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Found 25 results

  1. Greetings fellow Squadies, we don't discriminate size here, everything goes, so pull out your Derringers or heavy machineguns. Let's see your owned firearms! No airsoft, please! ;D Feel free to post the make/model and accessoires for the ultimate gun nut discussion. Stay safe and keep low!
  2. (NEW!) (NEW!)
  3. Hello, Thanks for the best game ever to be. Most likely for me. However, I know people don't want to seem to hear about it but the gun sounds need to be reworked. They totally do not contribute to the atmospere. The gun sounds in PR were much better actually. The gun sounds in Squad lack power. Especially when in the distance they sound like silly clicks. Real guns do not sound like that. Take a look at some youtube clips, or better try first hand. Real gun sounds have more high frequency content up close generally than the sounds in Squad, and the further off in the distanse they are, the more that high-frequency content is muffled. So my suggestion is this -why not use a distance-related low-pass filter for the gun sounds. Half life 2 does this quite good actually, even though the sounds themselves are quite lame (and so is the game but that's not the point). This can't be that complicated actually. Maybe this filtering should apply to all sounds in the game even? It seems high-frequency sound is always filtered away by distance generally. Maybe you should also add a little 50Hz boom or something as well to compensate for gun sounds in game being so much quieter than in real life, but still give that impact-feeling that gets us high on the game. If nothing else -go back to the sounds of PR, they were so much more enjoyable, even though maybe also not 100% realistic, though I admit, that might be heard to achieve regarded that most people don't want to go def out of the gaming experience. I suppose you have some sound engine that supposedly does (3D) sounds good and all. Though I think in that case, it simply doesn't cut it. What I think you should do is to higher a professional audio-engineer for the job. Sorry to complain. It still a good game. But this must be fixed I think. Best Regards, Johnson
  4. The New Update is GREAT the frames are freaking fantabulous! Really good job Dev's. The issue I am going to address in this post is really just me nitpicking. Ever sense the new sound for the M4 was added ( a while ago) into the game it has bothered me. The M4 sounded too me very...well...Mehh. It lacks that satisfying punch that the AK-74 has in the game which btw shoots a smaller round. In the real life 5.56 is loud assssss phuucckkk, it is in fact louder then the 7.62x39 that the AKM fires. Especially out of a shorter weapon like a M4, 5.56 turns out to be around 160 - 170 decibels while the AKM with the 7.62x39 is around 150 - 160 decibels. Yet in the game the AKM has this very satisfying and loud thud while M4 sounds puny. All I ask is that you give the M4 the sound it deserves! A satisfying KERPOW!
  5. Traditionally with BF2: PR weapon and character customisation was limited. I wanted to suggest a system similar to the one they have in Insurgency, if of course any of this is possible (I do not know the limitations of the UE4 engine) Each option adds to the overall weight of the soldier, thus changing performance (running speed, jump height etc), but maybe without the need for a supply point based system. Either ttachments can be earned (level up rewards ala old school CoD4).
  6. 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.
  7. PPSh operates as closed bolt weapon in Squad. You have a chambered round indicator and 35+1 rounds after changing partially loaded mag.
  8. First of all I should explain the name of this topic. As we all know, crowdfunding system has a big influence on development process. A long time ago devs presented first iteration of this game for Kickstarter. It offered to player a big wasteland, a couple of guns and a lot of fun. After more than year of development devs have all gameplay systement at overhaul stage, cause they needed at least the most primitive prototypes of everything this game will have in future. Let be honest, nobody want to buy promises, OWI understand it, that is why even Pre-Alpha was a really entertaining and fun to play. Today, when OWI had a solid core of devteam, decent auditory and money, they can breath free and start to make Squad the way they really want it to look and feel. Animation system overhaul? Check. Deployment system overhaul? Check. UI overhaul? Check. Vehicles? Check. Did we forgot something, something valuable for shooter? I think yes, we forget about actually shooting. Experience of some members of OWI let them make firefights as they should really be. Single fire, covers, effective distances, crouching and prone, all these aspects exist, devs have reached their goal. But they did it the same way, they simulate movement of human. Is human possible to get over the thigh-high fence? Yes, it is possible in reality, it is possible in game as well. But nobody like the idea that you actually should jump over this fence, for months people were asking for vaulting, collisions and other things, nobody was really surprised when devs started to talk about animation overhaul. The goal has been reached already, players can run, get over obstacles, crouch etc, but nobody likes how this goal was reached. You don't need to hire advisors to reach out how to vault and walk As I said, realistic combat experience was almost reached too. But like other systems, for this moment we can see, how poor look these methods, which were used to reach this goal. It is normal for me to think that current shooting system is placeholder too, like animation and deployments, but it is not so obvious for average players, who are not as experienced as devs or not the biggest, but still major part of community. But I'm worried, cause devs are going to tune and balance this primitive system and haven't mentioned this system will have to be reworked. I'm sure that shooting is the most critical part of every shooter, doesn't matter what this shooter promote, teamwork or deathmatches with railgun. Squad promotes realistic combat experience, not simulates it, but current mechanics is too clunky and unattractive even for arcade shooter. Honestly, it is unrealistic like BF/CoD and uncomfortable like Arma in the same time. Some people say current system is challenging and still playable, say that people who complains about it just don't want to learn. It is not true, I can shoot accurately, kill people and have k/d more than 1, although I mostly play as Medic and heal and revive people 90% of my time. I do it not because I like to play as Medic or nobody else want to play as Medic. I just want to play this game, but I absolutely dislike to shoot in this game. That is why I made this suggestion. I love this game, love almost all aspects of Squad and I trust devs. But shooting system totally pisses me off. I'm not a programmer, but I think that information collected by myself and other people could be useful and may fin its place in the game core. I copied the main part of suggestion from another topic not to annoy people, but cause it is me who should show the suggestion to devs, not the devs should lurk for it on forums. I tried to wrote it as clearly as possible and I hope I will get clear and deep answers. Thanks. DISCLAIMER: Guys, please, stop repeating devs statements. We all agree that firefights in Squad should be slow paced like in reality with range of effective fire decreased due to map scale and poor monitor resolutions. Most of you are not even try to read what people suggest, you already have answers like "it is not milsim" and "gameplay over realism". Please, stop, this type of answers is worthless. We all know we play the game. But we don't want this game to be as clunky, weird and uncomfortable as milsim. We want more convinient, more smooth shooting mechanics, considering many factors which can affect effectiveness of shooting. If you think that overblown recoil and sway are the best and most accurate mechanics - sorry, it is your problem. In that case, please, stop to prevent us from suggesting these things, because you just don't understand what we are talking about. I think devs choose the wrong way to reach right goal, current solution looks too primitive, although, it may be well tuned and balanced. I know, that current devs solution may be placeholder, cause a lot of other mechanics which can affect shooting are not implemented yet. About behaviour of firearms Lets start with accuracy, because it is the main reason why people misunderstand each other when talking about weapon mechanics. Ability to hit the target consists of two aspects, accuracy of shooter and inherent accuracy (thanks @trotskygrad). The main difference between PR and Squad is that in PR so called deviation is simulating exactly grouping, this cone of spreading starts from the muzzle (center of camera actually). Of course, you can control the angle the of cone by changing stance, ADS and other measures, but projectile trajectory staying unpredictable within this cone. Squad mechanics are far more advanced, deviation for firearms was removed (Squad is not benchrest), instead of exaggerated grouping we have sway, which is supposed to simulate player's bahaviour, while technical parameters of gun stand unchanged. As I said, it is the big step to the directory of realistic representation of shooting. This parameter is the back end of the shooting and not the main question of this discussion. Next things affecting weapon handling are gun operation and construction. In our case (AR-15 and AK), it consists of two major aspects: a) angle and difference between axis of recoil impulse and stock, b) impulse of moving parts (light bolt carrier group of AR-15 and heavy bolt carrier group with piston stock of AK). AK-74 without muzzle has significantly higher recoil than AR-15 without muzzle. This aspect could be represented by these "curves" of recoil patterns, mentioned by Sgt.Ross. Please, notice, I am talking about single fire, but even in full auto higher rate of fire of AR-15 doesn't make it much less controlable then AK-74. Additionally, we should not forget about returning of the bolt carrier group, which has its own impulse that drags your gun forward. "Reset" of muzzle caused by overcompensating impulse of the body, because it is impossible for our reflexes to set perfect time and force values to compensate every force put to us. About weapon handling And finally, it is time to talk about the most unreliable, most unstable component of shooting mechanism: about shooter. Devs already have focused on it, they added sway instead of deviation, making accuracy more dependable on shooter. Unfortunately, it is the only one parameter which was radically changed, other aspects were replaced with exaggerated recoil due to the next goals: slower firefights and decreased distances of engagement. How recoil is connected with speed of gameplay? Higher recoil takes more time to return barrel on its place, on bigger distances player additionaly may lose small target, because it can be overlayed by parts of gun model. It becomes even worse due to hard-lock of system head+gun. While ADS our camera literally sticks on stock because of cheek welding. It is not really accurate, usually when you are shooting, movement of the sights doesn't really affect the position of your head. In Squad camera is moving with gun and that is another reason why Squad shooting feels and looks clunky. Now about recoil and muzzle rise or muzzle flip (thanks @VarenykySupreme). Yeah, some guys mentioned that to control recoil in Squad you need to drag gun down, like you are doing it in real life. Yeah, you actually doing that, but YOU DON'T COMPENSATE the main impulse of recoil! You compensate main impulse with your body, cause gun forces you to move back, not up. It looks like you need to compensate vertical impulse, because lower part of your body is fixed on the ground and recoil impulse is coming perpendicular to your upper part of body. You need to compensate recoil not by dragging gun down, but forming a fixed stance and leaning forward. It as another aspect Squad is ignoring: you always have a right stance. Of course, there is penalty while you changing position, but it doesn't cover all situations. I'll write about it later. What does your weak hand do? While shooting It compensates the torque of your body, caused by difference between point where recoil vector is put to and mass centre of your body. Next aspect: focus. Yeah, it is all right about breathing, heartbeating and imitation of real "focusing". But in Squad you have unlimited focus. Why? Because the best moment to shoot is the time during 3-5 seconds after you have calmed your hands and gun. The gun is heavy, every next second make it harder and harder to keep aim, hands starting to tremble. You just can't stand for 10 seconds, then "focusing" for 5 seconds, then wait until focus will be regenerated and focus again. You just can't hold a 3-4 kilos rifle and hit targets with the same accuracy for minutes. And after every shoot you need to put force to compensate recoil, so it is additional consumption of your "handling" stamina. Current sway is like tides, predictable and smooth, it is not hard to shoot with it, but it looks and acts unrealistically. About hip fire. There is BIG DIFFERENCE between hip fire and non-ADS. Just look in game, what do you do when you press RMB? Your camera lean to the stock. You already handle the gun ready for shooting, you just don't look through the sights. That means you can't aim propery, and this is the only major difference between ADS and non-ADS. Yes, as MotherDear mentioned, there may be some recoil penalty, because your non-ADS stance is more relaxed as when ADS (current animations don't show it), but that penalty is nothing compared to inability to control the direction of your barrel. ADZ will provide it. There is no hip fire in game, because player ALWAYS keep rifle in pre-shooting position while standing. The next problem I think can't be resolved so easily until new animation system will be implemented. It is about player's body position while shooting. The point is that you can't make 360 and shoot with the same accuracy, but not only while you are actually turning. Even if you stop turn your torso without changing position of your feet, your spine is still curved and you can't compensate recoil with full effectiveness. You need to change your stance even if you haven't totally turned around to keep the decent level of accuracy. Horizontal recoil. Yes, it can be compensated by muzzle brakes, but it is still exists, because of different positions of hands, impulse of rotating bolt and other. All these things affects shooter's ability to shoot fast and accurately enough to hit the targets on the distances above 100 meters, like the devs want it to be played. What I suggest: 1) Reduce sway, recoil and make it closer to the real values 2) Tie camera position off sights while shooting and desyncronize patterns of sway for gun and head. Second one could be really low and almost hidde, but it will compensate the reducing oof whole recoil. 3) Add progressive sway/tremor while ADS which is slightly increasing after every shoot. It will slow the temp of firefight and will encourage people to change stance to prone or crouch. 4) Change the pattern of sway. Reduce sway, but add micro tremor to make it more unpredictable, but still effective for engagements up to 150 meters, progressing of tremor will prevent player from standing shooting on long distances (see 3) 5) Add slight recoil penalty for turning on wide angles, when new animation will be implemented and player will be able to turn his torso withough changing position of feet. It will prevent players from fast 360 shooting. Or add non-cosmetic misalignment and hard cap on turn rate. 6) Add Aim Dead Zone. It is the most vital part of shooting, it will prevent non-ADS shooting even more effective than 2x recoil, it will help to make sway while ADS and will work perfectly with 5. 7) Add little horizontal recoil. It will help to prevent people going full-auto on long distances. Why do I suggest it? Because shooting is the MAIN mechanics of this game, it is the main way for player to interact with game world, because Squad is shooter first. It will help to keep the combat on the level devs desired it to be, but will make shooting more smooth, realistic and skill depended. Comments and feedback appreciated, want to hear opinion of experienced shooters and, hopefully, devs. I'm not sure I listed all of the things which can help, feel free to add your opinion and experience to my suggestion. UPD: Added feedback from comments.
  9. Hey all, just some background, I am an aspiring Modder who dabbles with the TES community, and I am an avid FPS'er. I recently ran across the Unreal Engine 4 and am pretty impressed with its capabilities. I am new to it but would like to learn it. Does the Squad dev's require 3D modelers? If so, It would be an incentive for me to learn the program and contribute. It may take some time to get a hold of, but I have a somewhat basic understanding of 3DS Max and photoshop and can probably help. If only to say i helped with a game Anyways, any answers are appreciated, thanks.
  10. guns

    So I was wondering if we'd have the ability to check how much ammo we have in the magazine. It'd be pretty I think personally, you would basically hold "r" or whatever button you have to reload and it would be your character pulling the magazine out of his gun and checking how many rounds are left. Now for guns such as the m4 there could be small slits in the mag to represent a rough estimation how much ammo you have left or for say German forces the g36 has a transparent magazine. If you decide not to have view slits on the side of the magazine you could just be shown checking the top of the magazine to see if you still have ammo.
  11. 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?
  12. Just interested to see what the community has in ideas, not saying it should be in but just spewing some ideas out. Such as odd Soviet era tanks. Or anything in general... Examples.... IDF MAR-290 Soviet Scud Soviet BTR... Again just brainstorming odd vehicals, plus as a history geek I learn something new when someone post something interesting. Please post with pictures
  13. We should have a load out system in Squad that lets us customize our weapons. ie. sights (Acogs,rifle scopes,canted iron sights, etc.),muzzle attachments (suppressor, muzzle breaks, etc.),barrels,rail attachments (laser,infrared lasers,flashlights, etc.) and some camo.
  14. As someone avid for Tanks/APCs I asked a dev on a live stream about inteirors... What do you think? Should Interiors for tanks be added or? What about front seat APCs?? Please discuss :D
  15. Maybe like most people, I'm extremely hyped for mainly tanks. I believe they will play a major role and a crap ton of fun... However, I haven't found anyone really too picky on the actual tank game play. I think for it to actually work it should follow the fundamentals of Red Orchestra 2. It was highly addicting as a tank player and highly rewarding disabling/destroying a tank. In that sense interiors are a must need. So far the MTLBM is a confirmed tank, and already worked however I'm hoping enough people get this to the Devs and maybe give us something to gaze at in awe.. Such as the interiors.... Since it seems confirmed by the lead artist.... http://forums.joinsquad.com/topic/3716-interesting-t80bv-interior-panorama-reference/?hl=interiors#entry67256..........
  16. When ever i join a squad and they talk i lose fps like crazy and im going 60fps then drops to 5 but when they never talk im going 60fps and i have everything on epic no problems the firefights i don't lose fps. Its just when ever poeple in my squad or around me talk i lose fps. so i would like it if someone can help me solve this.
  17. I have a suggestions involving class/groups/clans - I think it would be very cool if clans or constant squad members could customize their gear, guns, uniform and symbol to the representation of a name or symbol. These would be like the clans that are in the top 100 in the leader boards. The clans or squads would have like a universal symbol of being good. Like Spetnaz, Navy Seals kinda title in squad. Like the whole game Titans idea Were you have grunts, then you have titans Like "Omg" we are playing or we are fighting with "so and so" clan. Famous tank clan, or sniper clan... etc... Ya know? I am not editing this*
  18. Hello! The title basically sums it up. Does anyone know where/how the creators of squad got all the weapon models?
  19. Looking for a solid group of guys age 21 and over to form a new group. I have been looking at various units pop up and none of them grabbed my attention. I really want the atmosphere of a mature group of guys getting off work and putting in some hours behind the virtual gun together. I think we could have a lot of fun playing tactical with a group of guys we get to know. As of right now it's just myself as most friends haven't purchased squad yet. I want to build a great website and community for this group. Lets get this thing started! I'll be mocking up a logo for us pretty soon and will be putting my day job to good use and building us a great website. If any of the larger groups can help support us that would be great. Love this community and can't wait to join in depth.
  20. Well. We all saw the post regarding the new Aks being worked on. It is quite nice and I need to agree!!!!! However, do their is any possible way to make 1 more m4 kit or something? They can use the current one and only put a foregrip on it :3? They will only need to design a foregrip and nothing more? :huh: What about you guys? Squad devs keep up the good work :)!
  21. Hey Guys! We are the Hydra Squad, we are a new clan in the community that plays squad pretty seriously, with tactics and try to achive victory, we have a full rank structure & chain of command as well as a teamspeak server for organization. Requirements:Must be Mature Must Be FriendlyMust Write & Speak english FluentlyHave good game senseMust want to be the best Squad in the communityFor more information you can go to our website Or join our teamspeak Server at: http://hydraforthewin.shivtr.com/sweatystreams.typefrag.com:5595
  22. Is it me or does the m4 kick like an AK and the AK is far more controllable than the m4 at the moment.?
  23. Hi guys! I'm Echo, and I'm very new to the forums! I'm a former player of PR and loved it, then heard about this and decided to check it out. One thing I've noticed from every video I've seen of Squad is this : the crazy amount of recoil. Being a Real Steel shooter, I was quite bugged, for a lack of words, at the recoil. The 5.56 doesn't have that much kick to it! Also, the 5.45 isn't that bad either. I suggest that you make the guns move backwards towards the player. However, I do understand that there is muzzle rise. This is really only seen on sutained fully automatic fire, so having your gun jump all over the place when you shoot a 3 shot burst isn't quite realistic.
  24. From the long Squad Livestream by Bluedrak42 on youtube, at 1:19:55 they answer questions about vehicles. It is stated that "vehicles will be a simple way of getting you around the map" and for logistics and to make spawn points. Vehicles will be used to get you from the back to the front and so on. It is then stated that Humvee could have a 50 cal that can sit behind sandbags. I have also heard talk from developers about helicopters, tanks, and other types of vehicles. Before I put a decent amount into the kickstarter.. Main question is, are vehicles literally a means of transportation, or are we actually able to use these vehicles in terms of having a driver and a gunner at the same time, and as a player is driving, can the gunner shoot? Or does the Humvee have to be "deployed" or "deployed behind sandbags" for the gunner to operate? Then there's talk about tanks, helicopters, and I think jets (if they have the money). So will tanks just be a form of durable transportation, or can we use them to drive around and shoot? Same for helicopters. Can we fly around and have gunners? Or if it's an attack helicopter can we fly and take out tanks and enemy bases, etc? Can we expect vehicles to use their full features at the same time as they're driving (obviously the obvious ones such as a Humvee having a gunner)? I understand if you have to set up a vehicle and it has to be stationary for a specific function that you wouldn't be driving it around. So if a developer or someone, preferably a developer, could answer this question if we can expect to simultaneously use functions of a vehicle such as a driver driving it along with a gunner gunning? Or will the Humvee have to be parked and set up, THEN the gunner can start shooting? I would hope we can simultaneously use functions of vehicles. If it's a balancing issue such as it may be overpowered for a Humvee to be driving and having a gunner taking out infantry, then just make it harder for the gunner to have control over it so it would make more sense to drive slower or come to a stop for the gunner to take out infantry. I'd like that because then if part of my squad is in in a small town in a battle, I could roll in with my squad member on a Humvee and start to slow down as he'd start suppressing the enemy, then as I come to a stop he could continue shooting but with more control. It would suck if we had to drive in, come to a stop, set up (deploy the Humvee), then be able to shoot. We'd be dead by then, and wouldn't be as "actiony" I searched for this topic and couldn't really find anything else to clear this up, if I missed a specific post I apologize. Thanks!
  25. Another feature you can add to the game is customization of not only weapons, but vehicles too. You can maybe use the same principal as to Insurgency uses, like the point system. Different attachments cost different amounts of points. You can add things like Suppressors, flashlights, lasers sights, holos, red dots, grips, launchers and all sorts of things you can think of. The way you can acumulate points is by capturing positions, taking out enemies, or healing one of your teammates. This would be amazing to see on the day it comes out.