Post Scriptum - The Bloody Seventh

WW2 tactical shooter reliving Operation Market Garden.

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Vanguard
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Re: Post Scriptum - The Bloody Seventh

Post by Vanguard » Thu Jun 07, 2018 10:13 am

I've made a bunch of formulae for calculating and adjusting mortar fire which I'll test for errors this weekend, can't wait for it! Too bad I've got babysitting duties for the majority of Saturday :evil:
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Onebad
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Re: Post Scriptum - The Bloody Seventh

Post by Onebad » Thu Jun 07, 2018 5:10 pm

Vanguard wrote:
Thu Jun 07, 2018 10:13 am
Too bad I've got babysitting duties for the majority of Saturday :evil:
Should be used to it after flying with Kildren for so long ey

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Welshy
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Re: Post Scriptum - The Bloody Seventh

Post by Welshy » Thu Jun 07, 2018 5:36 pm

Kai Lae wrote:
Thu Jun 07, 2018 4:37 am
What I meant is there a way to practice how to play other than on these playtests?
The game 'squad' is similar. If you have it you could practice on that. If you dont already have it the playtest weekend and youtube videos are probably your best bet
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Coopes
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Re: Post Scriptum - The Bloody Seventh

Post by Coopes » Fri Jun 08, 2018 12:13 pm

Just wondering what server you guys use during test weekend?
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Berethor
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Re: Post Scriptum - The Bloody Seventh

Post by Berethor » Fri Jun 08, 2018 12:19 pm

Coopes wrote:
Fri Jun 08, 2018 12:13 pm
Just wondering what server you guys use during test weekend?
Any server we can find, there will be plenty up during the weekend. Usually, it's a good idea to join the teamspeak channel and ask the players which they're currently playing on.


Changes they did to the game between the last test and this one:


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Gromic
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Re: Post Scriptum - The Bloody Seventh

Post by Gromic » Fri Jun 08, 2018 12:41 pm

The only thing that bugs the shit out of me with PS is ppl. driving trucks, etc. through embankments, dips, etc., full speed, like some kind of dukes of hazard simulation. Axles, rims, tyres etc. should be breaking and soldiers thrown out.
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Berethor
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Re: Post Scriptum - The Bloody Seventh

Post by Berethor » Fri Jun 08, 2018 1:17 pm

I'm guilty of this myself and found it hilarious that you can crash into trees at full speed without any harm. But let's hope that they'll improve on that since they're still at the beginning of vehicle damage (at the moment we can't even damage single components of tanks like turret rings or tracks, the only thing that can break it the engine as far as i'm aware)

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Re: Post Scriptum - The Bloody Seventh

Post by Thaine » Fri Jun 08, 2018 1:20 pm

True that.
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Coopes
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Re: Post Scriptum - The Bloody Seventh

Post by Coopes » Fri Jun 08, 2018 1:35 pm

Don't expect that side to be worked in. This is still a thing in squad. A bush stopping a warrior at full speed
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Berethor
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Re: Post Scriptum - The Bloody Seventh

Post by Berethor » Fri Jun 08, 2018 1:48 pm

Coopes wrote:
Fri Jun 08, 2018 1:35 pm
Don't expect that side to be worked in. This is still a thing in squad. A bush stopping a warrior at full speed
Why not? They showed their motivation to work on that in interviews. Things they outlined there were a better damage model for vehicles as well as things like small wooden fences to be destructible.

Also, Squad is still in development and steadily being improved on. They have shown a vehicle component damage system they're working on in their May update.

Overall I have to say I'm no worried about the current behaviour of the vehicles and the future of them.

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