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Found 15 results

  1. 1. I suggest to change reload animation for DSHKm/Browning, cuz we are as if screwed to the ground, make it so that we can see that not only the hands moving, but also the body, the head 2. Recoil from pistol shooting is too inconspicuous, please make it stronger.
  2. The lack of it completely ruins some reloading animations, like the SPG. What a downer it was to realize that that beautiful animation we saw in third person, we couldn't see in first person when we were the one reloading. It would also benefit for example HMGs, with your head being able to follow your hand movement in throwing out the used ammo box, picking up a new one, etc, or with small arms when pulling a new mag from your vest. Hopefully this comes with the new animation system.
  3. Alright. Playing as the US we had this FOB with good over watch on a southern flag (on the map that has north/south DC but a different layer with Ghazi farm or something iirc) Anyway, We we're rockin and had plenty of ammo (500+ pts) and after something like 10 minutes of lighting up a couple flags and a few hills - really supporting the team for a while the gun just wouldn't fire anymore. Checked the ammo count at the FOB and it read 350+ (can't remember the exact number but it had gone from 800ish down to like 386 or something) The HMG would do the reload animation (at this time it was the HMG Bunker) but it wouldn't fire regardless of who got in and reloaded it. It could even be reloaded back to back by the same person repeatedly. I checked with SquadOps because they're pretty experienced and they said overheat lasts mere seconds, we spend probably a couple minutes with a few of us getting in and reloading a couple times and declaring that the gun indeed wouldn't shoot, even with 500+ supply again. So we dug it up about half way, SL gave the order to build it back up since the gun model and most of the hescos despawned. Only this time when we built it up the gun didn't spawn in at all and we just had the hescos and a couple low sandbags. It was really bizarre and we didn't have the supply to build a completely new HMG Bunker.
  4. Reload animation design

    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.
  5. So I was thinking. As an addition for later on down the track (when the polish comes out in the development stage), what do you guys think of having an animation play every time the 'R' key was pressed? So if you had a full magazine and you pressed the 'R' key, your soldier would check the mag/chamber. It would add some immersion to Squad as well as penalising those who panic in a firefight and button mash. This might not seem much to the regular player, but for playing competitively it would seem like a nice addition to the overall package for competitive play/videos. So what do you guys reckon? Is it a good idea or a shoddy one?
  6. A More Realistic SKS Reloading System Is Even Easier to Animate The bolt doesn't lock back on a partially empty magazine on an SKS, but I have a better way to animate the reloading of an SKS that is more realistic *AND* requires less animating 1. When you reload, you release the magazine "floor plate" for it to swing open, dumping all the ammo out, then closing it. 2. Pulling the bolt back will lock it back onto the magazine follower 3. It can be now loaded either with full stripper clips or if you're out of those, loose rounds, one by one 4. Loose rounds that you get from step 1 should able to be made into full stripper clips by pressing a button. Advantages: 1. Stripper clips you charge your rifle with can always be full, thus no need to animate partially full clips with anywhere from 1 to 9 rounds 2. Animation of loading loose rounds can be looped until the rifle is full, thus easier to animate 3. The ability to load loose rounds onto stripper clips can be reserved for when you have 10 or more loose rounds only, thus ensuring the condition for 1, that stripper clips are always full
  7. In Squad, every item has a "taking out" and "putting away" animation. The LAW is no different, and when changing from a LAW (used or not) to another item of equipment, the putting away animation occurs. However, when you've just used a LAW and are "reloading", changing from one LAW to the other, the putting away animation doesn't occur on the LAW you just used. Is this a bug?
  8. 1.Jump over the fence without getting a full-length. 2.The sighting system for GL and RPG PR-style (Maybe it could be like that: Toggle MouseWheel to on\off and scroll to change range). 3.The ability to reload from the enemy or enemy ammobox, if you have the same weapons. 4.Partial destructible: very annoying situation when you shoot out of the window, with the initiative, but tango kills you — in fact your barrel sent to the windowsill. Destructible is to breaking away a small piece around the window or wall when you shoot. 5.Low quality texture of vegetation in the distance.If you have the optics or binoculars, you can see the enemy from afar and immediately. In reality it is not so. Of course, optimization is very important, but the problem also exists. And it is very, very strong effect on the gameplay on maps with desert terrain. 6.Coupled mags for AK - option to balance the M4 and AK 74. In reality, it is constantly used by militia or para-military organisations. So, why not? 7.The names of the members of your squad on the map without OnMouseOver. It accelerates the search for a man shouting: "There is a whole squad on me!" 8.Injuries affecting the mobility and accuracy: annoying when a wounded enemy kills you turned around or ran, wounded in the leg. And you wait for something like that?
  9. Reload Rose UI

    The current iteration of ammo switching for grenade launches is sub optimal, you have to cycle through the different ammo types on the same weapon slot which is inaccurate and time consuming. As more and more specialised weapons and ammunition is added for RPGs and other AT weapons this system has got to change, and I'm sure it will, but this is my ideal of a new system. The player holds R which brings up this rose menu for the specifically equipped weapon.: I want to make it clear that this menu would only pop-up if the reload key is held, so if it is tapped then the player will reload the next magazine in rotation like the current system. Using the existing rose system for ammo switching would allow players to easily change ammo type or load specific magazines without adding new keys or menus, sticking to the minimalist UI design. The primary use of this system is for switching magazines for a primary weapon or changing ammunition types for special weapons (RPGs, GL), but it could also include handheld grenades so all grenades would fit into a single equipment slot. The additional benefits of this system is that the player can view roughly how many rounds are left in each magazine and are able to have different types of magazines in an organic way. Thanks for reading, this is an idea that has been bouncing around in my head for a while and I'm sure the Devs have a design already planned but I wanted to see how everyone feels about this idea.
  10. I had this idea several years ago for Arma 2 ACE and figured I would also share it here. I have always had an issue with the way reloads are handled in FPS' in that they provide the user with no choice in the way they want to reload and are pretty unrealistic, usually you are stuck with a slow animation in the middle of taking contact... it sucks. With this system the player will be able to make the choice in what reload they want to use in any given situation, giving thought and depth to reloading. Have 4 different types of reload and animations.1. (By Pressing R Once - Magazine Not Empty - Long Reload) Soldier pulls out magazine from vest and does a tactical reload and replaces magazine in vest(Can be refilled with loose ammunition, magazine is in inventory for later use {Also +1 Round})2. (By pressing R twice {or more} - Magazine Not Empty - Fast Reload) Soldier drops magazine from weapon on to the ground and inserts new one (Used magazine does not go back into inventory {Also +1 Round} - In game object, can be picked up)3. (By Pressing R Once - Magazine Empty - Long Reload) Soldier pulls out magazine from pouch and does a tac reload and replaces magazine in dump pouch - Uses bolt catch or racks bolt{Dependent on weapon} (Can be refilled with loose ammunition, empty magazine is in inventory for later use)4. (By pressing R twice {or more} - Magazine Empty - Fast Reload) Soldier drops magazine from weapon to the ground and inserts new one - Uses bolt catch or racks bolt {Dependent on weapon} (Used magazine does not go back into inventory/dump pouch - In game object, can be picked up) Anywho, can't wait for this game!
  11. First of all I'd like to say thank you for making this, it's really a dream come true and I am looking forwards to this game so much. With that out of the way i have a suggestion i think would fit well in this game and give the gameplay some more depth and that is. Realistic Magazine Management You have 3 magazines, for a total of 90 rounds. You begin by shooting 20 of the 30 rounds in magazine #1. You then decide to reload. magazine #1 is ejected, and magazine #2 inserted. You now fire through all the rounds in magazine #2 then reload, you insert magazine #3 and now have 30 rounds in your weapon, with only 10 rounds in reserve. This time, you fire off 10 rounds from magazine #3, and decide to reload. In a typical shooter, you would be left with 30 rounds in your weapon (10 in reserve, plus the 20 currently in the gun) but in a game with Realistic Magazine Management, you would simply re-insert magazine #1, which has only 10 round remaining. After firing off those 10 rounds, you would be able to re-insert magazine #3, with 20 rounds remaining. Tactical and speed reloads would also be needed for this to work perfectly. I imagine it would work nicely with just tapping R for tactical reloads and long press for speed reload, also an ammo inventory would also be nice but isn't really needed.
  12. Speed & Tactical Reload

    Hi there, I got an idea for a feature I would really like to see in Squad. Now, I believe this idea is not original and there are already games/mods which use this feature: Tactical Reload: You reload the weapon and put the "old" magazine back into your vest if it still contains any bullets. A lot slower then Speed Reload but you'll save the magazine which you can then use later. Speed Reload: Eject the magazine and let it fall to the ground, discarding it. This reload is a lot faster than the Tactical Reload however you'll lose the magazine (and the rounds left in it). I could imagine tapping R once for are Speed Reload and holding R for the Tactical Reload would work ingame. What are your guys thoughts on this? I think it would be a great feature and possibly not too hard to implement. If anyone knows games which have Speed & Tactical Reload as feature, post them into this thread! Edit: Caligari made a great suggestion, adding Check ammo and better possible control schemes.
  13. Would it be possible to have two forms of reloading in game? In essence if you hold down the reload key it causes you to do a slow reload in which you retain the magazine. While if you just tap the reload button it performs a fast or tactical reload, in which the magazine isn't retained but the reload speed is faster. I tried suggesting this with PR but the BF2 engine just wouldn't allow it. Here are some video examples for a clearer illustration: Without magazine retention https://www.youtube.com/watch?v=rGKvpabCCJ4With magazine retention https://www.youtube.com/watch?v=SyTIwnCHOi0
  14. Hello, my idea is simple, I would like to have option to check my currently loaded magazine for bullets left by f.e. holding "R". (Simple tap on "R" will still reload magazine). I dont know how exactly it is done. I imagine that if it is transparent magazine, that soldier will just angle his gun to see number of bullets left. But if it is solid magazine, guy will have to pull magazine out and idk, look at top of magazine, some of them have holes in it, but what about AK-107 magazines. So yes, no? Stupid Idea or not?