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Showing results for tags 'walls'.
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The ability to walk/run ontop of high walls between rooftops etc isn't very realistic for heavy loaded soldiers, it belongs more in a parkour game than Squad. There should be a high risk of falling/stumbling if walking or running. Maybe it could work with crouching/proning.
So everyone knows the walls in Chora by now. The number of times that people get shot because getting over a slightly too high wall requires standing full up and leaping into view of the enemy. But I feel that the collective frustration has kind pointed out an ability which would be incredibly handy and fit very well into SQUAD. Mantling. In this case, rather than the jump key solely being a jump, it could be turned into a contextual mantle key. This makes far more sense with the combat oriented movement model of SQUAD, rather than a decontextualised jump. Example 1: Infantry confronted by a wall of chest height can approach the wall and using 'forward' + 'jump' and mantle over the wall by grabbing the top and pulling themselves over sideways. Example 2: Infantry confronted by low wall under fire is able to approach while crouched, using 'forward' + 'jump' they perform a low mantle/transition over the low wall, maintaining a minimal profile to the enemy. These examples would result in a much more natural movement of infantry in combat, as well as getting rid of a lot of the frustration of having to run for 200 metres to find a gap in a fence which you would be perfectly capable of moving over in real life. Thoughts?
I'm making this thread to point out some small inconsistencies in Squad. Some of them a rather big, others are extremely minor. 1) Wall height and interaction. Probably my biggest complaint right now is how the player interacts with walls. They seem to be extremely inconsistent with how high it is and whether or not you can jump over it. Sometimes it's easy, sometimes you need to crouch jump, sometimes you can't, but it's all the same relative height! It gets even worse when there is a gap or arc in the wall which you can poke a gun though but still can't seem to climb. You either need to fix the player on scene hitboxes a touch more, or add a RO2 style W+Jump style hop over a wall. As amusing as it is to see entire squads bouncing alongside of the wall trying to find a spot to hop though, it's absolutely infuriating dying in combat because you got stuck behind a wall you thought you could jump over! 2) I did some research into grenades and I noticed that the RGN grenade actually has a distinct *pop*ing noise after you've pulled the pin of the grenade about a second in, I don't recall ever hearing this in Squad though.... Vid for reference: 3) Grass and foliage clip though guns, I've only seen this happen with irons, but I've noticed a few times where my character is completely blinded by a single blade of grass or leaf from a bush clipping though the gun while I'm sighted. I don't suppose there's an ability to brush away foliage from your line of sight? 4) Lastly (and least), it might just be my eyes playing tricks on me, but is the ammo belt for machine guns feeding backwards? As in the bullets are traveling from the gun to the box and not the other way around?
So I thoroughly enjoy Squad, and I come from Project Reality. Been playing some time now. However I don't know if its been pointed out, but the biggest enemy in this game seems to be walls. I'm talking about not being physically able to get over the wall, because your guy has to recuperate. Then when your whole squad is pinned down, because you were charging down the road, and gets slaughtered because they can't get behind cover, they cant jump over the wall. I enjoy the stamina system in place, however, I think a "vault over the wall" button should be implemented.
Hi, First a footage of CSGO, my apology for that, to demonstrate what is a pretty neat engine feature. Basically what it does is detect when a part of your model ought to be occluded and stops rendering it. I understand the game is eventually gonna feature a RO2/Insurgency like automatic lowering of weapon near walls which should fix most issues with barrels poking through walls. However there is still the issue of the player model especially while prone clipping through walls or lowered guns still glitching through thin surfaces. https://youtu.be/HOqUMpALxmo?t=1m11s I've just seen the last devlog regarding particle collisions for smokes and muzzle flash shock wave which really impressed me. I just thought if Valve can do it on twelve year old engine, it shouldn't be a problem for you guys on the EU4. :) So my question I guess would be, if any thought has been given to incorporate dynamic player culling in Squad to once and far all get rid of player models clipping through walls? Cordially, dunadan
So as most of you know who played any of the battle field games you would know that the scale of destroying walls and buildings was astounding. I always felt that this feature was revolutionary to FPS shooters alike. To have this feature in game would be a definite deal breaker to buy this game, and i'm sure to a lot of other people as well. What do you guys think of this feature? Do you think the developers for Squad would be able to do this?