help or feedback on this issue from anyone would be hugely appreciated, as right now, I'm very worried this is going to totally destroy the life of this game for a large majority of us. Edit - 3700K @ 4.4Ghz. !
Hey, It's me again. This time I would like to address on the issue of zooming. When you ADS, you press shift, you would be able to zoom slightly to see enemies clearer. However, it is only a slight zoom. For players playing on poor monitors like 720p monitors like mine, it is very hard to see enemies more than 100m away. I would like to suggest having zooming same with the ACOG distance, and for acog users to be able to zoom also but only abit. Or scratch that entirely and go for binoculars for every player. probrably weaker binoculars compared to the Squad leaders. Thanks
The RPG as a weapon has several functions that have been discussed so far, such as the safe arm mechanism so you cannot accidently kill yourself. That said one function missing so far is the self destruct mechanism, whereby the warhead detonates at 900m (time based). The Taliban used this to good effect by lobbing the warhead at allied forces. The warhead then follows an arc and detonates mid flight showering the target with shrapnel, there are some good youtube vids of this being done.
Hi, i have been playing the commander pre-alpha release and friends and i have noticed something peculiar about the character sizes. We were in a engagement the enemy's were on a hill about 500 meters away. I was expecting to see smaller targets but they looked like they were right next to me. I don't know if that's just my friends and i or if you already know but i haven't seen it on the forum.