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Showing results for tags 'local'.
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While in game, I've had problems hearing teammates in local voice chat unless they're practically right next to me and shouting, and that's even in fairly normal conditions. God forbid there's a vehicle engine or gunfire in the background, because then it's a lost cause. I've had to set my voice chat volume to 200% AND turn down my game effects to 80-ish percent (still working on a good balance) in order to hear anything locally. Squad voice chat is fine, since there's no distance-related volume algorithm in play, but I think local voice chat volume could use a little tweaking. Anyone experience anything similar?
[TP]Semi posted a topic in QuestionsHey guys, I have searched the forums and there is no answer that I can find. I want to start a server locally on my machine and host it with clan members for purposes of training. Meaning not a public permeant server but a local training server for a short period of time. In PR there is a way to do so through IP, and since the idea is not to open a permeant server I find it a bit ridicules to rent a server for a few hours. Is there any way to do so like there is in PR? Cheers and sorry the question has been asked already I find it hard to find any topic discussing that.
Hi everyone, I thought about the possibility to set a voice activation for the local channel. I don't like the fact you have to push a button to communicate with the person next to you. For the squad channel push-to-talk is fine. Further this also is a solution for the suggestion, that everyone around you should here what you are talking, no matter if you are talking in the squad channel or to someone next to you. Just my thought :D
In an effort to increase strategic realistic game play, I request that all players be able to hear local communications from both teams. It is kind of unrealistic that the enemy cannot hear our local communications and us not being able to hear the enemy's. With this implementation, the enemy names would NOT show up like the friendly coms names do.
JJarrowGaming posted a topic in Feedback & SuggestionsIn an effort to keep the game in line with the realistic philosophy, I request that 2 new hotkeys be added to mute the Squad and Squad lead channels and optionally, that have a 30 second automatic re-enable (if the person does not re-nable). Often times you are trying to hear footsteps but can't hear because of the communication over the channels. A quick hot key would enable us to quite the comms and listen out for foot traffic, grenade, etc... with a 30 second re-enable timer to help prevent constant muting and help forgetful battle stressed people from over muting themselves (optional). This implementation would require 2 hot keys, one for the Squad channel and one for the Squad lead channel. Also with this implementation, there should be an emblem added to the main list of team members so as to know who is muted. The timer is not necessary to me but seems like a good idea - if that wasn't implemented but simple hot keys are, that would be enough as long as there are indicators on the team list so as to prevent people from being constantly muted by creating visibility (admins could then warn, then kick or ban). There should NOT be an option to mute local channels because you can't mute people in real life.
I think it would be beneficial to be able to tune the loudness of any of the three types of chat "On the Fly", ie Hotkey'able function. Examples of situations could be you just jumped into a vehicle ( Ex. BTR ) and now the ambient noise is louder than your comms level, I find the level required for Squad chat while you are inside a BTR is just simply to loud for when you are not in a vehicle. Or how about you hear foot steps approaching but there is to much comms to hear it, you should be able to mute instantly for that situation. I know you can quickly go into your options and adjust but it would be easier if it were hot keyed, especially if there is a fire fight and you need to adjust to hear commands.
RaTzo posted a topic in General DiscussionSo last night I was in game for the first time in 2 weeks. Worse, it was my first time in an FPS in two weeks. I was running on instinct for the first while and my instincts were rusty. Anyway, as I rounded a corner I saw someone hide behind a building wall. Instantly I considered rushing the bugger, but realized (thankfully) this is Squad and if I rush in I'm just going to die while spraying bullets everywhere but on my target. So I moved to the right and slowly approached. My target must have thought I went away because he came running out. This was not a great choice for him because immediately I helped him spring a few leaks. As the "Teamkill" message came up I realized he was wearing the same uniform as I was. "Well poop!" I thought at the same time as feeling glad I had just spawned in as a Medic. About 15 minutes later it dawned on me that I should have used local chat to ask if he was friendly... this is always a good option when you can't tell who someone is. That's my "Thing that is unique to Squad which I forgot about." What's yours?
When wounded you lose the ability for local chat, this removes the occurrence of people in pr screaming enemy here, hes moving left, frag here. With the new ui and medical system however getting a medic to someones position can be an absolute nightmare. Now you can use squad chat to relay the same info that local removed, so I'd like to hear opinions about that. Closed pre alpha with the first iteration of the revive system, what are the plans for making wounded not such a "rough" experience?
(Disclaimer: I have not noticed if this is already in Squad and have not played in the past weekend, sorry in advance if it is) A small voice indicator above nearby allied soldiers and unconcious bodies talking in local chat would really ease the potential pains in Squad that PR had- locating and reviving the correct unconcious squad mate's body out of a sea of other corpses. This indicator could be in the form of a simple "speaker" icon above someone's head or a slightly more complicated animated "voice volume" icon which does not have to represent the mic output but would move when it is turned on.