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Showing results for tags 'speed'.
Found 12 results
So ok here it goes. I will post this here and talk about you all about turret rotation speed on the vehicles. As some of us have seen this some players when in the vehicles (gunner) goes and in the option settings and puts the mouse sensitivity to the max and gets faster gun rotation.That's not normal. Every type of turret has its own speed of rotation and its own type of power to rotates. The old type tanks had hydraulic systems for turret rotation that needed the engine to be working so the pump could pump the pressure in the system>and yes it rotated faster if you rep the engine up.The newer ones use mostly electric power to rotate it that dose not need the engine to be on. I am making this topic so when the tanks get introduced in game some type of a fix for this can be implemented or something. I do not see this as a huge problem its basically just a suggestion.
Sorry for my english ! Actually for sprinting, we must press 2 keys ( "Sprint" key and "Forward" key). Why not just press only the "Sprint" key !! cause sprinting is awlays forward. And then we will be able to adjust speed control by pressing "forward key". To be clear: "Sprint" key alone = normal sprint "Sprint" key + "Forward" key = Intense Sprint wich will obviously cost a lot of stamina or maybe a total control of speed by pressing "forward" and "backward" key. What do you thinks about this ?
A quick suggestion on controlling vehicle speed, that i have not found a topic about in the forums. i think that a way to control your vehicles speed would be a nice addition to the controls in Squad. If we look at PR, you either don't move, go full speed or tap your keys to drive at the speed you wish. it makes aiming vehicle-mounted weapons harder, damage from terrain more frequent and controlling the area you drive through harder. My suggestion is that "gears" are added to the vehicles to control their speed. Having any number of them to get a more accurate control, though i imagine three or four are enough. With this we could gain more accurate fire on the move, better view of the surroundings, accurate steering, give a choice to go slower offroad and get a more reasonable speed moving through built up areas. You don't have to call it gears either, it would be like a throttle control of sorts. What do you think, or do you love driving dirtbikes and technicals that fly 30 feet after hitting a bump in PR?
In my opinion the ability to set a speed limit would help to work better as infantry with vehicles. Working as a Mechanized Infantry would be much easier because the vehicle could keep its speed and stay with the infantry. Am I right with that or is that in your opinion not necessary? I think so.
Hello Guys, I try new patch yesterday...and the more I play the more I find my character cumbersome, slowly, i don t have a confortable deplacement. The game lost dynamism and fluidity. If you continue in this way your community will consist of boring ... campers. Thought the shock team in a combat group in game...capable of running, jumping, used his arms and fight. Merde ! What are u doing this is not a golf course... Warning the direction of your game becomes boring and many players leave. Me too, i come back next patch. This is not good for bisness....believe me and those who say otherwise have not understood the success...YOUR SUCCES DEVS ! MAKE A DYNAMIC GAME.
Hola! Haven't been able to play Squad yet, just watching videos and stuff on youtube and keeping up with your progress. One day I would love to join a team like this so hopefully your still developing in a few years. I can't describe how excited I am to play it myself soon :) Anyways onto my idea, it is simple to implement and simple to understand. I propose that medics have 3 different healing speeds based on soldier stance. Crouched - %100 Standing - %70-85 Prone - %30 My reasoning is this, in a real life situation it would be most beneficial for a field medic to be "over" the wounded person. Crouched, or sitting beside a soldier who is also sitting, or lying down. Expanding on this it may even be beneficial to add another factor being the target soldiers stance, with prone being %100 effective. Moving around I think should affect the speed as well, perhaps a -%50 loss in effectiveness if one or more of the parties involved are in motion. Maybe you guys have considered this, maybe not. I think it would definitely slow down the game a bit, but it would make establishing a safezone for healing more of a priority like in real life.
Hello fellow players. Just a quick question... Do you guys find the movement a bit too fast, also the movement to left-right a bit unnatural? Also a thing I saw is that running uphills is the same speed as normal running so you can run on top of a hill within seconds... Of course I knew the state the game is and so on and im not bashing the game in any way,just would just like to hear did the developers said anything about the movement?...
When you are in an injured state, your priority shgould be to stop the bleeding. It is quite frustrating, bleeding out, whilst folding away an AT weapon. Can you please look into the possibility for this weapon, that you can enter directly into the bandaging function, rather than the serveral seconds spent folding away a LAW or RPG which seems to be priority number one when bleeding to death. This can lead to death if you already have low health. Priority should be drop the weapon, stop the bleeding and pick it back up. Thank you for a fantastic game.
First of all I'd like to say thank you for making this, it's really a dream come true and I am looking forwards to this game so much. With that out of the way i have a suggestion i think would fit well in this game and give the gameplay some more depth and that is. Realistic Magazine Management You have 3 magazines, for a total of 90 rounds. You begin by shooting 20 of the 30 rounds in magazine #1. You then decide to reload. magazine #1 is ejected, and magazine #2 inserted. You now fire through all the rounds in magazine #2 then reload, you insert magazine #3 and now have 30 rounds in your weapon, with only 10 rounds in reserve. This time, you fire off 10 rounds from magazine #3, and decide to reload. In a typical shooter, you would be left with 30 rounds in your weapon (10 in reserve, plus the 20 currently in the gun) but in a game with Realistic Magazine Management, you would simply re-insert magazine #1, which has only 10 round remaining. After firing off those 10 rounds, you would be able to re-insert magazine #3, with 20 rounds remaining. Tactical and speed reloads would also be needed for this to work perfectly. I imagine it would work nicely with just tapping R for tactical reloads and long press for speed reload, also an ammo inventory would also be nice but isn't really needed.
One thing that I'd really like to see is some speed of sound mechanic. In real life the sound travels at 340m/s at normal atmosphere conditions, so if you watch combat footage (hell, or even just fireworks) you'll first SEE the explosion, and then depending on the distance that explosion took place, you'll HEAR it. For example, you'll hear it two seconds after you see it if it took place 680 meters away from you. I do not know if the engine Squad is being built on can handle something like that, but I think implementing something like this could help a great deal at immersion. In current gameplay footage of Squad I have seen that sound teleports instantly (https://youtu.be/Hrd10BFQtR8?t=7936). If it were possible, it'd be awesome to implement this to not only explosions, but most if not all sounds, like aircraft AND of course, gunshots. Let me know what you think, and if this is even possible. Thanks.
Don't the soldiers move too fast? Especially when there be standard delay in multiplayer servers there will be some issues with aiming at times. Also it dosen't feel that realistic. That's my opinion. You should tune it down to 2/3 of what is now.
Hi there, I got an idea for a feature I would really like to see in Squad. Now, I believe this idea is not original and there are already games/mods which use this feature: Tactical Reload: You reload the weapon and put the "old" magazine back into your vest if it still contains any bullets. A lot slower then Speed Reload but you'll save the magazine which you can then use later. Speed Reload: Eject the magazine and let it fall to the ground, discarding it. This reload is a lot faster than the Tactical Reload however you'll lose the magazine (and the rounds left in it). I could imagine tapping R once for are Speed Reload and holding R for the Tactical Reload would work ingame. What are your guys thoughts on this? I think it would be a great feature and possibly not too hard to implement. If anyone knows games which have Speed & Tactical Reload as feature, post them into this thread! Edit: Caligari made a great suggestion, adding Check ammo and better possible control schemes.