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Found 22 results

  1. It’s a best game I’ve ever played but if you fix zoom in mounted scopes and make it more zoomed than background behind a scope it self in blurred area , it would be “Thee Best Game” I’ve ever played. Thank you big time
  2. The Canadian forces update lets us play with the weaponry of their military, which involves a whole lot of C79 optics (cousin to the Elcan series I think). The sight picture is a very thick vertical post with a point ranged at 100 m. The problem is that it is a very thick post ranged at 100 m that is nonadjustable. In real life (like the Elcan) the optic has a dial that you rotate that angles the entire body of the optic up/down to change your elevation setting. As such I know these optics are field adjustable just like AK irons are field adjustable (not zeroing, just quick elevation stuffs). In game this is not the case, which is a major issue for gameplay. Multiple times in game I have attempted to engage targets at distances greater than 100m with the C79 optics and have had to wildly guess almost all my shots. With the ACOG series this is not an issue as there are bullet drop markers that do not obstruct your vision and thus you can reference where your shots hit and correct for the next ones or range the target and hold up for the corresponding distance. Due to the nature of the C79's reticule being a uniform thick black post it is not possible to easily see or reference your shots. Long story short, please enable elevation adjustment for the C79 series of optics for all of the Canadian weapons... Please... Thank you, Sincerely, a guy who REALLY likes your game
  3. EDIT, this is still an issue in v11... v11 I've posted about this a couple of times, this first being back in December 2015 but it is STILL an issue over 2 years later. Here are the original threads (note the original videos have gone now but the info is still relevant): December 22nd 2015 - http://forums.joinsquad.com/topic/9110-jittery-aim-video/?tab=comments#comment-140284 January 15th 2016 - http://forums.joinsquad.com/topic/11334-low-fps-high-pings-jittery-aim/?tab=comments#comment-167878 To be clear I'm not talking about weapon sway as obviously this is intentional, I'm talking about the crosshair's constant micro jittering and stuttering. Worth noting also that since I first encountered this issue back in 2015 I have changed EVERY piece of my PC's hardware including ALL peripherals, so this is 100% not an issue at my end at all. In the past when this was mentioned the general consensus was "it's a known bug on certain maps with certain scopes and the issue gets worse the closer to the center of the map you are" (I actually always had this issue no matter where I was on the maps) or "it's a UE4 thing that devs have no control over and it'll be fixed in the next UE4 update" or "it will all be sorted when v10 with new animations is avaialble". Well we're now on v10.1 and the issue is clearly still there, this was never an "animations issue" as I suspected all along. I seem to get this issue most when using an ACOG at Chora but it does happen on some other maps also. At close range it is not to much of an issue but at medium to long range the reticle jitters around so much that it is near impossible to hit targets. It feels like I'm using coarse sandpaper as a mouse mat as all my movements are exaggerated and jittery. I actually have a very smooth SteelSeries QcK mat and a pretty decent mouse (Roccat Tyon). Also worth noting that my FPS is usually very good on most maps (80-130 at Ultrawide 21:9 3440x1440 all Ultra settings + SMAA), (more like 50-70 on some of the lesser well optimized maps like Al-Basrah) and that SQUAD is the only game I get this in, in all other games I get super smooth mouse movement, even other UE4 games. Here are two videos very quickly and crudely shot with my phone, but it gives you an idea of what I'm talking about, the key here is that both videos show the exact same scope and that I'm using the exact same settings and hardware in both videos, the only difference is the in game map. Random weapon sway is perfectly acceptable but a reticle that keeps jumping about is pretty much unusable at medium to long range, and near impossible to get a headshot on even a stationary target. Smooth aim, as it should be, U.S. ACOG at Chora Valley: WATCH IN FULL SCREEN TO SEE FULL EFFECT Jittery aim, not right, U.S. ACOG at Logar Valley: WATCH IN FULL SCREEN TO SEE FULL EFFECT There is a massive difference between the two, and this jitter really reduces the ability to accurately aim on medium to long range targets with certain scopes. Again it happens more on some scopes and some maps. There is zero issue my end as I only get this issue with certain scopes and maps in Squad. So, is this actually ever going to be fixed as it's REALLY annoying?

    Just wanted to give a huge thanks for FINALLY implementing custom ADS sensitivity. The game is much more playable for me, and possibly thousands others now
  5. Hi, I had a lot of fun in the Alpha 11, especially the new sounds are amazing. Sadly I got a lot of bugs with the new scopes. The TOW Scope: suddenly loses zoom suddenly loses the HUD completely disappears I forgot to take screenshots here, but I got some for the SPG-9: Losing zoom: The standard model (or however you call it) is still existent when you move the barrel: Even visible from "the outside": Someone de-shoveled the gun while I was using it (yes, dumb Squad): As said before I have similar problems with the TOW scope. There I could fix the bug by right clicking to not look through the scope and right clicking again. One of the aforementioned bugs appeared after ~0,5s. In addition to that, please fix the left wrist of the SKS dude: Also, are you going to fix the distance estimations for the guns of the Bradley and Warrior?

    The ak74 with pso and m4 with acog are op in this game. VERY. Proof: https://postimg.org/gallery/ksof12s4/
  7. What about having the reticle on the 1P78 be realistically illuminated on night maps? Day... Night...
  8. http://imgur.com/a/vPhxI As this gallery will show, all scoped weapons and launchers have a different center line, either horizontally or vertically. Is this intentional? Here's 2 examples from the album.
  9. Was just watching the video above and was really intrigued by the scope rendering method used. As you can see it seems to be reducing the resolution scale of the world instance while keeping the instance inside the field of the scope normal, and i'm wondering... could this be feasibly done for squad? Obviously it has the negative effect of making everything outside of the scope look like crap but that wouldn't necessarily be an issue if you simply put a blur filter over it. But what this might allow is for a minimal drop in performance. What do you guys think?
  10. M4 Acog?

    May already be a topic, feel free to move! I feel the scoped/acog M4 is really inaccurate at range? Does anyone else feel this way or is it just me. Sometimes I can drop people one shot in the head, a majority of the time I fire half a clip and can barely hit them at the same distance and same situation. The scope for the AK's i do feel is more accurate, I get less trade kills and a much better ranged shot!
  11. a little suggestion for the shoting range add new paper targets with rings or a cross. when you are on this shooting range with the papertargets. can you see your current target on a monitor PIP on a corner from your monitor. so you can easy see where the impacts are. and the second - scope adjustment for your own weapons. the paper target range you can use vor adjusment your scope or sights. the adjustment is stored for the weapons later in the game. short and nice :D
  12. Found an FOV issue with the new scope FX, related to your FOV setting. The new Dark overlay they added doesn't align properly to the scope on anything other than a 90 degree FOV setting. FOV values VS effect in links 90 FOV 100 FOV 110 FOV
  13. Ever since yall got rid of the 80 fov option, it's been a real b--- to use the m16 and some of the Kalashnikov sights. Don't get me wrong, I wasn't a huge fan of running around at 80 fov, but you could see down the sights reasonably well, now at 90 not only does it give the americans a huge advantage with their aimpoints, but it also is very hard to aim at range on a smaller monitor. I would love to play all the time on a large TV, but unfortunetly I can't, and when I switch to my 23" monitor, it's very difficult to sight up at range on the ironsights, expecialy the M4 and M16 irons, which have the peep sight ring. Don't get me wrong, it's actually kinda cool that you don't zoom in automaticly when you bring up your weapons sights, expecialy in a game where you often need to move with them raised (also cool), but in real life, well, sh-- is a lot bigger, and like I said, I just can't play all the time on my TV. I can't be the only one out there that still has a standard computer monitor for gaming, and even at a larger size than 23", it would still be a b--- to use the ring sights or the ak's, at the 90 slider, expecialy with all the alising that the game has at this stage (even with AA maxed out). If we could get a seperate slider to compensate for this, something that allows a minor adjustment to the FOV when the weaponsights are brought up, I think that would not only make the game much less frustraiting but it would even out the playing field in a lot of ways, till the other teams get aimpoints as well (you know you want to do that... common... we all want it...). Nothing major, just a bump that brings the fov to say 80 when your sighted up, and of course, leaving it as a seperate slider* would cover those who do play on their big ass TV's. *Plus, sliders are cool, just one more reason... infact, the only thing cooler than a slider is a dolly, you should make it a dolly, nevermind the slider, FOV dolly.
  14. Solution for Scopes

    Something didnt work properly with the pictures so Im just going to gave you this links instead of them. Something what annoys me and probbably a lot of other players in the Squad and other fps games is zooming the scope .When you use scope which can maginfy, it zoomes in the whole picture instead of only scope. The problem with this is rendering. If you had normal aiming in the games your screen picture would look like 1x outside and lets say 4x inside of the scope, but then your pc would need to render the map twice what dramatically lowers frames per second. Develpers currently have few solutions for this: 1) Is to maginify the hole screen lets say 4x like acog, what Squad and Battlefield currently use. https://www.google.hr/search?espv=2&biw=1680&bih=925&tbm=isch&sa=1&btnG=Tra%C5%BEi&q=Squad+gameplay+acog#btnG=Tra%C5%BEi&imgrc=oyIIYPwPMjpkdM%3A https://www.google.hr/search?q=battlefield+gameplay+acog&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwie8_-ujpvKAhXCgQ8KHS7VAsEQ_AUIBygB&biw=1680&bih=881#imgrc=mSwLu_GEzJmuiM%3A 2) Which is actually pretty retarded, Battlefeild uses it for snipers, is to magnify the scope and make all around it black. https://www.google.hr/search?q=battlefield+snipers+scope&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjfxpS5kJvKAhVFiQ8KHev0DWwQ_AUIBygB&biw=1680&bih=881#imgrc=hRHpkX2iJng2WM%3A 3) Which I think is the best,and which one many of us would like to be in the Squad, and this one really should be implemented in the game. Magnify the whole picture and blure everything outside the scope like you, developers, did in the project reallity. It looks good with the acog and you could probably implemet that for sniper scopes too. And it could be improved by making picure outside little less blurry and maybe to set metal part aroud the magnification glass non blured. Here is how it looked like in the project reality: https://www.google.hr/search?espv=2&biw=1680&bih=881&tbm=isch&sa=1&q=project+reality+gameplay+acog&oq=project+reality+gameplay+acog&gs_l=img.3...94306.101322.0.101523. I know that developers currently have a lot of job fixing bugs and fps dropps but they should really consider this little problem because it acctually improves gameplay for people who care for realistic details, and yeah, just press like button if you approve this oppinion. Sorry for bad English.
  15. Feedback on the game.

    So I noticed that there's no scopes on assault rifles expect for US. The maps are big and so it would be nice to also have scopes(red dots and etc.) for RU and Militia. Second, why is there no scope available for the medic? And finally, raising my weapon doesn't bring a close up, I have to press shift to zoom and on top of that it is time limited... Just my opinion and ideas to help better the game. Besides that, great job and keep up the good work!
  16. Hi I watched Squad a bit on Youtube and I saw that the US forces have m4 / m16 that have scopes that have zoom. While the talibans only have Iron sights on their AK47s. So the question isn't it unbalanced making the main assault rifle (m4/m16) have ACOG scopes that have zoom, while the talibans have only iron-sights. I dont owe the game so It maybe isnt like I think. Would love to hear about this (sry not english) greets
  17. Scoped weapons for Insurgents

    Here's a question for our current military contingent, what other scoped variants due insurgent or militia groups have that could be incorporated into the game? I know there is the one scoped long range SVD but should there be others? Just curious on your thoughts.
  18. Hi ! The PSO-1 graduations are too grey and almost invisible. They're thin and its much appreciated but they're barely visible. I've already hold an SVD with a PSO and the graduations are much more clear on a real one. Could you make them darker ? At least the PSO-1. The ACOG too could be little darker but not as much as the russian. Maybe the FOV settings change the way they look but doenst change my mind, I shouldnt have to change my FOV to clearly see in my scope ;) (I play @ FOV 100) Last thing I'd add is if graduations look so bright maybe its because there is no "glass" effect on the scope ; I mean when scoping, the screen view just enlarges within the scope, but you dont feel like looking in a rifle scope (I'm I clear enough ?) If you change this and add lil glass reflection on the scope, maybe graduations would become more visible ? (I'm not a game coder so I dunno if what I'm just saying is right-minded...) Other way to say that : the graduations looks like being "painted" on the screen, and not being part of a scope you're looking in (not exactly what I feel but maybe you'll unerstand me this way ^^) TY !
  19. Scoped or Un-Scoped Assault Rifles ? Hi guys I would love to hear do you prefer to use a scope with a AR or more iron sights? Now I'm asking this cause I play 2 games Arma2/3 and Project Reality. Both games are IMO great but that's not the point. It is the Scopes, in RP all assault rifles have them (almost all). Witch makes it more a sniping game from long ranges. While when playing Arma we don't use magnifying (we do use Red Dot, holo etc.) scopes so the combat takes more IMO skill to have to iron sight a enemy at 200-300m - use suppression or bursts , then just use a scope and end it with 1 bullet with a Assault Rifle. Well I understand that Scopes are much needed in a game where you fight over big distances but IMO iron sights are the ones that I experienced a better game cause of the more intense fire-fights and less one snipes with the assault rifles. Would love to hear what you guys think about it .
  20. I recently watched the development diary #2, I like the feature of having the ability of having to stances for low magnified scopes like the red dot shown in the video. One "neutral" mantaining a bit of peripheral vision, and other, closer to the scope, focusing just on the reticle at the eye relief distance, taking all the advantage of the magnification of the scope. What i don't really agree with, is the fact of being forced to hold the breath when doinf this action. I mean, i've shot with red dots irl, and there's no need to hold your breath to focus and get closer to the reticle. I would love to see this features independent from each other. What do you guys think?
  21. Marksman

    Hey SQUAD community , Ive been a lurker for some time now and yesterday I watched a bluedrake video with some action of marksman rifle( SVD dragunov ). I have to say Im disappointed,mainly because Im sucker for marksman class when it comes to PR,I use every chance to play with it,every faction So the thing is I was shocked by how the rifle was swaying ,making impression of a soldier that drank too much before battle. My love for maksman class ,became a broken heart. Like how the RPG ,that big heavy metal tube had less sway than a marksman rifle,I know theres no deployable option ,but maybe even undeployed it should come with some "focusing option" reducing sway with a tunnel vision tweak maybe so it can reduce your stamina,or have some connection to stamina ,so it has its limitations .. Okay I know its alpha and all,but it had to be said ,also sorry if it was already mentioned this thread is dedicated for all you marksman fan(g)s..more marksman suggestions and ideas appreciated
  22. Scope 'Markings' Serving Their Purpose Many optical sights include markings used for Range Finding for the sake of accuracy. It would be a good feature for a game which heavily leans towards military realism & interesting gameplay (essentially meaning you aim accounting for bullet drop or running/leading the target). Scopes with calibrated range finders include: ACOG - Commonly seen on American Weapons. Range is found by the width of the targetPSO-1 - Used on SVD sniper/marksman rifle. Has a range finder based on height of the targetPGO-7 - For RPG-7. Used to be rarely seen in combat, but these days due to the ammount of conflict it isn't so rare anymore Range finder is based on height of target. Not many people know it but the PGO-7 can also work well on an AK47B10/Recoiless Rifles/SPG 9 have optics with range finders Previous Game Examples (The Good & The Bad) Good, Operation Flash Point: Cold War Crisis. In the instruction manual it is noted that the SVD and American scope have a system for range finding. To Synch realism with militaristic gameplay they adjusted bulletdrop to be unrealistic so that the scope could be used for range finding with their own range system.Bad, PR: PSO scope markings mean nothingGood, PR: Recoiless Rifle/B10/SPG 9 markings work well.Bad, ArmA: Technical Recoiless Rifle/B10/SPG 9 is the most 'vanilla' sight you would ever come accross in a game. It is not useful for accurate ranged fire. I'm unaware of the game design mechanics regarding this except that units should fit based on their unit within markings at a distance (obvious).