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Everything posted by Gatzby

  1. March 2018 Recap

    Hey Squaddies, Welcome to the March Recap! It's been a busy month at home and abroad as some of the developers attended GDC, and others welcomed the Air Assault winners to Vancouver! We're happy to report they kicked some mocap butt. The rest of you can kick back, enjoy some Squad, and enjoy the fruits of March. A special shout-out to the pros at Animatrik for hosting us at their top-notch motion capture facility. Our veterans have never felt sexier than when donning Mocap Formal. AAS Ticket Bleed Tweaks We're doing a number of different changes to AAS in order to promote a more varied style of play and to positively incentivize flag capture. These include dramatically reducing the ticket bleed on the middle flags, as well as increasing the ticket win/loss when an actual flag area is captured or lost. Neutral flag captures will now also include a ticket gain for your team. There will still continue to be a very heavy "mercy" ticket bleed on the end flags. Our intention with these changes are to increase tactical variability and creating the dynamics for a more open-ended approach to strategy. The neutral flag ticket gain should still retain the incentive to capture middle flags quickly for your team, to deny the enemy team that initial ticket advantage. These changes are in the testing phase and ticket values may fluctuate and are subject to feedback from community gameplay testing sessions. Alpha 10.2 Bug Fixes A number of key bugs have been identified and are addressed in the latest hotfix, including these 3 big ones: Spawn over-run mechanic for FOBs has not been working correctly since the v10 release. When enemy players get within close range to a FOB, the spawn times for that FOB should increase. This is based on the ratio of friendly to enemy players in the radius. We shall be monitoring these changes, expect more tweaks coming to this area, as the spawn massacres around compromised FOBs is not the intended gameplay outcome. We value your feedback here and welcome more discussion on the topic of FOB spawning. Squad kit roles that were being force-switched has been corrected. When squad members left a squad, kit roles were being force switched if the squad dropped below the min players for that kit requirement. This has been modified so that it will only force switch a player upon respawn. A less pervasive method to protect against players exploiting kit requirements has been implemented. An exploit that enabled players to load Logistics Trucks with additional supplies above the 2000 limit has been fixed. Name Tag and Squad Leader 3D HUD UI Upgrades We know name tags have been a hotly debated topic, especially when it comes to them showing up when you don't want them to (e.g, blocking your vision when there are many incapacitated players in the area, or when there are many players inside a vehicle, etc). We feel name tags are necessary for team/squad cohesion and situational awareness. Our goal is to make them as unobtrusive as possible while giving players the necessary fluid contextual situational awareness. We have reduced the number of Name Tags shown on the 3D HUD. It will now display only one name tag at a time (the one you are directly looking at). We have also tightened up the viewing angle for the name tag to appear. We understand that players have a large variety of different display setups and may want to customize the UI. We have added 2 new slider bars in the options, one to adjust the name tag opacity and one to adjust the name tag size. There is also an on/off toggle for 3D HUD name tags (Default is on), and an on/off toggle for 3D HUD kit role icons. (Default is off.) The Squad Leader Icon on the 3D HUD has now been simplified. The SL icon is an important passive tool that allows for instinctive cohesion and spatial awareness of a squad, especially when it comes to newer players joining the squad. The SL Icon will now be displayed on the 3D HUD persistently, but it will fade when the SL is out of range. Map Screen UI Upgrades The Map screen will have a new feature: players inside a vehicle will have their name tags displayed when mousing over the vehicle. The nametags of all players inside the vehicle will be listed according to seat position, as well as the squad # and kit role of each player. Names displayed are test machines for demonstration purposes. Additionally, the Map screen will also have a new indicator for vehicles showing the squad number of the driver. The new indicator will be discreetly displayed next to the vehicles map icon. This enables Squad Leaders to better assess the battle situation on the map quickly and efficiently. British Forces Update The British have undergone more work and polish since we have shown them initially in January. They are from a gameplay point of view, almost ready, and will feature a unique array of small arms to make their infantry a considerable threat on the battlefield. Improved Vehicle Damage Model One massive upgrade we're doing to our vehicle damage model is the development of a localised damage system and the ability for us to model different armor thicknesses and angle of attacks in order to determine the effectiveness of projectiles against armor. Currently, all vehicles have a very simple health system that does not respect the location or angle of a hit, making anti-tank and vehicle play undesirably shallow. One example is the Stryker, where with this new system its frontal armor is completely impenetrable by 14.5mm rounds whereas its side and rear armor are more vulnerable. Another important upgrade is to include the angle of the projectile to the armor when calculating the penetrating capability. For example, hitting the armor on an angle means more material thickness the projectile must go through, which determines whether penetration is made or not. We also plan to have the impact effects and audio reflect whether penetration has occurred and you are actually doing damage to an armored target. This is the beginning of a deeper system that will be later expanded into damaging critical internal systems on vehicles, such as engines. In addition damage on separate components like tracks, wheels, and turrets. BGM-71 TOW Guided Anti-Tank Missile Launcher As part of upping our anti-tank defenses, we are introducing the addition of anti-tank guided missile systems for all conventional forces. Initially, we will be implementing the BGM-71 TOW missile launcher for all factions while the artwork for the 9M133 Kornet ATGM is still being done, but this should provide a very good analogue for the kind of anti-tank capability FOBs will be able to deploy going into the future. The TOW missile is a wire-guided missile that follows the target commands via a very long wire attached to the launcher. The player can effectively steer the missile while in flight onto target, and it is extremely effective against stationary or slow-moving targets. Weapon Emplacement Optics Upgrade In an effort to improve the fire support capabilities of FOBs, optics have been added onto the emplaced Russian NSV, British & American M2 Brownings and both emplaced and mobile versions of the SPG9 Kopye. Both the M2 Browning and SPG9 have completely functional reticles that allow for precise shooting at range. The intention is to make these weapons even more of a threat and further allow a FOB to lock down an area. Update: Kamdesh Highlands We managed to pull our mappers out of the SDK for a few minutes to see what the latest updates are looking like on Kamdesh and they sure have done us proud. We expect fighting from building to building to be fierce, much like the terrain surrounding the point. Squaddies should be ready to practice their bounding cover tactics if they expect to survive. The road in is rarely the road out, but with armor thickness coming in the near future, you might survive a few seconds longer. Be on your guard for anti-tank support! Update: Kohat Expansion As you may know, we've been taking some time to go back and fix up some of the old favorites. This time around, we're looking at the Kohat Expansion, which is building on the fantastic work the environmental team has already laid down. In addition to opening up the playable zones, a lot of surrounding dressing has been added to the map edges to make you really impart the sense of a large world around you. The beautiful lighting is sure to be used as an excuse for taking a few stray rounds from the enemy. Stack-Up.org Air Assault A while back, we had the opportunity to invite a few veterans from the community to join Stack-Up.org and the Squad team for a mocap session! Our winners were in Vancouver, British Columbia over a recent weekend at Animatrik. We're just getting some of the pictures and video in, so stay tuned for a full-fledged article in the near future. In the meantime, a huge thanks to the winners AND Stack-Up for making a once-in-a-lifetime event possible. Bonus points for making sure it goes down in gaming history! Stay sharp out there, Squaddies: April is upon us and has a reputation for being tricky! We'll see you in the next recap and on the battlefield! Did you see something you want to talk about? Something you want to see next month? Sound off to your next favorite squad leader in the Squad Community Discord. Until next time, squaddies. Offworld out.
  2. Post Scriptum Keys

    Hey Squaddies, The time for keys has come! Be sure to read the announcement for more information on Post Scriptum and who qualifies for a free copy. Ready to claim your key? Click this link now! Click here to request your key! From the entire team at Offworld Industries, thank you for making it all possible. We hope you'll enjoy Post Scriptum as much as you love Squad! Offworld Out.
  3. Brief A11 Status Update

    Hey Squaddies! Merlin hopped online to let folks know that: You can find that post here: But we wanted to make sure you found it here too. =)
  4. Hey Squaddies! We're going to be doing another livestream on Twitch tomorrow, Friday, 4/20 at 7 AM Pacific, 1400 UTC. We'll have ChanceBrahh on to discuss mapping, including some of his work that you may have seen in the most recent recaps. Our channel is http://twitch.tv/joinsquad. If you can't make it, we'll be archiving the chat for later viewing. If you can make it, come ask Chance some questions!
  5. Post Scriptum Keys

    Please do email [email protected] if you're still having problems receiving your keys. (Check your spam folders too, just in case. =))
  6. Post Scriptum Keys

    If you haven't yet, reach out to support [at] joinsquad.com. It'd be super helpful to include the original email address. If you have a receipt handy, it'll make their lives easier too. =) If you're still missing your key, please get in touch with the folks at support [at] joinsquad.com. Edit: Ah ha! I see you got it sorted. Great!
  7. Hey Squaddies, On behalf of the entire Offworld team, we would like to take this opportunity to thank all of the early founders and backers of the studio. Without the immense trust and faith the approximately fifteen THOUSAND of you showed us back before Steam launch, we wouldn't be here today. Your early support allowed us to bring on the team full-time, to begin growing the studio with the care that would later be needed to successfully fulfill the goals of the project. It has also allowed us to tackle quite a large body of work, ready to learn how to deal with challenges we could never have foreseen. They were exciting, intimidating, exhilarating days. As we move closer to a much more mature version of Squad, we want to show our appreciation to those founders by introducing them to our partner studio, Periscope Games, and their project Post Scriptum in one heck of a cool way. Thanks to your early support, we were able to help take this fledgling group of World War 2 enthusiasts and amateur game developers and plant the seeds of what will become one of the most realistic and largest World War II games on PC we've ever seen. To show our appreciation for the contributions all of you have made, we would like to offer all pre-Steam launch Founders and Backers the opportunity to redeem one Post Scriptum key per active Squad key for free beginning in mid to late April. This applies to all 15,000 dedicated supporters -- from the multipack Rangers and clans to the single key Backers. That means if you received two keys as part of your Squad backer tier, you will receive two Post Scriptum keys! In addition to full access to the final game release, recipients will also be invited to participate in pre-release weekend testing beginning in May. (Official date to be announced by Periscope Studios.) That's right... get a free game key and be one of the first soldiers on the ground! Not a bad return on investment! How do I request my keys? Coming soon, there will be a simple form provided. When it becomes available, fill it out with the same email you used to back Offworld. The application will verify your data and deliver the right amount of keys based on the donation tier to which you belong. Your key will unlock full access to the game, as well as provide access to pre-release weekend testing. (Please note: This will not include the current closed testing being done internally by Periscope Games.) What is Post Scriptum? Post Scriptum is a first-person historical shooter that builds an authentic World War II combat experience on the technological foundation of Offworld Core. Focusing on historical accuracy, large-scale battles, and the same intense need for cohesion, communication, and teamwork that you find in Squad. You'll find yourselves at home in another era with a whole new lineup of awesome weapons, vehicles, maps, and more. I'm not a Backer. Can I still get involved? Soon! The folks at Periscope Games will be offering pre-sales for Post Scriptum in the near future. Be sure to follow them on Steam to make sure you get the latest news and announcements! Offworld Out.
  8. Hey Squaddies! The text you’re about to read is the minutes of a meeting hosted by Offworld Industries to gather community feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. Please note that the text represents a dialogue between the community and developers, not a planning document. OWI Attendees included Axton, StrangeZak, Fuzzhead, and the host, Nordic. Note: OP refers to Original Poster, someone from the community. Text in Italics represents responses from OWI members, or general overview text sourced from us -- not the community. Attempts to preserve the discussion as it happened between topics and questions have been made. [Introductions, Rules, and Format. Contact Nordic for further information on participation.] Localized vehicle damage model. Part of the point is to increase gameplay depth, especially for APC/IFVs. Increasing their desire to work with infantry and the rest of the team. Also, they are large, very cool vehicles, so standing next to them during a fight is awesome. The values will continue to be tweaked, as this is just the first iteration of the model. Community wants: A visible model in firing range (Being worked on. Thanks Chuc! \o/) Yep, there are lots of AT options. Ammo capacities may change with balance, including the availability of ammo on vehicles. (Not likely to be in v11, but maybe v12.) One-shot kills are not desirable. (One-shot disabling may be a different story.) Ammo Changes to the way ammo is available in the field are coming, including stashing some on vehicles. Man-portable ammo. (Planned, but likely not for v11.) Resupplying in the field should probably enough for one person, but still in testing/design. (For example, 75 points would be one LAT, or 3 rifleman, etc.) Will there ever be ammo bearer role/kit? Maybe. Inventory customization potential post-1.0. (e.g. Opting for no grenades in favor of more ammunition.) Adding more kits is delicate, since other ones may become unused in your Squad. It does make for more specialized decisions though. It would definitely have to be fun to be implemented. Interlude It was agreed by all that it would be helpful to have a larger picture, a bigger sense of the high-level plan for Squad. It’s difficult to discuss some changes, as they are so linked to everything else. (e.g., ticket bleed.) Heck yeah it is! We're looking at a couple options to expose more planning and more feedback options, such as Trello. Vehicle gameplay We expect vehicle gameplay to shift across the next couple of patches, as more armor and anti-armor options are introduced. Additionally, the updated damage model is going to impact vehicle gameplay. Ideally, the shirt will go more toward a "thinking person's game," with increased emphasis on working with vehicles as a team. Make communication between vehicle and infantry more rewarding, and easier. Less dying/ self-sacrifice. Vehicles lose their purpose too easily, especially Logistics. Try to promote more thoughtful gameplay, more risk versus reward. TOWs will be a huge threat. Emphasize vehicles working together. Two vehicles together should be way more effective as a team than solo. Still too prone to flipping. Q: How do you feel about adding manual transmission? Automatic is bad for hilly maps. Mapping and design question. We have some of the steepest roads in the world in Squad, more so than actual roads in New Zealand. A US or Ural truck would go at walking speed, if it moved at all. Bumping up the torque would effectively make them mountain climbers up to 90 degrees. Zooooom! OP: Offroad mode (shift) doesn’t work very well right now. Noted. AAS Ticket Changes Changes to the AAS system are coming, starting in Alpha 11. It’s likely we will move towards "Static" AAS and Random AAS, as well as trying more experimental layers, but they will require testing and feedback. A lot of dynamics of the game will be changing in the next couple patches. Values may need to change, and we plan on working with the community to do so. Teams will now lose tickets when they lose a flag. Currently: +20 tickets for capturing a flag, -40 ticket for losing a flag. +20 for capturing a neutral flag. Ticket loss will be increased in v11. It will also be standardized. The values are standardized for simplicity; nobody wants to have to memorize a wiki for each flag. Squad has a transparency issue with tickets in general. Bleed is confusing, being somewhat of a background element. *Especially* for new players. The numbers are not set in stone. Some experiments with bleed time and values are being examined too. If feedback (yours and ours!) is poor, we will revert those changes. If you’d like to be involved in testing changes, reaching out to Fuzzhead might help. Bleed changes are small -- they’re not going to revolutionize AAS, but they might help you see different parts of the map and think about them differently. They aren’t expected to be a panacea. We’re still keeping an eye on the overrun changes made to FOBs. Community: Focus on tickets can turn into spreadsheet simulators, taking some of the magic out. All of these AT changes might impact AAS in unknown ways. Please be considerate of the balance between attackers and defenders, especially in terms of pacing. HUD elements for ticket changes would be nice, maybe on the map. But don’t overload the UI, please. (Fuzzhead: Squad may have too much HUD. It’s good, but there’s a lot there when you don’t need it.) Mercy Bleed OP: Does Mercy Bleed actually do anything for the community? Is it harmful? Where does the feedback come from? A: It seems to incentivize continuing attack, especially in the first five minutes. OP: Players may not be incentivized to attack over defend when bleed is active, especially with super FOBs. A: While it may not change the mentality of the average player that isn’t reading the forums, etc, this would be a change that’s going to impact player behavior. It’s a choice on map basis: part of it to get large, unused portions of the map involved. People mentioned they were never fighting in many areas of maps. OP: “We do see on general servers, a lack of motivation, or a give up mentality, when the center point is captured.” User example: It seems slightly punishing, forcing players to take all of the flags instead of setting up a solid defense with more than half the map. Different user counter-example: One of the best ways to play AAS right now, especially if you capture Papanov, is to turtle and not fire another shot for the round. You don’t attack them because you don’t have to. That sucks; it’s boring. Q: “Why should I leave the first flag super fob?” The enemy has +20 tickets for every neutral flag, they know where you’re at, and you should expect mortars and armor very soon. Someone will always want to push. We can think up a hundred scenarios, but we won’t know for sure until we test it. Admin Tools We’re aware of the frustration server administrators have with the tools and hope to improve upon them in the future. We run into them too, especially during playtest. However, they are not the top priority right now but will receive some attention. Better admin UI being looked at, for example, you may be able to ban someone from a radial menu or the scoreboard. Replay functionality is currently buggy. It can be used, but take care when skipping forward; turrets will disappear, soldiers do some weird stuff. Improvements are being made Community would love: MOTD (maybe on the loading screen, or during the queue, or a specific tab) Maybe similar to Counter-Strike HTML options -- something that allows it to be recalled when necessary. Warning messages directly to a player, before kicks/bans Visible admin indicators (optional) Improved chat logging Idle/AFK kick RCON Team management tools: move players to squads, etc. Force join squad timer. (There are problems here with locked or full squads, players that don’t want to squad lead, etc.) Access for modders and modding, please Many functions could already be made as a mod. Zak is willing to assist people working on them, but be aware that it requires a custom server. Mod support is still under continuing development too. Q: Will there be more licensing/guideline enforcement? That’s a director-level decision, but we expect some changes. Stay tuned. Patches/Optimization In the wake of getting to v10, we’re definitely aware we need to work a little harder on our patch scheduling and transparency. Currently, there are several programmers dedicated to optimization. They’re using the tests as opportunities to collect performance profiles, hunt fixes, and eke out more FPS. Further, we’re developing tests to focus explicitly on optimization. Community: Faster patches with less fixes is a-okay. (“Patch bugs asap! We don’t mind!”) Large patch size is still a concern, especially with small fixes. (i.e., you have to download another 30 gigs.) Latency feels increased. Can’t tell if it’s server issues or other. Some community members confirm some server performance boosts in 10.2. Fuzzhead: One thing can hold performance back. You may not notice the changes until we find that one thing that’s causing problems, even if other items have been optimized. I think we’re getting close. Gameplay Some of the upcoming changes include prone to stand speed adjustments, addressing gun wobble, examining sway (Yep, the m4 needed love.), recoil patterns, as well as changes to ADS timing. We’re also aware of the slight desync between first and third person views and will be tightening that up. Hopefully, this will increase responsiveness in hitting your target, especially when your target is peeking around corners. Q: Prone to stand is changing. Does stand to prone change? A: Maybe. It’s something we’re considering based on real world behavior, even among the developers. Most people WILL throw themselves down real fast… even in paintball.) The desynch between 1st and 3rd person: 3rd person view is sped up a little over it. Side effect: latency has you showing up a little sooner, but the speed compensates. If you’ve never noticed it, you should notice it even less now. It’s often a trade-off between looking a little silly and playing how people expect it. Leaning movement: Try walking while you lean. It’s hard. Especially with a weapon. Your feet don't move the same way. But we understand it’s a game too. Fuzzhead would limit crouched movement and movement while leaning would be slow. This is a preference, not an edict. Fine-tuning is an on-going process, especially looking forward to vehicles. Community: Leaning could limit stamina regen. Fuzzhead would like to see less restrictions on logistic trucks. May not happen, because of the obvious issues, but the benefits may outweigh it. Additional admin tools could help with this. Because Squad’s audience is bigger, we have to be aware that new or toxic players can impact things like this. Making sure small squads are still viable is important, especially for specialization. Occasionally mirrors real life too. FOBs and Spawns Q: FOB changes? What’s the ideal version? Are you happy with spawning now? Fuzzhead: Oh no, it’s going to change. The drasticness of the changes is up for debate. Definitely, it’s not in its final form. Rally points definitely need a pass. A hard overhaul to how they work and their relationship to the pacing of the game. There’s a fine balance; you want a game that is accessible and squad leaders have this ability to keep their squads together, having fun, in the action. Too much reliance on rally points creates a game more about placing spawn points. The overrun mechanic on the FOB is subtle, but it changed the pacing a lot. We have to be careful when changing spawn mechanics, even small changes. We have lots of feedback coming in for spawning. We have our own takes. And there’s a lot of ways to go; Fuzzhead would like to trial a couple of them. the PR system (rally expires in x seconds, can’t place again until y.) might not work for Squad. A wave spawning system for RP’s, e.g. every 90-second rolling wave, the whole squad can spawn on RP, keeping them together. However, it doesn’t impact pacing, it would change squad movement. Incentives could be introduced to reduce spawn time, for example. (Community: Remember, nobody likes waiting.) Fuzzhead understands the limitations of rally points may have been implemented as temporary measures to adjust the pacing of rallies. Needs to be re-examined, as it feels outdated. Fuzzhead would really like to try some changes in testing, especially to see how it impacts pacing. It could add some depth, opens up more roles for people, and increases the importance of logistics. Game Mode Intent First flag is always neutral on Invasion. We know… it’s not ideal, may change. If you’re seeing back caps lost in other ways, it may be a bug -- tell us. =) Some Invasion flags had issues in the v9 -> v10 merge. Many issues (e.g., loss of flag lock) were caught, but some did get through, especially on older maps with more layers. They will get looked at though; we’ve learned from our mistakes there. Respawn resources have been tossed around as an idea, but generally seems pretty “gamey” and silly. It could have merit if it worked, though. (e.g., If a rally had no reloading capabilities, you’d need a supply truck with ammo, or more respawn, etc.) AAS isn’t necessarily the right mode for irregular forces, and we'd like to showcase them more/make them more fun. Q: What’s the motivation for game modes? We need more content! Is AAS supposed to be the primary, one-trick pony? Random AAS will likely be a topic for the next roundtable. AAS was the primary mode for PR, because it was easy to modify. It was a good start for Squad, but isn’t necessarily the “flagship.” Like Fortnite experimented with modes, one game mode may rise organically. The problem right now is the other game modes haven’t gotten as much polish, but that will be changing. Smaller, shorter seeding game modes to get people into servers might be an example. You might not want a two hour AAS session mid-week, so offering other options is important. Additionally, we've previewed the territory control mode, and briefly discussed the potential for Fog of War mechanics, especially in Random AAS. Crewman Kit Beef up the driver capabilities a bit, give them a periscope. Every APC, IFV, tank, and helicopter will have a Crewman kit requirement. As a squad leader, you may need to have a crewman, or it may be allowed to drive as a SL, work as “vehicle commander” setting points, etc. The first iteration of the Crewman Kit may not have any special toys, other than meeting the requirements for driving some vehicles. More abilities are still up for discussion. We’d really love to see more combined arms, especially when 50v50 platoon-scale combat is an option. Closing Thoughts A big thank you to everyone that took time to join us for the roundtable. We look forward to seeing you again after the next Recap! Your feedback is invaluable to us and we're looking forward to building a better Squad with your help! And yeah, we're working on improving the roundtable format too.
  9. Alpha 10.2

    Hey Squaddies, While work on Alpha 11 is progressing at full speed, we pulled over a few of the changes that should help improve the experience along the way. Patch Notes Changed the process of a kit becoming unavailable due to squad size falling below the player limit. Now your claim on the kit you had previously remains until you select a different one. Prevents other players from reserving kits by leaving and re-entering squads. Fixed FOB respawn timer not increasing with enemies nearby. Fixed player rotation getting permanently offset when standing on a vehicle that's rotating. Fixed bad zeroing on M4 with red dot sight. Fixed an exploit on logistics vehicles allowing the total load capacity to be exceeded. Reduced stamina cost of jumping/climbing/vaulting. Adjusted calculation for name tag fadeout to make it work better when aiming below the name tag. Changed vehicle seat info text scale back to previous size. Fixed main base repair stations not working on Sumari AASv1 and AASv2. Revived a fix to the prone player capsule that got lost in merges. Disabled replication of unequipped weapons. Enabled Anim update rate optimizations on equipables. Simplified bounds calculation on equipables. Set Anim update rate optimizations to more aggressive values on the Soldiers. A huge thank you to everyone that participated in the recent tests and offered up their feedback. Your dedication keeps us going!
  10. The Wrench -- March 2018

    Hi Squaddies, March is behind us and with it another exciting month of Modding! We were thinking long and hard about a joke involving the Ides of March but since nothing made the cut, just take the hard facts: we received a lot of awesome updates from our community which we are more than happy to present to you. Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome. Al Basrah Storm + Night Variation by Stadl0r We love modders who take the approach of making existing things more interesting. Stadl0r did this very well in his project to make some environment variations for Al Basrah by making a nice dusty storm variation. It's very well done and looks pretty much spot on. Sightlines are reduced and engagement ranges drop down by quite a bit. He also made a beautiful night variation with some new light objects which is worth having a look at. (Take a friend. It's dangerous to go alone.) Firepower: WW2 Combined Arms Total Conversion World War 2 is up and coming and we love to see Modders tackling this conflict. This submission came out of the dark: a World War 2 total conversion mod focusing on combined arms in the Pacific theatre. They are currently very early in development but we can already see some very nice things in this update and hope we'll see more in the future! Finkarus by LoRDHitMan Finkarus was first released on the Steam Workshop in March and has seen some great updates since them. Dedicated Wrenchers can still remember the first time we saw this map and it is great to see it released. It's a 5x5km map with different time of day versions, pitting the Russian Ground Forces against the US Army. Be sure to check out LoRDHitMan's hard work on the Steam Workshop here. Sands of Yanya by bestpony Well-known modder bestpony is back with another map, and this time we're headed to a coastal region. A beach littered with Czech hedgehogs, crumbled bunkers that still make for an ample defense position, and thick forests make for a hard-fought battlefield which we cannot wait to set our virtual feet on it. Foreign Legion Mod by Squad Mod France A very welcome and well known regular on the Wrench, the French Foreign Legion Mod brings us some very nice updates again this month with their new model of an AMX 10 RC and a nice work in progress on their HK417 for the more infantry focused fans! As always you can check out their updates on their website. Dzhungli by dsiOne Set in a heavy early morning fog this map puts the very mobile Militia Forces in a battle against heavily mechanized Russian Ground Forces that are defending an old Soviet compound. Dominated by a thick and unpassable Siberian forest which is only broken up by a raging river and some steep cliffs, forces will have to fight to control the crossing points to make sure they can move on vehicles. Operation Silver by EliteLurker Released a while back, Operation Silver has been one of the early favourites of the Modding Community. EliteLurker hasn't stopped to rest though, steadily improving his map by including a soon to be released night version. Operation Silver also featured in the LevelGaming 40v40 competitive league tournament. Included in the Steam Workshop download is a small bonus fun map named RoadRage, made for excessive vehicle mayhem, check it out on the Steam Workshop! That's it for this month people, we hope you enjoyed reading through this as much as we enjoyed collecting and providing it for you. As always, if you want to see your work in here one day, just submit it to us! We're looking forward to seeing your hard work. Squad Modding Hub Management Team Out.
  11. Came back for v10 TAGS/SPAWN opinion

    In case you missed it, some changes are coming to tags, as well as some of the other UI facets of Squad. Check 'em out: http://joinsquad.com/readArticle?articleId=271 We're going to continue to monitor feedback on tags, of course -- we're hoping to get to a point where everyone finds them fairly satisfying.
  12. Community Feedback Roundtable

    Ross addressed that a bit in the Twitch stream the other day. The tl;dr: the base gunplay system isn't likely to change, but we'll continue tweaking and tightening it up. I know he's spent a lot of his time in weapon platform values recently in preparation for the upcoming patches. Out of scope for that discussion. It was primarily based on the recently released recap and sticking to those topics. There will definitely be more chat about helicopters in the future, when there's more to offer your feedback on.
  13. If you haven't had the chance to check out our last Squad Chat with SgtRoss, he does go into some detail on suppression: I haven't played HLL yet, but I think the effect you're referring to is something SgtRoss mentions around 57:30 as part of the prototype, but unsure if it will make it into the final version. (Of course, feedback threads like this one help. ;)) I think TheNirl informs us it's called aimpunch around there too. (TMYK!)
  14. Community Feedback Roundtable

    I believe the goal (per Merlin in the AMA, I think) is to have it so there would be some field repairs to get moving again, but you'd likely still need to seek out a repair station to get out of danger. For example, getting hit might disable you -- you could try to hop out, affect repairs to get moving again, OOOOR you're a sitting duck waiting for the final rocket to come in... assuming they have enough ammo left.
  15. Post Scriptum for Squad Founders

    Making sure this guy is on page three, since there are still questions. =)
  16. Linking Steam Account

    Hey gang, Passed this on to the tech team for investigation. Should hear more soon. Sorry for the inconvenience! Merging a couple similar threads together so we're all on the same page.
  17. Movement speeds can and probably will still be tweaked, especially as we see how they work in conjunction with new maps, new weapons, and new vehicles. It does involve getting a few people and testing to do, so may be done with consideration and a few iterations. ("Feel" can be pretty hard to nail right, especially as the audience grows.) I know SgtRoss is looking at some ADS speeds on weapons, say, with some eye toward overall pace -- not exactly what you're talking about, but something that does play into the overall feeling of speed/slowness. Which... believe it or not, our speeds are apparently a fair bit faster than Rainbow 6 Siege. Weird. Speaking of Ross, the recent stream had him mentioning that we don't want the game to be a walking simulator either; pacing is something we keep an eye on and really appreciate hearing YOUR thoughts on. That said, we don't want to trip back into your standard FPS super-soldier either.
  18. Post Scriptum for Squad Founders

    Yeah, you should be good. You might also have a Founder or Rifleman status somewhere in Steam (after the launch, of course ;)) that would indicate it. Seeing as you have your receipt, it sounds like you even have the right email address. You win most prepared! (And our undying love for being so.)
  19. [BUG] Medics useless

    We're aware they're not where they need to be, and we're going to continue to get them back there. I enjoy medic myself and... yeah, frustrating as hell sometimes. It didn't need to be harder, heh. Per the recent AMA, medics are definitely slated for evaluation and likely some serious changes too, outside of bug fixes: http://joinsquad.com/readArticle?articleId=262
  20. 06APR2018 - Developer Twitch Stream

    Ah, yeah, we've archived it there because Twitch, even with partner status, only stores videos for a certain amount of days. Yep, for some reason, Amazon's Twitch.tv can't store video for more than 14-60 days. Fortunately, Google's Cloud has no similar limitations. =P Thanks for the heads-up. I think we can probably get a graphic in the video itself and do a better job with the explanation. The intention is to make that list the archive, with more chats planned. (Should be another one next week, hopefully.) Hopefully the format comes across okay with that knowledge! We're enjoying it; it seems to set some of the more nervous developers at ease.
  21. Looking for content creators

    If you haven't dropped in yet, check out the Squad Cinema Group: http://discord.gg/ey7guCe It's a Discord spun up by our video guru, Lordas, and other skilled cinematographers and artists in the community.
  22. 06APR2018 - Developer Twitch Stream

    Also Twitter. =) The immediacy of some platforms makes them better for the live event (e.g., Discord and Twitter have up-to-the-second notifications), but things like Facebook might trickle out the post to a few people here and there over the course of a week -- you may not necessarily see it even if it is posted, due to the way their algorithm works. They are a little fluid, which is also why it went 2 hours this time. And yeah, we'll be doing more, and we're working out more kinks in each time. We're aiming to have the next one on or around April 20th -- some of you may need to set a few extra reminders for that day. =)
  23. 06APR2018 - Developer Twitch Stream

    Just need to do a guest spot with Cousin Itt, imho. (With theme song by ZZ Top.)
  24. I think this is something we can bear in mind as we continue to work with the server. These sites are something I see the utility of/use myself. Like modding, it's super encouraging to see what people have done with what's available!
  25. Better ingame Maps

    I *believe* some updated maps are in the works as part of UI upgrades. Not sure if there's topographical data on them, but that's definitely a good request. (Seems like it would fit well with mortars and the rocket technical too.)