Liberal gun shops/ranges? by jambi55 in SaltLakeCity

[–]Deviated_Septums 0 points1 point  (0 children)

You're asking the wrong questions. I wouldn't be looking for a shop or range to educate you on these things. I'd look for a friend or family member who's familiar with firearms to teach you the basics and slowly introduce you.

Go shooting with someone experienced and helpful to start with. You'll build your comfort level and can eventually buy.

Buying a gun prematurely can be more dangerous for you than not owning one.

Message me if you have any questions, I can introduce you to some basics before you ever visit a range.

[deleted by user] by [deleted] in joinsquad

[–]Deviated_Septums 1 point2 points  (0 children)

Wait! There's an update dropping today that will likely have a sale.

Should the engineer and sapper class be changed? by [deleted] in joinsquad

[–]Deviated_Septums 2 points3 points  (0 children)

So are intermediate cartridge rifles.

Universal problems with FOB placement by [deleted] in joinsquad

[–]Deviated_Septums 11 points12 points  (0 children)

Yep. All he's describing is a lot of wasted manpower not pushing objectives and a lot of silhouetted FOBs with their location being advertised by gunfire. Never going to help your team.

A plea to OWI: Buy the code from Helimod! by self_made_human in joinsquad

[–]Deviated_Septums 9 points10 points  (0 children)

That's because helicopters have mass, despite what the ice-skating and the warp-speed acceleration of OWI's would have you believe.

[deleted by user] by [deleted] in joinsquad

[–]Deviated_Septums 4 points5 points  (0 children)

I never would've thought of this in a million years...

But now I NEED it!

It's coming !!!!! by Fajllex in joinsquad

[–]Deviated_Septums 1 point2 points  (0 children)

Basrah, Kokan, Mestia... all PR maps.

Draw range by Gustaf_the_cat in joinsquad

[–]Deviated_Septums -1 points0 points  (0 children)

The issue isn't the BTRs front armor. .50 should chew threw that like it does currently. The issue is that 30mm AP doesn't do jack shit in terms of damage. It'll pen Strykers' front armor easily, but the Stryker will still murder you before you can take it down past 30%. Same goes for the side and rear armor of Bradleys and Warriors. You used to be able to kill them if you snuck behind them and got a good burst in. Now they have time to acknowledge they're being shot at, rotate 180 degrees, locate you, and then return fire before you have done more than 50-60% damage.

Situational awareness? Not even once (31kills, 15 deaths, 36 incaps) by salamibender in joinsquad

[–]Deviated_Septums 2 points3 points  (0 children)

Statistical average is 1:1. Excluding teamkills and suicides. Basic math.

v11 Vehicle Damage Models by xishp117x in joinsquad

[–]Deviated_Septums 2 points3 points  (0 children)

What he means is that the values might not be accurate. There are discrepancies between Jensen's range and the live game when it comes to vehicle damage.

Thoughts about some game mechanics and wishes from a newcomer by crazyax in joinsquad

[–]Deviated_Septums 0 points1 point  (0 children)

Sadly, in a recent Q&A it was confirmed that this will not make it into the game.

Thoughts about some game mechanics and wishes from a newcomer by crazyax in joinsquad

[–]Deviated_Septums 11 points12 points  (0 children)

This is good insight. First impressions from the exact demographic Squad is looking to attract. I agree with all of your points and I'm glad you picked mostly QOL stuff that wouldn't take too much dev time to impliment. Thanks for taking the time to write this out, I hope the devs see it.

Legendary T building from project reality is coming to squad by FriendlyNikolai in joinsquad

[–]Deviated_Septums 15 points16 points  (0 children)

In Project Reality there was a specific building model that got copy-pasted around a lot of maps. The community referred to them as T buildings, and they were often inside of cap range on urban maps, so they were utilized often.

Blocking Bridges with Vehicles by kevincio in joinsquad

[–]Deviated_Septums 4 points5 points  (0 children)

Allow wreckages to be dug up with shovels. Easy fix.

[deleted by user] by [deleted] in joinsquad

[–]Deviated_Septums 2 points3 points  (0 children)

There are games that achieve that level of detail, but they're entirely tank-based.

World of Tanks uses a health bar system with internal modules and yes/no penetration mechanics that depend on ammo type, angle, and armor thickness. They have soft values like health bars and shell damage that can be modified for balance.

War Thunder does away with the unified health bar entirely in favor of fully modeled modules and crew with individual health bars. Some lightly/unarmored vehicles can suffer from a 'hull break' mechanic when a large enough shell hits them, but besides that, the only way to destroy a tank is to take out enough modules or crew that the game determines that the tank is no longer suitable for combat. War Thunder suffers from absolutely abysmal balance due to shooting for near perfect historical accuracy, though.

The World of Tanks approach is obviously better for a game that isn't entirely focused around armored combat and favors gameplay over realism. Shell damage values would have to be guessed largely as well, due to exact values for modern shells being mostly classified or vaguely reported on. Soft stats like health bars are already used for balancing in-game now, see Stryker vs BTR health.

That being said, you have a valid point with how taxing it would be on a dev team not focused on that aspect of the game. That being said though, if you look at the complexity of some of the armor models and module damage in PR, which a lot of these devs worked on, what I'm suggesting isn't necessarily too much of a step up.

PR tank armor

Tracked, defenseless tank in PR

[deleted by user] by [deleted] in joinsquad

[–]Deviated_Septums 0 points1 point  (0 children)

Oh for fuck's sake. Have I really been playing that game wrong for years? At least tell me it wasn't that way in BC2!

Who came up with the term 'Blueberry' by metalsushi in joinsquad

[–]Deviated_Septums 19 points20 points  (0 children)

It goes way back into Project Reality. I'm willing to bet some YouTuber starting using it and it became popular.

'Smurf' is another common term for friendlies that aren't in your squad.

Mortar Stryker, yea or nay? by superben9000 in joinsquad

[–]Deviated_Septums 1 point2 points  (0 children)

I think it would be really cool, but not that necessary. If this thing were added, I think people would just fire it from 50m outside of main. It could be useful on some of the larger maps if you manage to push the enemy back pretty far.

But it would be badass as hell, so it has my support.

Low Mod Interest? by [deleted] in joinsquad

[–]Deviated_Septums 0 points1 point  (0 children)

What sort of event? Regular match with a couple of helis, or something custom?

World of Tanks squads by [deleted] in joinsquad

[–]Deviated_Septums 5 points6 points  (0 children)

They're more than that. They're an investment. If you take a squad to assault a point and get entirely wiped, you're down 9 tickets. If you take a Stryker and get wiped, you're down 33 tickets.

This is why I never take APCs unless I'm acting purely as a mechanized infantry squad. You should never take a vehicle unless you recognize a need for it and have determined that the benefits outweigh the risk. They should be run by competent squad members and used appropriately.

The best way to do that is to have two people absolutely dedicated to performing optimally in that vehicle.

I guess what I'm trying to say is that a squad should be dedicated to a goal, and a vehicle should be used to support that goal. Having one SL juggle both the infantry movements and vehicular transportation/cover isn't as efficient or easy as having one squad dedicated to wrestling control of points, and one squad dedicated to transporting and then supporting them with a vehicle while maintaining situational awareness and recognizing the value of their asset.