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Showing results for tags 'feature'.
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The suggested features list (in order of importance); 1 - Reverse prone (ie, lay on your back) 2- Prone rolling (belly down to belly up) 3 - Weapon resting 4 - Emergency reloads 5 - Staged reloads 6 - Sprint dive and/or sliding The explanation: 1 - Reverse Prone (lay on your back) Being able to lay on one's back side is tactically advantageous in certain situations. It's a good way to get out of the way of bullets or team members in a jiffy, or get low while putting a bullet in that tango that just ran around the corner into your face. Being able to roll from belly down to a belly up position means you can check your six and stay low to the ground. 2 - Prone rolling Obviously in full combat gear with a pack, rolling around like Solid Snake isn't feasible. However, being able to roll halfway or 3/4 means a soldier has room to look between his feet (6 o' clock) or to the side (3/9 o' clock) without having to reorient his entire body in an awkward shuffle or magical rotation. Even when wearing a pack, one could still roll onto their bum faster than getting up into a crouch. 3 - Weapon resting We all understand that running a kilometer and steady aim do not go together. That's why rifles have had such long forends or "handguards"; A soldier rests his rifle. This is why shooting in the prone is so stable. If you see a boulder, window sill, tree or other stable surface then you rest your weapon in order to get a good shot. Muscles alone aren't that great at holding a bead on a 200 meter speck. 4 - Emergency reloads If you're in trouble and out of ammo, it might save your butt to just drop that empty mag on the ground and focus on getting more bullets on target. Any ammo left in that mag is left behind, but thirty rounds is ten times more than three (and you might need that extra ammo to survive this encounter). 5 - Staged reloads Remember that time you had to cancel a reload animation (right at the last moment) to knife some fool, only to return to a replay of that reload you just nearly completed? If you drop your rifle mag then need to quickly draw your secondary, your rifle shouldn't have a magazine still in it when you return to your reload. One step of the reloading process was already complete, but the single animation sequence has to complete in order for the reload to complete. I propose a much more convoluted, complicated, sophisticated, technically complex system of staged reload animations for small arms in Squad. Not just for "realism", but tactical depth and quality of life. 6 - Sprint diving and/or sliding Being able to slide or dive into cover is a great way to get low and get to cover quickly. It's also fun and really cool. Thanks for reading! Hope we see some of these features in the future.
Do you guys think you'll ever implement weapon resting? It was a feature I originally discovered in Red Orchestra when it came out 2007(?) whereby you could rest your weapon on ledges, cows, various other inaminate objects in order to better stabilize your weapon and shoot more accurately? I understand it's probably a bitch to code but I would love for this feature to be in game. Wald
What I am specifically talking about is a feature that lets you listen to your mic while you are transmitting only. It's pretty much built in to windows except it stays on all the time. While playing, I often find myself speaking loudly or quietly because I can't tell how I sound to other players. This seems like it would be a really simple feature to add, and very possibly could make communications even more effective between teammates, in a game where communication is the most important aspect. Additionally, this could also improve the realism/RPing aspect of the game, since many real life headsets let you hear yourself speak while transmitting, also in IRL you can generally hear yourself while talking With that said, I could certainly get used to talking without hearing myself, and I might just make an autohotkey script to toggle the Windows listen to mic feature on and off whenever I press the transmit button.
After some time in the firing range as well as live multiplayer combat I have come to find using certain projectile weapons, especially those with heavy projectile trajectory arcs (and relatively lower velocities), to be difficult to utilize effectively and consistently at range. I have seen many threads about weapon zeroing and can tell that a lot (if not all) of the small arms in this game are zeroed to a reasonable distance. However for anti-tank roles there seems to be no built-in zeroing, which greatly limits the ability of the operator to obtain a clear sight picture before firing at longer distances. I haven't been following developer comments about real-time zeroing for players in-game, but I would like to suggest a hard-coded rocket propelled grenade launcher zeroing of at least 100 meters (preferably 150 to 200) in order to improve operator quality of life. I am aware Squad is not aiming to be as close to realism/simulation as the Arma series, but I believe it would be reasonable to ask for the ability to see your target before pulling the trigger when engaging within the weapon's real-world effective range.
Feature Suggestion: When finding an enemy FOB radio, the SL gets the option to retrieve/translate Intel from it. This will give the SL a short amount of time to check his map for the approximate location of another enemy FOB (if it exists) as accurate as 4 keypads. Conditions: - SL needs min 2 other Squad members (to help "translate" or "decrypt" the intel if you will) on him to retrieve Intel from the Radio - Optionally, the FOB radio could then be blocked from being destroyed for 1 minute (this will make the decision for the SL tougher: destroy or gather intel, which brings more value?) I believe this will add not only much more realism (enemy radio chatter would naturally give away strategic information) but also makes finding an enemy FOB radio all the more valuable/interesting, while not altering the gameplay too drastically. Thoughts?
NotBrad posted a topic in Website FeedbackI see this on many forums and it is a useful tool when browsing as a new member. Often join date for early access when combined with post count (not always) can point newcomers in the direction of somebody who they can talk to and get some info from. This shouldn't be too hard to implement considering it is displayed when hovering over a players name; I just think it deserves a bit more presence because post count and tags alone only says so much.
Found an FOV issue with the new scope FX, related to your FOV setting. The new Dark overlay they added doesn't align properly to the scope on anything other than a 90 degree FOV setting. FOV values VS effect in links 90 FOV 100 FOV 110 FOV
Hi, First a footage of CSGO, my apology for that, to demonstrate what is a pretty neat engine feature. Basically what it does is detect when a part of your model ought to be occluded and stops rendering it. I understand the game is eventually gonna feature a RO2/Insurgency like automatic lowering of weapon near walls which should fix most issues with barrels poking through walls. However there is still the issue of the player model especially while prone clipping through walls or lowered guns still glitching through thin surfaces. https://youtu.be/HOqUMpALxmo?t=1m11s I've just seen the last devlog regarding particle collisions for smokes and muzzle flash shock wave which really impressed me. I just thought if Valve can do it on twelve year old engine, it shouldn't be a problem for you guys on the EU4. :) So my question I guess would be, if any thought has been given to incorporate dynamic player culling in Squad to once and far all get rid of player models clipping through walls? Cordially, dunadan