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Showing results for tags 'shooting'.
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OMG BEFORE YOU TELL ME SOME BULLSHIT, READ THE POST! okay, so, there seems to be a bug on the test server where the bullets on the hip fire are literally no where near the center of the screen and are consistantly shooting (accurately I may add) to the bottom of the Xhair, not sure what was changed or why but this does not seem normal to me whatsoever, I understand that the hip fire bla bla blah, is't supposed to be accurate but it IS accurate, just in the wrong place. (taken in a-188.8.131.5266-4.21.2-SHIPPING) As you can see, the center of my screen is not where my bullet landed and to the left of the landed point you can see many accurate shots have been made with the hipfire, I believe this to be a bug. Also, while laying down you are unable in most places to shoot from the hip.
Better late then never....from your longest standing fan and player. Also posted on Reddit as a respons. I sympathize with some in Opening Post. Sad to re... https://www.reddit.com/r/joinsquad/comments/cg251r/my_comment_on_from_a_veteran_casual/eug63oq?utm_medium=android_app&utm_source=share I'm a founder with +3000 hours and for the first time experiencing a loss of appetite for game. I am a comp player in Mumblerines and an old PR player. Played both games from very first versions. Think I have a solid reference base to debate from. Buddy RP is my main gripe. That a fragmented team, at any given time, can come together as a full team from any individual fragments angle. That should be enough said really to convey how unsuitable this change is for gameplay. Yes it does puts players faster back in action, in general. But at what cost!? Both new game modes TC and Destruction are from my standpoint broken. You can't plan for nme movement in a logical way. A full team can appear anywhere, at any time really. We have outplayed many teams now just jumping RPs. That actually makes for less fighting those games. And the chees sensation is real. A clanmate described it best. "TC with BRP is kinda hard to maintain properly atm... cuz its so easy to change the flow, when you finally managed to make progress and push somewhere, and while you're capping just one HEX , full team appears out of no where (read BRP) and just throws you back and makes all your effort vain. Making big TC layers 1.5+ hours long" A light save in pubbing is that BRP is not exploited more. It's not intuitive so new SLs don't use them fully. Some refuse to use them out of morale reasons. Love that. However, it will catch on. Also worth mentioning: Who needs FOBs when we have buddy RP? - But you only get three mags and a bandage (as a minimum)! *Stopped no one ever from capping a flag or digging down a radio. THE objectives. For comp I predict it will be devastating. For my enjoyment if nothing else. It will be played, it will have action, but it will be dumb. Jumping flags with teams via BRP. It is truly unearned ground. Driving out with a logi and building is earned ground. And you can't abandon a FOB without the risk of losing tickets, as you can with a RP. It's a gamble, an investment with a FOB. DEVs have spent so much resources on creating buildable assets, and now we use them even less. Don't get it. That would have been my preference of approach towards fixing what BRP was intended for, and did fix to be fair. Promote FOB use with tricks and securing that there always is a transportation vehicle in main. Gained the same but not lost what we have done. Second gripe would be the visual aspect of sped up movement. I now get a Benny Hill sensation. Didn't like that show so the reminiscence is unwelcome hehe. Don't mind at all top speed traversing between flags. But take a few rested players close to each other moving around and you'll see what I mean. Shooting at zig zag nme with penguin syndrome (leaning left/right) at ranges coupled with the desynch and the hitreg issues makes for a bad experience in my view. Disclaimer, I only game. I know little to nothing about how this stuff affects each other from a programming standpoint. Hipfire. Now good even at ranges. I don't ADS nowhere even close to what I used to have to do. Not a fan but not the end of the world either. Concerning voices about deaddead headshots. I would not be in favour of deaddead headshots with current shooting mechanics. Not even sure I'd be in favour of it with any shooting mechanics that doesn't require mastering sway. Yes, DD HS was a thing in PR but that doesn't automatically translate for what is best for Squad. Infinitive revives. Not a fan as is. Dying should have consequences. Many ways to go about that. Have no set preferences, but have ideas. Can debate more on demand. On a personal note. Motherdears (iirc) big Reddit letter, with all DEVs standing behind it, and the declaration of intended gameplay, a year or so back. It is hard not to feel a little cheated with the above mentioned changes and this new path taken. With regards, your village elder Mel. *all respectful comments are welcome and appreciated.
1.When I see how someone is actually shooting from M4 rifle by burst sometimes i don't hear sound of the shooting, the sound and animation work asynchronously. This is especially noticeable near. 2. I also want to notice that when you are trying to shoot by 1 bullet from m2 browning or NSV then other players hear burst or automatic shooting. 3. Rocket car bug has still not been fixed since A11. 4. Static-SPG LOD bug has been returned in A12. 5. Explosive shells of various automatic cannons(btr-82,Warrior, Bradley etc) are still useless. You don't receive any damage even if it hits two meters of you. Same problem with tank explosive shells. It must kill in 10m radius and wound 20m radius but at the moment you stay alive after 5m radius and don't receive any damage after 10m... 6. There is some strange GAMMA at some maps like Kohat and Gorodok. It is especially noticeable when you are placing radio or something else placeable and it is highlighted by different green color.
I think many people should have the same issues as mine. We all know that this game provides 2 FPS modes: hip-fire and aiming down sight where there should be benefits on both modes. Aiming down sight gives players the center of shot, so Hip-fire should have other advantages over Aiming down sight too. However, somethings might be wrongly designed not supporting PC players causing hip-fire in this game to become awkward and a big bias to aiming sight. Since I felt there are too much penalty and unrealistic from doing hip fire, I hope there should be better ways to address these problems. I will list all the problems that I think we all ever encountered in Squad. 1) The recoil in this game is actually accurate but it takes ways "too realistic". In Squad, we control guns at the mouse, not at hand grip. The game should provide Realism that can combined with some sort of Action style to make it fun and comfortable for PC players which I think developers know this concept pretty well. The amount of recoil while Hip-firing in this game is correct in realism but too much for PC players to control. Based on my experience (I experienced M4 and M16), shooters respond to the recoil by their own sense that come from force-feedback of the gun and control the counter-force at the hand grip so it is awkward if PC players have to control that recoil without knowing that sense and have to control the recoil at the mouse. This is not competitive aiming like counter-strike where we have to control the recoil by pulling down mouse. 2) Hip-fire is dizzy like hell. I think developers are going to fix this anyway. In the current version, FPS camera is fixed to the center of the gun then it will shake up and down crazily when players shoot. This is the major cause of why I don't do hip-fire even when I shoot at nothing. In addition, I see not many players are doing suppressive fire on enemies; I think fixing this problem should increase it because it allows players to shoot at empty target more. 3) Lack of realistic recoil feelings while shooting (while aiming sight as well) From my experience, there are 2 effects of recoil that a person encounter when firing a weapon. One is the recoil force that push the gun up, and another one is the recoil force that push into the person's body. In Squad, I can feel only the force of pushing up, but I don't feel the force of being pushed into the character's body by the recoil. I just want to mention that many FPS games nowadays show that force by shaking camera to the right where guns are attached to the shoulder making players to feel the force of being pushed by recoil. Such as Battlefield 3-4-1, Red Orchestra, and even some little pushing to the shoulder in ArmA3. I know that some of these might already be in developer's plans, but as long as I don't see the plan table I think it would be better to mention them. What do you think? PS: English is difficult for me, sorry for some writing.
All the vehicles should woble back and forth when 50cal or Spg start shooting from the flank side of the vehicle, now these vehicles are sooooo static and far away from the realism. of course when we are shooting from the 50cal on a technical the wobeling effect should make us loose accuracy bcs the aiming sight will start pushing up and thats why insurgency cant burst all their munition in a single round its over heated and they will loose the accuracy. spg should woble after the shot but the wobble not gonna affect the accuracy of the shot bcs it occurs bcs of this single shot. 50cal or any weapon on a toyota shouldnt be equal to a HMV or BTR specially in accuracy one more thing the grenade smoke effect should be slower. Make the speed of the smoke like PR so realistic Thank u Dev team lets make squad more and more realistic
It would be cool if the decs could think of this to work on when the game is almost out.you could shoot while running but it would be extremely inaccurate eg: your trying to run into a building but there is players blocking your run, so you could shoot to suppress them then make it into the building. Pls put down and added ideas to this down below. Thanks.