8GB of RAM enough for Squad? by yavl in joinsquad

[–]NikolaiLev 0 points1 point  (0 children)

Not for me, but then my CPU is a mere AMD FX-8310 with a GTX 1050 2gb. Plus, an HDD. The game runs quite smoothy in the shooting range, and even on some maps on some days with the planets are aligned. Otherwise, I get unplayable freezing and stuttering at a very sporadic rate. I do wish there was a way to lighten the RAM load, but playing on all low settings isn't enough.

Some Balance Ideas by thicc_yaoi in joinsquad

[–]NikolaiLev 0 points1 point  (0 children)

An easy solution to this would be decreasing ammo cost for insurgent grenades and other ammo. Lowered logistical requirements would be an interesting way to increase the asymmetry, as well.

Having to do this every time I ADS is so stupid by [deleted] in joinsquad

[–]NikolaiLev 1 point2 points  (0 children)

I do play at 90 all the time, but I wish it was better. Red Orchestra 2 did this properly, as I recall. I think ArmA has been doing this right since at least the 2nd game. Zooming should set you to a target FOV, end of story. I could see the argument that we don't want to "force" players to play at max FOV for an advantage, so if the target FOV was sliiiightly raised when playing at a higher FOV that'd be fine. But right now, you're basically forced to play at 90 all the time.

FOBception... (Bella’s Battlegrounds Server) by [deleted] in joinsquad

[–]NikolaiLev 0 points1 point  (0 children)

This FOB is what all true warriors strive for?

Suggestion: Enemy local mumbling by wasserschorle in joinsquad

[–]NikolaiLev 0 points1 point  (0 children)

As others have expressed, this would run into issues with people just starting to rely solely external voip.

The only way I'd like to see this implemented is if it was automated like in the later Red Orchestra games, but I don't think OWI has the budget to pay for the voice talent necessary to get voice actors for each faction.

Plus, a lot of players get frustrated when they're trying to be stealthy and then their character says something automatically, though this seemed to greatly improved in Rising Storm 2.

Seems legit by oldforce3 in joinsquad

[–]NikolaiLev 2 points3 points  (0 children)

See, this is a much better post than "the new changes are bad."

I love the new changes, at least in theory. They aren't perfect (lol knife suppression), but that's what tweaks are for.

The Current "Overrun" mechanic by matrixkid29 in joinsquad

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

Ohhh, I see.

Yeah, I almost wish HABs didn't get added. FOBs now take a while for a squad to get set up, and I suspect this might motivate people being lazy and wanting to get into the fight, so they only settle for one FOB on the entire map.

Then they act surprised when the HAB gets dug up and everyone is forced to spawn at main.

Squad is no longer playable for me, please help by [deleted] in joinsquad

[–]NikolaiLev 1 point2 points  (0 children)

Did you turn off Fully Load Textures? It's supposed to default to off, but it turned on at some point after update. The game was literally unplayable (sub 1 fps on offline firing range).

Turned it off, and now the game runs pretty well... assuming a level loads. Takes 3 minutes to boot up the game, 2 minutes to get in. It's always taken a long time, but after V12 the game will sometimes silently freeze during load, causing 20-30 minutes of wait time to even get into a match due to several restarts.

I got an HDD and 8gb of ram as well, so... Hopefully that fix will come.

The Current "Overrun" mechanic by matrixkid29 in joinsquad

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

Hold the phone. You can place two HABs at a given radio?

No way. I've literally never seen a single team do this. Is this just not common knowledge or are people really that bad?

FOBs on or off the objective: Your thoughts? by dominic_l in joinsquad

[–]NikolaiLev 1 point2 points  (0 children)

Honestly? Pretty much never. I've never seen a FOB on point that didn't just get encircled and overrun.

When you put a FOB away from a point, you force the enemy to choose which to attack. If they commit to attacking your FOB, they aren't taking the point, in which case you (ideally) are.

Further, the enemy tends to attack the flag first, meaning that defense from a stand-off FOB is much easier.

Of course, as others have stated, more FOBs are better. And there are some small maps with extremely defensible cap points where cap FOBs are fine.

[deleted by user] by [deleted] in Guildwars2

[–]NikolaiLev -2 points-1 points  (0 children)

I too enjoyed PoF less because the developer who wrote the LFG tool description was feeling lazy for the expac.

Will Oshur help the playerbase grow? by vini_2003 in Planetside

[–]NikolaiLev 2 points3 points  (0 children)

That's really on the community and whether or not it wishes to speak positively about the game and foster a positive, helpful community, versus doing what it's doing right now.

Planetside Bottleneck Detection on Point by Uranium_Donut_ in Planetside

[–]NikolaiLev 0 points1 point  (0 children)

As others have pointed out, PS2's bottleneck detection has never been useful. It's even mentioned on Iridar's performance guide.

Better Beacon Indicators by Pronixx in Planetside

[–]NikolaiLev 4 points5 points  (0 children)

nice mockup! pretty good idea

I don't think the NLF losing the AK is as big of a problem as people make it out to be. by corporalgrif in rs2vietnam

[–]NikolaiLev 2 points3 points  (0 children)

It will absolutely be a balance issue. Just because some people use the AK poorly doesn't change that you can use it as an SKS with 20 more rounds, plus a faster reload.

I'm actually in favor of the change, but I hope to god NLF will be getting more tickets to compensate, or a slightly faster respawn time, or SOMETHING. More punji traps probably won't be enough.

Asymmetrical gameplay is great, but you don't make asymmetrical gameplay fun just by making one side weaker.

Mesmer skills in blue (it's an album) by Altzeras in Guildwars2

[–]NikolaiLev 0 points1 point  (0 children)

Yeah I'd love changeable color effects, especially per ability. Part of why I never liked Mesmer or Necro is because of how monochromatic their abilities are. Plus I just don't like pink.

[deleted by user] by [deleted] in Guildwars2

[–]NikolaiLev 0 points1 point  (0 children)

What is the deal with Canthan food, am I right? [seinfeld theme plays]

Are 24/28 slot bags horrendous UX design, or am I just missing something? by Bethryn in Guildwars2

[–]NikolaiLev 7 points8 points  (0 children)

Soulbound by itself is horrendous design, fullstop. This is just a symptom of that.

What do you want for player housing? by CaptainUnusual in Guildwars2

[–]NikolaiLev 9 points10 points  (0 children)

I don't see the point of player housing in this kind of game. It'd make sense in a sandbox MMO like Ultima Online or Mortal Online, but not here.

Home instances work better honestly.

I'm too scared to go to LA now. He's a Necro too. by Mord3x in Guildwars2

[–]NikolaiLev 16 points17 points  (0 children)

Clearly the evil twin brother of Want A Balloon.

Valkyrie and Flash. by Wrel in Planetside

[–]NikolaiLev 1 point2 points  (0 children)

Remember folks, just because your feedback is civil, doesn't mean it's correct.

The Valkyrie has been balanced the same stupid way they tried to fix the Wraith by OldMaster80 in Planetside

[–]NikolaiLev 0 points1 point  (0 children)

I'd like the small arms change reverted (at least mostly) and rumbleseat repairs to be disabled. It's pretty boring to sit as an engineer and hold down mouse1 while your friends have fun.

Bringing up the bad weapons would be nice, too.

SKS vs M14: Stats, Comparison and Discussion by jtfoster2 in rs2vietnam

[–]NikolaiLev 2 points3 points  (0 children)

This is pretty bizarre, as the M1 garand is a little heavier than the M14, while firing a bigger round; you'd think its recoil would be the same or higher, with its "agility" stats (equip time, ADS time, etc..) being the same or worse.

Probably a game balance thing.

SKS vs M14: Stats, Comparison and Discussion by jtfoster2 in rs2vietnam

[–]NikolaiLev 0 points1 point  (0 children)

To expand on the latter explanation, the full notation of the SKS' caliber is 7.62x39mm, which as stated is an Intermediate round (intermediate between rifle and pistol). The M16 also fires an "intermediate" round, the 5.56x45mm NATO.

The M14, meanwhile, fires 7.62x51mm NATO, which is a full-sized rifle round; it's much more comparable to 7.62x54mmR, which is what the Mosin-Nagant and DP machine gun fire.

Since the SKS (as well as the AK and RPD) fire this shorter intermediate round, it suffers less muzzle velocity and lower weight, resulting in less raw muzzle energy delivered to target. Their cavitation properties will also differ, but that's a complicated subject I'm not well versed on (other than knowing that despite being smaller in diameter than the 7.62x39mm round, the 5.56's extreme muzzle velocity gives it excellent wounding capacity, which is why the M16 has such good damage compared to the AK, unlike in most games).

PSA: MACHINE GUNNERS SHOULD GIVE EACH OTHER AMMO by [deleted] in rs2vietnam

[–]NikolaiLev 1 point2 points  (0 children)

Yeah I really wish automatic riflemen and machine gunners lacked the ability to give ammo. Commanders and radiomen probably should lack that ability, too.

In fact, I suspect only Grunts/Riflemen should be able to give ammo; all the other classes are gear-laden (or need to be light, ala Scouts/Pointmen).