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      Forum Rules   07/06/2016

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Found 8 results

  1. When behind a wall or nearly behind a wall, there should be a way to drop yourself a little to the left or right by dubble tapping lean left or right button, to evade more quick when taking fire.
  2. 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.
  3. Lean toggle cancel

    I've been playing with hold to lean, but I was just playing around with the toggle setting at the firing range and actually prefer that. It feels less clunky and I don't have to re-position my fingers to hold it while strafing. The suggestion is that if I press E and then press Q that should center me in my mind. They should cancel out each other, not go from right lean to left lean. This is just an opinion, but if I could somehow set it this way that's what I would use. Thanks Ok, I'm sorry... I should've used the search tool first. This already has a thread!
  4. One source of frustration I've heard in the more "competitive" scene is folks using the lean to minimize their hitbox. I know some also do it to be less visible while passing through fields. (I also do it while walking around with the SAW, because you can't see sh@# around the scope, but that will presumably change with the animation overhaul.) Perhaps an easy way to counter-balance this somewhat chintzy move would be to simply add a stamina penalty while leaning. I actually found, IRL (though not with any gear or anything on), that it didn't take too much stamina to lean while remaining stationary, but definitely while on the go. So, perhaps a small hit while stationary and, if not too difficult to add on top, a multiplier when leaning while moving.
  5. After v8.2 notes. Since you did some toggle work. Any chance of forcing an "unlean" after sprinting or jumping? IMO it's just goofy as all get out. Nip the sprint crouch leaners in the bud and solve a little human error frustrations Dream world would have an option that turns lean-left into a lean-upright while you are currently leaning right -- if you're leaning right it would take two lean lefts to get to actually leaning left. And any hope of letting stamina regenerate when crouch walking? or some visual cue that we're crouched, other than what appears to be a 6" drop? Maybe not UI solution but... uh the gun being raised a little more, holding it more tightly, a bit of shoulder showing IDK
  6. 1. Binaural audio. Squad utilizes left-right audio, where sounds are distinguished as originating from the left or right. Binaural audio is based on two HRTFs (head-related transfer functions), transmitting sounds from a 360º radius. A head-related transfer function (HRTF) is a response that characterizes how an ear receives a sound from a point in space; a pair of HRTFs for two ears can be used to synthesize a binaural sound that seems to come from a particular point in space. Thus, a sound can be pinpointed as originating from above and behind you. Here's an example of Two Big Ears' 3Dception for CRYENGINE. 2. Environmental leaning. In Squad, when you lean, your horizon remains horizontal; the angle of the character, not the environment, shifts to the left or right. IRL this is preposterous, it's equivalent to holding your weapon sideways like a gangster. In environmental leaning, the environment, not the character, shifts to the left or right; the angle of the character's body (from a first-person view) doesn't change (or changes fractionally for effect). When you look at someone leaning, you can see this.
  7. There is a lot of talk on this forum about making the best possible use out of the smallest number of keybinds. A lot of people (myself included) want as few keys as possible to be dedicated to movement, even if that means losing some movement functionality that you would have in real life. For example, I personally don't find True Free Look to be absolutely necessary in a game like SQ (provided that there is "free aim" in the FPS game). I also don't see the need for vertical stance-adjustment (ArmA 3 style). I also don't think it's absolutely necessary for players to shoot from a supine position. If it was up to me, I would give up these features to create room on the keyboard for a raise/lower key for my rifle. (But this isn't what this thread is about, so let's not turn it into a weapon lowering/raising thread. I was just using raising/lowering as an example of something that I personally would want.) True free look, Stance adjustment, and Supine position are all things that would add functionality to the game, but I personally don't find that you need to do those things very often. I personally don't use lean very much in any FPS game I play. If I am trying to clear rooms in a building, I just use my A & D keys to sweep doorways, and I keep my other hand on the mouse for shooting. If I am trying to get the perfect shooting position through a window, I find that I am always fiddling with A & D to try to get my character in the perfect position, and it feels unnatural and awkward (not to mention that it looks weird in the third-person perspective to see another player doing the lean-sidestep-lean dance). So I don't really try to use lean when shooting from windows either. And leaning while moving is out of the question, as it is almost impossible to walk-diagonally while leaning (I only have so many fingers on my left hand). I am starting to think that leaning might not be a completely necessary feature in SQ. We did not have it in PR and I personally never really felt that I was crucially lacking an ability to lean my body around doorways and walls when I played that game. I am not saying "it's too complicated for me that this game has 2 keys for leaning"; I could always just choose to not assign keys for lean left and lean right if I don't feel like leaning. I just want to ask you guys how useful do you find leaning in a FPS game to be, in practice? If you could not lean, do you think you would die more often in SQ? (Yes I know SQ already has leaning, but this is a hypothetical question and a hypothetical discussion about Tactical Shooters)
  8. What does everyone think about multiple stances? I would really like to get some good discussion going about this. Is it necessary? Does anyone feel that standing-crouched-prone is better because of the simplicity? Personally, I would love to see an array of dynamic stances your soldier can take depending on the ease of use. My main issue with the way games have handled it thusfar is it's been extremely counterintuitive to actually use in a firefight. You end up fiddling with controls half the time instead of just moving or leaning like a normal person and shooting. If it didn't overcomplicate things, I think ambushes and firefights could have a whole 'nother dimension to them. Not just looking for the spots people could be crouched, prone, or standing, but looking for small avenues of fire that would have been impossible to accurately shoot through before and so on. Thoughts? Because it was buried amongst other unrelated discussion, I'll repost what I posted in the prone thread. It has an example of the kind of stance changing Im talking about. edit: boy my spelling sucks