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Showing results for tags 'improvement'.
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doubleDizz posted a topic in Feedback & SuggestionsSuggestion REDEPLOY button in Command Menu that lets players respawn without a ticket penalty Purpose get players back in the fight after becoming stranded, especially on large-scale maps eliminates players becoming victims of unrealistic metagaming Conditions Countdown to Spawn timer same as Respawn function Only available if there are... no enemy within X* metres (this should be a large enough number to reduce cheesing, 200 metres for example. The enemy check would be similar to the rally check. *X indicates a number to be determined.) no friendly HAB within X metres (this should also be high, whatever distance a 4-5 minute run is for example) Reasons for Consideration Players often become stranded after.... their vehicle is destroyed, or they are left behind Being left behind is unrealistic for obvious reasons, but lets look at point 1... E.G.: Destroyed Vehicle If one vehicle is destroyed by another, it is unrealistic for the victors to leave enemy assets in the AO. But this often happen in Squad after an enemy vehicle is destroyed. As a result, players are left stranded. Realistically, in either scenario, infantry stranded would be out of the engagement and would radio for exfill to safety. While we now have helicopters, they are extremely limited and getting an exfill is highly unlikely. Summary A REDEPLOY button is the virtualization of a vehicle extraction. It cannot be used if there are enemy or friendly HABs within a specific distance It removes the unrealistic action of fighting vehicles leaving enemy infantry in an AO It puts more infantry in actual engagement zones more frequently, increasing the intensity of the firefights each match It does not penalize multiple players for the choice made by one other player It reduces overall downtime for general infantry players between engagements
doubleDizz posted a topic in Feedback & SuggestionsSuggestion Enemy vehicles can be captured without destruction, much like capture points, with a ticket gain to the team and a ticket loss to the enemy. Purpose Reduce the tendency for players to abandon vehicles, damaged or not. Conditions To capture an enemy vehicle, there must be... two infantry on the ground within a very small radius for X amount of time (X indicates a number to be determined) no enemy within a slight larger radius (to ensure a vehicle is not capture mid-firefight) Once captured, vehicles de-spawn and eventually respawn at enemy main, like a destroyed vehicle. Reasons for Consideration adds another element for infantry to contribute towards ticket gain for the team rewards observant players working together while punishing players who are not small enough to not distract an entire team away from match objectives Summary vehicles capture without the need for explosives makes players think twice about leaving vehicles unmanned high risk but with greater gain than destruction creates additional points of interest for firefights on the map adds a new dimension to ticket gain for a losing side, increasing the asymmetric complexity of the overall match for both sides
In war films, I've noticed ambient noise like gunfire, explosions, yelling, etc is picked up in a soldier's comms and sent through to the channel when they're talking. Can this be added to Squad? Sometimes when I'm Squad Leader I'll get other SL's asking me how something is going; I'm mid firefight and I'll accidentally yell back to them whilst I'm shooting. On occasion I've had "no need to yell man" come back from them, which I then apologise and explain I was shooting at the same time. There wouldn't be this confusion if he heard all the gunfire when I opened my channel. I think it would add great immersion layer to the comms channels. Obviously it wouldn't be necessary for the local VOIP, just Squad/SL channels
I believe that the worst kind of hacker is the kind of hacker that intelligently hides the fact they are using any hacks. A hacker that uses an AIMBOT is caught and banned relatively quickly without causing a great deal of damage to the overall player base. So being an intelligent hacker is easily achieved by not using obvious hacks like an AIMBOT. An intelligent hacker can play for month after month or even indefinitely by just using an ESP. I believe ESP is the single most detrimental factor concerning the future of SQUAD. So how do we combat this threat?.. We all know that this is a very hard to combat, so often seen in a multitude of competitive shooter based games. I don't believe in gimmicks like punkbuster/fairfight/vac. They are ineffective. I believe we need to police our own servers.. and to do so effectively requires the development of SQUAD to empower server admins. As of right now server admins have very limited tools at their disposal. And as Donald J Trump would say. "It's sad..so sad... it's so very very sad" So with your help I want to compile a list of suggestions that will empower server admins to help keep our battlefield clean and healthy. It is very important that all suggestions are within the bounds of possibility.. so if you do have any suggestions please keep it logical. For the purpose of keeping this topic fun and interesting I would like you to name your own suggestions something cool. - STALKER MODE :ph34r: Upon suspicion of a user using ESP a server admin can spectate a user. Now this may sound similar to what Counterstrike has in place with OVERWATCH. On a basic level overwatch lets the overwatcher (if that's even a legitimate word to use) watch over a replay of a match that has been reported by (x) number of player/s. Except overwatch is still very limited. You can see many YouTube videos of players using overwatch to try and figure out if a potential hacker is using hacks or not but they're always questioning "are they using an esp hack?". It's very difficult to know for sure. Until now B) ... in STALKER MODE a server admin can observe a potential hacker by using the hackers hacks against them. In STALKER MODE an admin has ESP too.. how cool is that. So by spectating a potential hacker with the help of ESP, ESP actually becomes more helpful and less detrimental. By fighting fire with fire, an empowered admin can better justify adding a hacker to the ban list or even recording their actions for evidence. STALKER MODE.. FUCK YEAAAAHH Lets visualise for a moment to see how this may play out. You notice a player has unusually high kills and not that may deaths at the end of the round, maybe after a number of matches, or maybe your suspicions arise after numerous days of this player playing on your server. As a server admin you type STALKER MODE into the console while you wait for the next match to start. Scenario 1 The player you stalk has at times repeatedly died in situations that if they were to have used an ESP, they would not have died. Like walking around a corner or over a hill where a player using an ESP would expect contact, pre aiming or even pre firing. The player in this particular situation can be considered to have above average map awareness and no longer falls under suspicion of using ESP. Scenario 2 The player you stalk is for some reason pointing his cursor along walls and terrain in the general direction of the enemy and rarely aims in a direction where the enemy isn't. Suspiciously you can see with the help of ESP the player tracking enemies through objects on a consistent basis. Possible outcomes. An admin can feel comfortable knowing they have justifiably ban listed a hacker. And increased amount of gathered evidence. Hackers who are aware of STALKER MODE now have to act like they are not using ESP just in case the are being stalked.. whereas of now there is no deterrent whatsoever. Valid points Bearded Crusader - Admins using stalker-mode to their advantage. Karm - 1. The building of this functionality in game may help hackers to simply exploit it. 2. Times when events seem to be something that they are not. False accusations. Tbova - "with great power comes great responsibility". Okay so thats stalker mode. Its still a thought in process and I would love to hear any flaws or for that matter any improvements you can think of. More suggestions coming soon! - ANALytics [A thought in process that requires a lot more thought and a lot more process] - To Catch A **** [Just a name at the moment.. that has been censored for good reason :rolleyes: . But nevertheless I'm sure I can fit some admin empowering tool into it]
system-zero posted a topic in Feedback & SuggestionsSo, I keep seeing a bunch of suggestions pop up that probably will be implemented, but not overly helpful at this point of development. I want to make a thread dedicated to reasonable things you'd like to see implemented in the next 1 or 2 builds, not a year down the track. Post your suggestions and i will update the original post as they come in. I'll try to keep the thread updated and ignore irrelevant stuff so good suggestions don't get lost in 26 pages of bullshit. Anything that is confirmed will be marked. Any points you would like to further discuss, post the dot point at the top of your reply and i will add reference's to anything relevant to that point (ie page number, post number) If you are building upon someone else's post, make sure to to multi-quote all relevant posts so I can use that post as a reference. Here is a few that I think will be good additions moving forward from the current build. If you know of a thread that discusses one of these dot points, please add the point at the top of your post and a link to the thread (include the post number) Anything deemed as unreasonable (ie ADD HELICOPTERS THAT FIRE RAZOR SHARP DORITOS) will not be added to the OP list. 18/10/15 system-zero: -Lean toggle **Confirmed- implemented in current build** -Kick from squads **Confirmed- implemented in current build** -muting individual players (voice only) -Smaller fob cap/visual indicator **Confirmed- implemented in current build** -Not allowing players to spawn if unassigned (idea from plussy, +++++ ingame name) -Ability to assign someone as squad leader **Confirmed- implemented in current build** -Click for aim down sights, hold for focus -Exclusion zone when fobs are destroyed (cant place fobs in area for 5 mins) Madhouse: -Clan/Group Prefix (Tags) Sparcany: -Shoulder (hip) fire inaccuracy (explanation post #3) (weapon sway when not ADS is changed in current build) Chancebrahh: -Being able to rest your weapon / deploy bipod (bipod equipped weapons have less recoil when prone in current build) -The peaking over / around walls -Crouch sprint -Free look/Independent head movement -Each class for the US force to have the option between the 2 scopes (or more) and iron sights -Notification when a new squad leader is selected -Grid size for each map written below the map -Roll while prone (each roll uses stamina) M813RDL: -Detailed reload function. (further explanation/additions post #11) Thread discussing detailed reloading: http://forums.joinsquad.com/topic/6188-extended-magazine-and-reload-mechanics/ Amerkican: -Resize Map and Opacity (0 - 100% slider) -Dynamic deployables before you set them down (not fixed position) -Individual Radio Channel Volume Control -Toggle for W (move forward NOT sprint) -Ability to fall farther, or get less hurt from it -Dive - forward or backward. Only if player has momentum. (further descussion post #16) -Mantling - make climbing over something possible. (further descussion post #16) 19/10/15 +++++: -Squad leader quick marker (as seen in PR) -Increased volume on footsteps -topographic lines in an overlay to the map, suggested by =7Cav=Kibs.M @ http://forums.joinsq...etails/?p=95224 invisible.nin/SINE: -change the ingame-name unrelated to the STEAM name