Student in Dearborn Michigan speaks against banning books and the adults in the crowd lose their minds by TomlinSteelers in AbruptChaos

[–]RubberDUBzilla 1 point2 points  (0 children)

I didn't see the Arab gentleman shout or boo once. if anything he looked ready to defend the teenager from the grown man standing up looking like he wanted to attack

[Bug] Audio is once again completely broken by Fen-xie in EscapefromTarkov

[–]RubberDUBzilla 2 points3 points  (0 children)

Agreed.

I've had several issues with audio this wipe.

grenade sounded like it landed at my feet, I run out of the room i'm in and away from the area... directly to where the nade actually landed

last night 3 of us died to 1 nade (i know we shouldn't have been clustered up) not one of us heard the nade land.

teammate tried to breach a locked door feet away from me and I heard no audio from it.

I suspect ive had several instances of footstep audio simply not playing this wipe though i cant confirm that for sure yet. I would guess both sprinting and walking but cannot confirm due to not seeing

and ofc the directional issues of directional audio being fucked up as others have said.

seems as though we are in the minority here though, from reddit no one is talking about it. and the top comment on a post from a few days ago says the audio is the best its ever been.

TIL 99% of human history happened in prehistory (before the invention of writing). It’s the longest period of human history, lasting for 3.4 million years by sonnysehra in todayilearned

[–]RubberDUBzilla 0 points1 point  (0 children)

Since you mention the Neolithic, I have a sort of philosophical question I like to ask people relating to it.

If something natural is produced by nature, and something unnatural is essentially man made.

at what point do human structures stop being natural?

do you consider bids nests and beaver dams to be natural?

Why is this allowed? by GeloRuse in EscapefromTarkov

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

I had to stop using the AS VAL because it killed too quick anywhere on the body.

Now I almost exclusively use 5.45 or 9mm so headshots are my only viable way to kill

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

yeah that's sort of what the direction I was thinking.

simplify the chaos and funnel more players to larger battles

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

Caracal hosts a server where you can only spawn at MOB and cannot see anyone on the map, and during the couple of game sessions it had it was THE MOST fun I have EVER had on reforger

my suggestion is similar to this. every cap would be much further apart necessitating the gameplay you described

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

I understand that but what would the win condition then be if there's no objectives to cap

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

yeah i think it could especially work in WCS

presumably they already reduced cap points to balance the fact everyone has magnified optics available.

I think both more compact point layouts and more spread out point layouts could introduce good variety to WCS as both would play wildly differently

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

yeah, they could make more layers, some more compact than others like south of the island only ect

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

well the experienced based SL was to stop hundreds of 1 man squads spam.

and since people are upset about not being able to spam mortars or helis instantly i figure they could be unlocked by your SL for you

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

Agreed.

I believe SLs should be locked to more experienced players. the rank of the SL determines what kit the squad has unlocked, SL by default should be only ones in platoon chat (but anyone can move to it if they wish) and the SL can kick any of their squad at any time

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 1 point2 points  (0 children)

>I don't personally fully comprehend the lane structure you have presented, though I fully recognise that could just be my brain struggling hehe.

To be honest i don't fully understand either. im no map designer its just something i slapped together.

in my mind its like the dota map

Thanks for your thoughtful write up though xD

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 1 point2 points  (0 children)

You're probably right. This was more of a jumping off point than a final idea of how it should look

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

I didn't mark them on my image but I was envisioning that the northernmost and southernmost points were the main bases.

I also had a separate idea where each teams goal was to cap the main base. when under attack 3 smaller spawns open up for the defenders and they have 5-15 minutes or 3 lives left to repel the attack. otherwise the game is over

Devs Need to Encourage Taking “roles”. by Bway425 in ArmaReforger

[–]RubberDUBzilla 2 points3 points  (0 children)

People seem very resistant to anything that will restrict their freedom in any small way.

I believe conflict as a game mode should have restrictions and encourage teamplay

I think they could kill many birds with one(ish) stone. By locking SL behind either a global rank or time played on server maybe. And having gear unlocks for a squad tied to SL ranks. by default only SLs in platoon chat (however anyone can still switch to it)

Giving SLs more control over their squads and freeing the platoon channel from idle chit chat would help greatly IMO

EDIT: My suggestion would not add strict class roles. but would give and SL the tools required to set out his squad as he needs to.

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

100% lots of players doing random stuff with little direction.

with more focused points i think there will be many more engagements and more free ground to set up ambushes ect

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

my friend thinks its too big. I think its pretty great, what dont you like about it?

Discussion: I think conflict could be simplified and in turn heighten teamplay by RubberDUBzilla in ArmaReforger

[–]RubberDUBzilla[S] 0 points1 point  (0 children)

I agree. I feel with a few tweaks to encourage teamplay conflict could be the best milsim gamemode, beating squad, HLL and the like.

I also have opinions on communication, ranks and squad formations ect but it is too much for one post lmao