Sometimes the door has been "kicked down" but it still stays fully upright, so bots "see" through it in coop and shoot even though you have what looks like a fully-closed door.
Well, we'll see if it gets pushed or not.
@whitby the release date is NWI's own words. This is just one of many examples of why I think they should push the release. We have reason to be concerned because the developers are still pushing the current release date. As I see it, all these threads are a message to the developers that this game isn't ready...
@cyoce I don't think its animosity, its just that the game is due in 2 weeks...
@cyoce which is why NWI has us to complain at them BEFORE the game gets released to the general public...
@cyoce for the purpose of simplicity I would even be more for having both rounds be equal against armor, but increasing the 7.62's wallbang. Then at least there would be some kind of differentiation. I just don't want to see 7.62 be better than 5.56 against armor because that's just not true.
@cyoce I like this idea. This could be potentially further balanced by an increased ads from this faster sprint or something like that.
A trade-off between player damage and wall damage?
But as you said yourself, its not player damage its armor damage that gets a tradeoff. Keep in mind that I'm advocating for this change along with making heavy armor plates take up a realistic amount of space (i.e. the rectangle on the front and back of the torso).
People generally double-tap anyway, so in this proposed model, both calibers should get a kill on heavy armor in the span of that double-tap, maybe 7.62 might need an extra tap if both rounds hit smack center of the plate. The difference will be in engagement distance. Someone clearing rooms with a 5.56 should be dropping everyone easily, but it should be a pain in longer-range engagements. 7.62 should be more of a struggle indoors, but perform very nicely at longer ranges. I don't know if making 7.62 wall bang better would yeild these results, but I just think that's the feeling people should get when using the two calibers.
better solution would giving the radio man an actual radio he has to switch to (like a sidearm) or a button promt with an animation after he got the call from commander to give the call to HQ.
Exactly, this was brought up a few times in other threads, but I think the call in needs a rework like this that doesnt require the butt buddy system.
he has to stand still aswell?
He doesn't have to be still, its just that the radius is so small that in the second it takes the pull out your binoculars, more often than not the observer has moved out of the radius. He needa to stay literally right next to you for it to work well.
The best observers I ever have are guys that mindlessly follow me around and sit down next to me whenever I stop. I don't think that's how the role should be played.
From all the points being thrown around here, the real elephant in the room is the performance. Everything else pales in comparison. If SS released with the current content, whatever ... but I just don't get how performance can be optimized and tested for stability in two weeks.
@brumby92 you don't have a problem with anything, do you? Lol
As it currently stands, the bot grenades are unrealistically accurate, kind of how the bots used to be super accurate with everything else before they got patched into normalcy.
It's not just standing at objectives. I've had situations where I was running in the open amd a bot managed to lob a grenade right at me. Like I got a damage marker as the grenade physically hit me. I've been on the first floor of a building just to get physically hit by a grenade which was lobbed through a second-story window...
Currently the bots have like exact angle calculations determining their grenade throws. This is rather silly and can be easily remedied by introducing some rng into their throw. Maybe then sometimes a bot will pop off a perfect throw, but not Every. Single. Time.
@brumby92 attention to detail is important. In sandstorm, this is most critical in the weapons as insurgency has always prided itself on accuracy in firearm mechanics. A bunch of small bothersome things which are very visible, like your character's hand, will quickly stack. It's not like a priority, but they should fix it eventually.
@brumby92 since when is "more frequent updates" synonymous with "we're releasing 1.0?"
Even with less equipment it feels sluggish. I don't think its because the movement is too slow, it just looks slow. I feel like my character's legs are moving faster than I'm actually moving, you know?
@whitby I'm not saying its reasonable, I just think its indicative of what NWI is going to be shipping eventually.
Unbelievable how people jump on MilSimElite´s perverse boat.
Lmao man, he's doing it for the meme. Nothing wrong with a good meme once in a while.
Every good decision-making process needs a jester. I don't know what @MilSimElite's specific motivation is, but I read this post as a kind of satire for how people on these forums keep asking the developers to include some really small, niche mechanic. Not saying that's a bad thing, but I get a laugh from this guy either being a troll or being a satirist beyond all of our comprehensions.
@cyoce if the 7.62 wall penetration was realistically portrayed, i.e. HEAVILY buffed from its current state, even if it performed worse than 5.56 against heavy armor, it would definitely be worth it. Penetration should also work for flesh. 7.62 rounds which hit unarmored parts of the body should really rip through the body and go through multiple enemies. as @MAA_Bunny mentioned, specific rounds with different cores obviously differ, but the general idea still stands (it'd be cool if NWI introduced a round variety but I feel like that will get too complicated).
I get the feeling that people think that the 7.62 is for some reason a "better" round and should therefore be stronger. It is a larger bullet, but the physics just doesn't translate like that in every situation. The reason both 5.56 and 7.62 are major rounds a variety of rifles are chambered in is because both are great rounds and excel at particular kinds of engagements.
Right now, people are treating 7.62 as an upgrade from a 5.56, which they shouldn't because they're more niche than they're portrayed in this game (any fps, really). You should feel like you're really using a completely different weapon when switching between the two chambered rounds. I think that there are different playstyles that suit this game and that some would better utilize 5.56 rounds and some 7.62 (with realistic mechanics).
do you mean gud wall piercing ammo cannot 1shot kill heavy armour?
Also yes, that's how it works.