Squad
Onimaho Nov 23, 2018 @ 7:26pm
Increase muzzle flash visibility?
Probably not going to be a popular concept, but I've noticed there is practily zero muzzle flash FX on the any lower caliber guns. So, anything that doesn't have a tracer is near impossible to find the source beyond a sound came from that general direction.

Some folks might find this to be interesting or "realism", I've generally found it to be a noob crusher. Vets will set-up and camp bushes cause they render the best lods for camo and hide all the muzzle smoke. It certainly is less of an issue on barren maps with exception of the half busted walls, but even those could be improved by some increased muzzle flash. City maps are kinda inbetween as it becomes of game of what window does not look like the others because theres a silhoute there.

General result is....assaulting squad advances, gets ambushed, wiped out in roughly 3 seconds or less. Has 0 clue of the source other then maybe general ordinals. Definately no chance to provide supressing fire back and manuever as a unit from there, because it takes about 3-8 seconds to communicate what to shoot at to supress so the whole squad doesn't get slaughtered.

On the flip side when defending a town that is surrounded, you are again at the disadvantage of not even knowing where to shoot back since the enemy is camped around hiding in some bushes. After maybe 3 shots you'll realise they are somewhere in the general direction of 150-180 up the hill less then 200m. Well thats roughly 15 bushes 5 rocks and 30 trees to check for the guy in camo after hes already gotten 1 kill and 1 mortal wound.

In general Squad lacks squad gameplay, because firefights aren't a thing. Feels more like a rinse and repeat of ambushing, which of course promotes more lonewolf playstyle (includes squad m embers fighting beyond a 50m area of eachother). Really the only aspects that benefit from Squad efforts are multi-crew features like tanks, apcs, mortars, habs, rally points....etc.
Last edited by Onimaho; Nov 23, 2018 @ 7:28pm
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Showing 1-6 of 6 comments
TheGhastlyTuna Nov 23, 2018 @ 7:31pm 
When firing close to the ground or surfaces a small dust cloud moves away from your barrel. Maybe instead of big Hollywoood-style muzzle flash, kick up more dust and smoke from the barrel when firing. A dust cloud was the dual purpose of showing where the shooter is, but also partially obscuring the shooter himself.
Drax Nov 23, 2018 @ 7:46pm 
Relying on audio cues is far more effective. After a while of playing you can tell where pretty much any round is coming from along with distance to a certain degree.
Onimaho Nov 23, 2018 @ 8:12pm 
Originally posted by Drax Them Sklounst:
Relying on audio cues is far more effective. After a while of playing you can tell where pretty much any round is coming from along with distance to a certain degree.
I don't think you even read beyond the title...as this aspect was addressed.
OVKHuman Nov 23, 2018 @ 8:36pm 
Im pretty sure those Hollywood style or or even like BF style muzzles flashes are completely fake...I mean you can spot enemies well enough once you get the hang of it and I think thats one of the beauty of this game, it requries skill and practice to master
Last edited by OVKHuman; Nov 23, 2018 @ 8:37pm
dan Nov 23, 2018 @ 10:11pm 
This affects both teams equally. Not having more flashes and markers will save u just as many times as it kills you. So no real difference in the end.
sta_0027 Nov 25, 2018 @ 3:01pm 
I like it that way. If it was easy it would not be a challenge.
Squad let`s you work hard for kills and even harder for your own survival. This is a hardcore shooter and many things would make it noobfriendly or easier. But it is supposed to be difficult.
There is a lot to learn and in that way it does not compare to COD or BF. You just cannot pick it
up, run with it and expect to even be okay. You have to build skills and knowledge.
And being shot at and not knowing from where it is coming from is the overarching theme of combat ever since WW2.
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Showing 1-6 of 6 comments
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Date Posted: Nov 23, 2018 @ 7:26pm
Posts: 6