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Found 97 results

  1. Hey Everyone, put together this video over the last couple days. Will do an advanced one later on, let me know if you have any questions!
  2. *Tents has deployable

    Well. I really don't know what I am writing this but it will quite nice if we can have a deployable asset as below: :ph34r: http://images.akamai.steamusercontent.com/ugc/392173174180747174/6EBC871B6854C8C6031C7E460E4BA34147F5A284/ and http://images.akamai.steamusercontent.com/ugc/392173174180746658/3F82679D6B9DCF60C2753AE9235DE6E9D4963C7F/ *If possible make it green too :) As you can see, it can bring camouflage and make an fob looks fantastic because the Bunkers from Insurgents have this rooftop. My 2 cents on this once again.
  3. Don't you love it when a plan comes together? I know I do. However, anyone who has led a squad in this game or others (ArMa, Insurgency, PlanetSide 2, Red Orchestra 2, MoH:AA, etc.) knows the experience is akin to herding cats. Cats named Rambo. That have Attention Deficit Hyperactivity Disorder. .. and seek immediate gratification or lose interest. With respect to Forward Operating Bases, these improvements can help keep these cats engaged. Even when all is lost, these improvements can save a squad some run time as the leader desperately chases one of the cats, hoping to get close enough before being peppered with bullets in order to drop a fresh rally point. 1. Give us Engineers. An engineer kit with an improved shovel or wrench could allow one squad members to hang back with the squad leader at the forward operating base and build it up while the others push in toward an objective or establish an overwatch. An engineer kit could also move a bit slower, but have a giant spool of 400m wire with an indicator on their HUD showing when they will run out of wire. When trying to leap frog your FOBs, this would provide an in-game mechanic for (1) rendering the previous FOB defunct remotely and/or (2) knowing when you're 400m from the previous FOB in order to place another. The latter feature could also be accomplished via some portable antenna or radio frequency tool that analyzes the distance from a radio signal. 2. Enable the Squad Leader to get his hands dirty and shovel with his troops instead of just standing there amidst a sea of metal posts. The squad leader needs to be at the forward operating base any time he wants something built, because he needs to place it and then hang around so the metal posts don't de-spawn. In my opinion, the squad leader should either have a shovel, or have the ability to swap his kit out and build what he's placed. Currently, when trying the latter, the structure will de-spawn after you've swapped your kit out and shoveled a few times. Consider allowing the structures that have been placed and are under construction to persist after the squad leader has swapped out his kit. Thanks!
  4. Trenches, traps, all kinds of fun could be had if shovels could dig holes.
  5. I was playing earlier today and one of my squad-mates complained about a FOB being built in the objective area because it was too obvious to the enemy, and that got me thinking about people being afraid of making their FOBs too obvious so they don't bother with any fortifications, which is a shame. To remedy this and bring fortifications back into the forefront of gameplay why not separate the fortification function from FOBs. To do this the SL places a materials stockpile (visually a pile of empty hesco/sand-bags) in the same way they do a Rally-point or FOB. The stockpile has an amount of resources and a buildable area around it, the same as the current FOB, but can only create fortifications, so the FOB is still required to place Ammo boxes and spawn players. Thanks for humouring me, and sorry if this has been discussed elsewhere, I did a search and couldn't find anything.
  6. [Minecrafting flame wars omitted] I enjoy playing as SL and want to practice some new FOB concepts. Instead of spending time on FOB building during a game, I would rather do so in an empty server with a few other people. If you would be interested in helping me practice FOB building or want more experience your self, please let me know below. Once we have at least 3 people we can set a time/day to practice. Concepts I want to try: Sniper tower on building roof - Stack 4+ C-Sandbags tall in a clover-leaf arrangement with ladders for a raised shooting platform Multi-level shooting platforms - Need to test the limit of stack-ability Maze/False entries - Practice ways to trick enemy and hid FOB Traps - Want to find a way to make a pit for enemies to fall into Ladder Barrier Walls - Inspired by [socrates], use ladders to create barriers and block routes Who wants to join me?
  7. Noticed in a few play sessions (different days), that there are sporadic issues with the FOB's. The FOB will appear active on the map (non-hostile blue icon), but you're unable to spawn on it. Even the SL is unable to spawn on the active FOB. This forces the team to ask for a new RP in a possible "hot" area, or respawn at base. I have heard others on squad chat indicate the same issue, so it appears to be server and not client side. Just wondering if this has been reported or if others have experienced this. Thanks, and thanks for a great game!
  8. New FOB Mechanics Ideas?

    I already posted this up before but it was in a thread about the August updates and such but decide to create its own thread so we could all discuss this idea or others. I already got a reply from "Motherdear" which can be found here: http://forums.joinsquad.com/topic/4233-august-2015-pax-prime-report/?p=74463 But i would like it if we the community could discuss or come up with an idea or 2 for some new FOB mechanics. "Firebase spawning now stops when more than 1 enemy soldier is in cap radius or the FOB is 75% captured. Clear out the FOB of enemies and spawning will resume" I personally believe that this needs to be changed to atleast 3 enemy soldiers OR if it was to stay at 2 or more enemy players then change the FOB mechanic to something like this. I know people will say well dont build you fob on a flag (its only the for example) and such and most dont but at the same time you could just have 2 guys on the VERY edge laying in a bush capping it, if it was set up like this then it would atleast allow for the team to defend their fob without them being on it already. At the moment you'll see alot of FOBs being built with structures around them to block off that compound and ladders being built to leave it. Yet outside of this compound you still have to run abit of a distance till you leave the FOB zone. Now you could say that people should be smart and build structures on the edge of the zone and such but i personally think why should you have to build right on the very edge on something to defend it. If you use the example below youll see the red and blue circle, red is the building radius like how it is now but the blue is the capping radius. If it was created like this then building a fob within a structure of blocking access to a FOB would allow better defense as the enemy side would have to breach your building radius before they even started capping. So if they were to start capping then you could only blame lack of defense or not building far enough from the FOB cap zone. how this could work for Squad leaders is when a FOB is placed in the top left it starts of one colour (cap) and when you leave the capping zone it changes to a different colour so you know you should build this far out so they cant get into / onto the FOB. Im not saying you cant build in the cap zone, i think you should be able to build where ever you please within the FOB radius but a smart tactic would be to build outside of the cap radius allowing better defense. I know the whole building FOBs will change when you need to actually bring the supplies in but even then i feel that this idea could work but may need to be expanded on a little better. (Hopefully this makes abit of sense) Looking forward to hearing ideas and such as all this is an IDEA! -
  9. OVERVIEW: This game mode is comprised of two distinct phases: Phase 1: The "Build and Recon" phasePhase 2: The "Attack and Defend" phase A conventional faction is tasked with establishing bases in pre-determined Areas of Operation under a time-crunch and with limited resources. During this process, the indigenous and non-conventional insurgent faction is free to move, observe, but not aggress. They use the time the occupational force is building to plan attacks, and to bolster their attack capacity with scavenged resources. Once a specified time has passed, the insurgent cell goes active and begins to assault the FOBs in any desired order. Time, not life, is limited, and they recieve bonus time for each FOB reduced. If all FOBs are destroyed the insurgency prevails, otherwise the Conventional force is the victor. Phase 1: Build and Recon. Conventional Faction's Goals: Primary: Choose a location in each assigned AO to establish and secure a FOB with the intent to defend it against attack. Secondary: Eliminate available resources encountered on the battlefield that could be salvaged and used for enemy weaponry. Non-Conventional Faction's Goals: Primary: Observe the movements of the newly arrived occupational forces to discover where and how they establish their FOBs, devising methods for future assault. Secondary: Scavenge available materials littering the fields (Cars, Barrels, Guns, etc) to fabricate weapons that will aid in the large-scale assault of enemy fortifications. Further Explanation of Phase 1: Phase 2: Attack and Defend Phase Conventional Faction's Goals: Primary: Maintain the establishment of a qualified FOB in the presence of at least one AO by the end of the game. Secondary: Maintain all established FOBs to reduce the time allotted for attacking. Non-Conventional Faction's Goals: Primary: Destroy ALL enemy FOBs to rid the map of occupational forces Secondary: Destroy an Enemy FOB to gain additional time for attacking. Further Explanation of Phase 2: Terrain: Map Sample Layouts: Ex 1: Structural Sequester. Defense forces opted to place their FOBs based on existing available structures, and optimized logistics flow. Ex 2. FOB Cluster. Defense forces opted for close proximity FOBs, sacrificing optimal structure for optimal support capacity. Further Considerations:
  10. Free Build - Offline

    I thought it would be neat to remove restrictions during the offline (Deploy Now) mode so players can practice building FOBs. I assume this will be an option in the training eventually. Would this be a reasonable request at this stage?
  11. Modular FOB Building

    A nice addition/change to the FOB building would be the option to press a button when holding an object to be placed (as well as the ability to rotate the object with Q and E), resulting in it snapping into position/lined up against another previously placed object (incomplete or fully built). This would make FOBs a bit more structured rather than a load of sandbags and concrete walls dumped on top of each other (often leaving little gaps where friendlies or enemies can shoot through, often unwanted). If this were to be added I would like to see the snapping effect change the shape of the objects placed, such as if two identical sandbag walls were placed and snapped to each other 'they' wouldn't dip down in the middle like in the current build, 'they' would join onto each other to create an extended sandbag wall, such as if it were to be built in real life (if someone didn't want this effect, then they could just disable the snapping for the objects). I think Base/FOB building is a key part to SQUAD and a simple addition such as snapping would greatly benefit SQUAD's gameplay, as personally I spend alot of time in game 'Raiding' heavily fortified Enemy FOBs or defending my own as the FOBs act as a Dynamic Objective. Anyway, Thanks for the Read.
  12. So, I just thought of something. If a group of friendlies manages to breach a single barrier into, say, a heavily fortified compound, gets inside, removes the enemy FOB, and then places their own FOB in its place, wouldn't it be nearly impossible for enemies to breach back in (because all of the barriers except the one they breached can only be REPAIRED by enemy shovels, not taken down ATM)? So, instead of having to make sure all the entrances remained unbreached, theoretically the friendlies in the newly acquired compound would then only have to guard a single entrance. This isn't game breaking by any means, because in the future, emplacements will be able to be taken down by explosives, but in its current form, this could be a very good tactic to employ.
  13. Nameable FOBs

    I think it'd be handy for SL's to be able to name FOB's (or what are we calling them now?). SL places a radio and immediately they get prompted to either type in a name for the FOB or choose one from a drop down list. It's be easier to say: "Spawn on FOB Viper." Instead of: "Spawn on the FOB in....uhhh what is that... Hotel 6. Or wait... India 6." Plus it just sounds cooler. Maybe even have it pop up on your screen when you're in range of it. March into FOB Viper to rearm and have "FOB Viper" fade in above the munitions and supply points. The only downside I can see to this is when you run into: "Spawn on FOB Tittyfucker!"
  14. Amazing Teamplay !

    SQUAD pre alpha GAMEPLAY - Taking the FOB Had a blast playing that day. Really nice Teamplay. I'd love to hear your opinion on the Video Thank you !
  15. I really enjoyed the Pre-Alpha, sure i had issues with shooting at range and it feeling like weapons are at arms length, but the core game is there, you can feel it bubbling under the surface. I posted this video as it was one of the most enjoyable games I had, there was communication, tactics and some enjoyable gameplay with attacks and counter attacks. A lot of people in this match are regulars here on the forums so hats off to you, a great fight and a very very close finish ticket wise. I hope to have more games like this with many of you again next week. Cheers. Part two up tomorrow. Para
  16. FOB Mechanics

    First i know its Pre-Alpha and every can change and second i haven't access now, so i can only discussion with the puplic media content. If you are close to a enemy FOB, a magical state bar appear in the upper left corner. Isn't it critical ? because you can detect a enemy FOB without vision ... maybe its possible to make the FOB state bar invisible? Is that a placeholder for the overrun and C4 mechanic or do you have any other plans i the future ? btw. the search funktion need min. 4 letter to work so i cant search for FOB sorry for a eventually double post.
  17. Every so often in PR your FOB is overrun (enemies get close to it) and you don´t even realize you cant spawn on the FOB anymore. My suggestion is that since FOBs have Radios, they would be randomly transmitting chatter and as soon as an enemy got close enough to disable the fob the radio would start transmitting static noise . This could happen progressively like, enemy between 125-150m of the fob, theres 20% static, 75m-100, 40% static and so on. Also having your rally disappear right in front of you could be tweaked, maybe in the same way or something similar? Many times in PR I have my squad members telling me "Our fob is no longer spawnable", while im right next to it. The only way I would know that is if I kept checking my map constantly. I see this as another way to reduce the necessity to keep opening the map like i´ve read in other threads. Thoughts? Edit: Im putting this here with big letters to make it easier to read. By the time you hear the static, the FOB is already unspawnable.
  18. FSB, not FOB :)

    Please progress from using FOB and start using FSB. FOBs are Main bases. FSBs (fire support bases) are what we use in the field. ... I stand corrected. They are not FSBs either. See below.
  19. Just got to thinking about the theme of the FOB and general building-objects for Insurgents. It would be cool if the placed objects and barriers for the Insurgents looked more like the "mud hut" walls and such, like the compounds on the current map in Squad. This would give it a more natural feel to it, versus just using big concrete-barriers (even though those are nice on their own). It would fit the environment a lot better and make it blend in to the other compounds of the area, then you could even make it look rather natural on the map, like building a "secret" section on to an already existing compound (that most people wouldn't bat an eye at when going past). In general, it would be really nice if the objects place down were fitting of the maps they were used on, regardless of faction. Like, how a wood-door looks out of place in a urban map, or a concrete block looks out of place in a wooded forest etc I guess this would also apply to items like IED's etc as well, as it wouldn't make a lot of sense to have a mound of desert-sand in the middle of the forests of eastern Europe for instance. It's the same logic as how a soldier wouldn't wear forest-camo in a desert or vice versa.
  20. Logar Valley - North Central Super FOB

    After playing Operation Golden Dog Tag, I made a Super FOB that in retrospect would definitely have helped US Army hold North Central (seems like a good name for the flag) on Logar Valley. https://youtu.be/1GwhdS_8vtE
  21. Deployables

    Sup' lads, With the new modular building system coming up, I just wanted to make sure we've got everything in that we want. I'm pretty sure the devs have thought this through rather well, if so i'd hope to see confirmation of these being added. Distance - I hope that we will be able to change the distance between the object preview and our character. Rotating - Speaks for itself, pretty sure this will be in though. Height - This option depends, ArmA has issues with objects floating 50% above the ground, and being able to change the height rotation etc really helps with putting down structures.in a realistic way. Snapping - Snab an object to another object, the way i'd see it is that every object for exame the simple hesco is a cube, a cube has 6 sides, so maybe put a snap point on the left,front,right,back, and top. Objects like roadblocks will only have an option to snap objects left and right etc. Objects groups - For example the hesco's, putting them down one by can become a little annoying when you're building something big, so maybe have the hesco menu option extend another option that lets you put 3 down in a row at once etc. I have to take a quik break, feel free to add anything that i've missed and let me know what you think.
  22. so as you can see from the title i have been thinking about adding bunkers or better cover in general such as HESCO barriers as assets which can be deployed in FOBs. the reason for that is there have been many times in PR where i have seen super FOB's in PR being completely annihilated by mortars or rocket fire because all the cover they usually have is just a small walls of sandbags. in addition to that most FOBs aren't built under solid cover. IRL Fobs would probably have bunkers, and i am saying probably since i don't serve but from pictures having a build-able bunker isn't far fetched and could be very useful when pummeled by mortars. they could also maybe be built only by an engineer (been on several threads trying to make engineers useful) and maybe require an extra crate to build heavier fortifications. they won't be on god mode of course. what are your thoughts.
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