Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

6 Private

About suchamoneypit

  • Rank
    Private First Class

Recent Profile Visitors

231 profile views
  1. As is true in real life, small caliber weapons wouldn't be super effect, ideally it would require quite a few rounds to take out a single tire. And maybe don't even add it for IFVs, doing something like letting RPGs disable the tracks on a tank could be added. Not sure if the Devs would prefer a more Arma style vehicle play, or a more battlefield style. Honestly its not as bad as I think most people make it out to. Sure, the free vehicles that spawn are quite vulnerable to RPGs, but a good driver is self aware of his especially weak rear, and if you're putting yourself in a position where and enemy infantry can rush you, get behind you, and RPG, then you are already overextending where armored vehicles should be. A good driver stays back and uses his superior firepower and better front armor to stay alive. Whenever im in a tank/IFV I'm always aware and actively re-positioning my vehicle so any potential enemy attackers will be positioned at my front (thats not to say I don't occasionally overextend or get outplayed). If an enemy infantry can outplay you, then thats just what happened, you got outplayed. Not only does skill make the low-armored free vehicles pretty effective if you know what you're doing, if you invest the money into really maxing out a more premium strike vehicle option, it can be outfitted with a large amount of counter-measures that make it much easier to survive, as well as much more deadly. And don't forget thats all you have to do, survive, if you survive an enemy AT attack, and get out, you can get back to base, repair, and be back in action in your fully rearmed and healed, overpowered tank. As long as you don't let the enemy get the wonder shot on the rear if you got no countermeasures, you can simply pull out and repair. When the game first came out, I used to run maxed out tanks with a friend and just us two could easily shut down entire games (I prefer infantry play nowadays and don't use vehicles much). Even if the enemy started rocketing us like crazy, we could simply pull back and repair (and with 2 vehicles, the pressure on the enemy is constant, even if one guy is repairing, and you're only gone for like 40 seconds). You could argue strikes could kill you, but cheaper strikes like airstrikes and artillery can again be easily avoided by good drivers (even tanks can drive very fast). If you forget and don't avoid the strike, you deserve to be killed by it. That's the point of a skill based game. The best counter would be the aptly high-priced Mephisto strike. Its really the only time I use it, to eliminate a enemy vehicle that's steamrolling our team. Enemy infantry shooting out your optics is also a great counter, but you can still limp back and repair the optics which I have done many times. I don't think the RPG is overpowered, I think players just need to learn how to better use their vehicles. Maybe just add some drop on the RPG to make it less effective at range. This isn't BF4, you can't just steamroll in with a vehicle, get yourself surrounded by infantry, and not expect to get one-shot because you left your rear exposed - as is true in real life. If you're smart and stay back and just provide support and prevent large enemy infantry pushes, you can still dominate using vehicles.
  2. PTE shows up as an entirely separate game in my steam library, which is not installed, and I never installed. Why would installing the game automatically install both versions, and not tell me?
  3. after a PC restart after the game installed, the extra space was cleared - the fact still remains that steam told me it would be 55GB and in the end it used over 105GB to install. I had to clear off pretty much everything off my small SSD.
  4. I had 88GB free on my SSD, started to install the game, it says it will use 55GB/88GB. 20 min later my SSD has zero space. All 88GB free. I then free up another 10GB (when the game is at 17.5/19.7GB) and at 19/19.7GB and im out of space again. Why is it using over 100GB of space to install the game?
  5. Possibly , I have only personally tested up to 4 mines per person. So 84 deployable mines at once is balanced when most maps can have all key corridors covered with 5-10 mines when mines are also a one-hit? Yeah, sounds balanced. And players agree, mine placement is wonky. I already said you can replicate mine throws only when standing still and it's placed right in front of you. The problem is I'm not standing perfectly still like a perfect target when I deploy mines. I'm on the move. I'm glad it works for you but for me being a fast moving player it's not working right 80-90% of the time in a predictable way, so it's a problem that needs to be looked at. The devs want feedback. Mines aren't perfect. I'm explaining why. You seem to really be negative in all suggestions for improving the game. Do you just want the game in early access forever? Working on little things like these are what make a game polished.
  6. Again, the devs arent going for a simulator. Vehicle damage and a module type system that was recommended by another player is a feature in games like Arma 3, which are indeed simulator games. You're worried about it being unbalanced that a vehicle with no tires might have trouble turning when there are instant healing medpacks and platforms which magicaly repair vehicles that have been RPG'd?
  7. A tire can be reinflated after being hit be an RPG? Or C4? Or a anti-tank mine? There wouldn't be any tire left to Inflate. The devs have said they aren't going for 100% realism in the game. They said they aren't making a simulator, they want people to have fun.
  8. Sorry, should have searched for those posts. My last point on being able to fill the map with anti-tank mines still stands though, especially if they fixed the detonation issue.
  9. Certainly there are places just like that are better for the JDAM, which I acknowledge, but I think the WCMD is also very good in the locations too - if anything, the JDAM is only slightly better and only in those place, but the WCMD's massively increased width gives you a MUCH wider margin of error, which is why I strongly believe its better than the JDAM in 95% of use cases. I have used the WCMD to great effect in the locations you list. Its not like the length of the WCMD is wimpy, its quite long still. Maybe the JDAM needs a battlepoint requirement increase too.
  10. Me being an NA player I definitely see a lot of empty unused servers and would much rather see those servers shut down to allow a server in SA. After all, you can't expect to grow that player base if they will always have a sub-par experience by having no servers local. I say this without knowing what exactly setting up a server for SA entails though.
  11. Anti-tank mines although useful (I always run them) are pretty wonky right now. One, there have been DOZENs of instances of enemy vehicles literally driving right over my mines, and they do not detonate. At first I thought maybe they had a timer, so you couldn't just whip mines out that are instantly effective, but it seems even if they have a good 20+ seconds of sitting, they still aren't triggered. It seems more or so they have a mind of their own when it comes to detonating, or there is a longer timer before they become "active" im unaware of. Nothing is more frustrating than hearing an enemy tank in the distance, proactively mining a corridor in advance, then seeing the enemy vehicle literally PARK on top of my mine 15 seconds later and it doesn't detonate. This has happened multiple times where I've seen an enemy vehicle literally stop on top of my mine and it doesn't detonate, or drive over it with its wheels and have no detonation. Maybe its something to do with vehicle hitboxes? One thing I can do is if i walk up to an enemy vehicle, I can launch a mine to be slightly under it, and it'll explode after around 2-5 seconds and kill it. Other times I do the exact same thing, and the mine never goes off. Even If I place one in the front AND rear of the vehicle, and if the enemy drives the vehicle off my mines, even when I have one set at the front and rear, they STILL don't detonate. There just seems to be no consistency. And it sucks to sprint into enemy fire, get a mine placed (sometimes even both!), get killed, and then the enemy vehicle literally backs off the mine and it doesn't detonate; especially when it could be a game changing kill like on an enemy MRAP. Secondly, the physics of throwing them is very unpredictable. I've have throws where it flings a comical 20ft away from me, and I've had throws where it plops down a mere 1ft in front of me. I try jumping, running, ect, to try and affect the physics of the throw, but it truly feels unpredictable as to how the mine's physics will take over once I throw the mine. The only outcome that is predictable is when you are standing completely still and deploy the mine. When im in the heat of combat, and trying to place a mine in a specific spot, it can get frustrating when the mine decides to have a mind of its own and I can't seem to figure out how to replicate far throws or short throws. Thirdly, even though half the time my mines simply don't work, it is slightly broken how every spawn, I can thrown down 2 mines, and they stay forever it seems. And If i respawn, and thrown down more, they keep stacking. Me and my friend can have an easy 8+ mines all over the place. If you fix the detonation issues, it could get a bit trolly if an enemy squad who is actually strategizing just throws mines everywhere; maybe limit the amount of active mines a player could have, or make them spawn with only a single mine to reduce how quickly a single player can mine up an area. Players don't seem to be abusing this power yet, but that doesn't mean it shouldn't be looked at.
  12. Didn't realize this, thank you. Mods you can delete the post if thats the case. Not trying to spam suggestions or anything, just trying to point out as many little things as I can while playing to help improve the game.
  13. Currently, when you buy new soldier cosmetics, or gun attachments, its a two step process. You have to buy the item, then go back and actually equip it. It really should just auto-equip the gear, or the attachment for the selected gun. After all, why else would you be buying an item?
  14. Im not aware of what this issue is, but there was no warm-up for me. The second the game loaded, I was able to spawn, and not in the warm-up. And when the game was loaded in before I died when i spawned, it was not in warmup.
  15. Title pretty much says it all, it would be nice if squad leaders could mark an attack/defend objective from the spawn menu.
  • Create New...