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Found 19 results

  1. 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: Jittery aim, not right, U.S. ACOG at Logar Valley: 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?
  2. Scopes and red-dots

    So, I was looking for a way to customize the red-dots and scope reticle colors, and styles to better reflect the variations in scope design. But after I was looking, I am starting to wonder if I am blind? or if the reticles are part of the scopes model?
  3. Marksman Scopes

    Especially for the US faction, I find it very difficult to play as a marksman using a 2x ACOG scope. I think a lot of people would benefit from a scope with better optics, even if it's a 4x scope. It's hard to spot people as it is.
  4. Weapon Loadouts

    All basic riflemen should be able to choose between RDS or ACOG (4x scope). Allowing for simple scope choice with your weapon kit. IE: LAW fire support, attach ACOG instead of RDS. Current infantry all have ACOGs not just a small portion of the squad (In real life that is). The DMR weapon kit under fire support should have a ~10-12x scope and silencer, (or at least the option to choose those). Any possibility of making this a reality?
  5. Is the SVD's PSO-1 bugged?

    I was going to file this as a bug report but I'm not actually certain if this is intended or not. I've been having trouble with hitting targets using the SVD and I finally figured out why. Now, there are a bunch of threads old and new about how bad the SVD is and how incorrect its stadiametric rangefinder is but this isn't a balance discussion: my question is: is the SVD's PSO-1 supposed to shoot towards the second chevron instead of the first one? If you go into the firing range and aim at the very top of a target popper at 50m using your primary chevron, you will miss every time. However, aiming using the second chevron will net you a hit consistently, and this is accurate out to 300m or more. The bullet drop on the weapon seems fine, but it's almost like the weapon is zeroed in for -100m. Here's an image of what I mean. In this image, the shot will impact the absolute top of the target disc, meaning that you must use the second chevron even at close range. http://images.akamai.steamusercontent.com/ugc/177159965695868733/F0D165040B40A7583A3FE03D323E246652B9F535/ According to the wikipedia article here https://en.wikipedia.org/wiki/PSO-1#Reticle the topmost center chevron is what is used as the primary chevron, and this is consistent with other games I've played (ArmA). We don't have elevation sighting yet, but theoretically the SVD's round is flat at out to about 300m before it begins to drop significantly, which is when you transfer to the next chevron (or so I think). For the record, here's the AK-74M's optic, which is correctly ranged for 0-100m; this shot would hit the target disc. http://images.akamai.steamusercontent.com/ugc/177159965695885760/CA03E9197EA4B16397A006283B79C99ABC54BB66/ And, just for fun, here's a screenshot of the rangefinder incorrectly measuring a target that is 300m away; the rangefinder would tell you it's at 400m.
  6. Hi all quick question regarding scopes and the iron sights . IS the Zoom implemented . Lets say 4 x ? ACOG 4x32 - SUSAT x4 - PSO -1 x4 ........................ When looking down the sight i see no zoom feature . Even iron sights there should be some type of FOV as your eye focuses on the target . Am i missing some thing , i`ve tried Left-shift key but i cant see much difference ..its like my fore sight is miles away . I have my FOV in game down too 90 .
  7. Scopes/Iron Sights Thread

    (I dont know that someone opened this topic before if this topic already exists sorry about that and for my English.) As the title said realistic scopes could be amazing. Look at Insurgency or RO those games have awesome scopes very realistic and very f*cking cool. I want to see those scopes in SQUAD. Love you guys all keep it coming ) <3
  8. More Detail about Sniper Scopes?

    The Marksman Class. I haven't played much of the actual role but when I have, the scope shows information which I know is for distance, wind, etc. but has any of it been implemented into the game yet? (This includes Wind Speed/Direction, Distance, etc.)
  9. Scopes

    Stop calling me trolll you kids becasue i want to have PIP scopes in this game. Devs are too lazy to build the scopes like that, they prefer this unrealsitic looking zooming. Its not even blured its only a litle darker then the picture in scope. and everything is clearly visible. So if you want this game to be more realistic better make super blured the picture around scope so other objects are dont recognizible or make it totaly black alowing us to see only picture in zoom, like in Project reality. Come on now kids on me with your troll posts!!!!!
  10. 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.
  11. https://www.youtube.com/watch?v=qLLKlqDY7N0 Since we're all a part of the tactical mil. sim. genre, lots of factors set the pace of action. And in hypotheticals, increasing the difficulty of weapons handling might set the perfect pace for Squad! Iron sight/Scope misalignment would overhaul animations but could push the need for stance-based combat. And it's featured in Ground Branch and Rising Storm 2, it's extremely realistic and would be game-changing.
  12. So I went forum hunting for "iron sights", "backup sights" and "backup iron sights" but I didn't get what I was looking for. I did go through the 4 pages so I am bound to have missed something. Will we have backup iron sights for scoped classes? I'm not talking about those rail-mounted sights that you use after removing your scope, or aiming above the RCO, but the iron sights you see on scopes and RU weapons, since they have sidemounted scopes. So for instance, will we get to use the sights on the SVD when things get messy? I suppose it could give a bit of defence, and the 10-round magazine would stop people from using it like a close quarter battle rifle. And when the British make their entrance, would we get the choice to use the sights atop the SUSAT or the RMR atop the ACOG? I've seen them in PR (I don't play it, I can't find a server with ping less than 400) so if they could implement it no issue, I suppose the same for SQUAD? Or is it planned and I am just beating a dead horse? ._.
  13. If weapon customization is not on the list of things to be implemented then here is the suggestion for that. im not saying that a total overhaul of weapons is necessary like in the mainstream shooters (CoD, BF etc.) but maybe in the sense of getting an ACOG scope on a class that normally only has a RDS, or chose to have a simple PSO scope on your Kalashnikov variant. some simple things you can customize would be pretty cool, but as i said, i dont know if it is on the "to do list". greetings, Maarten Vlutters (aka The Joker)
  14. Help me understand.

    First I wanted to say I just DL the game and have played for like 10-20 minutes so I'm as noob as they come. The game feels awesome, I compare it to Arma 3 and Squad just seems better so good job to the devs on making a great game. So anyhow I joined my first game and joined a squad. I see there are classes with limited availability. I find myself in a large field with huts and wooded surroundings. I see some enemies and I'm ready to pull off some epic head shots but only I don't have a scope. Started asking the squad and it seems I can't have a scope. Very frustrating. I'm looking to confirm is that just how it is? All maps and game modes? Only 1 or 2 guys get to have a scope? I'm hoping the answer is no and I'm just a noob. If not I can't see myself being able to play without a scope. I play a lot of shooters and all of them have scopes and I just can't understand the logic. ??????
  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. A discussion on Sights

    So, after playing a fair bit over the weekend I thought it might be worth bringing this up and see what peoples thoughts are. Put simply, the weapon sights (namely aimpoint and acog) irk me somewhat - this is not a dig at Squad specifically, this is more an observation of how many FPS games lately have tackled 3D sights, and how they could possibly be portrayed. I am no veteran, never used a sight in real life, so bare with me here. This is the aimpoint in Squad currently. Looks beautiful (well, ok this screenshot is bad but you get the picture). I wonder though, is this how we should be seeing it? Our eyes tend not to see everything in focus, particularly when looking at things in the distance with stuff in the foreground, in this instance, our target and the sight we are looking through. Is having such an 'in focus' sight a good or bad thing? Could it possibly be part of the problem with 'FOV' when it comes to ADS - I mean, technically, one would be looking through this with one eye, the other open, from much closer up, correct? If this is the case, should not the sight be out of focus? possibly even partially transparent in places (only obstructing one eye)? Would love some people who have used this equipment to have a quick honest think about this and chime in - I had a little look around myself to try to find examples that demonstrate this - see below: And here is some photoshop mockups - working with layers here so just for demo purposes only. Before: After: And the ACOG Before: After Jimi's 2c - Sights out of focus (depth of field) (reticle in focus) - Keep awesome lens elipsing effect - but lessen depth (wider viewport) ...and now I can sleep knowing I have got this off my chest. Thoughts? Am I crazy? I dunno, its a dilly of a pickle and I don't know the answer, but, personally, I feel as though the current sights are more of a hindrance than a benefit, and surely that can't be right! Right??? EDIT - fixed missing links
  17. Squad DEVS!!! Please add this.

    It's what I've always dreamed of in a shooter game.
  18. Scope Effects

    I took a quick look and didn't see this suggested yet, but if it has.... I ask that if this has been suggested before, let both threads be considered side by side. So. Scope effects. By this, I mean having effects on a scope while in certain climates, i.e. frost around the edges of the scope on snow maps. I don't mean blocking the sights, I just mean on the very edges of the scope that wouldn't obscure too much vision, but it'd still be there and be cool to look at if you wanted to, and if you didn't then have a setting in the options to disable it. I've also been thinking about dynamic scopes, where the effect changes over time. If you were to look down your scope in rainy weather, you'd see the raindrops actually fall down the edge of the lense, instead of just drops of moisture on it. Of course, there should be a setting for this too, if it's added. EDIT: I'm not sure if some people understood me correctly. I meant you could optionally see rain hitting your scope, not just simply drops of moisture or fog effects. There hasn't been any feedback on that so I just want to state that out there, is that not realistic? You can see rain on your windshield.
  19. Ballistics & Reticles

    Hey. So I play a fair bit of Arma3 and I'm of course interested in Squad. It says on the KS page that squad will have: So what exactly can we expect? I know the FAQ page says that 'feature X will probably be included later on', but I have some specific questions and I'd be interested in seeing some discussion about this stuff anyway, so: Will rounds have a realistic BC? Will different types of ammunition be available, and will those types have unique values for things like BC, Penetration modifier... If I hit someone center mass with 7.62x51 will I know they're likely to bleed out very soon? And more importantly, how will damage be calculated? Will it be a guesstimated, flat value per ammo type? (Good for balance, bad for realism)? Or more based on KE (at impact) + round type (since it's not KE that wounds, but rather the permanent cavity, so a slower, weaker round could potentially do more damage). I'm also curious how you'll be considering balance vs. realism, when it comes to things like 5.56 vs 5.45, where I might expect more "damage" (base KE) from 5.56x45 but more of a permanent cavity from 5.45x39 (or more bleeding effects if they exist). I'd greatly prefer the latter so that getting shot at distance or through cover will come with a significant reduction to damage received. Further along this line, how will body armour factor into things? Will no penetration (like a lvl3 plate getting hit with 5.56) = no damage, but perhaps some suppression/shock affect? Or will that simply not make sense from a gameplay perspective and not be considered? Will there be any circumstances where a player can survive a headshot? And on the optics side of things, I assume by fully working you mean the reticles will be calibrated correctly? If so, fantastic. I've just recently been fixing some reticles for breaking point (arma 3 mod) and making the ACOG posts correctly zeroed for 5.56, calibrating the stadiametric rangefinder on the PSO-1 and so on; things like that matter to me so it'd be great to know similar features exist in squad. Along that line, what zeroing incriments will be available? 100m? 50m? Do you plan to add first focal plane optics with working MIL dots for ranging purposes? Or does that stuff exceed the scope (sorry) of Squad? edit: Oh, one more: Will we be able to switch between reticles as we do in arma? So I can switch between the red dot and the full scope on the ACOG, or switch between the PSO-1's optic and the weapons iron sights?