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Found 94 results

  1. FOBs in V12+

    Going off of the community roundtable here's a suggestion. Especially the part where someone in the discussion pointed out that 2 people can disable a FOB, hide and then the enemy team can't make a new FOB, without the enemies destroying the old one, so if they don't have a defence on the FOB it cuts them off from using, basically, an 800x800 area of the map to place a new FOB. Yadda yadda yadda. Here's a couple ideas I had while listening to this part of the discussion. 1 - Increase the size of the HAB model. This will do two things. First it'll be possible to make the HAB more protective against incoming fire for those that are spawning in. By enlarging the footprint of the HAB it'll be more likely that people will place it in open spaces, which lowers the possibility of two enemy players hiding it out in a nearby building etc, though not dramatically. Also if you make it triangular instead of rectangular you could plant the HAB, when deploying it, inside a hill for example, as long as two of the three entrances aren't blocked by the terrain. 2 - FOB/HAB/Build distances. Right now there's a 400m zone around each FOB which is assigned to that FOB and no other FOB can be placed there. You can build a HAB or anything else within 150m, from the FOB in all directions. Coming back to the first, if enemies(2+) lock down a HAB then that's 400m in all directions where you can't set up a new HAB - possibly for the rest of the game, I mean there is a chance. Instead, what could be done is to have a distance for FOBs, a distance for HABs and a distance for building. e.g. FOBs: (atleast) 100m from any other FOB, 150m from any HAB HABs: 300m from any other HAB Building zone: 100m from a HAB in any direction, 100m from the FOB in any direction(except HAB, 150m limit) supplies for both building zones would be in a single pool So it'd look something like this(not exact distances its quickly cobbled together and there might be a few pixels error) Blue - FOB Green - HAB White - build zone, wh. line - HAB belongs to FOB(100m) Purple - HAB build distance limit from FOBs(150m) Yellow - HAB minimum build distance from another HAB(300m) This has two effects. The first, simpler one, is that if you put FOBs too close to each other then their HABs become directional(bottom FOB line: One HAB in Village, second HAB in a fallback position). The second effect has to do with disabling the HAB. When the HAB is online then there can be no other HAB within 300m. - - - - - (In the current version, there can be no FOB within 400m of another FOB, so if a HAB gets disabled, that's 400m) - - - - - If the HAB gets disabled, it also disables the 300m limit. The HAB ceases to be a HAB it falls apart, it becomes dilapidated, deserted. This is option A and C. A = 2+ enemies get within proximity of the HAB, the HAB gets disabled, both visually and functionally + it loses the 300m limit, because it's not longer a HAB. C = The HAB gets destroyed by a mortar for example. Same as above ^ ^ ^ mock-up of a triangle HAB with a larger footprint in comparison with current HAB(no rl reference, I might've gone a little too wild with it) The B option would be when there are 2+ enemies, but there is also atleast 1 friendly on the HAB(within 100m) In this case the HAB becomes disabled, but that's it. It stays visually the same and the 300m limit is still in place. This way a HAB defence can go one of three ways. The defenders kill all the enemy within the area = the HAB becomes spawnable again. The defenders fail(all die or the HAB gets otherwise disabled; explosives)- they come in from a rally point and clear the HAB = now they have to build the HAB back up for it to become spawnable they completely fail and the attackers leave the disabled HAB and FOB standing = they can now build another HAB within a 150m of the disabled FOB on a preexisting FOB 100m+ away OR they can take down a HAB from a preexisting FOB 100m+ away from the disabled one and rebuild it 150m+ from it, etc etc One thing to keep in mind is that disabling a HAB and keeping the enemy FOB up would not deprive the enemy of a large area, for FOB building like now, but it would deprive a slightly smaller area + the angle at which the HAB will be built in relation to the FOB and so the angles of HAB + FOB + FLAG. In other words, disabling the HAB and leaving the FOB would still retain the tactical advantage(quote from roundtable: "aboooze"), but it's not an absolute distance/speed impediment from new HAB-to-capzone, only if you want to attack from the same angle as the disabled HAB let you do, ie going to the disabled HAB from the new HAB and then going to the flag from there.
  2. One sound for digging down, and another for digging up. Losing placed FOB's due to new bro's right clicking instead of left clicking to build, especially an issue during free weekends. If the two actions had unique sounds fellow more experienced placers may be able to intervene and avoid unintentional disruptions/disasters/salt. Also, I'm guessing the sounds of construction(creation) would naturally sound different to the sounds of deconstruction(destruction). They wouldn't have to be wildly different, just enough for a squad leader, or experienced squadies, to intervene and save new bro's from...
  3. If I've pulled the pin of a grenade but get shot before I throw it, will it still explode? Correct me if I'm wrong but currently it's as if they don't, yet I'd like the grenade to still explode, with or without an additional time delay as I'm guessing this is something would happen for reals.
  4. The ability to set a waypoint, even just a single one, would be a blessing for squad leaders and add a beneficial degree of depth to the game. The ability to place a rally, then a move marker for troops to go to, and then from the move marker to an action point/marker(attack/dig/defend/etc...) is something I'd really like. Just one waypoint would make a world of difference as currently players, of all levels, often move to action points/markers directly from where they spawned which leads to the spawn having a rather limited life by making them kind of easy to find, so it seems. Having the ability to place a single waypoint imho could bring a whole new level of game play and enhance everyone's in-game experience. Please could we test such a feature in the next update. I guess you could use the 'Shift' key + click to place the waypoint and then the usual for the action point/marker.... grovel grovel... grovel... P.s. I searched and found but thought this really needs bringing back to life... people's vectors are too much of a clue... #make-Squad-rich-...-in-depth...-for-enhanced-funzies-...-people-will-like-it-...-o7 P.p.s. This would especially useful for squad leaders that become seperated from their squad, for whatever reason... "Do such and such via such and such waypoint-move-marker..."
  5. Hi guys and possibly girls. I thought about something.... How about that enemies can hear your radio and local voice chat, that would be realistic, and you will need to be more careful what are you talking if you are in sneaky action, or if you are in buildings. Sorry if this post was already somewhere.
  6. Could we add a second FOB design/option that doesn't feature a roof, nor such a deep foundation? This would make placement of FOBs in rooms of multi-floor buildings better as could help avoid FOB roofs poking up through ceilings to make new 'floors', and equally down through floors to form new 'ceilings'. An additional shorter total height FOB design could overcome this issue, and avoid the creation of unintended vulnerabilities. Being able to dig down a FOB from the floor above or the floor below a FOB seems wrong, I think.
  7. Implementing a feature that focuses the map on a squadmate when you click their name in the squad menu. This would be useful for Squad Leaders aswell as easier, faster squad communication. Great game though, keep it up!
  8. I don't about y'all but I had to share this, I believe it could be a good addition in the future for insurgent forces when MBTs and large caliber canons are implemented. Terrorist and insurgent factions lack most conventional weaponry such as a fleet of tanks or other armored vehicles. I feel that this could add game play and balance if need be for the future of Squad, when trying to match up less advanced insurgent and terrorist factions against big strong and well equipped factions which naturally have the advantage. Outside of actually giving terrorist and insurgents tanks, which would kind of contradict their natural capabilities seen in the world. This example shows that terrorist and insurgent factions resort to innovative means of leveling the battlefield when they are denied access to the same technology and infrastructure of their adversaries. It is not expected that militants, terrorists and insurgents who lack any industrial infastructure be able to posses and maintain something like a IFV, or MBT. As an alternative I present you with these photos. I hope this post inspires the developers and if they did not know about this technology existing think about it for themselves, and how it could tie into the combined forces aspect of Squad, keeping true to the factions real life nature and allowing these smaller less equipped factions to match heavily armed adversaries in the theater of conventional warfare in future 50x50 game modes on larger playing fields. Also in the wild there are most likely many more adaptations of weapon systems to pickup trucks and other common civilian vehicles across conflict regions today which may also have a place in Squad's future. Thank you for reading, have a great day. Source: http://www.americanmilitaryforum.com/forums/threads/3rd-world-modified-military-vehicles.1572/page-7
  9. New idea for a slower game mode.

    So I had this idea that a really cool game mode would be that when you cap a point you need minimum supplies for that point to fully secure it. So let's say American capped a point from Russians but to be able to cap the next point they will first need supplies to be able to cap the next point (if you want to give a reason for it say something in the ways of to rebuild or defend the cap you need those supplies.) If you do the game this way this will give the opposite team a better way to plan their attack and/or start building defences on their defence cap in this way you really stop the steamrolling that happens now quite often and gives people a bit more time to think about their next move. I hope you will think about a game mode like this I think it will increase the tactical gameplay a lot. Thanks in advance BleakMaker.
  10. Hello, I searched the forums for any similar suggestions to this and there was one back in 2017 but it is not quite what I am suggesting. I am suggesting a public lobby chat that anybody who owns squad has access to as soon as they turn the game on. It doesnt have to be any more complex than a simple forum for people to talk into, for the purpose of being able to talk to other people who are waiting to join games. This will have many great effects, the KEY one being: no more 20/78 slots filled on servers when there are 4+ other servers with 78/78(+15). I am looking at an instance right now, everyone could join the server called "Ninjutsu Foundation" which has a lower ping than many of the populated servers, but since that server only has 20/78 slots filled, everyone is more willing to wait in line on the server that already had 15 people waiting to join. People will be able to point out in chat that "hey, this server can be filled up if all of us waiting just join it". Among other things that t his would give to the community, this would greatly enhance being able to come home from work, fire up Squad and jump right in. Rather than waiting for that 15 player queue to tick down to 1... Thanks for reading. -Junkie
  11. Hello my fellow squaddies and maybe devs, Like stated in the title, I have kind of a silly idea about the TOW-Missile. I see it quite often used against infantry (at least atm) which would in real life just never happen(mostly because it is just to expensive). Any other game would just reduce the splash radius but i think that would be super stupid. I would rather suggest giving the TOW missle 3-5 Tickets. This would have two benefits: First of all the TOW is currently quite strong against vics, what is good but also an very easy kill. So the "less" skill/teamwork based kill would give you less of an ticket advantage over the vic-vic combat or the AT infantry. Secondly it would really make you think on what to shoot it at -> shooting at infantry would definitly be no choice anymore, also depending on the tickets the lower tier vehicles. That is just an idea and I know there will be some people who are totally against it. But atm without thinking to much about it it seems like a really cool thing for me... Feel free to discuss it. I mean I am very open to critism and to the flaws of this.
  12. If you were on a military base. And you were ordered with defending the base. Do you think it would be a good idea to set up a few fake dummy targets? A bunch of assholes want to kill you and might start taking shots at you and your friends. If they do, you might be able to locate their position and return fire without having any of your teammates be in any danger. Targets should be able to be destroyed or damaged after extensive incoming fire. Possibility of being fixed? Should cost resources, how many? That's modular.
  13. Hey guys, I finally just made an account to post on the forums, though I have over 700 hours in the game and care about it greatly. I am really stoked for V10 since the public beta and love the fact that drop shooting is going the way of the dino. With that said I want to make a suggestion to improve it a little bit; The suggestion: When you hit "z" to prone and your character initiates the animation, allow the player to hit '"z" again mid animation to drop to the ground even quicker but suffer a massive penalty to accuracy and a 3-5 second time gap to align while ADS after hitting the ground. The reason for this suggestion: The new animation to go prone is excellent but is way too slow/casual for trying to hit the ground when you suddenly start taking fire. I fully understand that with all the gear a soldier carries one doesn't simply drop onto his stomach. However if its a matter of life or death you should have the option to hit the dirt faster than the V10 beta animation allowed BUT at an induced penalty that prevents immediate instant return of fire. What do you guys think? Regards, Luko
  14. My suggestion is to add a engineer role that can build structures OUTSIDE of a FOB. -would spawn with build points. 300-500 points maybe. Just enough to put up some basic defenses or a single HMG bunker. -could replenish build points by going near a FOB. -would be equipped with a shovel so he could build his own defenses while the rest of the squad can provide cover or help, their choice. Cons of this role- -pointless, In alot of situations outside of a FOB you are moving too much to stop and build. - Wasted spot. As in the squad could use a grenadier or AT soldier but someone is using engineer instead. A fix to this is that the ENG role could be like the medic, not a support role. What do you guys think? (Picture not related just some eye candy)
  15. Fall damage

    I noticed falling still makes you bleed, if you fall from a high enough place. Instead falling could inflict damage for a certain amount of time after falling, that would be triggered by walking. E.g. You fall. Take initial damage. A timer starts. If you walk before the timer runs out you receive damage for every step. You receive more damage, if you run. Maybe have it tied to the jump bar aswell. Firstly it'd give the player feedback that it's happening, when the bar is red. Secondly you wouldn't be able to just keep jumping over stuff after falling and bruising your ankle or whatever. Either way, having to waste a field dressing because you landed funny feels gamey and is unneccessarily punishing.
  16. Have a few suggestions here for the structures,assets that Squad Leaders can build: 1) Make the Green outline of item you are about to place a little more transparent/darker. In some areas, it is hard for me to distinguish where the Green "blueprint" of an item ends due to lighting, etc. 2) Allow structures to be stacked easier. A few updates ago (can't remember) it was easier to place structures on top of each other (machine gun placed on top of a pile or two piles of sandbags). It can still be done, but sometimes, the system doesn't like to work and so sometimes build stacking is not possible. 3) More "build" stages. I.E. every two times you complete the left click shovel "construct" animation, a single layer of sandbags is built. So, 8 shovels = full built sandbag (I think there's four layers?!). I.E. HAB: Third shovel animation completes stakes, fifth completes concrete, etc, etc. 4) Be able to rotate items (since this might be hard to free-rotate, maybe have the option to rotate at 45 degree increments) This is useful in tight spaces. I.E. You are trying to build a M.G. gun in a small room. It is red, so you cannot construct it. However, rotating the base would allow it to turn green. I have had this issue. I end up having to crawl along the four corners of the room until i find the right spot. 5) Allow for building on certain walls. Certain walls cannot have sandbags or assets placed on them due to things like bugs or the curvature of the wall (if the wall isn't completely straight, you might not be able to build on it). If this is the case, you need to waste 50 points building a sandbag on the ground below your feet, then build another on top of that, to equal the same height you were attempting to reach with building on top of the wall.
  17. With helicopters arriving in coming updates, i was thinking about how fobs might be seen from the air. I'm not entirely sure how fobs are eventually going to be used but my suggestion is to have some sort of camoflague net, to try and hide fob locations. This might be difficult because of open areas, little tree cover, different foliage colors on each map. I thought this would be useful for teams who have built a forward operating base and rely on keeping it hidden.
  18. "Give Up" Timer

    I think all of us who have ever played on medic have hated those people who "give up" on you after you wasted a bandage on them, or squadmates who continue to give up as soon as they are down just because they don't want to wait for a medic (then the game comes to an end and you lose by 15 tickets, which means you would have won had your teammates just waited for a medic revive). I think it would be a great idea to have a "give up" timer for those that constantly give up as soon as they go down. This way, it encourages more teamplay/strategy and allows medics to do their job more efficiently. This in no way has a negative effect on those who wait for medics. Since this timer would only effect those who constantly give up after going down. Suggesting that (not counting your first "give up"), that if you give up too quickly (lets say, within 15 seconds of going down), you will not have the option to press "GIVE UP" on the screen for 15 seconds. If players continue to give up early, the timer will continue to increase by 15 second increments, up to a minute. This is just a basic idea, I'm not saying 15 seconds is fair, but you get the idea. For those that already wait, they will not be punished for giving up and would not have to wait. What do you guys think?
  19. Okay, so I love this game mode, but I think it definitely needs some tweaking. Played invasion on Yehorivka last night as the attackers. Made it to Novo and lost. But here's the thing. Our team did a great job of working together and saving tickets and destroying enemy vehicles, but at the end, the US still won by a whopping 400+ tickets. I would venture to say it was the most aggressive invasion round I have ever played on that map and we still got slaughtered (in terms of tickets). The game mode works well (for the most part), but I would like to suggest some changes.: - Attackers gain an extra +20-25 tickets per flag cap - Attackers start with more than 250-300 tickets, since enemy team starts with 800+ or whatever. - Give attackers more vehicles than 'defenders' - Do not allow 'defenders' to back-cap after attackers have already taken a flag. It just doesn't make much sense in my eyes for the defenders to have 2.5X the amount of tickets as the attackers unless the attackers have an advantage (and as far as I am aware, they don't). What do you guys think? P.S. Invasion game mode is not on the wiki
  20. Assets and FOB Costs

    A simple idea. A FOB will cost more tickets the more assets it has deployed or built in its build zone. I will give an example. Right now a FOB (the radio) costs 20 tickets. It has a 150 meters build radius. Let's say I built 3 HMGs in this zone, I will lose 35 tickets because each HMG will increase the FOBs cost by 5 tickets. Then I build 1 repair station (5 tickets), 1 ATGM (10 tickets) and 2 mortars (5 tickets). Now I have a FOB that costs 60 tickets. Now, developers stated time and time again that some we will be able to destroy some static assets with explosives or large caliber projectiles. Let's assume enemy spotted the ATGM and a MBT destroyed it. Now the FOB costs 50 tickets. So it will go up and down depending on the assets it as active at destroy time. This should give more incentive to defend heavily fortified FOBs and more thoughts to enemies on how should they take out a FOB. Risk and reward correlation.
  21. DISCLAIMER: Yes, I used the search button, but I'd like to show my view on how this could work. With the appearance of shotguns in development, it seems likely that the US/Russian Ground Forces will get a counterpart to the Insurgent Raider kit. As we know, the Raider is best suited to close-quarters, preferably urban combat. We will replicate this with the Breacher, who's main purpose will be clearing indoor areas and corners, as well as destroying obstacles. It's a class that will be invaluable in maps like Al-Basra and Sumari Bala, and useful for clearing points in other maps. This will be one of the specialised classes, like the GPMG kit which I suspect will arrive soon enough. The Breacher would be, like the HAT kit, limited to a certain amount of players per game. I believe 2-4 per team would be a balanced amount. It will be restricted to the US and Russian factions. It would be best if they were unlocked once a team has 15 or more players. Let's go through what a breacher would have.... Primary Weapon (Slot 1): The obvious decision would be shotguns, already shown to us by the development team. However, they are not the only choice we have. What if they also had Sub-Machine Guns? From a developing perspective, having SMGs in an assault class (Raider/Breacher) would be the only way to implement SMGs (apart from special forces). So, just like you can choose from a number of weapons for the rifleman kit, you could choose between a shotgun and SMG for the breacher kit? So what are these weapons? Shotguns: M1014 (USA), KS-23 (Russia) SMGs: MP5 (USA), Vityaz-SN (Russia) Note, for those who desire a seperate USMC faction, the MP-5 could be replaced by the Colt SMG, for variety. Secondary Weapon (Slot 2): Probably same as other classes, no need for a change. Grenades (Slot 3): I'm a bit unsure on this. I think that this kit should lack smoke grenades, as there is little use for it in the indoors. As for fragmentation grenades, 1-2 would be fine. I don't want the class to have too many, because that could make it overpowered, as well as too similar to the Raider Class. Explosives (Slot 4) These will serve as similar purpose as the IED. Their blast radius could allow rooms to be cleared rapidly. It can be used also to destroy player-built fortifications like Hesco walls, roadblocks, bunkers or other emplacements. However, I believe they will become more useful when there are dynamic map elements in the game, such as destructible walls. This would allow a squad to easily create a new avenue of attack into a well defended position. The Breacher should get 1 or 2 of these in their kit. The US would obviously get the C4, while the Russians would probably get the PVV-5A or Semtex. Field Dressing (Slot 5) 2 bandages as with most classes, no need to change it. Wire Cutter (Slot 6) This would replace the shovel. To not waste explosives on razor wire, use this to remove it. Optional: Body Armour This might be something included, although I doubt it. Maybe it would give the user a chance for a bullet to be ignored, and for the damage caused by explosions to be lessened. I'm only including this because It seems interesting, but not necessarily balanced. I thank you for reading this. Please give critical feedback and constructive criticism.
  22. So, like this area on the forums is for, this is just a suggestion. To be completely honest, I'm not totally for it myself (in all aspects), but this is just to branch out ideas. Continuing.... Each squad will have one new class/kit called "fire-team leader (FTL)". This kit would only be available if the squad has more than 6 people in the squad. The fire-team leader would be picked by the squad lead by right clicking on the squad member and pressing "promote to fire-team leader". The fire-team leader would have a separate icon on the map, only visible to the current squad, and not to the entire team, as to avoid cluttering the map with more icons. Fire-team leader would be allowed to set new rallys if 4 people are in the proximity of the FTL. FTL's would be allowed to only mark up to two (2) enemy icons on the map, excluding FOBs/HABs. FTL's would also have binoculars. FTL's would not have access to squad lead chat, but (possibly?!) replace the squad lead chat button to fire-team chat button for FTL's. FTL's do not have to wait for approval in order to enter vehicles, but may not approve vehicles for other squad mates. What do you guys think?
  23. To the developers of Squad, First I want to say that you have created a wonderful game and that I value your dedication to continually adding to the game as time passes. As a veteran that has seen VBIEDS (Car bomb) in action and the pure terror and disruption they cause to operations I feel adding a low manpower cost (1-5 tickets depending on size of vehicle and payload) VBIED that already has explosives embedded in the vehicle and only needs a left click from the driver to detonate would add not only add another level of strategy but be a fun addition and level the playing field between the OPFOR and US forces due to OPFOR having terribly weak vehicles that get shredded by the US Striker. I've noticed most players already try to make them by placing IED's on cars however this is not effective because of the high ticket cost, lag time between cell call and detonation, and the coordination between the Scout and driver to make it happen. I feel that if developed the only way to be able to take one of these down should be by AT weapons carried by soldiers. I've seen these vehicles take high caliber rounds and RPGs ricochet off the armor only to still meet their targets. This addition would place emphasis on combined arms operations and force squads to stick near vehicles to protect them and the squad itself. As a balance I feel AT soldiers should carry 4 rockets. I look forward to your response. More suggestions to follow.
  24. Medic Healing Animation

    With the May 2017 Monthly Recap giving us a vast preview of new animations coming to Squad in the future, I thought I should voice an idea for medic animations. In the animation preview we saw short clips of applying bandages, but we have yet to see what will replace the current healing animation. For now it consist of the medic touching the patient with his hand and by some in an inappropriate manner followed by some lewd comments. So I had the idea that instead of magic hands healing the player, we could have a simple animation of the medic using a saline and/or blood bag to heal players. It would look something like the following pictures: https://www.jigsawmedical.com/wp-content/uploads/hires_070713-F-8769P-227.jpg https://www.army.mil/e2/c/images/2015/05/26/395708/original.jpg The animation would start with the medic inserting the IV needle, then holding part of the tube with one hand and the other holding up the saline and/or blood bag till the patient is fully healed. (Holding the tube and bag would actually put the medic in a very similar pose to the current one when you think about it) I have little to no medical knowledge, but I think this would be somewhat pseudo-realistic and feel a lot more immersive than using the force like some jedi. Saline and blood transfusion would seem to fit in the game when considering the bleeding system and healing basically replenishing the blood loss. Some issues I see with this is that it would be and look somewhat unrealistic to apply it to oneself, and then there is the issue of how it would look when healing slightly hurt players. There could be other animations for that, suggestions are welcomed. Or saline/blood bag could be used only for incapacitated players. If the you devs have other ideas or are currently working on them I wouldn't mind you spilling the beans.
  25. Can we please get individual mute buttons by each players name on the scoreboard (just like in Insurgency), instances like in the video below are getting FAR too common now. You can't get a decent constructive word in at all now at the end of most matches. Quite often squads would like to discuss whether they are playing again and/or making a new squad for the next round. Whenever I encounter mic spam in the game Insurgency I can call up the scoreboard and hit the mute button by that players name. That person then stays muted to me forever (until I unmute him/her). The way I see it if you are going to act like a child at the end of each round and ruin everyone's chance to communicate properly then your voice does not deserve to be heard be me if and when you decide to play properly and communicate in game. I've muted loads of players on Insurgency and have only reaped the benefits of it, there is literally zero downside to it. They can scream and shout to their hearts content and I simply can't hear it. Just to add, it took me 2 hours to upload a 13 second video clip to YouTube on my awful 1MB upload, my life sucks lol