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Everything posted by Gatzby

  1. September 2018 Recap

    Hey Squaddies, Welcome to another Recap! Before we jump into the meat, a quick update on version 12: we're continuing through the internal playtesting phase and putting our new gameplay systems, UI, and engine-level changes through their paces. While we're still encountering a number of game-breaking bugs at the moment, our priority is to work through them, do further optimizations, and open up playtesting to our community playtesting group as soon as that becomes possible. Be sure to check out a list of some of the changes coming to Alpha 12 toward the bottom of the recap. With that out of the way, let's roll! Optimization CoreState Alpha 12 will see the introduction of a work-in-progress system of changes to network relevancy for various aspects of the game, ranging from players to inventory, in an effort to decrease server load and allow for us to reach our goal of having 100 player server limits, as well as increasing performance on the server end. This system allows for the passing of information about faraway soldiers and vehicles needed by user interface without fully replicating them. Expect work to continue on CoreState for awhile! World Origin Rebasing Jitter-haters, look no further. We are excited to reveal we have been working on a solution to the "Map Origin" problem. This problem was something that was preventing us from achieving larger map sizes. As a player moves further from the map's "origin point," there is a subtle but exponential increase in tiny deviations or "scope jitter," especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely. We're implementing a solution called "World Origin Rebasing". It essentially repositions the origin of the world for each player dynamically, to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags. Gameplay Command Menu Screen We mentioned this Menu Screen in the August Recap, and our gameplay and UI designers have spent September to really polish this screen to make it as useful and ergonomic as possible for Squad leaders. All players will have access to the new Command Menu screen, and Squad leaders will benefit from some extra features. Command Menu's default key is Capslock for quick access (keybind is fully configurable in Control options) Command Menu will have a listing of all squads, which can be clicked on to highlight player positions on the map. We want to continue building these tools to encourage Squad leaders working together Squad leaders can now place a "Request FOB" marker which will display via 2 yellow dotted circles, the build diameter and exclusion zone diameter of that potential FOB location. "Map Filter" buttons that can be turned on and off to best suit the current need "Show Spawn points" map filter will turn the selectable spawn points on and off "Show FOB Radius" map filter will show all FOBs build radius and exclusion zone radius "Show FOB Supply Points" map filter will show the construction and ammo supply status of all FOBs on the map. "Show All SL Markers" map filter is only available to SLs, and will show all the order markers placed by their SLs "Show player role icon" map filter will toggle all players on your team shown as their kit role icon or as a simple marker "Map Icon Scaling" will allow you granular control over how big or small the map widgets are displayed - useful for players to customize with 4k monitors or those that have unique display setups "Ticket Value Reference" is a legend for the values of all ticket loss and gain "Map Legend" is now showing a list of what each icon on the map represents, from infantry to vehicles to deployables. Fireteam Functionality Fireteams will be fully functional in A12, our UI designers have been adding some really nice features that will be of major use for veteran players: Fireteams can be created dynamically by the Squad leader with a menu option as well as a drag and drop feature. SL can use the new Command UI Map screen to click and drag a squad member and place them into Alpha Bravo Charlie or Delta Fireteams are hidden by default and are a totally optional feature for those wishing more control over their squad This same drag and drop feature can be used for internal Squad or Fireteam promotions. Fireteam leaders do not have a special kit, they are just a designation that the Squad Leader can give to any member of their squad Fireteam leaders will be able to place (and delete) their own fireteams Move, Attack, Defend, Observe, Build commands, both via the Command UI map screen and the 3D HUD T-menu. Squad leader can see and place all Fireteam markers, Fireteams see their own FT marker and the SL marker. Each of the four FTs is color and letter-coded, with the VOIP and nametags reflecting the appropriate FT assignment. Physmat Dependent Vehicle Rolling Resistance We have recently incorporated physmat dependent rolling resistance for vehicles. Vehicles will roll much better on asphalt than on mud or snow. Wheeled vehicles are more affected by this than tracked vehicles. The lowest resistance is on asphalt, concrete, and solid wood. Gravel comes next, then dirt and grass. Sand and snow are where you're really starting to suffer. And last, but not least, mud has the highest resistance and is terrible to drive on. It's used, for example, in the riverbed in Gorodok, so this will help prevent unintentional river features from being used as a highway. For non-off-road vehicles, this change will have a significant impact on their ability to zip across maps at insane speeds and help to promote the use of roads. Vehicle Manual Override for Gearbox We wanted to have a more granular way for players to control how fast their vehicle is moving, and we achieved this by being able to manually hold the current gear a vehicle is in. For example, if an APC wanted to travel slowly at the pace of their infantry to provide a screen, they could do this by staying in the 1st gear. All vehicles will now have this ability to keep their engine in the current gear by pressing and holding the SHIFT key (the key is rebindable). So by pressing SHIFT while in 1st gear, the vehicle will always stay in that low gear and drive slowly. It can also help vehicles climb slopes better as you'll be able to manually stay in 1st gear. Art and Environment FV432 APC We teased this vehicle in an earlier recap, but the British FV432 APC is in-game and undergoing testing to be released in tandem with all the other goodies coming in version 12. A large, armoured transport vehicle, it carries up to 9 passengers, not including the driver (crewman), and a M2a1 .50cal turret gunner (regular infantry). While an older vehicle dating back to the 1960s, its recent up-armoured modifications have upgraded its armour to almost the level of the FV510, making it a true "battle taxi." (Not to be confused with IronTaxi, of course.) FAL One weapon we're also adding to the Militia faction is the ubiquitous FAL. While it is characteristically similar to the German G3A3, aesthetically it is a different beast altogether and we have plans to further expand this family of weapons for unconventional factions. Tallil Outskirts While we're racing to the release, the team is applying lots of polish on the new large-scale desert map, Tallil Outskirts. The map will feature two different weather schemes, one normal daytime, and the other in the midst of a thick sandstorm. The battle-beaten landscape has remnants of occupying forces from a previous era, as well as more recent installations. The addition of the sandstorm changes the feel of the level significantly and should provide some unique challenges for players on top increasing the immersion of the environment. As battered as Tallil has been, it's ready to take on a brand new deployment of armored warfare. We can't wait to see you folks like it up! Squad Alpha 12 Brief Summary Going back through previous monthly recaps and from the way development has unfolded, we present to you a bullet-point summary of what to expect when Alpha 12 comes around. This is by no means a full changelog, so expect much fuller release notes when the time comes, but it should whet your appetite. Gameplay Added RAAS game mode (Randomized Advance and Secure) Added new Suppression system Added Rifleman Ammo bags Added Persistent Ammo system Added Granular Rearming system for Infantry Added Fireteams which are dynamically created by Squad Leaders Added localized vehicle damage with 2 components (for now): Engine & Ammo storage Added Turret Stabilisation to appropriate vehicles Added Driver deployed Smoke generator for most vehicles Added Crewman Repair tool Added physmat dependent vehicle rolling resistance Added Vehicle Manual Override for Gearbox Overhauled Spawn system including Rallypoint Wave Spawn & HAB Spawn Over-run Overhauled Revive system - bandage revive for all soldiers User Interface Added Team Selection screen on server join Added Command map for improved squad leader functions Added many QoL improvements on the map and UI Added Infantry/Vehicle ammo point rearm cost indicator Updated Deployment screen, role selection and weapon selection UI Replaced right-click hex Command Grid with a more user-friendly horizontal based Command Grid Vehicles Added US Army M1A2 MBT Added Russian T72B3 MBT Added British FV432 APC Updated FV510 APC to have an Up-Armored variant Updated M2A2 sights/reticle Updated M2A2 to include a Commander position with independent optic Weapons Added 9M133 Kornet ATGM for Russian Faction Added RPG-29 for Insurgent Faction Added FAL for Militia/Insurgent Faction Added SKS variant that includes a PU-1 3.5x Optic Updated Russian RPG-7 to include PGO-7 2.8x Optic Mapping Added Tallil Outskirts Overhauled Jensen's Training Range and added the ability to load instances of the map with different factions Overhauled Yehorivka - added more points of interest, revamped storage area flag, increased map size to 5 by 5km Overhauled Belaya - reworked terrain, now less snow and more ground cover Updated Kohat - added new main bases, new & improved foliage Updated Gorodok - updated some points of interest, improved foliage Updated Fools Road - ground textures have less tiling Updated lighting on various map layers Updated all maps with a greatly improved water shader Updated all maps with a greatly optimized grass shader Sign-off Zoinks! Hopefully, you found a little somethin' somethin' in there for you, since it was a large one. Hang in there just a little longer - we're almost done smashing the bugs! Oh, and one last thing: OWI's Company Holiday We mentioned it in the last Recap and we know some of you wanted to see all our smiling faces -- something many of us got to do for the first time as well! The whole team survived despite Google incompatible bus drivers, ancient roof collapses, evil staircases, swordfights, and one downhill biking accident (Don't worry -- we always deploy with medics!) and we're back, hard at work. A huge thank you to everyone that made the trip possible and got us home safely. Offworld Out.
  2. Server Pop. Increase?

    Hehe, us too. =P Though entirely possible Unreal will get there ever more quickly with Fortnite driving it.
  3. Server Favorites

    Not positive it's in alpha 12, but there are UI updates comin', and we'd like some favorites too. =) Generally speaking, the feedback on the server browser is it needs some love and we hear ya.
  4. Sniper Gameplay

    Gonna go ahead and close this one off. We're not going to be adding snipers to the game, as they are not part of your typical squad. That's why we've chosen to include the designated marksman instead: https://en.wikipedia.org/wiki/Designated_marksman#"Sniper"_vs._"SDM/DM" We appreciate the feedback and would encourage you to reach out to mod teams in the meantime. =)
  5. Hey gang! A test is on! Heads-up that: It's a limited time event. There will be more tests. There are bugs and performance issues. Report! NORDIC'S DECLARATION OF TESTING Here's a Alpha 12 playtest for you all to enjoy! Password: a12threeweeks Go to Library > Squad > Properties > BETAS > Enter Password and click "CHECK". Select the branch and it will download. If it does not - restart steam. Servers will go live in 15 minutes from this post. PLEASE NOTE: WE ARE CURRENTLY NOT SURE ABOUT SERVER PERFORMANCE, IF SERVERS DO NOT HOLD UP THE PLAYTEST WILL BE CANCELLED WHICH CAN BE DONE PRETTY QUICKLY AFTER THIS ANNOUNCEMENT. AS FOR NOW THERE IS NO FIXED END TIME OF THE PLAYTEST, WE DO NOT GUARANTEE A LONG UPTIME AT THIS TIME.
  6. The Wrench - August 2018

    Hey Squaddies, With the hot summer finally slowly coming to an end (yeah, we're totally ignoring your winter here, ChanceBrahh. Get on our hemisphere.) and Modding 2.0 coming closer and closer, we can really look forward to the future. For now, let's do a quick check of what happened in the past month and see what our Modding Community has been cookin' up. 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. Skrunda-1 by Pyrokills This map originally started out as a one to one replica of the real world location which is a Russian Military Radar Base disguised as a civilian town. As things went on the direction shifted into Pyrokills' interpretation of a STALKER/Fallout mashup. The current plan is to take the different zones of STALKER games and incorporate them together with Skrunda into a large 8x8km map. Will be interesting to see for sure! Swedish Armed Forces by Kim "Megadeth" Norman and Team AK5 C - Aimpoint CS & Aimpoint 3X by Kim Norman on Sketchfab The last few months have been exciting for people who are looking forward to new factions. This Wrench edition has a full force update from a lot of them including a newcomer to the scene! These two brave souls who are part of the Swedish Forces Pack from Arma3 are working on introducing the Swedes to Squad now. Skön! KLAS (Kort Lätt Attack Spade) by Kim Norman on Sketchfab [sketchfab]b2cedab2ee6f4f8d9bf1aaa685098122[/sketchfab] KLAS (Kort Lätt Attack Spade) by Kim Norman on Sketchfab First aid kit by Kim Norman on Sketchfab Training Range Map by IIResidentII A very nice Training Range map is currently in the works by IIResidentII who is building it for his platoon, Salagi, to train in different conditions. It includes a plethora of different ranges and will be available on the Steam Workshop in the future. Squad Zombie Mod by Smed & S1RHAWK No, Smed isn't talking about the new players (ahem... future squad leaders!) on free weekends of Squad, he made a real, PVP players vs zombie mod! Armed Forces are fighting to eradicate two zombie hives while fighting against endless waves of spawning (player)-zombies in this fun addition to the Squad mod scene. AI Civilians Mod by |HSR| Antol Antol has been working steadily on his AI behavior for civilians and the progress looks great already! With the help of community members Mitsu and wasti, he was able to create one of the main behaviors for his AI, featured in the video above. Canadian Armed Forces by CAFMod Team Progress has been steady in the Canadian Armed Forces Mod. With the player models currently being expanded to take new gear into account (backpacks, new Tactical Vests), modelers have been working on finishing up the Carl Gustaf M2 and put some final touches the base C7A2 while continuing to work on the attachments and accessories for it. (Cadex Front Grip, C79A2 scope, M203A1, etc.) Furthermore, the first public playtest happened! While it only included infantry and a placeholder scope, people seemed to have a blast (especially with the C7A2 sounds by TheScrub), eh? Schiessplatz Wichlen by Alac Ah, Switzerland! Home of great things like cheese, Heidi, Helvetica, cute knives, and our community member Alac. They're working on creating a training map based on a real-life training location in Switzerland. Compared to the other training maps around, this one is aimed at vehicle combat and is already being prepared for the release of MBTs. Finnish Defense Forces by FDFMod Compared to the Swedes, these guys are already well-established in the community and get begged for updates on our Discord quite often! After some quiet months, they are back with goodies made over the summer. Some of the smaller gear has already been implemented in-engine and some new weapons like the 81mm mortar and the KvKK (courtesy of the Arma FinMod team, who they are now collaborating with) are in the High Poly modeling stage. On the mapping side of things, they are working on creating props and buildings, as well as incorporating them into the world. French Foreign Legion Mod by Tactical Collective Modding Finishing the quadfecta (look it up) of Faction Mods the team behind the French Foreign Legion is giving us an update on their progress in video-form on their map, particle effects, animations and working vehicles. Check it out, and read their blog post on their website. Mount Storm Mod by [TACO] Moosieus Based around Lake Storm in West Virginia this map by Moosieus (a.k.a. A rather small moose) is defined by dense forests, a large reservoir lake which is flanked by power plants and a wind farm to the east. He's also kindly supplied some animations to bask in. NG Custom Server by New Generation If you see all these mods and wonder: "These are great, but where can I really play some mods?" NG has got you covered! New Generation have launched their custom server and it's now public! You can try the best mods and maps the community has to offer and they plan on adding content over time. In addition to hosting weekly events every Wednesday, the server is permanently open for all to play. Download the Mod Collection Holy heck, there was a lot going on last month! A huge thank you to everyone in the modding community for kicking so much ass. We hope you enjoyed the submissions as much as we did! If you want to be a part of it next month, you can get into it right away by using this form and submit your work! Squad Modding Hub Management Team Out. Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
  7. Open Community Manager position for OWI

    Unless it's range day! Stress relief with a proper backstop.
  8. Limited Alpha 12 Test Oct 10th

    Tell me about it, I was up at 5 am to watch it. =P The focus of this test was filling a couple servers, not a full scale playtest. We'll get there, but we need to get it ready for ya'll to playtest it first. Hang in there, you'll get a better build for it. =)
  9. Couple of bad decisions in my opinion

    Rifleman (and ammo bag) should only spawn with a full load at the main base, or the for the very first time on a server. (Currently bugged.) You'll still have the persistent ammo limitations when spawning at a FOB/Rally. This one was generally a broadcast to get a couple servers filled, not necessary a playtest in the sense you're thinking of. We needed to bust on the code with a full server or two to shake down some showstopping bugs. =) We'll have some wider, play-focused testing in the near future, with a more stable build, don't worry!
  10. Yep, confirming this -- No T-62/T-90 for the time being. =)
  11. Ammobag

    Thanks for the heads-up! We're aware of some limitations in partial resupplying right now and would like to get to the point that you would be able to restock, but there are some higher priority issues at the moment.
  12. The Weapons Thread!

    Possible, but not likely -- if it's not already in widespread use, it's not likely to be a priority. We do keep an eye on the status of new platforms (IRL) and when they go into service, though.
  13. Word is, movement speed has experienced no changes. There was some change to the sprint to prone animation speed that may be the source of this feeling, though.
  14. Regarding V.12

    Yep, the goal was to stress the code and we needed a couple full servers to do that -- the performance isn't quite there yet, so we had to lower the caps down to 64 for the test. We plan on having more tests with a more play-focus once the showstoppers are smashed. While I know it's a bummer not to experience the new additions, you'll end up playing a better build for it. =) Alpha testing isn't a pretty phase of game development, so we appreciate your patience. It /will/ still require large downloads, game crashes, etc. We'd really encourage you to hold off until later builds if your interest is exclusively in playing the game -- there'll be a full release, too.
  15. Limited Alpha 12 Test Oct 10th

    Changelog: Alpha 12 brings a ton of changes, and everything is yet to be finalized, here's a short TL;DR of what you need to know to be able to play properly: HABs now have an overrun mechanic. When 2 enemy soldiers are within 30 meters of your HAB the HAB is unspawnable until they are incapped or leave the 30 meter radius. Rally spawns are now wave spawns and infinite waves. If there's less than 20 seconds left on the wave, you get pushed to the next one. HABS have a wave respawn of 30 seconds. (THIS IS A TEMPORARY BUG WORKAROUND FIX. HABs will work as usual when fixed properly.) Persistent ammo. Soldiers will now spawn with the same ammo they had as they died. You will always spawn with a minimum of 3 mags for main rifle and 2 bandages no matter what you had when you died. Spawning at main base refreshes your load out. Resupply at an ammo crate or a friendly vehicle when you spawn in if you're low on bullets. Riflemen now have ammo bags to resupply their friendlies Any soldier can now revive a friendly with their bandage. When revived, soldiers will not regen stamina until healed by a medic. It takes 14 seconds for a non medic to revive, 7 seconds for a medic to revive. Suppression, weapon handling vehicle damage models have been overhauled. Vehicles now have a component damage system. Heavy vehicles that store large munitions can be destroyed by hitting their ammo storage. All vehicles have an engine that can be destroyed. Destroyed engines can be repaired to a slow driveable state by crewman repair kit. -Some vehicles now have turret stabilisation. Needs to be toggled on. Oh yeah, we added tanks too. ...And a lot more. This is no where near the full changelog. TALLIL OUTSKIRTS AND CHORA HAVE HEAVY PERFORMANCE ISSUES THAT WE'RE AWARE OF, MORE MAPS MAY OR MAY NOT HAVE THEM AS WELL. THIS IS AN EARLY TEST BUILD, EXPECT TO RUN INTO BUGS AND TROUBLES AFFECTING GAMEPLAY. FINALLY CLEAR YOUR APPDATA BEFORE LAUNCHING THE GAME, IF YOU GET AN ERROR VERIFY YOUR GAME CACHE BEFORE LAUNCHING SQUAD. Bugs in #bug-reports-a12 (http://discord.gg/Squad) - DO NOT REPORT ANY BUGS FROM THE FIRING RANGE.
  16. Open Community Manager position for OWI

    And nope, I'm not going anywhere. =D
  17. Missing Server

    I'd recommend dropping into the Squad Hosting discord: http://discord.me/squadhosting Folks in there should be able to get you sorted. =)

    Thanks for your feedback! I suspect we're going to keep tweaking smoke to get it right, especially with the addition of engine smoke on tanks. Posts like yours help us nudge in the right direction.
  19. September 2018 Recap

    Not for this iteration, but that might be something that happens in the future.
  20. The Fate of Fallujah?

    It's still in development, but it's one that requires new assets, so it has a longer timeline. In some cases, the need for some more tank-centric maps, like Tallil, have taken a little priority. In other words, we're still building toward it and learning a lot along the way. =)
  21. September 2018 Recap

    The tl;dr(ecap): You'll spawn in waves at rally points now, instead of one by one, and HAB spawns can be disabled by having enemies in the area. Spawn system: https://joinsquad.com/readArticle?articleId=299 The community feedback roundtables tend to get a little more in detail, as we've had Fuzzhead on hand to expound too. Not in a12, but it's something we might be able to investigate in the future. =) Not for alpha 12 -- this one is definitely more about getting tanks out. =)
  22. A little bit of Merlin in my life, a little bit of Drav by my side, a little bit of QA's all I need... and other Mambo #5 references. But the important thing is, I wanted to make sure you folks saw Merlin's quick update on the topic of exiting early access over on Reddit: Text of which is:
  23. June 2018 Recap

    Hey Squaddies, Welcome to the first official Recap of Summer! Up in the Northern hemisphere, things are more than a little toasty, so high command has issued the following advice: stay inside in the air conditioning and play video games, if you can! Otherwise, crank the logi fan to high and let's settle in for the goods. Systems Armor Components Since the last Recap, we've been hard at work on the vehicle components system, finally integrating it into our armored vehicles This addition effectively gives them special target points that can potentially cripple a vehicle. The most common examples of internal components are ammunition storage and the engine compartment. If you achieve penetration of the armor on the outside and score a hit on the ammunition storage compartment, depending on how much damage you do to it, it could trigger the complete destruction of the vehicle. Hitting the engine will severely handicap the vehicle's ability to move, and so forth. We'll continue to expand on this system in future iterations. Suppression A system that is known to be controversial among FPS games is suppression. We do feel that Squad's current suppression system is too lightweight and does not present a heavy enough penalty on players that are taking a large volume of fire, particularly from large caliber weapons. We want the new system to lower the ability for suppressed players to effectively engage targets, but also to not be overbearing or annoying and not easily exploitable. Over the past month, we have been continuously playtesting and refining the new suppression system. https://streamable.com/wmw6x We have been playtesting and tweaking an aim-punch style mechanic that pushes your aim off target slightly when being fired upon, as well as a temporary increase in sway depending on how suppressed you are. Of course, bear in mind that this system subject to a lot of tweaking and further play-testing. Spawn System Overhaul The player spawn system is being given an overhaul - this includes Firebases, Rally Points and Revives. We will have a more detailed update with the changes coming, but here are some of the changes that we have been working on: Firebase Overrun Mechanic: when enemies are close to a HAB, players cannot spawn at the HAB until enemies are killed or leave - aiming to dramatically cut down on the "meat grinder style" gameplay that can be seen in V11. Rally Point wave spawn: squad members will now much more likely spawn in together rather than one by one. Revive System: Bandage is the revive tool now, not the Medic Bag. Any Player can use one of their bandages to revive an incapacitated friendly player. Non-Medic bandage revives take a lot longer than medic revives. Revived Players do not regenerate stamina until healed by a Medic with their Medic Bag. A lot of other changes are planned for the Spawn system and we will give a full rundown of them in a few weeks time. The goal and intention of these changes is to allow for squads to collaborate in closer proximity, more often, shifting the pacing of the combat. User Interface General Interface One area we've been hitting hard for the next release is a complete overhaul of the in-game deployment menu. We've streamlined the process to such a point where new players will be directed from one point to another (joining a team > joining a squad > selecting a role > selecting a spawn point) in a logical manner. We've also integrated a system that allows you to see what is in each individual role as well as get detailed descriptions of each of the weapons and items contained within. (and as a bonus, what your character will even look like!) Fireteams We're also implementing the first iteration of Fireteams. Basically, this is a way for Squad Leaders to optionally subdivide their squad and assign Fireteam leaders, with their own order markers to facilitate on-screen communication. (However, no specific special role exists for FTLs). Fireteams have been designed to be extremely flexible in their employment, so it ultimately will be down to the individual Squad Leader how they want to run their squad, and also to give players a chance to learn leadership positions just short of the big Squad Leader role. Art and Environment M1A2 Abrams, Tanks and Gunnery We've put in a lot of work into the newest vehicle type to go into the game, and that type is Main Battle Tanks. The M1A2 Abrams while shown off last Recap in still shots is now finally moving around and properly dressed up for battle. The gunnery we have modeled does not include modern fire control systems yet, so we've opted for the use of the gunner's auxiliary sights to allow for manual adjustments at range. The Abrams also has a vehicle commander and loader's seat, both with their own cupola machine guns. The vehicle commander has an M2A1 Browning .50cal heavy machine gun mounted on a remote weapons system allowing for full 360-degree traversal and zoom capability. The loader's seat (while not required to actually load the cannon) is an extra seat on the turret with its own M240 machine gun. https://streamable.com/ninla The Bradley has also undergone some changes with the inclusion of a ballistic reticle for the gunner, as well as a seat for the commander with access to a camera with powerful day optics. https://streamable.com/powgy https://streamable.com/rbyjk Infantry-Deployed Ammunition Bags Another oft-requested bit of kit we have in the works are ammunition bags that can be deployed by the Riflemen role. These bags are deployed in order to quickly resupply their other squad mates in the field. Capable of being restocked from Main Base, FOB or vehicle-based ammunition sources, these bags will have a limited capacity for ammunition. https://streamable.com/cxwpy RPG-29 The giant RPG-29 will make an appearance as a handheld Insurgent Heavy Anti-Tank weapon, complimenting the lighter RPG-7 system. It fires a huge 105mm tandem warhead projectile with more accuracy and out to further ranges (500m) than its RPG-7 counterpart (150m). https://streamable.com/ahh78 Mapping Tallil Outskirts One exciting new map in development is called Tallil Outskirts. It is a 4x4km map based in southern Iraq and features a massive airbase with large enterable concrete bunkers and defensive positions. Most of the terrain is open sandy desert, and while a few villages dot the region, the map will showcase vehicle-based combat. Infantry squads that work in conjunction with armored units will find success on the battlefields of Tallil. Yehorivka Update Yehorivka is undergoing a massive facelift, starting with expanding the playable area to 5x5 km, which will open up a lot of new possibilities for new layers and more variation in gameplay. We have also changed out the grass foliage to a new rendering method which will improve performance. The Storage Site area has been replaced with smaller profile villages and hamlets instead. In addition to accommodating larger vehicles, we're providing more cover for infantry with new points of interest and better forests and ditches. We're also implementing a new water shader that should also vastly improve the look of our water. We don't know about you, but the world always feels better with a few inches of Abrams armor around you. A big thank you to everyone that responded to the call for assistance from real-world tankers -- you've all gone above and beyond! Offworld Out.
  24. A Bit of Merlin on Early Access Exit

    We're mostly playing Brainstorming Simulator at this point, hehe. Too busy with Squad. =)

    Hey, sorry! Alerting support again now. It's likely it got trapped in mailbox hell somewhere -- apologies for the trouble.