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Sapnom24 posted a topic in VideosHey guys, Here's another video of mine! Check out my Youtube channel here! - LINK Feel free to browse my channel
Hey I didn't find anything abaut the US Army M4 rifles, but can u guys please change it to Burst/Semi and the militia to tave Automatic/Semi - Or maybe remove the M4 rifle from militia, and give it to the Insurgent faction. Will the M16a4 rifle aviable in the game, maybe change the US Army to USMC? Maybe more questions later
I noticed that there's no need to prone when you expect a grenade blast coming. You'll get same same amount of damage independent of your posture. I think you should change damaging model. Radius of lethal injury for standing player should be increased.
I'm making this thread to point out some small inconsistencies in Squad. Some of them a rather big, others are extremely minor. 1) Wall height and interaction. Probably my biggest complaint right now is how the player interacts with walls. They seem to be extremely inconsistent with how high it is and whether or not you can jump over it. Sometimes it's easy, sometimes you need to crouch jump, sometimes you can't, but it's all the same relative height! It gets even worse when there is a gap or arc in the wall which you can poke a gun though but still can't seem to climb. You either need to fix the player on scene hitboxes a touch more, or add a RO2 style W+Jump style hop over a wall. As amusing as it is to see entire squads bouncing alongside of the wall trying to find a spot to hop though, it's absolutely infuriating dying in combat because you got stuck behind a wall you thought you could jump over! 2) I did some research into grenades and I noticed that the RGN grenade actually has a distinct *pop*ing noise after you've pulled the pin of the grenade about a second in, I don't recall ever hearing this in Squad though.... Vid for reference: 3) Grass and foliage clip though guns, I've only seen this happen with irons, but I've noticed a few times where my character is completely blinded by a single blade of grass or leaf from a bush clipping though the gun while I'm sighted. I don't suppose there's an ability to brush away foliage from your line of sight? 4) Lastly (and least), it might just be my eyes playing tricks on me, but is the ammo belt for machine guns feeding backwards? As in the bullets are traveling from the gun to the box and not the other way around?
I can't tell you how many times this has happened to me: I'm walking along, until I run into a pack of enemies. As I pull the pin on a grenade, they notice me and I get killed. The end. So I was wondering if, when you pull the pin on a grenade and get killed, it will still explode. I understand that if you and your buddies are in the same area and you get killed, they would have to run or get blown up, but a way to counter this would be to allow teammates to pick up a dropped grenade and to quickly throw them. Thoughts?
Now before I begin, I have yet to play a lick of Squad. Although, I have watched many, many video's, and played tons of PR. From what I can tell from video at this point in the development, Squad has quite the boring/normal grenade concept; basically the same as in PR. You pull the pin and chuck it, hoping for it to go where you please. Although, we all know what a pain in the ass it can be to try and throw a grenade anywhere precisely. What I'm asking for is a grenade system that gives you different options on how you throw a grenade and a bit of feed back into where you're grenade is going to go before you throw it. Perhaps it would be a bit less immersive, although I believe it would help gameplay wise. This system could be applied to all types of grenades: smoke, flash and frag. I know that the devs have a lot to work on still and maybe already do have plans for some-sort of advanced grenade throwing system, but I just felt like voicing my opinion. Don't hate me. Here is a short concept video by the so called Arma guru Dslyecxi, modeling his take on better grenade throwing. Yes this is Arma, although the same concept could be used in Squad. Skip to 2:22 for the demonstration.
Shrapnel from grenades and artillery. This is a feature that has notably absent from nearly every FPS game that I can think of. It's been proven with the IOM mod for Red Orchestra 2 and it works quite well. Skip to 1m 30s You can hear the pieces whipping by the player, and each piece of shrapnel can kill (if hit in the head) or maim (if hit in the body). Thoughts?