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Found 66 results

  1. I'm sure these Weapons have been suggested before. However it would be good to see these Weapons added. I also have an idea to make them different from just another machinegun added to the game. The MAG58 and M240B have adjustable rates of Fire. Though for the game, they could be kept to the 600Rnds per min. But have an enhanced suppression effect on all three Weapons to make them more Manuever Support Weapons. Cheers lads.
  2. From the threads I've been reading people are really touchy about weapon sway, zoomed sensitivity, and headbob. To begin this "rant" I should note that I do understand that everything is kinda hacked together at the moment and is all subject to change. I believe that we need zoomed/scoped sensitivity. Realism be damned, Playing PC games gets you used to a specific sensitivity. As of now the sensitivity "changes" when zooming in making it very difficult to get used to aiming which isn't raising the skill cap, it only makes it more random and frustrating. The general method of scoped scaling is 1.0 That means if your scope zooms in 20% then your sensitivity slows down 20%. As of right now it's "broken" by not having this mechanic you zoom in 20% and your sensitivity doesn't change which means it would actually be 20% higher. Your mouse movement feels like its snapping around a grid jumping a few pixels in each direction when you try to barely move it. The current view bobbing for zooming in is very strange and inconsistent. When you are scoped your gun sways around randomly in every direction unpredictably. You might be breathing heavily running a short sprint but your gun isn't fixed to your head. Your head moves around while your scope is steady. I'm not saying weapon sway is a bad thing but it adds this clunky randomness which I think defeats the purpose. I think it needs a smaller radius it can sway within and not drift so violently from side to side, rather it should either be moving fast consistently when you've got low stamina or slow consistently when you're high on stamina. I'm sorry to jump all over but I needed to bring this up. If anyone is confused by my crazed ramblings I can record a few current examples and Create a proper scoping mechanic and what I'd believe to be an ideal amount of weapon sway that feels realistic while not removing too much control from the player. I'll do it in UE3 if I can.
  3. The militia is the most underpowered faction in the game. I really like to play this faction, infact i play it almost every time it is possible to do so. But when the alpha v8 has come, and i saw that they made a new texture for terrain in my fav map "OP First light" i was like WTF? Not just it looks horrendous (it resembles my first tries to make a game in Unity3d when i had no clue about terrain texturing whatsoever) but it clearly favores american team, as it is nearly desert looking (really? pine trees growing on desert??). Plus the grass doesnt fit the setting at all. It was good as it was in v7. Not to mention that Militia didnt get the new G3 rifle. Yes, i know the reason why the middle eastern insurgents have lots of them, but that doesnt mean european or other militias do not have it. My next argument is armored vehicles. American team is more than capable of crushing the militiants into ground when they just drive straight to storage site with both of their HUMVEE's. Militias with the pickups dont stand a chance. The solution to following problems is simple: - Revert to realistic textures on maps such as First light - Add a rifle chambered for RIFLE cartridge for the militias that is commonly available. Like 2 slots in squad that can have a SVT for example (SVT is pretty common in eastern europe, where i predict the militias are fighting) - Add an BTR-60 for Militia or have them spawn more pickups.
  4. Having played the game for a while i have frequently noticed a problem with firing positions, I feel like a great addition to squad would be the addition of extra firing positions. Some extra firing positions that could be implemented are... high prone (to see over grass or slight hills), a sitting position, and or a low kneeling position. Other stances could also be added into the game. With that smoothing out the transitions slightly would be nice as well. I would also see it useful to add resting guns on low walls and other supports for reduced weapon sway. Firing positions and resting weapons on different surfaces for support could go hand in hand. Resting weapons could also be used for bipods. Not only would this add more accuracy but could help contribute to stealth tactics as seen when people try to go from prone to kneeling to see over low grass, and getting picked off because they sit up too high.
  5. Since we have the ability to reload non-empty magazines and place them in a reserve pouch, it would be useful to have some sort of indication of which magazine you currently have loaded on your mag counter hud. This could be in the shape of either a minimalistic white arrow pointing to whichever is loaded or some other sort of indication. While it is pretty easy to tell what mag you're using after the third or so tactical reload, once you've been alive for awhile your entire ammo HUD turns into a rainbow and you don't know whether you're on the red or green.
  6. Minor Changes to Consider

    So, changing from rifle to pistol is a little clunky, seems like he has to switch the weapon on and off of safety.... Last I checked, we're in a war zone, and my finger is my safety. Here are some things I would like to see in upcoming updates for the game. Usage of the Bipod on the LMG's. Long Range optic for the marksman class. ACOG's and aimpoints, maybe even 552 EOTech. Increased ammo capacity. I'd also like to see some night time version of maps, and night vision come into play. But then the amount of players playing the insurgent side would bitch and complain cause they don't have NODS. And also because the game is in ALPHA, I don't know if the devs have this planned or what. It would just be nice. But those 4 points I mentioned above are things I'd like to see implemented soon. Let me know what you all think.
  7. Okay, I'll post a stat unit in a minute when I find a server that isn't full/disconnecting people. A few things I've noticed in the last ~10hrs of Squad. Depending on the server, vehicles run very choppy. FPS has tanked, which is a widespread issue. I don't know how many other people suffer from this, but when playing my gun won't shoot, I often have to click 3-5 times before it will fire a single shot. I know it's not my mouse, it's brand new and I also play Insurgency and other games. In Single Fire, the gun plain won't shoot about 5/6ths of the time I click. In Full auto, once it does decide to shoot it's fine as long as I hold it down, but initiating another burst is subject to the same problems as single fire. It doesn't seem to affect single-shot weapons like RPGs and while the pistol was laggy, it still shot (albeit with some delay) each time I clicked. These issues need to be resolved, the game has been fantastic and I'm excited for vehicles - even if people have no clue how to use them properly yet / leave all the teams assets abandoned all over the map >_>
  8. First of all I should explain the name of this topic. As we all know, crowdfunding system has a big influence on development process. A long time ago devs presented first iteration of this game for Kickstarter. It offered to player a big wasteland, a couple of guns and a lot of fun. After more than year of development devs have all gameplay systement at overhaul stage, cause they needed at least the most primitive prototypes of everything this game will have in future. Let be honest, nobody want to buy promises, OWI understand it, that is why even Pre-Alpha was a really entertaining and fun to play. Today, when OWI had a solid core of devteam, decent auditory and money, they can breath free and start to make Squad the way they really want it to look and feel. Animation system overhaul? Check. Deployment system overhaul? Check. UI overhaul? Check. Vehicles? Check. Did we forgot something, something valuable for shooter? I think yes, we forget about actually shooting. Experience of some members of OWI let them make firefights as they should really be. Single fire, covers, effective distances, crouching and prone, all these aspects exist, devs have reached their goal. But they did it the same way, they simulate movement of human. Is human possible to get over the thigh-high fence? Yes, it is possible in reality, it is possible in game as well. But nobody like the idea that you actually should jump over this fence, for months people were asking for vaulting, collisions and other things, nobody was really surprised when devs started to talk about animation overhaul. The goal has been reached already, players can run, get over obstacles, crouch etc, but nobody likes how this goal was reached. You don't need to hire advisors to reach out how to vault and walk As I said, realistic combat experience was almost reached too. But like other systems, for this moment we can see, how poor look these methods, which were used to reach this goal. It is normal for me to think that current shooting system is placeholder too, like animation and deployments, but it is not so obvious for average players, who are not as experienced as devs or not the biggest, but still major part of community. But I'm worried, cause devs are going to tune and balance this primitive system and haven't mentioned this system will have to be reworked. I'm sure that shooting is the most critical part of every shooter, doesn't matter what this shooter promote, teamwork or deathmatches with railgun. Squad promotes realistic combat experience, not simulates it, but current mechanics is too clunky and unattractive even for arcade shooter. Honestly, it is unrealistic like BF/CoD and uncomfortable like Arma in the same time. Some people say current system is challenging and still playable, say that people who complains about it just don't want to learn. It is not true, I can shoot accurately, kill people and have k/d more than 1, although I mostly play as Medic and heal and revive people 90% of my time. I do it not because I like to play as Medic or nobody else want to play as Medic. I just want to play this game, but I absolutely dislike to shoot in this game. That is why I made this suggestion. I love this game, love almost all aspects of Squad and I trust devs. But shooting system totally pisses me off. I'm not a programmer, but I think that information collected by myself and other people could be useful and may fin its place in the game core. I copied the main part of suggestion from another topic not to annoy people, but cause it is me who should show the suggestion to devs, not the devs should lurk for it on forums. I tried to wrote it as clearly as possible and I hope I will get clear and deep answers. Thanks. DISCLAIMER: Guys, please, stop repeating devs statements. We all agree that firefights in Squad should be slow paced like in reality with range of effective fire decreased due to map scale and poor monitor resolutions. Most of you are not even try to read what people suggest, you already have answers like "it is not milsim" and "gameplay over realism". Please, stop, this type of answers is worthless. We all know we play the game. But we don't want this game to be as clunky, weird and uncomfortable as milsim. We want more convinient, more smooth shooting mechanics, considering many factors which can affect effectiveness of shooting. If you think that overblown recoil and sway are the best and most accurate mechanics - sorry, it is your problem. In that case, please, stop to prevent us from suggesting these things, because you just don't understand what we are talking about. I think devs choose the wrong way to reach right goal, current solution looks too primitive, although, it may be well tuned and balanced. I know, that current devs solution may be placeholder, cause a lot of other mechanics which can affect shooting are not implemented yet. About behaviour of firearms Lets start with accuracy, because it is the main reason why people misunderstand each other when talking about weapon mechanics. Ability to hit the target consists of two aspects, accuracy of shooter and inherent accuracy (thanks @trotskygrad). The main difference between PR and Squad is that in PR so called deviation is simulating exactly grouping, this cone of spreading starts from the muzzle (center of camera actually). Of course, you can control the angle the of cone by changing stance, ADS and other measures, but projectile trajectory staying unpredictable within this cone. Squad mechanics are far more advanced, deviation for firearms was removed (Squad is not benchrest), instead of exaggerated grouping we have sway, which is supposed to simulate player's bahaviour, while technical parameters of gun stand unchanged. As I said, it is the big step to the directory of realistic representation of shooting. This parameter is the back end of the shooting and not the main question of this discussion. Next things affecting weapon handling are gun operation and construction. In our case (AR-15 and AK), it consists of two major aspects: a) angle and difference between axis of recoil impulse and stock, b) impulse of moving parts (light bolt carrier group of AR-15 and heavy bolt carrier group with piston stock of AK). AK-74 without muzzle has significantly higher recoil than AR-15 without muzzle. This aspect could be represented by these "curves" of recoil patterns, mentioned by Sgt.Ross. Please, notice, I am talking about single fire, but even in full auto higher rate of fire of AR-15 doesn't make it much less controlable then AK-74. Additionally, we should not forget about returning of the bolt carrier group, which has its own impulse that drags your gun forward. "Reset" of muzzle caused by overcompensating impulse of the body, because it is impossible for our reflexes to set perfect time and force values to compensate every force put to us. About weapon handling And finally, it is time to talk about the most unreliable, most unstable component of shooting mechanism: about shooter. Devs already have focused on it, they added sway instead of deviation, making accuracy more dependable on shooter. Unfortunately, it is the only one parameter which was radically changed, other aspects were replaced with exaggerated recoil due to the next goals: slower firefights and decreased distances of engagement. How recoil is connected with speed of gameplay? Higher recoil takes more time to return barrel on its place, on bigger distances player additionaly may lose small target, because it can be overlayed by parts of gun model. It becomes even worse due to hard-lock of system head+gun. While ADS our camera literally sticks on stock because of cheek welding. It is not really accurate, usually when you are shooting, movement of the sights doesn't really affect the position of your head. In Squad camera is moving with gun and that is another reason why Squad shooting feels and looks clunky. Now about recoil and muzzle rise or muzzle flip (thanks @VarenykySupreme). Yeah, some guys mentioned that to control recoil in Squad you need to drag gun down, like you are doing it in real life. Yeah, you actually doing that, but YOU DON'T COMPENSATE the main impulse of recoil! You compensate main impulse with your body, cause gun forces you to move back, not up. It looks like you need to compensate vertical impulse, because lower part of your body is fixed on the ground and recoil impulse is coming perpendicular to your upper part of body. You need to compensate recoil not by dragging gun down, but forming a fixed stance and leaning forward. It as another aspect Squad is ignoring: you always have a right stance. Of course, there is penalty while you changing position, but it doesn't cover all situations. I'll write about it later. What does your weak hand do? While shooting It compensates the torque of your body, caused by difference between point where recoil vector is put to and mass centre of your body. Next aspect: focus. Yeah, it is all right about breathing, heartbeating and imitation of real "focusing". But in Squad you have unlimited focus. Why? Because the best moment to shoot is the time during 3-5 seconds after you have calmed your hands and gun. The gun is heavy, every next second make it harder and harder to keep aim, hands starting to tremble. You just can't stand for 10 seconds, then "focusing" for 5 seconds, then wait until focus will be regenerated and focus again. You just can't hold a 3-4 kilos rifle and hit targets with the same accuracy for minutes. And after every shoot you need to put force to compensate recoil, so it is additional consumption of your "handling" stamina. Current sway is like tides, predictable and smooth, it is not hard to shoot with it, but it looks and acts unrealistically. About hip fire. There is BIG DIFFERENCE between hip fire and non-ADS. Just look in game, what do you do when you press RMB? Your camera lean to the stock. You already handle the gun ready for shooting, you just don't look through the sights. That means you can't aim propery, and this is the only major difference between ADS and non-ADS. Yes, as MotherDear mentioned, there may be some recoil penalty, because your non-ADS stance is more relaxed as when ADS (current animations don't show it), but that penalty is nothing compared to inability to control the direction of your barrel. ADZ will provide it. There is no hip fire in game, because player ALWAYS keep rifle in pre-shooting position while standing. The next problem I think can't be resolved so easily until new animation system will be implemented. It is about player's body position while shooting. The point is that you can't make 360 and shoot with the same accuracy, but not only while you are actually turning. Even if you stop turn your torso without changing position of your feet, your spine is still curved and you can't compensate recoil with full effectiveness. You need to change your stance even if you haven't totally turned around to keep the decent level of accuracy. Horizontal recoil. Yes, it can be compensated by muzzle brakes, but it is still exists, because of different positions of hands, impulse of rotating bolt and other. All these things affects shooter's ability to shoot fast and accurately enough to hit the targets on the distances above 100 meters, like the devs want it to be played. What I suggest: 1) Reduce sway, recoil and make it closer to the real values 2) Tie camera position off sights while shooting and desyncronize patterns of sway for gun and head. Second one could be really low and almost hidde, but it will compensate the reducing oof whole recoil. 3) Add progressive sway/tremor while ADS which is slightly increasing after every shoot. It will slow the temp of firefight and will encourage people to change stance to prone or crouch. 4) Change the pattern of sway. Reduce sway, but add micro tremor to make it more unpredictable, but still effective for engagements up to 150 meters, progressing of tremor will prevent player from standing shooting on long distances (see 3) 5) Add slight recoil penalty for turning on wide angles, when new animation will be implemented and player will be able to turn his torso withough changing position of feet. It will prevent players from fast 360 shooting. Or add non-cosmetic misalignment and hard cap on turn rate. 6) Add Aim Dead Zone. It is the most vital part of shooting, it will prevent non-ADS shooting even more effective than 2x recoil, it will help to make sway while ADS and will work perfectly with 5. 7) Add little horizontal recoil. It will help to prevent people going full-auto on long distances. Why do I suggest it? Because shooting is the MAIN mechanics of this game, it is the main way for player to interact with game world, because Squad is shooter first. It will help to keep the combat on the level devs desired it to be, but will make shooting more smooth, realistic and skill depended. Comments and feedback appreciated, want to hear opinion of experienced shooters and, hopefully, devs. I'm not sure I listed all of the things which can help, feel free to add your opinion and experience to my suggestion. UPD: Added feedback from comments.
  9. List of Weapons and Vehicles

    I couldn't find one, So here is a list of weapons and vehicles for Squad. A bit of speculation on the vehicle part but just basing it on common vehicles in syria, ukraine and russia. If anyone want to post screenshots of the individual items, i'll put it next to it in the list. If anyone has any other confirmed things that would be lovely. Infantry weapons Currently Ingame Future Vehicles Emplacements: Future Infantry Weapons:
  10. Hello Squadies, Once vehicles are implemented, I feel it will be necessary to add in adjustable iron sights feature to the RPG and M72(just like from BF2 PR). This would allow infantry the capability to accurately engage vehicles at farther ranges. I'm sure this topic has been discussed before, but I do want to create a discussion on how the introduction of vehicles will change the game. My second question is, do you think the developers are planning to implement ATGM emplacements anytime soon after the vehicles?
  11. M-240B and PKM

    Hi Team any updates regarding M240 AND PKM weapon implementation.
  12. Modding Help

    Hi, I'm new to this game and modding in general as well. Being that this game is using Unreal Engine 4 and got a board dedicated to modding I figured the game would be rather friend when it comes to modding. Spent a day making a little more tacticool pistol, and was hoping there was a way to switch the assets https://sketchfab.com/models/75f910f1346247179627c2ae54aa9978 https://imgur.com/134OfYP
  13. The following is an altered OP from the Squad steam community forums, thank you for your time: Hello there! I'm a long-time Project Reality and Insurgency player. I've recently been dabbling in all things related to sound as a hobby. I am currently enjoying creating, mixing, and editing sound files to create soundpacks for the latter game: Insurgency, a semi-realistic CQC tactical FPS. I'm a modder. I've been hyped for Squad since its greenlight announcement, but I have yet to buy it (eagerly awaiting a sale and saving up money for when that happens.) Recently, I've been looking to create soundpack using resources from DICE EA games (Battlefield/Battlefront) and Squad. Squad's extremely poppy, extremely "real" weapon firing sound assets have positively caught my ears. I'm aiming to create an extremely realistic, extremely immersive, and ultimately extremely *satisfying* soundpack to bring to one of my most favored communities. So that brings me to my main points. I've come here to: 1. Request permission from the Squad team's/Offworld Studios' members to allow me to use their sound assets solely for non-commercial, entertainment, and ultimately educational purposes. 2. Ask for and gain access to sources regarding where I can quickly get a hold of Squad's sound assets for the above purposes. I don't think I can get Squad anytime soon. :C 3. Thank everyone involved in bringing Squad to life, as well as the extremely committed Project Reality bros. Thank you very much in advance! -Slypear
  14. Weapon Customization

    We should have a load out system in Squad that lets us customize our weapons. ie. sights (Acogs,rifle scopes,canted iron sights, etc.),muzzle attachments (suppressor, muzzle breaks, etc.),barrels,rail attachments (laser,infrared lasers,flashlights, etc.) and some camo.
  15. Where the 240's at?

    So in the US Army the M240 is a big deal well art least it is in the Cav Scouts world. You got the 240B that mainly goes on your trucks the 240C that is mounted inside the M2A3 Bradley CFV and finally you have 240L that's used by dismounted teams. We also use the MK19 and .50 Cal on our trucks but that's a different story.
  16. Hi all! (Sorry for my bad English) I have a question. Will be more weapons in this game. Now I can see only M4 and AK. Will be more weapons like Scar, Aug... in future? And will be sniper weapons in this game soon? Thank you for answers
  17. flame thrower infantry

    wow, the flamethrower is back on the battlefield, so make it! flame throwers for the syrian arab army [mod], would be limited 1 or 2 flame thower roles for every 27 players or something (skip to 1:15) https://www.youtube.com/watch?v=CDtXtpobd5I
  18. Hello! The title basically sums it up. Does anyone know where/how the creators of squad got all the weapon models?
  19. Factions, Conflicts and Weapons

    Just a quick list of possible factions, those factions weapons and conflicts. Conflicts Vietnam. Sri Lanka. Africa (Somalia, Sudan, Uganda, Sierra Leone, Liberia, CAR, Congo). Factions and Weapons. -Vietnam- U.S. army of course. M16a1. M14 (early war). CAR-15. M60. 1911a1. Some form of revolver. M21 sniper system. M40 sniper rifle. Etc. Commonwealth (Australians). L1A1 SLR. Owen Gun. Browning Hi Power. Parker Hale M82 sniper rifle. Etc. ARVN. M1 carbine. M1 garand. M14s and m16s. 1911a1s. Etc. Viet-Cong. SKS. Captured French weaponry. Captured American weaponry. Etc. NVA (North Vietnamese Army). Soviet AK47s and Chinese Type 56s (both please). Tokarev TT33s. Capture American weapons. Scoped Mosin Nagants and civilian rifles as sniper rifles. Etc. -Sri Lanka- Sri Lankan Military. AK47s. FN FALs. M16A1s. M14s. RPDs. Car 15s. Civilian like rifles as sniper systems (Winchester model 70) Draganov sniper rifles (very few) maybe a alternate weapons for the sniper class? Anything else you can think of. LTTE (Liberarion Tigers of Tamil Eelam). Just about everything the Sri Lankan military had -Africa- Liberia Rebel group vs Rebel Group FALs M16s A lot of soviet AK47s. Sudan SPLA (Sudan People's Liberation Army). Soviet AK47s. RPDs. Civilian rifles as sniper rifles. AK74us. Mainly soviet weaponry. LRA (Lords Resistance Army) Pretty much the same hardware, a lot of soviet stuff in Africa. Sierra Leone. Rebel group vs Rebel group. Revert back to Liberia for weapons. CAR. Same deal. Uganda. Getting old yet? The reason I chose all those African countries is different environments, Liberia was city, urban warfare, Sudan is hot and dry (not desert) like a Sahara, Sierra Leone is mountainous and CAR and Uganda are jungle. Also to mention Sri Lankas war had Sea, Air and land combat. Thank you for reading this, I would like to hear your opinion on all this.
  20. *DEVELOPERS MUST SEE* post You know when your gun goes trough the wall in the games, or when you aim really close to the wall and you feel retarded because you lost some kind of 3D perspective or whatever hahah. UE4 acctualy has solution for this. It would improve breaching, compound clearing, peeking trough windows etc. 10x. I dont really know how much work it takes for this, but I hope it will be implemented one day in Squad, it would be first game which did that. It is just awesome. https://www.youtube.com/watch?v=-xvvncRvVCI Sorry for bad English.
  21. Hey, I noticed during the gameplay footage that the only ak I saw was a ak74? After reading into the forums I found that plenty more were on the way including akms and more, but a lot of the times the insurgents in these conflicts would have Cold War weaponry (original AK47s) so it may sound picky but a original soviet AK47 would be nice (it looks better) and there are differences, everything else seems fine but some insurgents to this day still use old bolt action rifles like the mosin Nagant and lee Enfield so them with a sniper option of both would be nice and one last request, I saw the Makarov, love it but a lot of insurgents have tokarev TT33s so they would be nice to have as a more powerful alternative to the Makarov and this has been requested before but a FN FAL would be nice too, thank you.
  22. Hey, Offworld Last night I was having a discussion with some clan mates about specialized squads and how to implement them in to the game. At the moment, people name their squads with an objective in mind (most of the time) i.e. STEALTH, FAST ATTACK, RECON, etc. Well, I have an idea that would let squad leaders specialize the overall role of the squad just has players have the discretion to pick roles with in the squad. First, let me say that this could be implemented wayyyyy down the road when more content enters the game. That said, It be kind of neat if squad leaders could chose a squad roll such as "Special Forces," and this would dictate the kind of weapons and gear that is accessible to the squad members...stuff like silenced weapons, and specialized sniper rifles and what not. Of course you would have to limit this in the same way you limit the amount of players using certain weapons and gear like SAWs, M203s, and Sniper Rifles. For example, you can only have one squad of SF, two squads of assault, and one squad of...idk say, some sort of mechanized infantry. I also think it be a good idea to limit the number of squad members based on the type of squad it is. For example, an SF squad could have a max squad of 4 or 5, or what ever you deiced is appropriate. My buddies thought this was forum worthy, and they asked me to post it here. So I did hahaha. Thanks for taking the time to read. [2.FJg] P01NT_MAN
  23. Im really interested what you, community and developers, think about this branch of weapons in the game, how would affect gameplay etc. I think its good idea because MK-19 is used by USA, there exists russian version of weapon too, I saw it at few videos from war in Ukraine so I assume that militants can use them too. More diffrent sorts of weapons the better. The weapon isnt that accurate acctualy so I think it wont be so overpowered, and it would be good idea to limit weapon in the game. The weapon could be used for suppression, objective defence and as a mortar-kind of weapon for city fights and close combat as in real life sometimes.(you put it like 80 degrees up from standard position) It could be also hooked up on the cars, or on russian and american side, on the humvee or on the russian jeep. This is only idea. Sorry for bad English.