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"How much weight does a soldier carry on him during combat?
Helmet, uniform, boots, armor, weapon, ammo, food, canteens, compass, first aid kit—everything a soldier wears and carries (their “load”) can add up to more than 68 pounds. In a combat mission, that weight can skyrocket to as much as 120 pounds."
My rifle has a front grip and a x6 acog. If i had to run in full combat fatigues, full rucksack combat loadout and run for two miles straight then try and aim, Im'a tell you right now everyone would be sluggish to bring their rifle up.
If we're bringing "aiming in real life is more realistic than this", I doubt youd be able to carry full combat load, run full sprint and aim your weapon efficiently in any capacity.
#1 - Manage your stamina better, prior to getting into fire fights
#2 - sway indicators + holding shift will help you ADS and line that back site up faster
Weapon sway should be reduced by a third (If your stamina is 60% or more), this would help with moving + shooting while trying to advance.
Suppression could use a down tune by like 10% other than that, if youre getting constantly suppressed you need to just MOVE. SImple.
Can someone get Lucas Botkin in here?
God Bless the USA
You still don't need to align your iron sights up to 5 seconds in real life. The soldier ingame acts like an AK-74 weighs 12kg when he is pressing it against his shoulder.
Again - go run a mile in full combat gear while holding your rifle out. Get to a target and line that site up, I bet you hit dirt.
The thing people I believe are misunderstanding is the physical fatigue your character is putting himself thru carrying full combat gear, running six miles as a running simulator and expecting him to be James Bond, every single gun fight.
Just, no.
Its not unrealistic, ppl just have unrealistic expectations or don't understand what is considered "accurate" in combat.
There are basically three types of movement in Squad.
1. Sprinting - fastest - the soldier runs and doesn't have his weapon in a firing positon, he carries it and it moves around a lot to balance himself while running. There is a thing called inertia and coming to a stop means you have to balance yourself first, when you are fit this is quick and only takes a few seconds.
I suppose its years for most gamers since they actually ran anywhere and they have no idea anymore how that feels.
2. Normal movement - the soldier moves at a quick pace with the weapon lowered, when you ads you move the weapon in firing position and align your eyes to the sights, that takes 2-3 seconds at most with stamina above 75%.
3. ADS movement - the soldier moves with the weapon in firing position and is slow but ready to fire, even then when you place one step after the other slowly you are pretty stable but not perfectly.
Im no soldier but i played magfed paintball a couple times with lighter gear than soldiers usually carry and a lighter weapon of course. Was using Holo SIghts and i spend 2 hours in the gym at least three times each week, so im not totally unfit. My impression is Squad is currently doing a pretty good job in the Realism department when it comes to the gunplay.
Many have just unrealistic expectations how fast and precise soldiers should be in combat.
Maybe special forces guys who train every day for years can perform quite a bit better than currently possible in Squad, but the soldiers in Squad are normal grunts, also gamers won't have fear when playing a game, slightly exaggerated supression effects compensate for that.