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Showing results for tags 'logi'.
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How many of you guys are ETS/ATS Guys? That also do Logi runs for the WIN!! You logi guys are the REAL MVP's out there, so how cool would this be?? Working on this side project. @IrOnTaXi, @Merlin email me at [email protected] when/if you get a chance. I have factory support from Logitech, and Thrustmaster, as well as Fanatec, but they are extremely busy with DD Podium Wheel stuff. Also, the Unreal Bros at Kunos Simulazioni are onboard to help us get this sorted. Stay tuned! Feel free to email me at [email protected] as I am rarely able to check PM's these days, but I do eventually read EVERY SINGLE EMAIL Keep up the great freaking work too guys, you are truly the best there is. At least that I know of haha. Squad is really freaking awesome. Even in it's infancy it is still miles ahead of Battlefield, Call of Doodie, ARMA, and all the other "Battlefield Type" titles, all things considered. And, the potential is sooooo EPIC.
With the changes in V12 -- increased map sizes, vehicle torque, FOB locking, persistent ammo, etc -- logistics has become a nightmare, ruining the fun and pacing of the game. It's particularly bad on public servers when people don't want to spend 10 minutes making a logi run up a steep hill, when they'll just get blown up and waste the effort. However, while most players don't like driving a logi all match, most don't mind a quick trip for supplies every once and a while. Solution: Player-built supply FOB's. The core of Squad is player interaction, so I think it's important to make sure the focus remains on teamwork, communication, and player driven actions. It still needs to be a fun game to play in both public and organized matches, and players aren't going to stick around to grow the community if they aren't spending most of the play time talking with squadies and shooting stuff. The idea is to make logi runs player-driven, short and sweet, but still vulnerable to ambush and supply chain scarcity. Supply dumps can be built at FOBs, which slowly generate supplies. They must be at least 1000m away from active flags, 600m away from mortars, and 1000m away from other supply depots. These numbers should be examined but I think they're a good starting point. This shortens supply runs on large maps and maps with crappy geography/steep hills, but still requires teamwork and planning to execute. This will encourage supply fobs to be built in areas where it makes sense: major cross roads, easy access, defensible, etc. However, mortars can't be spammed with free ammo from the supply dump, it still takes a logistics network to supply them, and supply dumps are placed far enough apart to prevent easy exploitation. This can also be used to keep old FOBs behind the front line relevant as the team advances. Logis get dragged from one base to the next and run between the current FOB and the previous FOB. Need supplies? Spawn at the previous FOB and pick up the abandoned logi there. Then fill it up at the supply depot and drive it forward. Getting pushed back? Dig up the Supply depot and move it back. Then build mortars to replace the supply depot and shell the enemy advance. Advancing quickly? Dig up the mortars and place a supply depot, then build a new forward FOB. Points generate slowly so you still have strained supply lines while teams are advancing quickly, and if the defending team is holding out against heavy assault, close supply points may run low and require longer supply runs to more distant points. Squads can also go behind enemy lines to make logi runs more treacherous/longer as trucks need to drive further back to avoid ambushes. Also, SLs will have to try and hide supply dumps once helicopters are added so that they don't get nuked from orbit
Right now the holding shift function to stay in first gear isnt really working out. when you head up a hill already with some speed you are unable to switch to first gear. you need to stop in order to go to first gear. i'd say just give the full function to switch between gears.
With the accession of the 3 man TOW team, could we get the TOW to be in a building Tree of HAB>TOW so not just the placement of the TOW from the FOB. Yes I know it sounds like I'm saying stop the 3 man squad, but no could we get a transport that can deploy a TOW with the same restrictions of FOB placement but without a Logi resources 2k truck. Have an MRAP or a like that you can drop the TOW, thus freeing up the logi truck. People are dropping FOBs and leaving them just with the TOW no way of reinforcing or removing.
Squaddies and Devs, Currently, a FOB needs a HAB for fellow team members to spawn. As a FOB is being attacked, the HAB timer increases. Would it be a good idea for a well-supplied FOB to have a low or 0 second respawn timer? So that if a team keeps regular Logistics runs to a FOB, it can be rewarded by faster Respawn and similar team benefits? Thanks for your time!
What are your guys' best Logi Runs? Here is mine: My Best Logi Experience I wish so much I recorded it. It was on Fools Road while on millitia a few months ago. My squad and I were on the hill 123, we were holding it with nearly the rest of our team, doing really well, until we got suddenly wiped on it out of nowhere. With the exception of myself and one of my squad members (we just spawned at main) the only other people on our team alive at that time was a single squad just taking up positions in popanav and a friendly mortar crew on ammo. Myself and my other squad member were trying to run supplies to set up a HAB in Popanav, everyone else in our squad held their spawns. The enemy had finally literally just neutralized hill 123 and capped the point a few seconds after we pulled the logi out of main. Shortly down the road we started getting engaged by infantry before we came direct north of hilltop. Which was surprising. (Later our team realized that the enemy had just set up an FOB there, on hilltop). We didnt know where the fire was coming from so we cut south off the main road at the break in the guard rails and continued to parallel the road , eventually hoping to cut back on and drive north to popanov. Exactly at the time our small journey had begun from main the entire enemy team coordinated a huge push to popaonav and north village. Coming from Hill 123, Hilltop and the surrounding area. We had no idea that the enemy was ready to move in that quickly so we ended up driving through the middle and wake of the frontline. We were constantly getting peppered by infantry, shot at by vehicles, missed by over 5 rpgs and almost killed by friendly mortars. We drove parallel from north west of hilltop all the way into north village, and missed our turn (I wasnt paying attention as we were being shot at from everywhere even north, on the other side of the road and was worried we would get killed if we didnt keep going east as the dips and trees were the only thing keeping us alive). We didnt realize we were driving through the frontlines til that dip between hilltop and hill 123.Where we had a short break from the contact. We stopped and debated what to do. I decided to try and to continue driving to popanav, if the enemy team had already missed us that much and we had already made it that far I thought we could beat them to popanav by driving through north village, hoping to use the buildings as cover from infantry on the road road to the west. And we knew there was potentially enemy vehicles to the east of hill 123 (i think i remember we heard an mg in that direction, thats why), so we concluded going through the center of north village was the best route. Not knowing if the enemy was currently occupying it, since we took very very heavy contact already from the area north of hilltop we decided to throw the dice. We decided my compatriot should jump out, no sense in losing both of us if the enemy was on north village and that he would be in a powerful position being behind the frontline. So I kept driving.Coming through the trees to village i saw that it was literally crawling with 2 whole enemy squads walking around outside of the buildings. Fortunately most of them were facing other directions. So i was able to drive right through the middle of them. One enemy started shooting at me, I ran him over on the way up the island to popanav when multiple rpgs hit me at once and finally blew up the logi. We made it 500-600m without taking a scratch, being targeted by the entire enemy team. And were under fire for probably a whole minute + in total, died exactly 100m from the enterance of poponav. My squad mate who was dropped off also died a few minutes later but, after relaying how many enemies were on north village he took up position on the hill south and was able to rack up around 11 downs before a gl killed him. Awesome Game.
I don't know if this has been suggested before but why not have a visual queue inside the truck linked with the stuff in the back so you don't need to switch seats or jump out to check you have supplies? Something like this:
steering weels system is not realistic. there is a delay between the action and the reaction of the steering weels, thats mean when we are driving any vehicle and we steer left or right by using the arrows the weels takes fraction of sec to follow the command, its not executed directly and thats make the driving system soooo hard and not realistic at all. you can keep the feeling that all the vehicles are heavy by controlling the throttle behavior but steering shouldnt have the same algorithm. pls fix it we dont have to start steering before the turn comes up. regards