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Showing results for tags 'pkm'.
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1. Players defensive position in open vehicles with firing option. So may times I have experienced vehicle ambush and getting killed without firing single bullet. Please modifie the player seating position as defensive with firing option in open truck, technical and pickup truck vehicles which helps to answer the ambush with out getting out of vehicles. 2. Players carry ammo box. When defending or attacking away far from FOB if we are running out of ammo or bandage instead of running back to ammo create for reloading we can request SL to send soldier carrying ammo box on foot or vehicles. 3. APC blow up time should be increased. As we see the game vehicles are blowing up and turn to wreck immediately after hitting mines or multiple rockets. Usually vehicle after taking hit first it will be damaged and disable post that it will catch fire or cook off and then turn to wreck it's required some time to blowup. I hope I see this changes in next version. 4. PKM bipod front folding It's a small change. I have observed PKM bipod folded toward back side in November 2017 recap. Usually PKM gun bipod will be folded towards front side which we see the difference between Russian MG and US MG. I have seen maximum PKM bipod in real world folded to front which make difference between M240 and PKM.
I'm an animation whore. I literally judge FPS games based on the quality of their reload animations. Squad has done an excellent job, for some weapons more than others, but I want to put forth a few ideas that I think would improve current animations and benefit future ones. Before I plunge into an example, it's worth clarifying what makes a reload animation good in the first place. In my opinion, the highest quality reload animations are those that are realistically slow while not being snail-like, so there's still a sense of urgency to them; those that portray the weight and size of the weapon being reloaded (namely the way the weapon jerks and sways during the animation and the angle at which it is held); those that use a unique pattern to accomplish the steps of reloading a weapon and break away from the usual "weapon held straight, mag out, mag in, pull charging handle"; and those that feature a brief "bonus" animation, whatever you'd like to call it, that benefits realism (for example, checking the ejection port on the M4 before removing the mag). An example of a weapon in Squad whose reload animation ticks those boxes pretty well is the PPSh-41. The animation is slow enough to feel deliberate yet still feels paced, it conveys the feeling of a comparably light and compact weapon (the PPSh-41 is short, and with a 35-round mag weighs in at just over nine pounds), it features a unique reload pattern that makes the animation more interesting (removing the mag, grabbing a new mag, turning the weapon sideways and pulling back the charging handle with new mag in hand, then inserting the new mag), and features that brief "bonus" animation (after inserting the new mag, there's a half-second where the player seems to make sure it feels secure in the mag well). Now with all that said and done, I'd like to discuss some actual suggestions. For the sake of time I'll limit them to one weapon, or rather one type of weapon, that being heavier weapons equipped with a bipod. Currently this means the M249, but in the future it will also mean the M240, PKM, and PKP. Reloading when crouched/standing. Lower the weapon so it's pointed at the ground in front of the player's feet (~30°), and so the stock is resting on his chest. Right hand holds the weapon, left hand conducts the reload (given the angle of the weapon, the left hand could release the feed cover, push it, and let it drop open rather than pulling it open). Reload complete by pulling back the charging handle (I find it's more satisfying when this occurs at the end rather than the beginning of a reload). Right hand swings the weapon up a bit, left hand catches it and brings it to ready position. The player's head would follow the animation, so you actually see what you're doing. I think this animation would result in a more realistic, weighty feel that better reflects the 249's 22 pounds than the current animation. Also, when reloading the weapon while it's using its bipod on a surface that still has the player crouched/standing (like a low wall or window sill), the animation where the weapon is brought up and its bipod folded would naturally occur first, followed by the reloading animation. Reloading when prone. Drop the weapon so it's resting on the ground propped on its bipod. Both hands conduct the reload. Reload complete by pulling back the charging handle. Right hand returns to the grip while left hand rests on top of the stock, and the weapon is brought up to the player's right shoulder to ready position. You should not be able to move during this animation. Because the player can leave the weapon on its bipod and conduct the reload with both hands, the reload would be faster, which would encourage players to fire and reload from prone. Just my two cents for now.
Current squad system is more convenient for US-like army structure. And this is a way to unbalance the game. I'm proposing concept of 2 factions structures: Militia: - max 5 players in squad; - except SVD all kits already available after 2 members in squad - this is mobile and strength power, as it knows; - random RPD/RPK/RPK74 machinegun; - some of Eastern AK clone instead AK74; - any bolt-action hunting rifle; - 1 RPG18 also knows as MUHA; - random SKS/AKM for rifleman; RU forces: - max players 12 in squad; - 2 riflemen with RPG26; - SL haven't an optic kit, but have a reddot sight kit and haven't a sidearm; - 1 PKM or PKP (no RPK74 anymore, plz) with 200 rounds (if I'm correct already in army use); - 1 SVD; - 3 riflemen with 3 hand grenades, one - is impact fuze. - 1 RPG. - 2 GL - 1 Medic (it is bad to balance, but true for authenticy). samogon, can correct this structure, but I think it is most correct structure.
hi all. havent played Squad yet but i hang on every development detail ;) ok so i heard from z-trooper (http://forums.joinsquad.com/topic/6553-m-60-machinegun/?hl=m240 on post #11) that the M240, because it is so similar to the M249 will not be implemented in game for some time in favor of putting more dev resources in other more important dev goals--makes total sense, i agree. but also though this includes the other medium mg the PKM/PKP will not be developed any time soon also. i wish though the PKM would be developed sooner rather than later, or at least not contingent on the M240 (despite being very similar weapons) because for the insurgent/militia/Russian factions, 1) the PKM is quite quite different from the RPK and and wont be redundant as the M249 + M240 for the US, and 2) the PKM seems way more common on the battlefield than the RPK, at least based on all the videos/images i see comng out of current warzones. its always the same weapons (in general): AK, PKM, RPG. RPK seems much less common, or at least i see them much less. i guess i was just a little sad panda when i heard this because the PKM is probably my favorite weapons of all time (along the G3 and RPG)