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Showing results for tags 'movement'.
Found 17 results
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.
Hello, I'am a veteran project reality player (mostly squad leader). I bough squad way back, but felt like i needed to give it some time for features to be brought in until could really enjoy it. With V12 this time has finally come all the pieces of the puzzle are starting to come together to make a truly enjoyable game. After a couple of days of intense playing i came up with these suggestions. Hoping for feedback on my ideas and suggestions. 1.) I love the idea of vehicles not begin able to drive off road without any penalties. I hope the effect of off road penalties (Rolling resistance) is amplified even further and some of the issues with trucks having a hard time climbing hills on roads to be resolved. - Off road penalties should be more severe for all vehicles to give roads strategic value. - Off road penalties for wheeled vehicle should be in comparison to their weight. Conventional forces logitrucks should get more penalty than insurgent pickups, to balance out the capacity (this might already be implemented) 2.) Infantry should get off road penalties. At the moment natural choke points on maps have little strategic value. I believe making it harder for infantry to traverse swamps, muddy fields and swamps could add to the game play. Now positioning has less effect cause you can be flanked with ease trough almost any natural barriers. Implementing infantry movement penalties could give players more control and make enemy movements more predictable and "real". Of course ultimately it is up to the players to decide how and where to move, so you want to go trough a swamp for a flank, just go for it, but keep in mind that it's going to take some time. - My idea of movement penalties for infantry from lowest to highest: Asphalt, concrete, solid wood, graver, dirt, grass, sand, snow, mud. To offset this change in pace asphalt, concrete, wood and gravel could have higher movement rate than normal, again to promote the use of roads. - This is a pretty big change and could throw people off when suddenly their walk slows down for no apparent reason, so if implemented it might need a UI element to give players information on what kind of ground they are on. 3.) I suggest we should get a UI element that shows the names, kit, and distance of our squad members, in fire team colors and order. This although not begin realistic could serve as a way to give the player some simulated peripheral vision and make up for the fact that in real life you would know the members of yours squad and their role in your unit. 4.) This is minor and i hope easy to "fix". I personally hate that the camera tilts when free looking. I know this is what actually happens when you turn your head, but I don't perceive the world at an angle when i look from side to side. I can even lay on my couch and watch TV at full 90 degrees and still not get disoriented. Can't wait what Offworld has in store for us in the future.
Zeroid posted a topic in Feedback & SuggestionsMovement in bushes should come at a cost, if technically feasible. This suggestion might be more applicable to games with a lot of bush, like Post Scriptum. It seems a bit mental that I can rush a position, by running length ways through a hedgerow. That said, this could be quite annoying if implimented... but... I shouldn't be able to rush through a hedge for 100M...hmmm extra stamina drain might be the least annoying fix... just want to ensure realistic movement around the battlefield, unless soldiers typically sprint through hedges and bushes... perhaps pressing the spacebar is required to penetrate said bush/hedge, to get to the other side... hmmm
Hello all. I'm a new player i just brought squad today & figured i'd jump into the firing range before i try a match, anyway i can lean left and right, use my mouse no problem, zoom aim shoot etc etc but when i try to move in any direction even jumping my character stutters & it's a really slow stutter. The sounds of movement are there but it's as if my character only moves like a few inches at a time. On all stances. Just wondering if anyone else is having or had this problem?
SgtSalty posted a topic in Feedback & SuggestionsThere are different needs for movement in different situations. Did you just get out of base and are on your way to the objective? Are you getting fired upon and need to get into cover? Maybe you just want to rally with a other teammates close by. The following types of movement offer the player to choose the best one for his situation JOG Used to cover long distances Pros: - low stamina consumption Cons: - takes time to get to full speed - takes time to come to a full stop - low agility (doesn't allow side step) - lower movement speed than sprint FAST SPRINT Used for short distances (e.g. allyway crossing) Pros: - fast movement speed - high agility Cons: - high stamina consumption - slow stamina recovery SPRINT Is similar to sprint currently in the game Pros: - higher movement speed than jog - less stamina consumption than fast sprint Cons: - stamina drains faster than jog - slower movement speed than fast sprint Original post: http://forums.joinsquad.com/topic/17927-limited-fast-sprint-to-run-past-alleyways/#comment-216724
So everyone knows the walls in Chora by now. The number of times that people get shot because getting over a slightly too high wall requires standing full up and leaping into view of the enemy. But I feel that the collective frustration has kind pointed out an ability which would be incredibly handy and fit very well into SQUAD. Mantling. In this case, rather than the jump key solely being a jump, it could be turned into a contextual mantle key. This makes far more sense with the combat oriented movement model of SQUAD, rather than a decontextualised jump. Example 1: Infantry confronted by a wall of chest height can approach the wall and using 'forward' + 'jump' and mantle over the wall by grabbing the top and pulling themselves over sideways. Example 2: Infantry confronted by low wall under fire is able to approach while crouched, using 'forward' + 'jump' they perform a low mantle/transition over the low wall, maintaining a minimal profile to the enemy. These examples would result in a much more natural movement of infantry in combat, as well as getting rid of a lot of the frustration of having to run for 200 metres to find a gap in a fence which you would be perfectly capable of moving over in real life. Thoughts?
Without further ado, Infantry: Me and my people played the game all day today, and oh boy, did we have some fun. We were waiting for this since the release on Steam. The infantry speed, and body momentum is absolutely amazing. The enemy cannot evade bullets anymore like mosquites or Neo from Matrix. And when you run up the hill you are slower. All this enables some highly tactical environment, and enables the kit system to really start to shine. No FOB spams either aswell. There are various small animations in the game like when you are crawling on the ground, theres new animation for weapon, or when you jog or sprint your weapon animation is new (better and real), all these small things makes it even better. The infantry formation finally is starting to work smoother because of all that. The gunfights are intense. And squads that fight individually die fast, to quote you ''Alone on this battlefield, you will die''. The new US models are outstanding. FOBs: The deployables are stackable again! Thank you so much! The sandbags that is... with the cool shoot-holes. We did make some use of it aswell. We would only wish for HESCOS to be stackable, or a preset of 2 blocks of HESCOS high and 4 wide, so the enemy cannot jump over it (or other variations of it, but it needs to be 2 hescos high...). The DShK's and 50 cals need a little zoom though (shift to focus type of zoom for them to be effective on range like they should be), because now they are not really that effective, we are constantly trying to employ them, but its not working out if you are blind on them. When you mount them you are a semi-sitting duck on them, waiting to get sniped. When they should be feared emplacements and avoided from front... currently they are not that. UI: The new UI for Squad Leaders is very nice. Even though I don't know what to think about marking things with UI yet. Vehicles: They changed the whole game, I love them. The damage model is a placeholder as I heard, and it should not be a finished version in my eyes. When they explode, it looks so good. The gunner on the Fifty needs some zoom option. The models looks and fits really nice in the game. I would wish that the BTR-80 get a little bit of dirt on their tires, I suppose thats small texture work that can be done with no problem. Thank you so much for the great update! Will edit the post if something else comes to my mind.
We have to get a dive and climb in this game already! With the new dynamic walk/running and new gradual sprint, the dive is that much more important to quick evasive maneuvering. I've heard countless players mention climbing and the other day in Chora I was a rat in a maze of walls just high enough to be trapped. I shouldn't even need to make this suggestion.
So, the possibility to Toggle stances, like this: 2x ctrl = you stay Crouched 2x Q or 2x E = you stay in the Lean position 2x Shift = you keep sprinting I mostly would love to see this cause its frustrating and actually pretty impossible to Hold crouch , plus lean and hold breath (shift) and even more impossible to move with A or D to and from cover while doing this. (If someone played the Arma Games he will knew this was in them, and was Damn Helpful) Devs Plz answer :3 PS: I Knew there is a toggle button for that actions so you don't have to hold the button , but I personally don't like to have it strictly off or on. And that's why I think the "2tap" thing gives players a better experience and more freedom, then to have it simply on or off.
Hey, I just noticed this behaviour. You can not move backwards while you are focused..? While minor I don't see a logic behind it since the other movement directions seems to work. First I thought it is a bug in my new toy Razor OrbWeaver, but it seems to be the game itself what I quickly poked around the keys. Basicly just asking, WHYyyyyyyyyyyyyy....?
So I have a MSI GTX 970 and a i5-4460 as well as 8GB RAM. But I don't think that matters. So I hop on in, and saw a bunch of new fancy graphics settings. But I also noticed that when I move, the gun and the player's hands suddenly become very pixelated. The weapon smooths itself out when I stop moving. And it becomes an eyesore too. Could it be that I'm using SweetFX? Or is it that I have too high VRAM usage? Someone help me out?
Instead of having a setting to control the way the crouch key works and making it very clunky to change, have the crouch key accept a double-tap to go into the toggled crouch mode. Here a (possibly incomplete) state graph of the crouch key mechanics: .---------------------. | | [ Lying ] [ Stan ] --'--hold---> [ Crouch ] [ down ] [ ding ] <--release--- [ w/hold ] | | ^ ^ `-----------| | | | | | double | tap | | | | v | | [ Crouch ] -----hold---------'This makes it IMO way easier to switch into crouch and still retains the common mechanics for holding/releasing the crouch key. The only difficulty I see here is choosing the time in which the double-tap control is registered, so as to avoid players accidentally going into crouch mode and minimising the time needed to enter the holding crouch state, yet making toggled crouch easy to access when you need it. There are other applications of the double-tap mechanic as I'd like to call it, too, such as was already suggested for the reload key as a fast reload, and as a rolling movement on the left/right movement keys in prone (not on Q and E like in America's Army). Any comments/ideas?
So I have been using FaceTrackNoIr for awhile now on flight sims and games like Arma 2 & 3. In terms of immersion this is right up there for me with VR without the massive paywall. Also adds a cool edge to combat when you can look over your shoulder without disengaging the enemy. Just thought it would be cool to have support in my new favorite tactical shooter :) Lemme know what you guys think.
I find the movement ingame while walking to fast. feels like im running all the time. plus there should be a tactical slow movement when crouching. now speed is like: walk = run run = speedhack Crouch=walk. I now often find my self crouching while I think I'm walking and suddenly be without stamina when I wanna run. Edit: typos
Hello fellow players. Just a quick question... Do you guys find the movement a bit too fast, also the movement to left-right a bit unnatural? Also a thing I saw is that running uphills is the same speed as normal running so you can run on top of a hill within seconds... Of course I knew the state the game is and so on and im not bashing the game in any way,just would just like to hear did the developers said anything about the movement?...
As the title suggests, I think it would be awesome if double tapping a movement key would "toggle" that function and allow you to do something else, so say you are just jogging through friendly territory and want to send a friend a Steam message but don't want to get left behind or slow down your squad, double tap the forward movement key and then open the overlay, you would continue to move forward as normal. Say you are in a firefight and you want to toggle crouch, double tap the crouch button! Tired of holding that nasty shift key when running? Double tap the shift key! This could be a default setting that could be disabled in the options menu, and it would serve many purposes, such as being able to have both toggled and non-toggled ads at the same time, or toggle-crouch and non-toggle-crouch at the same time, would be really intuitive and simple to use. Any comments suggestion or things you would like to add just feel free!
Hey all, As I was walking around outside today (I know, what a weird concept when I could be on these forums) I was going by a thick marsh-type area and realized that not only would I not see somebody 10 meters away from me, but it would be really hard to walk through such an area. I expect that Squad will have some pretty decent undergrowth but I also hope that it implements some sort of movement penalty when going through tough places like marshes, rainforest, mud, sand (you ever tried sprinting on soft sand, you know what I mean). I took some pictures of the type of foliage I'm talking about as well. As you can see, literally no visibility.