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Showing results for tags 'shovel'.
Found 9 results
Is it time to give up the shovel. At present we have the tasks of shovelling building everything, is it now the time to push away a lot of the tasks of players. Maybe the assets should built over time instead of dug up. Or allow them to be overtime with the soldiers be able to decrease the construction time by digging. Maybe even allow soldiers to build sandbags where they like with their shovels but have SL's focus on the infrastructures. We have a lot more tasks now than we have ever had and maybe its a thought that we could be more toward elevated towards more game play. Even thinking is it time Medics lose their shovels focus them to ward combat. We've have had a couple of years digging and don't think it brings much to the table, maybe uses of the spanner to build Weapons stations but non ammo assets we could leave that to history. Thoughts on that.
The original shovel head bob animation was great and immersive. The new animation is nice but it's a little off with no head bob. It kind of breaks the immersion a little when I'm shoveling and my head is not moving like it used to. Please bring it back.
I can already see all of the solo people and troll squads just running around with shovels contributing nothing to the team. Not that I don't think it would be fun to have, but it goes against the idea of gameplay that Squad aims to achieve. I wonder how many times an enemy has actually been killed in hand-to-hand combat with a shovel anyway, it wouldn't make sense to see people trying to do it here.
Right now, the only incentive to fully dig a deployable is so that it would take longer for the enemy to dig it up. However, really the only time the enemy digs up deployables is when they dig up razorwire/sandbags blocking the entrance to a cache/FOB building. Deployables have four stages, in order; when they haven't been built (0%), when they're partially built (~30%), when they're built to the point where they're usable or visually appear fully built (~60%), and when they're actually fully built and can't be shoveled any more (100%). The problem I see is that there's no real incentive to build deployables all the way to the fourth stage, and people often stop shoveling at the third stage. My suggestion is that the second stage should occur when the deployable is 50% built, the third stage gets ditched, and instead the second stage is followed by the fourth stage at 100%, meaning deployables must be fully dug to be usable.
I saw a lot of FOB construction threads, but none quite as specific as this. As part of making the game a little less harsh on new players I feel that e-tool feedback needs a lot of improvement. The problem is that it's difficult to tell exactly what the e-tool is for, and how to use it. There's no real explanation as to what left and right click do, and where you need to aim at something to start digging; this can be the difference between your squad digging up an enemy FOB or not. GUI elements that indicate structures when 1) in close proximity and 2) having the e-tool out would be quite nice, as well as progress bars that hover over specific objects so you can be certain what you're digging up. This would also help new players when aiding construction of FOBs. Differentiating what left and right click do can be done as easily as putting their functions on the "Quick start screen" shown while loading; telling players that left click builds and right click debuilds. At least, I assume that's what they do, I'm still not that clear on what they do myself!
Why has the action of build or destroy time so delayed upon pressing either mouse button. It used to be as soon as you pressed either button the action was initiated. Now it takes about 3-5 seconds to engage. I've noticed this these past 3 days, fighting all the way up to an entrance press right mouse button to begin action only to not do anything for those critical 5 seconds worth of 2-4 digs. Anyone else?
Don't you love it when a plan comes together? I know I do. However, anyone who has led a squad in this game or others (ArMa, Insurgency, PlanetSide 2, Red Orchestra 2, MoH:AA, etc.) knows the experience is akin to herding cats. Cats named Rambo. That have Attention Deficit Hyperactivity Disorder. .. and seek immediate gratification or lose interest. With respect to Forward Operating Bases, these improvements can help keep these cats engaged. Even when all is lost, these improvements can save a squad some run time as the leader desperately chases one of the cats, hoping to get close enough before being peppered with bullets in order to drop a fresh rally point. 1. Give us Engineers. An engineer kit with an improved shovel or wrench could allow one squad members to hang back with the squad leader at the forward operating base and build it up while the others push in toward an objective or establish an overwatch. An engineer kit could also move a bit slower, but have a giant spool of 400m wire with an indicator on their HUD showing when they will run out of wire. When trying to leap frog your FOBs, this would provide an in-game mechanic for (1) rendering the previous FOB defunct remotely and/or (2) knowing when you're 400m from the previous FOB in order to place another. The latter feature could also be accomplished via some portable antenna or radio frequency tool that analyzes the distance from a radio signal. 2. Enable the Squad Leader to get his hands dirty and shovel with his troops instead of just standing there amidst a sea of metal posts. The squad leader needs to be at the forward operating base any time he wants something built, because he needs to place it and then hang around so the metal posts don't de-spawn. In my opinion, the squad leader should either have a shovel, or have the ability to swap his kit out and build what he's placed. Currently, when trying the latter, the structure will de-spawn after you've swapped your kit out and shoveled a few times. Consider allowing the structures that have been placed and are under construction to persist after the squad leader has swapped out his kit. Thanks!
So, I was talking to a buddy about a game he played, and he mentioned something about creating little sand castles with a plastic shovel item as a joke in game. This in turn got my thoughts going for a second and I thought wait, this could be incredibly useful! I give you...... Tactical Trailer Markers What do I mean by this? If you've ever been hiking, you may have encountered (or made yourself) trail markers to mark things for yourself and other hikers. They are incredibly useful IRL, as they can tell you when you're going in circles/where you've been, and can also mark dangerous areas. I want to propose a similar option in squad to mark things for teammates visually. I imagine they would be deployed via menu by anyone, and you could build them up with a few shovel strokes. A squad could mark a position for future reference, mark around fields/pathways that enemies have been shooting around, and even marking safe passages through areas. I have MSpainted up my idea with my infinite artistic skill, this is what I came up with for the trail marker as a 2 stage buildable: You could have them be different for each side, so that if you stumbled upon enemy markers you could gain a lot of intelligence by carefully observing. As an avid hiker and fan of tactical shooters, this would be something I would absolutely love to see in game. Thoughts?
This needs to be a feature in squad. I need to have the ability to whack somebody about the head with me shovel while I am trying to building an emplacement. This is all. P.S. if this doesn't become a feature in Squad I will disown my first born son and exile myself to the Antarctic circle forever to be alone.