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FeatherSton3 posted a topic in General DiscussionAlright everyone, I need your help. I have decided to make a squad cinematic trailer that I hope turns out to be truly emotional, beautiful, and EPIC! I am going to need to make a few of these types of threads down the road to share progress and everything, but I'm at the beginning, so I need to start with the basics: First: I need a title suggestion for the trailer (between 1 and 4 words). I already have the soundtrack that I plan to use as I have already imagined most of what it's going to look like in my brain. Second: I need tips. If you have made videos before (or none at all), I am open to advice and tips. \ Thirdly: I need clips. Any clips that you have that are no more than 10 seconds long. (If you have a long video that you would like me to look at to dissect certain parts from the video, go ahead and post it. Just don't post a 1 hour video, because I'm not going to get around to watching it.) Even if you have low pc specs, I can still use the clips for brainstorming and for possible re-creation of the same thing on a higher end pc (Mine isn't amazing, but it's pretty decent) I think that is about all I wanted to say for now. Hopefully this gets some attention because I could really use some advice and lots of clips. Oh, and a title. I need that too. FeatherSton3 Out.
I think all of us who have ever played on medic have hated those people who "give up" on you after you wasted a bandage on them, or squadmates who continue to give up as soon as they are down just because they don't want to wait for a medic (then the game comes to an end and you lose by 15 tickets, which means you would have won had your teammates just waited for a medic revive). I think it would be a great idea to have a "give up" timer for those that constantly give up as soon as they go down. This way, it encourages more teamplay/strategy and allows medics to do their job more efficiently. This in no way has a negative effect on those who wait for medics. Since this timer would only effect those who constantly give up after going down. Suggesting that (not counting your first "give up"), that if you give up too quickly (lets say, within 15 seconds of going down), you will not have the option to press "GIVE UP" on the screen for 15 seconds. If players continue to give up early, the timer will continue to increase by 15 second increments, up to a minute. This is just a basic idea, I'm not saying 15 seconds is fair, but you get the idea. For those that already wait, they will not be punished for giving up and would not have to wait. What do you guys think?
Okay, so I love this game mode, but I think it definitely needs some tweaking. Played invasion on Yehorivka last night as the attackers. Made it to Novo and lost. But here's the thing. Our team did a great job of working together and saving tickets and destroying enemy vehicles, but at the end, the US still won by a whopping 400+ tickets. I would venture to say it was the most aggressive invasion round I have ever played on that map and we still got slaughtered (in terms of tickets). The game mode works well (for the most part), but I would like to suggest some changes.: - Attackers gain an extra +20-25 tickets per flag cap - Attackers start with more than 250-300 tickets, since enemy team starts with 800+ or whatever. - Give attackers more vehicles than 'defenders' - Do not allow 'defenders' to back-cap after attackers have already taken a flag. It just doesn't make much sense in my eyes for the defenders to have 2.5X the amount of tickets as the attackers unless the attackers have an advantage (and as far as I am aware, they don't). What do you guys think? P.S. Invasion game mode is not on the wiki
So, like this area on the forums is for, this is just a suggestion. To be completely honest, I'm not totally for it myself (in all aspects), but this is just to branch out ideas. Continuing.... Each squad will have one new class/kit called "fire-team leader (FTL)". This kit would only be available if the squad has more than 6 people in the squad. The fire-team leader would be picked by the squad lead by right clicking on the squad member and pressing "promote to fire-team leader". The fire-team leader would have a separate icon on the map, only visible to the current squad, and not to the entire team, as to avoid cluttering the map with more icons. Fire-team leader would be allowed to set new rallys if 4 people are in the proximity of the FTL. FTL's would be allowed to only mark up to two (2) enemy icons on the map, excluding FOBs/HABs. FTL's would also have binoculars. FTL's would not have access to squad lead chat, but (possibly?!) replace the squad lead chat button to fire-team chat button for FTL's. FTL's do not have to wait for approval in order to enter vehicles, but may not approve vehicles for other squad mates. What do you guys think?
So, I know some of these might be far-fetched, but I just wanted to put out a few ideas. Also, I know some of these may not be highly praised, but I still wanted to add some suggestions \ 1) When joining a game while the timer is counting down have cinematic scenes (is that the right wordage?!) Where - for example- you fly by Chinook to the LZ (Start of the map) and jump out when the timer is complete. 2) Allow squad leads to claim vehicles while timer is going down so that precious time is not wasted at spawn approving vehicles (also preventing trolls and people who don't like to listen to their SL's) 3) Have next map vote option in beginning of round 4) Allow squad leaders to "disable" use of certain classes that they do not see helpful to the squad, I.E. Sniper class 5) Do not allow users to spawn at the beginning of the round unless they are in a squad/create a squad 6) Disable Weapons for the first 15 seconds of the game (to prevent trolling/team-killing) 7) Re-design Main spawns so that bigger vehicles spawn on one side and smaller on the other (to prevent possible traffic jams) Think that's all I have for now. What do you guys think?
Just thought I would add some suggestions that I think would be beneficial to squads in general. 1) Have a system where whomever is speaking via VoIP has an indicator above their player icon on the minimap. (I.E. A squadmate speaking would have a yellow bar outlining their name. Something like this: 2) Allow squads to share/give medpacks (not just use them on a squadmate) or ammo with a squad member. 3) Give Squad Leaders the Shovel as part of their loadout. 4) Fix limited class system to where players have to have a "cooldown" in order to use a limited weapon kit, so that others have a fair share of having a limited kit as well. 5) Allow Squad Leaders to approve a vehicle when dead. 6) When leaving a squad to join another, make the player default to Rifleman class instead of having just a weapon and two ammo clips.
Gilead posted a topic in Feedback & SuggestionsHello, First post, so I'll try to keep it brief. My suggestion has to do with weapon switching and reloading. I'm not going to go into the reload or weapon switch speed (which has already been covered), so instead I'll talk a little bit about weapon switching. When a regular person or soldier comes face to face with an enemy and they have something other than their weapon in their hands, they're going to go for their weapon as fast as possible. Switch speed notwithstanding, I think that things like slowly and deliberately flipping down each RPG sight in a moment of urgent need is a little unrealistic and breaks immersion. Similar mechanics are flipping on the safety of a pistol before reholstering, bringing a rifle down to low-ready and holding it there for an inexplicable second and half before switching from an under-barrel grenade launcher and the rifle itself, or completely collapsing and stowing a LAW before switching weapons. My suggestion would be to implement a mechanic that can detect when one is face-to-face with an enemy and possibly under fire, and change the animation to something that a real, panicked person would do, such as immediately stowing the weapon without taking the time to do the little things that cost precious milliseconds. For balance's sake, it may be necessary to also add a mechanic that breaks and/or damages RPG sights (having ostensibly been caught on debris because they're still up), negligently fires a grenade round, limits player mobility when they have a big long M72 on their back, or some sort of negligent discharge with unsafed pistols. This might not be feasible/reasonable, though. And I'm sure it's already been discussed, but a drop/pickup weapon mechanic might allow players to simply drop their weapon and hurriedly grab their primaries/secondaries. This might cause issues with players dropping their crap when they don't want to, though. It's actually my job IRL to criticize things, so if you guys think this is a good suggestion, I'd be willing to compile a dossier about a whole bunch of (sourced) things once I have a lot more hours in this game. Great game, great community. Props to the devs. Gilead
Hello everyone! The names Featherstone (Or at least my middle name is). IGN is FeatherSton3. Just wanted to stop by, create an account and say hello. I have been following this game pretty regularly for the past half a year or so now, and now with the release of the game on Steam, I am pretty pumped. I definitely consider myself someone who wants to do nothing more than play strategically rather than run-and-gun and worry about my K/D ratio. So glad that you guys created this game, I have been watching the videos and the game-play is really, really impressive. I hope to buy the game soon and come play with some buddies of mine, and possibly meet and find new friends with like-mindedness along the way. So, that's about it. Thanks for reading and I hope to be playing along side ya'll soon.