Jump to content


  • Content count

  • Joined

  • Last visited


About Dubs

  • Rank
    Company Commander

Profile Information

  • Gender
  • Location
    New Zealand

Contact Methods

  • Website URL

Recent Profile Visitors

5,597 profile views
  1. Squad has become too "gamey" and meta.

    At this point is quite obvious you guys are not going to see eye to eye over each others opinions. Might be time to agree to disagree and move on from the debate - Instead of continuing it and snowballing into a silly 1 up argument.
  2. Leveling progression

    As pointed out, there are tones of threads that have covered this specific topic over the years. Since you're new here i'll cut you a little slack There's no real set decision on a leveling/ranking/progression system in Squad as the development team is kind of undecided on it and the specifics for it. It could potentially be something explored post full release, with a recommendation system for SL's being the top of the list out of all ideas for it.
  3. Are flash bangs planned for this game?

    Very rarely, it's more so mission and environment specific. If the operation is in a civilian dense location and the chance of non combatants being in the line of fire within the AO is high - Then it's not too uncommon for a few people in the assault squad(s)to have a few stuns. But usually if the operation has higher risks involved as the aforementioned, then it's usually left for more specialized units under the element of surprise to minimize the chance of collateral and increasing the chance of mission success. 99.9% of the time, fragmentation is used over stuns by regular forces. In saying that, more specialized units utilize frag over stun in majority of situations too, unless it's mission specific. An enemy disorientated by a stun can still operate his weapon, especially if said enemy wasn't completely exposed to the stun affects. An enemy with a frag landing in his room has a very low chance to be able to operate his weapon after the explosion.
  4. Topographical Map Suggestion

    Al Basrah was originally a map created by modders(ChanceBrah & Assi) who eventually were hired on as Devs/QA. A lot of the buildings were custom made by them, and the layout was inspired by both the PR map and the actual location in reality. A lot of Squad maps are being updated to bring them up to standard, as we have seen over the past year. It's possible some of the older out-dated maps might get a touch up to bring them up to current standard. Logar Valley is a prime example, that map was supposed to never receive another update years ago, as it was the first map made for Squad and essentially was a test project - many years later it has had it's layout updated multiple times, and recently got a terrain and foliage overhaul - So Al Basrah could be a possibility. Only issue is working on Al Basrah would take a lot of time due to the amount of buildings involved. Topo maps have been discussed a lot, and has been a topic amongst the devs for a long time. Here's the most recent quotes from Developers regarding Topo maps.
  5. There's cheaters in every online multiplayer game - There's not one single permanent solution to completely stamp out cheaters. @Psyrus explains it perfectly. It's a constant game of cat & mouse. All that can be done, is to reduce the amount of cheating by getting on top of new cheat builds being released. Squad doesn't really have a large amount of cheaters, those days passed 3ish years ago where there was a mass influx of cheats from multiple sources - But EAC stamped that out pretty quick. In the past 3 months, I've only banned four accounts for cheating on the server I admin. Two of the accounts were the same person; So a total of 3 cheaters. Not too long after, EAC had also slammed their steam accounts with bans - So it's definitely doing its job. Squad is a game where you can get shot from multiple angles, and at times it's like ghosts shot you - Especially when there's really good players who know the maps, and have great shooting ability. All in all, Squad is relatively 3rd party cheat free. People ghosting is a completely different story, but that's up to server admins to try squish those players.
  6. They're M37 82mm HE rounds, which weight around 3kg(6.6lbs) from memory. Two would equals 6kg(13.2lbs). While I agree the quad drone in Squad wouldn't be able to lift a 13kg IED in reality. A lot of civilian mid-line quad drones on the market are able to easily carry around 4kg in weight as they're designed to carry up to two cameras, plus added equipment like external batteries. So the drone in Squad is carrying double it's capability. But in saying that, Squad is a game and allowing IED's being attached to INS/MIL drones allows a different dynamic to unconventional factions and airborne IED drones have became a reality over the past half decade. It's both un-realistic and realistic in current design of Squad. The drones are easily shot down when near ground level. Bumping into a wall, roof, barrier makes the drone explode. Have limited use, and they have a choice to keep eyes in the sky or yeet an airborne IED into something that might not work. Fair trade offs IMO. I Wouldn't be against limiting to a single IED to be placed on a drone through.
  7. Beta 18 Released

    Local Jensens range is bugged and can cause inconsistent results when it comes to damage. The damage model relies on a server to work accurately.
  8. Graphic Updates

    No point comparing a AAA game with 10x the budget and 6x the development team size, to an indie dev team. They have their own tailored in-house game engine. Dice used smart map design, such as large buildings, hills/mountains, forested areas etc in specific places to be able to cull large amounts of objects out of player view, while also limiting render distances quite heavily. They also had quite aggressive LOD scaling which even with Ultra settings, player models and trees looked pretty low quality past the 100m - 150m mark as well as having quite heavy pop ins with small objects. BF3 set the benchmark for games of that particular era in terms of visuals, and does look better than quite a few modern games. Frostbite is a very powerful and well optimized engine. But they did well to hide the lower quality things, to make the highest quality things up close, stand out. Playing the big open maps like Bandar desert, you really get to see how their culling and lod is done - Even dropping out of helicopters and Jets up high and parachuting down, you can see how they managed to pull off what they did. Squad is in beta phase now, so a lot of focus is going into optimization so when Squad hits full release, it'll be as smooth as they can get it. Visual tweaks are on-going . We've seen higher quality building models being added to new maps, weapon textures improved to higher quality ones, constant updates to the lighting, megascan terrain added to new maps, water visuals improved, particle effect improvements, and other improvements over the past few major patch releases. We can probably expect more tweaks here and there, but I wouldn't expect super detailed 4k eye candy as far as the eye can see.
  9. Next frame rendering

    It appears it has been removed from Nvidia control panel, and has been replaced with the "low latency" mode, where selecting it to be; On : Limits 1 frame to render Ultra : Minimizing queue'd frames for when Vsync & Gsync are on Off : Allows frames to be queue'd
  10. Tactical Ladder

    Deployable combat ladders will be something experimented with post 1.0 full release. They've been on the radar for years(as has the breacher kit) but there's been things higher on the priority list. There's been mentions by some devs how they want them physics based, so they can be layed horizontally as well, to act as makeshift bridges etc So in due time we might see them We used similar telescopic ladders, ours were 2.5ft retracted and 12ft when fully extended, weighed just 9.7kg IIRC.
  11. Most early access shooter titles would love to have sold 1mil copies, have 3000 - 7000 concurrent players and 20k - 30k+ weekly players, as well as surviving longer than 3 - 6 months after going into early access. Doesn't matter if it's an Arcade, MilSim or mix of both type of early access shooter, most die on arrival or only survive a few months into early access. The fact Squad has reached these types of numbers, and is still alive years after early access is pretty amazing, very few EA shooters make it this far. Some AAA titles don't even reach these numbers, or maintain these numbers for years. Squad has it's problems, and somethings have taken a while to be addressed or still are pending, but for good reason(aside from the internal priority ladder). You can't please everyone when it comes to things, and some things have to take longer to allow for things to be evaluated and fleshed out before applying the change. I do suggest you read this thread, as some really good changes to controversial things are coming.
  12. Penalize Lone Wolfing

    Systems like these don't work when the maps are of large scale and so much can go on in a small time frame. There's so many instances in Squad where people end up being lone survivors during assaults or defenses - Friendly squad(s) and rally points are wiped, You in end, punish these players who did nothing wrong by applying penalties, when all they did was survive while playing the objective. Other instances as @Zylfrax791 pointed out, such as SL's wanting people in his/her Squad to flank, provide overwatch, track enemy vehicles or simply scouting ahead would be punished for doing nothing wrong. If people are lone-wolfing and not playing the objective, then the SL isn't doing his job. At that point it's up to server admins to make sure SL's are doing their part for the team. If nothing is being done, then it sounds like it's time to switch servers.
  13. Free Squad Game Server

    OWI has no plans to host official(free) servers. I suggest getting in contact with server owners within the Russian community and see if they would be able to apply for additional server licenses to be able to host more servers.
  14. I'm giving up on this game.

    It reduces some aspects of the cheese, like repetitive bunny hopping from rally to rally to get new positions instantly while also punishing those who lose rally after BRing off another rally in that 150 time window. But yes, it doesn't really change the teleportation cheese. I'd assume this is just the first steps to changes with BR.
  15. I'm giving up on this game.

    There's two changes in v17(Beta 1) that I came across - Single man Squads can no longer utilize the BR system. You need at least 2 people(SL + 1 other) for your Squad to have the ability to utilize the BR system. - You can no longer freely and instantaneously bunny hop from rally point to rally point using the BR system, as a 150 second cool down is present after your first BR use.