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  1. #2221
    Hello squaddies,

    We've got a piping hot, fresh update for you today with the release of Beta 21.

    Many of you will likely know what to expect as we revealed our living roadmap a few weeks ago detailing some of the additions coming in B21, and while there have been some changes and adjustments there's still plenty here to get excited about.

    Squad Leaders can rejoice as we've added new audio options so you can split the audio channels for Squad Leader/Commander Channel to your liking, though we're sure you'll still need to request for clear comms. We have also implemented sound dampening so that a Squad Leaders communication will overrule their squad members to help incentivize clear communications when using the same channel, this has also been implemented for the Commander channel so that other Squad Leaders will be dampened by the Commander while they are using the Command line. These changes only affect the Squad Leader/Commander communication channels, Local VOIP has been left as is. Please adjust these settings to your liking before you enter a server, as there is currently a known issue that will only apply these settings when you join a server, not while you are currently occupying a slot (we intend to have this fixed for B21.1)



    Joining B21 we also have a selection of new toys for infantry roles and vehicles. The RUS Marksman Kit will be receiving a modern SVDM including a bipod and new scope, so make sure to give it to one of you who can aim, while over on the vehicular front, the RUS vehicle arsenal will be getting two variants of the Tigr Armored Car: An Open Top Turret with Kord HMG which carries 600 ammo and has 8 seats or the RWS also equipped with an HMG Turret, though this variant has 9 seats it only carries 300 ammo. These new armored cars are the RUS answer to fast armed transport for infantry Squads.

    As this is quite a substantial release, please ensure that you clear your cached user data via the Options menu to avoid any potential issues, but be aware this will reset your settings and keybindings to the default, any custom changes will need to be reapplied.

    With plenty of other changes and fixes, we'll be keeping an eye out for your feedback and any potential bug reports, read on to see the full changes.

    Optimization / Stabilization
    Improved and optimized VFX for surface bullet impacts (9mm to 14mm).
    Optimized Texture memory of environment assets (phase 1)
    Fixed a Client performance hitch that was related to asynchronous audio loading. Players with certain hardware would often experience a pronounced client side hitch (lag/delay) whenever a new sound would play in that match.

    Gameplay Features
    L / R Voip Channel Separation for Squad Leaders
    This new feature gives the ability for a player to set an Option in the Settings → Audio Menu to split the Squad Leader VOIP Radio “Squad Leader / Command Channel” and “Squad Channel” to Left or Right audio channel.
    The 3 Toggle Options for SL Command Channel and Squad Channel VOIP are:
    Left Channel / Center Channel / Right Channel.
    This feature does not affect Local Proximity VOIP.

    VOIP Prioritization Dampening for Leadership
    When the Squad Leader is using the Squad Radio VOIP channel (default B Key), any Squad member that is transmitting at the same time on this channel has their volume dampened automatically by 50% (variable configurable in settings).
    The purpose for this sound dampening is so that the Squad Leader’s transmission is prioritized above all Squad members, which is intended to help the Squad Leader command his squad more effectively, ensuring the Squad Leader always has priority over squad members.
    Likewise, when the Commander is using the SL Command VOIP Channel (default G Key), any Squad Leaders that may be transmitting at the same time on this channel will have their volume dampened automatically by 50%. This is to ensure the Commander has priority over SLs.
    Leader VOIP Prioritization configuration is available in Settings -> Audio Menu.
    This feature does not affect the volume of Local Proximity VOIP.

    Infantry
    Added a modern SVDM that includes a bipod and new scope to the RUS Marksman Kit.
    Adjusted Infantry Movement Speed to be decreased slightly (roughly 2% decrease).
    Adjusted the soldier physics asset/collision so it covers the entire groin/pelvic area - shots to this area should land more consistently.
    Adjusted origin for all pistols to be a little more to the right side, making the pistol profile more prominent when not in ADS.
    Adjusted CAF Kit Inventory: Medic (C8A3+Holo Site) and Auto Rifleman (Iron sight) now have binoculars.
    Adjusted CAF C14 magazine rearm cost: Increased from 2 to 15 to be more in line with other kits.
    Adjusted CAF C14 damage to be one 1 hit kill on most shots, including limb hits.
    Adjusted GB Rifleman (L85 + SUSAT) frag grenade count from 2 to 1.
    Fixed an issue with persistent ammo where Players will spawn with depleted ammo on their first spawn on a server. This occurs if a player was in the match during the map switch but did not spawn during the staging phase. Players will now always spawn with full ammo on their first-ever spawn on that match.

    Vehicles
    Added two variants of the Tigr Armored Car to the RUS vehicle arsenal: RWS with Kord HMG & Open Top Turret with Kord HMG. The Open Top Turret variant carries 600 ammo and has 8 seats. The RWS variant has 9 seats but carries only 300 ammo. These new armored cars are the RUS answer to fast armed transport for infantry Squads.
    Added the RUS Kamaz5350 Truck to replace the Ural4350 for RUS Logistics & Transport Trucks. These new trucks help bring RUS into the modern era.
    Added two variants of the CAF LAV3 RWS APC for CAF: LAV3 RWS with C6 and LAV3 RWS with M2. This Armored Personnel Carrier is intended to fill the role of light troop transport for CAF, while having some additional firepower in the 3rd seat with an open-top C6.

    Deployables
    Fixed players spawning on the roof of the Insurgent HAB.
    Adjusted both the height & angle of the deployable Sandbag firing windows to have increased visibility/firing lines, especially with bipod weapons.

    User Interface
    Fixed an issue with the radial menu when a player would Left click and then become stuck while opening and closing the radial menu.

    Environments
    Adjusted visibility of underwater post-processing volume - players will no longer be able to see far ahead while underwater.
    Adjusted player collision on Norwayspruce_Large02.
    Improved the accuracy of the collisions on all Populus Euphratica trees.
    Fixed missing collisions on multiple ME Prefabs of the rooftop Water Container.
    Fixed incorrect LOD material and pushed out Proxy LOD on Market Buildings.
    Fixed some missing faces on the static Hiace van/minibus.
    Fixed DF resolution of middle eastern drapes
    Fixed player collision on ME_UrbRes_Bld_Lg_02 which allowed players to slightly clip thru walls.

    Misc Fixes
    Fixed an exploit that allowed a Player that got kicked from a squad while incapacitated to keep that kit instead of being given the Recruit kit.
    Fixed an issue with EAC kicking players on certain servers unintentionally.

    Modding
    Added a Gameplay Layer Validator Tool. This is a modular plug-and-play scripting framework that modders can use to quickly check over their gameplay layers to see if there are any potential errors. Updated the description of old GameplayLayerChecks blueprint to make clear it is deprecated.

    Maps

    Al Basrah
    Fixed floating foliage in the out of bounds surrounding landscape.
    Al Basrah Invasion v2 - Fixed GB Helicopter pad being partially outside map boundary.


    Chora
    Fixed missing wood material of the grand temple.
    Adjusted spline segments to avoid aggressive deformation of mud walls.
    Adjusted LODs on loam wall set to use custom screen size and reduction, to prevent distortion when used on splines.


    Fool's Road
    Fixed materials on pieces of the underground tunnel, including cables, pipes and chain link fence.
    Fixed a road edge above the terrain in grid F3-9-7.
    Fixed floating roads in grids E2-7-7, E2-5-9, F2-4-1, C5-6-6, B3-3-4, A5-6-4, D5-7-2.
    Fixed a floating shed at grid B2-5-2.
    Fixed floating rocks at grid B6-7-4 & A2-2-6.
    Fixed a concrete floor that had stretched / blurry texture at Fortress POI.
    Fixed a floating tree, tree trunk, and boulder in grid D4-9-3.
    Fixed a bunker that had a high floor that Required jumping to enter at grid B1-1-1.


    Gorodok
    CAF Gorodok RAAS v1 - Fixed incorrect Collisions on Helipads, Protection Zones and Capture Zones.


    Lashkar Valley
    Optimized the Tamarix shrub types, reducing from 5 types to 1 for performance.
    Fixed the harsh brightness transition on scoped weapons on certain Lashkar lighting layers by adjusting vignette settings.
    Fixed a missing end post on a wall grid F5-5-2.
    Removed a bugged burnt shipping container from grid K11-8-6.
    Removed the mysterious spherical invisible object from the sky above the Vineyard POI.
    Lashkar Valley RAAS v1 - Fixed incorrect Collisions on Helipads, Protection Zones and Capture Zones.


    Mestia
    Added blocking volume to prevent players from glitching through the tunnel roof.


    Manic-5 (CAF)
    Fixed the deepwater damage volume not working
    Fixed the damage volume that prevents players from sliding down the side of the dam.
    Fixed a few floating objects.
    CAF_Manic-5_RAAS_v1 & v3 - Increased number of caps from 5 to 7.
    CAF_Manic-5_RAAS_v4 - Increased number of caps from 5 to 6.
    CAF_Manic-5_RAAS_v2 - Changed to sunset lighting, rebalanced available vehicles.
    CAF_Manic-5_Invasion_v1 - Changed teams from RUS attacks CAF to CAF attacks MIL, temporary spawn location moved closer to first CP.
    CAF_Manic-5_Invasion_v2 - Changed vehicle layout to favor attackers, added heli to attackers, temporary spawn location moved closer to first CP.


    Mutaha
    Fixed floating road at grid E7-5-8.
    Fixed a missing post on a wall.
    Fixed various floating barricades.
    Fixed an urban building that had a bugged staircase leading to nowhere.


    Nanisivik (CAF)
    CAF Nanisivik Invasion v1 - Fixed incorrect Collisions on Helipads, Protection Zones and Capture Zones.


    Narva
    Fixed materials on sidewalks at US Main that was causing Z-fighting (flickering textures).
    Fixed certain Bus Stops having flickering glass in grid F4-2-4.
    Fixed the water damage volume not being aligned to the waterline.
    Adjusted the collision on the Train Depot staircase to be more accurate.


    Skorpo
    Fixed the water damage volume not being aligned to the waterline.
    Fixed Silo door trapping players at grid R14-5-9.
    Fixed floating ammo boxes at grid R13-1-8.


    Yehorivka
    Fixed the floating grass in various locations around Yehorivka.


    Known Issues
    An option in Audio Settings Menu was added in B21 for Audio Hardware selection for Input and Output. This option is currently not working 100% correctly and is still a work in progress. In a future update, you will be able to change your input and output device within Squad, in the Audio Settings. This will be very helpful when troubleshooting headset issues in Squad. For the time being, if you restart your game client, the settings should correctly apply.
    Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
    Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
    Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. Will be addressed in a future update.
    Helicopters have various handling and Client/Server hitch issues and small bugs that are being actively developed and will be addressed in future updates.
    Vehicle Reset Feature does not currently work with Helicopters.
    Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
    Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
    Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
    ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long term development.
    Vehicles parking brake gets stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’ — This will be addressed in a future update.
    “Alt-tabbing” out of Squad during a loading screen freezes the client. The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
    Ammo rack component (on IFVs and Tanks) takes a very long time to repair. — This will be addressed in a future update.
    Audio module for Squad is initialized at the game start. If a Player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again — This will be addressed in a future update.
    SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds then you did — This will be addressed in a future update.
    Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
    The new L/R audio options will not apply correctly if changed while the player is within a server, the player will need to apply these settings beforehand or disconnect and rejoin if they are already in a server. We intend to have this fixed in B21.1
    RUS Tigr Driver Smoke Launcher is not displaying correctly for other player's outside the vehicle. This issue will be fixed in a future update.
    RUS Tigr gearbox has an issue between the 3rd and 4th gear, causing non-smooth acceleration on those gears. This issue will be fixed in b21.1
    RUS Kamaz5350 Logistic Truck uses incorrect vehicle icon (Transport Icon instead of Logistics item). This issue will be fixed in b21.1


    Local/Offline Issues & Bugs (these currently have a lower priority):
    Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local. Local/Offline issues currently have a lower priority.
    Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
    Local/Offline Bug with Commander – CAS does not do damage in local.
    Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
    Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
    Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  2. #2222
    Hello squaddies,

    After some initial delays, our followup patch for B21 is here, containing significant meta changes that you'll undoubtedly want to read up on (especially your SL) before you head out for duty.

    With Beta 21.1, the team has two new gameplay features intended to have a significant impact on the current meta leading up to this patch. Firstly, the Rally Point system has become a physical item that Squad Leaders will need to replenish to deploy throughout a game. The new RP will cost 50 ammo to rearm and be picked up similar to the Ammo Bag, though it still retains its 2-minute deployment cooldown.

    Now you, keep an eye on your SL to make sure that they pick it up!

    Up next, a change to FOBs so that there is an opportunity to recover them. We call it the FOB Bleed-out system, and this will allow teams to recover a FOB Radio within the first 60 seconds of it being destroyed by the enemy. Friendlies will use their shovel within that timeframe to recover it and bring the radio back into play (or disassemble it, if they wish). We hope this change will incentivize more than surprise attacks on FOB Radios and encourage squads to strategically plan to hold sustained attacks on FOBs to ensure the radio will be taken out. Note that not all UI feedback is currently implemented, so don’t be surprised if the radio just won’t seem to die. (kill it harder! For no reason!)

    Since we anticipate these new changes will significantly impact how Squad currently plays, we'll be keeping a close eye on feedback and discussions regarding them during their initial launch.

    For a full list of the fixes and changes, please read on:

    Gameplay Features
    Rallypoint as an Inventory Item
    This feature will change the way the Rallypoint is used and the meta behind its usage.
    The RP is now a physical item in the Squad Leader’s inventory, similar to the ammo bag that Riflemen deploy. Squad Leaders will need to rearm the RP.
    The intention behind this change is to reduce the effectiveness of attacking and rushing while only utilizing the RP. This change is expected to encourage better supply lines and coordination with ammo-bearing vehicles, and discourage Squads from acting autonomously for long periods of time.
    Resupply cost for the RP item will initially be set to 50 ammo. This value may be modified in the future based on feedback and our observations.
    The SL can pick up the RP like an Ammo Bag. The 2-minute deployment cooldown remains in effect.
    We acknowledge that this feature will change the behavior of Squads and SLs somewhat dramatically, and will be making observations and taking feedback about its implementation. This feature will be under development, and may be modified or even removed if it is shown to not contribute towards Squad’s core principles. We value your feedback and encourage you to let us know your experience with this mechanic once released.

    FOB Bleed-out System
    We are introducing a short recovery window for the FOB Radio. After a FOB Radio has taken critical damage, a team has a short time (60 seconds) where they can recover the FOB Radio and prevent it from being wiped off the map.
    A Shovel can be used to repair the FOB Radio to stop the Bleed-out timer. Repairs need to reach a minimal threshold in order to to stop the timer and prevent the radio from bleeding out.
    Conversely, the Friendly team can use a shovel to dismantle the FOB Radio when it is in the Bleedout state. This is the only way to remove the FOB Radio while it’s in Bleedout state, other than waiting for the timer.
    We are aware that the FOB Radio in its current status is very vulnerable to enemy attacks. No matter the defenses setup, the FOB Radio is still the weak point in a Forward Base. The act of watching over the FOB Radio can often be a dull and tedious element to gameplay, yet is often necessary to keep that FOB operational. In contrast, the act of being a stealthy attacker is usually more engaging, exciting and rewarding gameplay. When on offensive missions to attack FOB’s, Player’s get to experience moving through a wide variety of terrain, practicing being sneaky, having the opportunity to watch enemy movements and having the opportunity to pick when and what targets to engage. The opposite of looking after a FOB Radio, which often results in long periods of uncertainty, and often not knowing when or where the enemy will come from, which oftentimes presents dull moments of waiting for the fight to start.
    Including the Bleedout FOB mechanic to the current FOB system is anticipated to help alleviate this issue and potentially flip around that dynamic. While sneaky FOB attacks will still always be valuable, with the Bleedout mechanic, they MUST now also be followed up by a full attack from another element of your team. IE: you can send in your sneaky lone Combat Engineer to destroy the FOB Radio, but if that attack is not followed up by another supportive attack element, then it will just have been a nuisance rather than a crippling blow.
    Note: The values configured for this feature (time until bleed-out removes FOB, minimum HP to enter bleedout state, minimum repairs to leave the bleedout state) may be subject to change and will be evaluated in this trial period for this feature.
    Note: A future revision will include a UI icon on the FOB HUD to indicate the bleedout state using a UI that is similar to the medic incap UI.

    Optimization / Stabilization
    Added additional analytics for server network performance to support further 100 player server testing.
    Adjusted the client bandwidth. This has been increased from 15kbps to 30kbps. This means that each client can receive more data from the server each second. This will help to reduce loading times while connecting to the server, as well as potentially fix other issues related to 100p testing. Further testing will be on-going.
    Optimized and improved visual fidelity of all bullet impact VFX.
    Optimized collision complexity of middle eastern rocks.
    Fixed a Client Crash with the Music Player.

    Infantry
    Updated ADS duration values on some Rocket launchers to make sure their ADS transition animations sync up with the transition delay correctly.
    Fixed an issue with SVDM optic vanishing while ADS on ultrawide displays.
    Fixed SVDM showing old SVD icon in Deployment menu.
    Fixed SVDM bipod recoil standard deviation being higher than prone un-bipoded deviation.
    Fixed SVDM ADS not using input zoom sensitivity modifier. As part of this fix, it was necessary to reduce the SVDM optical zoom (from 8x to approx. 7.5x). This may be changed again in the future.
    Fixed an issue with CAF Sniper having Incorrect kit limit: should be 2 Sniper kits allowed per team, one unlocked at 15 players and one unlocked at 20 players on the team.

    Vehicles
    Updated the GB FV432 RWS APC to have an increased mag size for the GPMG: was 500, now 750 rounds.
    Fixed RUS Kamaz5350 Logi Truck having Transport Truck Icon.
    Fixed RUS Kamaz5350 Trucks having excessive X-axis rolling momentum.
    Fixed RUS Tigr Armored Car having gear shift issues transitioning between 3rd to 4th gear.
    Fixed RUS Tigr RWS not being able to rearm unless mag is empty.
    Fixed RUS Tigr Open Top and RWS having "NSV" instead of "Kord" in the gunner HUD.
    Replaced BRDM2 Scout Car with RUS Tigr Armored Car on the following layers: Mutaha RAAS v1, Yehorivka RAAS v1, Yehorivka RAAS v2, Yehorivka RAAS v4, Yehorivka RAAS v5, Yehorivka TC v1, Yehorivka TC v2.
    Fixed incorrect FV4034 MBT hull front armour thickness, now 500mm.
    Fixed the M240 & other GPMG vehicle weapons having misconfigured penetration curve (50cal penetration). These vehicle weapons now use 7.62mm projectile penetration.
    Reduced cost of LAT HEAT ammo resupply from 40 to 30 ammo per-rocket, to compensate for competition with rearmable Rally Points.

    Commander
    Fixed an issue with Commander call-ins, when a player was killed by enemy heavy mortar strike or CAS strike, it was counted as a suicide for that player.

    User Interface
    Fixed an issue with the new Left / Right VOIP channel separation option, the settings were not correctly updating when being applied during a match.

    Maps

    Al Basrah
    CAF Al Basrah Invasion v1 - Fixed CAF Helipad being partially outside of the map boundary.
    Al Basrah AAS v2 - Updated INS vehicle layout: replaced T62 with BMP1 ZU23, replaced 1 Technical Dhsk with Technical UB32. Moved 2 flags closer to the eastern side of the map (Compound and West Outskirts).

    Belaya
    CAF_Belaya_AAS_v1 - changed team 2 from MIL to RUS.

    Chora
    Chora Invasion v2 - Fixed flipped INS MTLB spawning.

    Fool's Road
    Fools Road AAS v2 - Changed teams from GB vs MIL to USA vs RUS.

    Gorodok
    Fixed an issue with the water appearing black.
    CAF_Gorodok_AAS_v1 - Changed team 2 from MIL to RUS.

    Jensen’s Range
    Fixed vehicle armor diorama: MTLB 6MA turret using opaque materials, duplicated BMP1 model.

    Kohat
    Kohat Invasion v1 - Fixed Hangu Orchard forward spawn point not being spawnable by INS.

    Lashkar Valley
    Lashkar Valley Skirmish v1 - Fixed Commander not being disabled.

    Manic-5 (CAF)
    CAF Manic-5 AAS v1 & RAAS v3 - Fixed CAF main base helipad not giving supplies.

    Tallil Outskirts
    CAF Tallil Outskirts RAAS v1 - Fixed RUS ammo crate clipping into vehicle repair station at RUS Main.

    Skorpo
    Skopro Invasion v2 - Fixed RUS team having Ural 4320 Trucks instead of the new Kamaz 5350 Trucks.

    Yehorivka
    CAF Yehorivka Invasion v1 - Added MIL Ural 375 Logi on the forward spawn.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  3. #2223
    Ca m'a l'air pas mal pour les FOBs; dans beaucoup de cas ça ne changera rien, mais dans certains les 60s supplémentaires peuvent être intéressantes en défense.

    Pour les RPs, je suis plus sceptique, à voir.

  4. #2224
    Drapal, je viens de m'y mettre...

  5. #2225
    Alors tes impressions ?

    Je vais le réinstaller et m'y remettre aussi.. avec l'hiver qui arrive j'aurai plus de temps :-)

  6. #2226
    Citation Envoyé par Rusty Cohle Voir le message
    Alors tes impressions ?

    Je vais le réinstaller et m'y remettre aussi.. avec l'hiver qui arrive j'aurai plus de temps :-)
    J’accroche bien bien, ambiance champs de bataille et chute du faucon noir assuré et mention spéciales aux communications qui participe grandement a l'immersion !

    Maintenant avec mes 3 parties dont deux complètes certaines victoires reste un mystères

  7. #2227
    Si vous lancez, hésitez pas à inviter. Mon steam : Shep_FR
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  8. #2228
    Citation Envoyé par shep1 Voir le message
    si vous lancez, hésitez pas à inviter. Mon steam : Shep_fr
    deimos [fr]

  9. #2229
    Pareil, toujours d’accord pour une partie !!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  10. #2230
    Bon ont se la colle a 100 ce soir ??
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  11. #2231
    Je l'ai réinstallé, reste plus qu'à trouver un moment pour jouer. Ça fait un bail que je n'ai plus joué. À l'époque je jouais medic.
    www.infotographiste.fr - Instagram : florent.infotographiste - Si ça doit merder, ça merdera…- PC Ryzen 3700X+32GB+XFX 5700XT ThicIII Ultra - Panasonic G9 + Leica 8-18mm + Olympus 60mm macro ou Mamiya C220 (Gx7 + Panasonic 14mm en secours)

  12. #2232
    Oh mais il n'est plus en accès anticipé dites donc.



  13. #2233
    Non, plus depuis hier.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  14. #2234
    Petit soucis avec le jeu depuis quelques mois et j'attendais la version 1.0 pour savoir si c'était corrigé, mais non.

    Je suis gaucher et j'utilise donc les flèches directionnelle pour me diriger mais aussi quelques raccourcis sur le pavé numérique pour les sauts ou ramper. Sauf que ces touches la (du pav.num) ne fonctionnent pas du tout IG, ca ne réponds pas et vous imaginez bien que ça gâche totalement mon expérience de jeu.

    Quelqu'un à rencontré le même soucis ?

  15. #2235
    Citation Envoyé par Wary Voir le message
    Petit soucis avec le jeu depuis quelques mois et j'attendais la version 1.0 pour savoir si c'était corrigé, mais non.

    Je suis gaucher et j'utilise donc les flèches directionnelle pour me diriger mais aussi quelques raccourcis sur le pavé numérique pour les sauts ou ramper. Sauf que ces touches la (du pav.num) ne fonctionnent pas du tout IG, ca ne réponds pas et vous imaginez bien que ça gâche totalement mon expérience de jeu.

    Quelqu'un à rencontré le même soucis ?
    J'avais du rebinder les touches du jeu via le .ini je crois, à cause d'un problème de Qwerty... Essay de voir en passant par cette méthode. J'avais trouvé rapidement sur le web le fichier à modifier.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  16. #2236
    Squad de canard ce soir ?
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  17. #2237
    Citation Envoyé par Wary Voir le message
    Petit soucis avec le jeu depuis quelques mois et j'attendais la version 1.0 pour savoir si c'était corrigé, mais non.

    Je suis gaucher et j'utilise donc les flèches directionnelle pour me diriger mais aussi quelques raccourcis sur le pavé numérique pour les sauts ou ramper. Sauf que ces touches la (du pav.num) ne fonctionnent pas du tout IG, ca ne réponds pas et vous imaginez bien que ça gâche totalement mon expérience de jeu.

    Quelqu'un à rencontré le même soucis ?
    Un peu HS mais étant aussi gaucher je suis passé sur ce type de périphérique depuis presque 10 ans.



  18. #2238
    Au fait attention le prix va augmenter le mois prochain.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  19. #2239
    Citation Envoyé par Raoulospoko Voir le message
    Squad de canard ce soir ?
    allé
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  20. #2240

  21. #2241
    Citation Envoyé par Stelarc Voir le message
    Un peu HS mais étant aussi gaucher je suis passé sur ce type de périphérique depuis presque 10 ans.
    https://www.dhresource.com/0x0/f2/al...d-portable.jpg
    Je suis droitier, mais je joue aussi avec ce genre d'appareil car j'ai toujours utilisé les touches directionnelles, mal placées sur un clavier. Le mien est un Logitech G13 acheté à vil prix à l'époque sur LBC.

    - - - Mise à jour - - -

    Citation Envoyé par Raoulospoko Voir le message
    Au fait attention le prix va augmenter le mois prochain.
    Comment ça se passe pour ceux qui, comme nous, l'ont depuis longtemps ? Y a rien de plus à payer ?
    www.infotographiste.fr - Instagram : florent.infotographiste - Si ça doit merder, ça merdera…- PC Ryzen 3700X+32GB+XFX 5700XT ThicIII Ultra - Panasonic G9 + Leica 8-18mm + Olympus 60mm macro ou Mamiya C220 (Gx7 + Panasonic 14mm en secours)

  22. #2242
    Non ceux qui l'ont n'ont rien à ajouter.

    Je vais mettre à jour le titre et revoir un peu l'op.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  23. #2243
    Citation Envoyé par Raoulospoko Voir le message
    Squad de canard ce soir ?
    Un lieu de rendez-vous en particulier ?

  24. #2244
    Mumble ?
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  25. #2245
    Citation Envoyé par Ashley TOUCRU Voir le message
    Je suis droitier, mais je joue aussi avec ce genre d'appareil car j'ai toujours utilisé les touches directionnelles, mal placées sur un clavier. Le mien est un Logitech G13 acheté à vil prix à l'époque sur LBC.
    Celui là il me tapait dans l’œil mais pour un gaucher le stick de droite ne sert à rien... J'ai un vieux truc de 2006/2007, le Z Fang, je voulais absolument de la symétrie dans les touches. La marque a été rachetée par Steelseries mais ils n'en font plus rien.



  26. #2246
    Oui je serais sur mumble.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  27. #2247
    Je couche ma fille et je me co.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  28. #2248
    Mumble chan squarmad.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  29. #2249
    J'y suis !
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  30. #2250
    Ont dirais que mumble fait planter le vocal du jeu, pour se retrouver vaut mieux passer par le tchat steam.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

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