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Found 10 results

  1. When you're prone you should just stay prone no matter what you're doing. Its so frustrating when you throw a smoke and try to go prone, but you can't and then switch to your gun to go back to prone. On top of all that sometimes your guy just stands up even though you just hit the prone button. Solution: You should be able to do ALL actions while prone. It'll just clean up the game play IMO. No more accidental pop ups in the middle of a crucial fight.
  2. I remember going back to say v6 and before, smoke was effective, it looked good, was great for cover and concealment. In v9 and in recent versions the smoke is terrible, why has there been such a step back in terms of smoke? It's useless now. All standard smokes are only good as signal smoke. They are no good for cross streets or hiding troop movement now, and they seem to be playing at x100 too fast with smoke particle disappearing way to fast, with very very little spread. What happened? I use to love using smoke in squad to move and cover your approach,? now never use smoke, what happened? 6.40 < Old smoke. Also shows how scopes used to look
  3. Just thinking militia and insurgency are missing smoking tyres. Could be a nice small addition.
  4. In keeping with the realistic philosophy of the game, I request that ammo crates have a limited number of ammunition, explosives, smokes, bandages, etc... If a team wants multiple ammo crates, that is ok as it makes sense but there should be a limit to the contents. The limit should be determined by the FOB, not the ammo crate so as to prevent people from exploiting this by simply deploying multiple crates. Multiple crates would simply draw down the FOB ammo crate content counter for each item type as they are consumed. The behavior should be that the only way to replenish the ammo crates would be from a logi supply run. When a logi drops off supplies, the ammo crate content counter for the FOB should reset to full with no resource cost and of course, no overstocking from multiple logi supply runs. As to how many should be allowed of each type... I'm not sure. That would be best turned over to the community to discuss.
  5. I see people not utilizing GL smoke grenades in Squad quite often, this video isn't the greatest example, but shows how useful it is for a point of reference for marksman and auto-rifleman, so they can zero in on the enemies location easier, as well as other squads near by. We had our support roles spread wide across the mountain, to cover a larger area, while our rifleman were helping support the Obj not too far away.
  6. First of all I would like to make clear that my suggestion should not be used to make any other change in the current set-up besides the initial suggestion. I would like to see that a under-barrel (only smoke) launcher would be added to the Squad leader without the explosive grenades. Right now the the Squad leader has colored smoke grenades, but they have a horizontal dispersion pattern resoling in covering the enemy and not physically marking friendly and enemy positions without covering them. The use of that tool wouldn't make the tactical map less useful, because the smoke disappears and can be seen by the enemy, other than at the tactical map. The under-barrel (only smoke) launcher is a better choice for marking positions because of its vertical dispersion pattern, which doesn't cover the enemy and because it has once higher vertical dispersion pattern, it can be seen over walls. A lot of people don't realize that when you are relating information of enemy positions or movement to a fraction of your team or a other Squad that is not at the same position as you (lets say at your left or right flank), you have to calculate or they have to calculate the information (W-(XXX)) to be usable to use it, because for them the enemy's are (N-(YYY),...). In the game right now there is a lot of friendly fire (like in real life), but that could be changed (like in real life) with colored smoke grenades, in-game the better choice to do that are smoke grenades that are fired from the under-barrel launcher. This addition would minimize confusion and friendly fire on the battlefield (Realize that not the whole squad is lucking at the tactical map all the time and that a physically marking relates that information to everyone in a fraction of a second - that is specially good in a intense fire fight !). PS.: I wouldn't change the grenadier in any way, in my ayes he is a great second in command because of his under-barrel smoke grenades ! Picture: http://steamcommunity.com/sharedfiles/filedetails/?id=674961131 Whats your reaction to that ?
  7. I already made a bug report about this and included the video, but I thought I might as well post it here too. Smokes make some interesting sounds on different terrain.
  8. CONCEPTUAL PICTURE When an explosion occurs (anywhere), the air surrounding the explosion is instantly pushed away. All this mess ends up looking like a little moving "pile" of smoke going out from the explosion. In a room, the air is like stuck, and since it's not deformable (like the water), if an explosion occurs inside a room, it'll "flee" through any kind of way that makes the room permeable (no room can be impermeable anyway), like open doors and windows. It's like squeezing a wet sponge : the water will eject through any ways (like between the fingers). We're not really squeezing the room here , but since the explosion pushes everything away from the inside, it's doing the exact same thing. So if the air runs through the windows and doors, there will be a bit of smoke and dirt going through those ways as well, and that's precisely my suggestion for Squad : a bit of particles of smoke ejecting through the windows and doors, from the inside to the outside, of the room an explosion is occuring in. The effect could have different shapes and sizes, depending on the explosion's intensity (small for grenades, huge for tanks shells). However there will have to be a distance limit to assign to the particles in case the door/window is too close or right in front of a wall, so that the smoke doesnt glitch through it.
  9. I think it would be useful for both teams if the Insurgent´s smoke grenade had a different color. Limited to one color as is now. But having a different color than those of the US. So any color besides blue, red, white or black. Maybe green for their flag or yellow for more visibility.
  10. Since smoke screens will be a quintessential part of Squad, I thought I'd make a thread about it. Here are all of the potential methods of deploying smoke screens that I can think of. Handheld smoke grenade40mm smoke grenade round from a handheld launcherMortar smoke shellsSmoke by vehicle (Smoke grenade or generator) Do you think all of these should eventually be in Squad? You may notice that one of these doesn't really fit in with the rest. That would be the 40mm smoke grenade launcher rounds. Those don't actually exist. The closest thing to them are Ground Marker Rounds, and those certainly don't make effective smoke screens. This is why 40mm smoke grenade launcher rounds should NOT be a part of Squad, and so the deploying of smoke screens should not be one of the grenadier's roles (Conversely, it is in PR). It would make sense for Ground Marker Rounds to be in Squad, though. The primary method of deploying tactical smoke screens in REAL military operations is via mortar/artillary. I think this should be reflected in the gameplay of Squad. There should be a notacable difference between smoke screens laid by handheld grenades and those laid by mortar rounds Also, hopefully the game will be able to handle lots of smoke without the framerate going south. If that's not possible, then Squad should stick close to how PR handles the deployment of smoke.