I'm using sprint key as toggle ans sometimes I have to spam the key until I can actually start running.
Also I noticed that when alive, the score board shows some additional info for a split second when spamming the tab key (like K:A:D), this one was areadly reported,
Maybe give respawn ticket to those taking or defending on objectives for a significant amount of time?
This ticket would guarantee a respawn if death occurs X seconds after the next wave.
This would help promoting objective play and avoid these cases where the guys who stand ground on objective (att. or def.) don't get their respawn.
That's not how sights work... it only needs to be parallel to the line of fire.
Look at a Bren MG sight, it's offset to the left and perfectly functional.
Also, the reflex sight is independent from the iron sight, the alignment is made through optical properties of the lenses, instead of two-point like with an iron sight.
Yes, I already reported it here, see this topic, I also found a way to work around the issue:
Re: [Abusing restricted areas / should we be allowed to](could it be fair?)
Re: "Entering restricted area is killing this game"
Relevant topics are quite old so I create a new one.
Is there any plan to change the restricted area mechanic?
This feels so outdated.
I'd prefer be shot at by invisible overwatch (or even visible if performance allows) from time to time and/or being marked on the enemy's radar instead of being forced to not use my gun.
That would also be more consistent with the restricted area representing a controlled zone, supposedly patrolled and watched. If shot at, the more people in the restricted area, the more frequent the shots are to simulate high alert (and avoid abuse of the mechanic by swarming the area).
Instead of that we currently have an empty zone protected by magic.
Last thing, that would eliminate the abuse of players sneaking in the restricted area to begin capture next objective or blow up last objective as soon as the previous one is captured and the restricted area updates.
Maybe the game is too arcadey for what you expect?
It's not Squad nor CS:GO it's kind of a middle ground, so inevitably you'll get players from both sides. Exposure is good (free weekend), the ones not really interested will just go back to whatever they prefer.
I hope the dev will keep this approach, not many games do this, there's a reason why I prefer ISS over the other, more polarized games.
Have fun anyway
I think the logic is that "save loadout" only applies to your active loadout (the in-game one).
It should be called "Apply loadout".
The way I see it is that loadouts are handled as "favorites" that you can save (with the "+") but not edit.
It's not super user friendly but it makes sense in a way. A little improvement here would be nice indeed.
But this is happening in the main menu section, when you're not in a game at all. There is no active loadout to apply. It's purpose is solely and entirely for customizing presets.
IIRC the loadout editor was initially in-game only, the ability to save loadouts from the main menu was added later, but the UI was not updated accordingly.
So that "Save loadout" button is actually doing nothing when not in a game.
Yeah this requires a bit more work to be user friendly.
@ChrisA it's not the backcapping the issue it's the red zone. On Push you even have players that sit in the enemy spawn the whole game just to rack up some kills when their waves reach 0 and the red zone is lifted.
Red zone should allow firing and damage you as if taking shots from patrols, with frequency increasing with time, so it would be possible to venture into it but only for a short period of time.