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      Forum Rules   07/06/2016

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Found 16 results

  1. I find myself in situations where a grenade lands next to me and I have the insight to hear it land or see it land before it explodes. Is there a way I can pickup that grenade and throw it back? I did a quick search of the forum and I couldn't find anything in history. Given Squad's attention to detail around infantry game-play, I find it puzzling that picking up an enemy or friendly grenade and tossing it back before the cook off is outside the scope of the infantry game-play.
  2. I love to play as a grenadier, but one thing is really annoying - zeroing. So, grenadier has 4 types of ammunition - explosive nades + 3 types of different smoke. When I'm shooting at long ranges, I prefer to set zeroing for required distance. The problem is that zeroing is linked to ammunition, not to grenade launcher. E.g. I'm shooting long range and using 200m zeroing on explosives, but when I changing my ammunition to smoke, my zeroing is going to default position(50m) or to the last zeroing I used on that ammunition. I find it really strange since you're changing zeroing on ammunition, not on the weapon. Please fix it.
  3. Hi, there are 2 underbarrel granade launchers presented in game - US M203 and Russian GP-203 "Campfire", both use 40mm granades with 7meters effective casualty radius. Iv tested both ingame and on jensens range. M203 easily destroy all russian vehicles or atleast destroy turrets and engines with fragiles with few shots, excl. T-72. But GP-203 cannot do anything with same 40mm grenade to any US armoured vehicle, even destroy mg turret. Additionally iv learned about armour of BTR-82A - its up to 10mm, and Stryker M1126 has up to 12mm armour (without heavy ceramics - its not presented in game). So fragile damage to these APCs cant be drammaticaly different, but it is now. And if RPG fragile cant do sth to front armour of BTR, why M203 can do? I think its mistake and damage of m203 has to be strongly reduced to armour targets.
  4. RKG-3

    With the RKG-3 can we increase its damage so 2 or 3 could take out a Stryker. These are armour piercing grenades, and considering how close you have to get to them you should get rewarded with the hit.
  5. In keeping with the realistic philosophy of the game, I request that ammo crates have a limited number of ammunition, explosives, smokes, bandages, etc... If a team wants multiple ammo crates, that is ok as it makes sense but there should be a limit to the contents. The limit should be determined by the FOB, not the ammo crate so as to prevent people from exploiting this by simply deploying multiple crates. Multiple crates would simply draw down the FOB ammo crate content counter for each item type as they are consumed. The behavior should be that the only way to replenish the ammo crates would be from a logi supply run. When a logi drops off supplies, the ammo crate content counter for the FOB should reset to full with no resource cost and of course, no overstocking from multiple logi supply runs. As to how many should be allowed of each type... I'm not sure. That would be best turned over to the community to discuss.
  6. Warning: Sticky Grenade

    this what happens when you put glue on a grenade.... https://www.youtube.com/watch?v=5D2myCD9TrY
  7. I was playing around with grenades and noticed that grenades dropped down the humvee harm or kill all passengers but not the driver. I tried over and over to kill the driver with a grenade down the hatch to no avail. The grenades also don't damage the humvee in any way from what I could tell. 203 launcher grenades do damage the humvee and it takes 3 of them to destroy the vehicle and about 4 or 5 for the BTR. I think 203 grenades shouldn't blow up the humvee or BTR considering the armour they have. Although I may be underestimating the power of shrapnel. The hand grenade also doesn't fall down the hatch and inside the humvee properly due to the collision model but it still kills the passengers inside except the driver. I tested grenades on the technicals as well and all passengers are vulnerable to grenades. as long as the grenade lands on top of the bonnet or in the back. if the grenade lands next to the driver's door the driver will survive if the grenade lands next to the passenger's door the passenger will be killed instantly. So the drivers do have a higher chance of survival than the passengers. Bodies also seem to stop shrapnel so if you're in an open field with your dead or alive buddy make sure he is between you and the grenade or be the hero and dive on the grenade and save your buddy instead. PS: Grenades underneath the humvees are also deadly but not always. If you want a guaranteed kill with a grenade make sure it's on top.
  8. Squad PTSD

    My experience in Squad so far. PTSD | Squad Gameplay (Youtube)
  9. First off, I know this idea has been floated before, but the last posting about it was several months back, and I thought I'd bring the idea up again. Most people can agree that the night maps are a bit difficult to see in, and some even resort to upping the gamma for greater visibility. Being a (somewhat) realism purist, i don't like doing such things, but that does give us a serious disadvantage to those that do decide to exploit the gamma. This is why i feel grenade-launched flares may be the best option; 1- This utilizes the already-in-place potential for grenadiers to mark areas of enemy targets, and makes them more valuable to the team. 2- Anyone that is utilizing the upped gamma will find it impossible to see during the flare due to over-exposed visuals, which makes this exploit less useable if one has to go into the menu and turn down the settings just in order to see. 3- The unreal engine 4 is one of the best engines currently capable of dynamic, volumetric lights, and should experience minimal frame drop even on the highest of settings. Please rate the poll if you have a moment, or if you have any imput or better ideas, please comment in the section below.
  10. Amazing Grenade Kill!

    I may have overestimated my abilities a bit.
  11. 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.
  12. In game use are currently using the M203's as grenade launchers for the US army side. But currently the 203 is be phased out of the US army and is being replaced by the M320. All infantry OSUT privates are being trained on the M320. The M320 is a handheld or rail attached grenade launcher with the same characteristics of the M203 on the moved the side to a side mounted side in stead of attaching it to the top rail system. https://en.wikipedia.org/wiki/M320_Grenade_Launcher_Module This is just an idea to keep game play weapons up to date.
  13. plans for the RKG grenade

    im sure the RKG anti-tank (shape charged) grenade will be in Squad for non-western forces, how much and for which forces, by steam early access release by chance? more relevant perhaps is will the insurgents get the RKG grenade, or will it be specific to Russia and or militia? i like that weapon a lot and it works great in PR
  14. Cooking frags

    Dear devs, Are we eventually going to be able to cook off hand grenades? Is this a planned feature? Thanks.
  15. Flashbangs

    As the title suggests.. are there any plans for this, maybe for the Breacher role? I can imagine a squad stacked up outside a compound entrance, rolling a flashbang inside, and proceeding to wreck house as they breach.
  16. Grenade throw arc

    This is a minor thing, but the arc of the grenade throw or toss feels way off compared to the one in PR. Since this game is trying to mimic the feel of PR, I thought I'd bring this up as a subject. For me, the arc that the grenade has is too low compared to that of PR. I've gotten used to PR grenades and it's been one of the major things that feels off about squad. I'd like to know what other people think about this and if anyone had that feeling when throwing grenades.