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Found 78 results

  1. I've seen the changelog on joinsquad.com and i had an idea for the compass. Played a little bit with illustrator and photoshop trying to give a "surrounding" effect to the compass. I think that it would help the immersion and situation awareness and also helping those who would like to have a sort of minimap of your mates without using an actual minimap.
  2. Hello guys, i got suggestion about local tallk, could you let the enemy hear our local talkings? if you think that before why you didnt do this?
  3. I have a suggestion for a variation of the current way cap zones work, which in the current iteration are relatively small, and usually around some defendable compounds. With the small cap zones that we have now, CQB becomes slightly more emphasized and speed&aggression becomes important (which I like and Im thankful that this game retains these elements). But in addition to this I would love to see some huge cap zones, which would to a larger degree reward players to seize map control and engage in mid/long-distance firefights. This type of gameplay, which some people would call "slower" or more PR-like, I very much enjoy aswell and was one of the things which drew me to games like Squad/PR. If the cap zone is large, then one would not need to always push and engage danger-close. Instead there would be more possibilites to eliminate the enemy from distance and digging in behind ridge lines and such, because you are not as much "fighting against the clock" to get to the cap zone, you are already in it, and so is the enemy despite being relatively far away from you. Rather, you are fighting for land and control over all the good positions in that area. Now, one could find a middle way in this. Some of the flags could have small/medium cap zone, just like they work already. But other "flags" could have large or even very large cap zones, which would vary up the gameplay and strategies employed on the road to victory. In the large cap zones, the team who also control a smaller, center area of the whole cap zone, could have an advantage by being able to cap more easily. Imagine there are 10 guys from each team located in a huge capzone. Normally that would cause the cap to stand still, no one is capping. But if one of the teams have managed to seize control of the small center area (some compounds or such), then they will now start capping because of the advantage, despite there being 10v10 in the cap zone. The beauty would be that its not enough to just dig into the compound in the middle and expect to cap (short term maybe), because the enemy team who now has control over everything else of the large cap zone, can now just put more and more people into the cap, and at some point they will start capping, even if its more effecient to cap when you have soldiers in the small center area. This would to a larger extent encourage teams to take area control around the center area of cap, in addition to pushing to the center area, instead of almost everyone rushing to this small area to make sure it gets capped. I think Ive heard the devs already working on new game modes, but I this struck my as something that might work so I thought Id humbly share it. Apologies if something similar has already been posted!
  4. I think it would be best to have the weapon sway when scoped as well as recoil based on a combination of things such as weapon weight, stamina, health and suppression (and obviously stance). It seems optimal to have a system where you plug in the projectile weight and exit speed to find out the initial kick then have weapon weight telling the game how much the final kick is reduced by. Another thing would be to have previous shots add up realistically based on when the kick occurs. For example if the kick happens when the gun is going back from a previous shot it will affect it differently than when the gun is going forward from bouncing off the shoulder. This system could also be plugged into ballistics for more accurate shot deviation during automatic fire. If the gun is recoiling back when the next shot happens the projectile will have slightly less energy making it fall short a very tiny bit. This is probably a little extreme and I think the best implementation would be a simplified version of my recoil system. Another thing is I prefer the style of aiming that RedOrchestra and Insurgency use because when you are scoped in your whole view isn't moving its just your gun, and you fire when your gun is on target rather than how it is now where your view has to be aligned. This is closer to real life aiming as your head and eyes are really good at staying locked on to a target. Thanks for taking time to read this.
  5. Hi, The new server browser will come but in the mean time, would a small feature be possible to mplement? Idea: When In the server browser you refresh all the server when clicking on the refresh button, if i could highlight one server that i'm interested in whit one single click, and when i hit the refresh button it will filter all the other out and refresh more quickly the single server that i've just highlighted? Daniel out.
  6. Making it so you will lower whatever you're holding by double tapping CTRL (or another key) will make it a lot easier to avoid missfires in base and make a more realistic look while patrolling and walking around. Sorry if this has been suggested.
  7. I know you guys are on the ball ,but with the map can we get squad Id on the vehicles. Bit of confusion on who owns it.
  8. was thinking that maybe this would be an idea to implement regarding the grid map. the map you use in game to spawn on and use to call out points of information could be more detailed. say if you are on a hilltop you would have a tiny number/contour lines indicating how high it is or how low the piece of terrain is. (or this could be a separate function on the side of the map that you could click on to view) Currently i like what i see on the map but that is the one thing that is really making me go crazy. it makes it harder to view: -Hills -Ridges -Depressions -Valleys -Saddles -Draws etcetera with how the map is set up currently but thank you for taking the time to read this and consider it. Regards, Sargent Ikov Raven of the 7th Cavalry Gaming Regiment.
  9. Greetings, I have played Squad for some time now, about 100hrs+ here are some suggestionsI think would be a good addition to the game: Destructible objects Some objects on the battlefield should be destructable/partially destructable, of course not too many as the hardware requirement would be too high, examples: Small trees/sapplings Windows - glass, frame Doors Placeable objects, specifically wooden parts Hitbox/Wounds/Gore Players getting shot/wounded should be a little more gruesome to add horror to the battlefield, getting shot in specific areas of the body being fatal etc. examples: Adding extra fatal areas to players hitbox such as neck and heart, this would influence how players engage in a firefight, player would take more care when aiming. A great addition for all the marksmen having more options to fire a single shot to neutralise enemy/threat. Visible multiple gun wounds to specify where the player was shot. If a player has been shot in a fatal part of the body cannot be revived by medic. If a player has been shot and is in the unconscious state can again be shot to be completely neutralised, this would add a whole new depth to combat, as it would be important for squads to secure their wounded enforcing more team work and communication. Expanding the point above, players/ corpses on the ground when shot at produce blood animation, this way the other player does not know if they have neutralised the threat if they dont have a clear sight of it. Combat The Squad developers did an amazing job with the combat and how real the weapons feel so there is not much to add to that, here are some suggestions to expand the combat a little more: With the upcoming urban maps door breaching would be a great addition IEDs (Improvised explosive devices) a good way of taking out enemy vehicles, setting up traps etc. Mortars - either a good defence from incoming enemy or good offence, bombarding enemy formations. Thats all I came up with so far, the game, even in its current state is amazing and the list above are just suggestions, I am please let express your opinion in the reply below, I am interested what you guys think. Thank you for your attention!
  10. Let me start off by stating I enjoy playing FPS games and especially FPS' involving communication between your team. Although, I do not have 1,000 plus hours into this game, I can advise that Squad is a great game and has a lot of potential at being one of the best modern FPS Steam games on the market. I have one suggestion, add a ranking system that goes with a in-game statistical database profile where you can pull up and can check your kills/deaths, rank, hours played on your favorite game, etc... Something around the lines of the 2005 Battlefield 2 Profile. I enjoy checking out what Unit I use the most or what's my best firearm and the accuracy of that weapon. In-game profiles are the best! This may be a minor suggestion to some, but for others it may be what they've wanted. Please make it happen! Thank you in advance.
  11. What do you guys think? I would like the key to Focus and Sprint be differentiate and the option to keep it how it is, i would use the Focus key on the "RMB" by keeping pressing(holding) and Sprint would be "Shift" (Different Keys)
  12. Bring back Unread Content menu!

    I remember back in the old forum there was a thing "Unread content". I really like it, and I clicked it more often than simply "New Content". Idk if it's possible in IPB4, but if it is, I'd like to see it's return. Or have I not explored enough and I haven't found it yet? ("Your Unread Content" Not to be confused with the general "New Content" thing).
  13. I don't know if this is already a plan, but maybe since real Army Humvees and technical do rely on tires that require air, (yes I know the Army has Run-flats, but they are nowhere near as fast) maybe you could do a damage model for vehicles that includes the tires, and tires can be popped by enough small arms fire. Just a thought, because one of the things I was not a huge fan of in a lot of military games is that you can't shoot tires out as infantry. It is more realistic if there is a damage model that supports this, and for unarmored vehicles possibly a damage model for the engine block, because there are a lot of stories from deployments about vehicles being disabled with a couple rounds to the engine. Just a thought, this really has nothing to do with coolness and all the more to do with how the real world combat scenarios actually play out.
  14. If weapon customization is not on the list of things to be implemented then here is the suggestion for that. im not saying that a total overhaul of weapons is necessary like in the mainstream shooters (CoD, BF etc.) but maybe in the sense of getting an ACOG scope on a class that normally only has a RDS, or chose to have a simple PSO scope on your Kalashnikov variant. some simple things you can customize would be pretty cool, but as i said, i dont know if it is on the "to do list". greetings, Maarten Vlutters (aka The Joker)
  15. Hello forum friends. I'm looking to upgrade some parts of my system to better handle Squad. I would like your input on if you believe an upgrade to a processor or a graphics card would be best. Here is my current set up. Motherboard: ASRock 970 Performance AM3+ AMD 970 6 x SATA 6Gb/s USB 3.0 ATX Processor: AMD FX-8370E Vishera 8-Core 3.3GHz (4.3GHz Turbo) 95W Graphics Card: EVGA Geforce GTX660 FTW w/ ACX 2GB GDDR5 192 Bit 12 Gigs of ram, Windows 10. I am only looking to upgrade the processor if AMD is still looking to have problems with Squad in the future. It's a solid processor and works well. If I do upgrade, I was looking at the Intel Core i5-4590; a well-reviewed processor that will be more than enough without any overclocking. For the graphics card, it would be a much easier upgrade to do, but only if a difference would be made (which if AMD processors continue to bottleneck, then it would make no notable difference, to my understanding). I'm pretty-much saying that if the AMD processor issues are fixed, then I'd like to upgrade the graphics card to a GTX 960 4gb if possible. Both of those pieces of hardware would be enough to comfortably run Squad without problems from what I've read, and I don't have the budget for doing both. What would you all recommend I do? [ADDITIONALLY] I also do not have a SSD. I know those are a good investment and will help, but I thought that a processor or graphics card upgrade would be more of a boost to performance. If you believe otherwise and that I should get an SSD instead, let me know. If I get a good deal, I may be able to swing a 256gb SSD and Graphics Card upgrade. Maybe. Thank you all for your help and input on this. I'm hoping to have my upgrades and eventual part sales done by mid-December for some Squad time!
  16. So, I keep seeing a bunch of suggestions pop up that probably will be implemented, but not overly helpful at this point of development. I want to make a thread dedicated to reasonable things you'd like to see implemented in the next 1 or 2 builds, not a year down the track. Post your suggestions and i will update the original post as they come in. I'll try to keep the thread updated and ignore irrelevant stuff so good suggestions don't get lost in 26 pages of bullshit. Anything that is confirmed will be marked. Any points you would like to further discuss, post the dot point at the top of your reply and i will add reference's to anything relevant to that point (ie page number, post number) If you are building upon someone else's post, make sure to to multi-quote all relevant posts so I can use that post as a reference. Here is a few that I think will be good additions moving forward from the current build. If you know of a thread that discusses one of these dot points, please add the point at the top of your post and a link to the thread (include the post number) Anything deemed as unreasonable (ie ADD HELICOPTERS THAT FIRE RAZOR SHARP DORITOS) will not be added to the OP list. 18/10/15 system-zero: -Lean toggle **Confirmed- implemented in current build** -Kick from squads **Confirmed- implemented in current build** -muting individual players (voice only) -Smaller fob cap/visual indicator **Confirmed- implemented in current build** -Not allowing players to spawn if unassigned (idea from plussy, +++++ ingame name) -Ability to assign someone as squad leader **Confirmed- implemented in current build** -Click for aim down sights, hold for focus -Exclusion zone when fobs are destroyed (cant place fobs in area for 5 mins) Madhouse: -Clan/Group Prefix (Tags) Sparcany: -Shoulder (hip) fire inaccuracy (explanation post #3) (weapon sway when not ADS is changed in current build) Chancebrahh: -Being able to rest your weapon / deploy bipod (bipod equipped weapons have less recoil when prone in current build) -The peaking over / around walls -Crouch sprint -Free look/Independent head movement -Each class for the US force to have the option between the 2 scopes (or more) and iron sights -Notification when a new squad leader is selected -Grid size for each map written below the map -Roll while prone (each roll uses stamina) M813RDL: -Detailed reload function. (further explanation/additions post #11) Thread discussing detailed reloading: http://forums.joinsquad.com/topic/6188-extended-magazine-and-reload-mechanics/ Amerkican: -Resize Map and Opacity (0 - 100% slider) -Dynamic deployables before you set them down (not fixed position) -Individual Radio Channel Volume Control -Toggle for W (move forward NOT sprint) -Ability to fall farther, or get less hurt from it -Dive - forward or backward. Only if player has momentum. (further descussion post #16) -Mantling - make climbing over something possible. (further descussion post #16) 19/10/15 +++++: -Squad leader quick marker (as seen in PR) -Increased volume on footsteps -topographic lines in an overlay to the map, suggested by =7Cav=Kibs.M @ http://forums.joinsq...etails/?p=95224 invisible.nin/SINE: -change the ingame-name unrelated to the STEAM name
  17. Outfit Customization

    One thing that I always enjoyed about a good game was the ability to customize my character to have the look I wanted them to have. Even shooters like ARMA have a degree of character customization and I would love to see the same from SQUAD. Now I don't want that pot leaf crap or the whole custom camo thing but it would be awesome to be able to pick my carrier harness, helmet, and maybe the option to have rolled sleeves or not or knee pads or no knee pads. Essentially, I want my soldier to feel unique to me, so that when my friends see me in the game, they recognize me not just by username, but by my soldier himself. I've wanted that for so long but everyone seems so content with playing cookie cutter soldiers. Also the ability to pick gender would be interesting because more and more we see women on the front lines and it would be nice to break the monotony of white dudes named smith that are wearing the same exact loadout. Just a thought to add much more immersion :)
  18. As you can see by the footage below, it would be great to have the ability to dismantle friendly structures to avoid trolling attempts like the one shown. I think it is reasonable to allow squad leaders this ability with an associated cost being a percentage (25-50%?) of the build cost for the relevant object being subtracted from the FOB's available materials. I'm assuming that with active server admin's players like Truttster would be kicked from the server in future https://youtu.be/kSRYnEJu-AY
  19. As has been discussed a lot, putting prone in the game will make players able to hide in a number of areas very easily. While that can be the point of prone I think because of the nature of the game it could change the game into "hide & seek" which wouldn't be preferable. I'd like to see prone cause things like poppies be bent so that when I look over the field I can tell something or someone is there even if I can't see them. It gives them short term concealment in the midst of a firefight but it doesn't allow them to simply lay there until we happen to hit them with a random grenade or stumble on them. Another solution would be to not put prone in the game at all - shock!! hate!!! the whole forum says "Kill him!!!!" - but do what someone has already suggested. Combine crouch with lean to give someone complete concealment while also making it very hard for them to do anything but hide. There is a toggle crouch but no toggle lean (thankfully) so it keeps someone busy just to be doing this move. This would allow people to hide, but it would be a pain to do so... so that kind of balances out.
  20. 75th Ranger Regiment

    Hello this is my first post pretty much ever. Anyways I searched and could not find anything about the Army Rangers as a playable faction. I think that the Rangers would be a great faction to implement into the game due to the fact they they are Light Infantry. This is like a hybrid between Conventional Warfare and Special Warfare. What makes the Rangers great is that they can do Special Operations but also often do the same things as Regular Infantry. The game would be great with them in it. Pros: *Better gear (we can keep the OPSCORE and airframe helmets) *more versatile for game modes *might appeal to more players *would not have to change anything about the game other than maybe eventually updating plate carriers to look more authentic Cons: *slightly more (very minimal) modeling *some people might complain that they are special forces and have no place in squad (not true they are special operations capable but not SF) Rangers history and background: https://en.wikipedia.org/wiki/75th_Ranger_Regiment_(United_States) Visual references: http://i.imgur.com/aogbOfR.jpg http://i45.tinypic.com/21ct374.jpg http://thelaymansperch.com/blog/wp-content/uploads/2014/04/SOF0401.png Please leave feedback or further suggestions
  21. Out of game UI

    Hello. This game is truly exciting and am really impressed at what has and will be implemented. The scope is awe inspiring, congratulations on being Greenlighted and Kickstarted. I've not seen the out of game UI, but I put together a mock suggestion: Many games have a poor user experience in the menus when it could look great and have lots of features and ease of use. This mockup is only covers a possible 'dashboard' but I hope lots of consideration will be put into the server browser. I would like to hear about what Offworld plans for the out of game UI are? Would persistent statistics be in-game or in a web interface? Thanks!
  22. Vietnam War

    Hello People I searched through the topics and have not found a satisfying answer or question that fits my lack of knowledge i want to know. So the question is: Is there any chance of an addon or update like pr vietnam or even dlc that take its time in the Vietnam War 1965-1975? I know there is a lot of work with the current squad idea and I support you, but pr vietnam maps are coming only very rare in pr servers and there is not really a modern game where you can taking place in vietnam and fight against charlie or fly with the glorious huey. Lotte from Battlefield 2 Eve of Destruction mod is making a new game called "EoD game" but he is alone and has many struggles. I would be very happy if the vietnam scenario could get a modern game to bring back the glory times of bf vietnam. Thank you very much and in grace and favor of the lord, Atomjoggeli
  23. It'd be nice to be able to 'dig in' without the need for ammo creates. WW2 online had a system were by you could construct a small piece of cover while prone (see this image: http://www.imfdb.org/wiki/File:Shovel_f.jpg). These things are made of dirt and wouldn't need any ammo to resupply. Obviously you'd have to restrict the amount of these you can construct but one or two per person hopefully wouldn't cause any major problems for the server. Any thoughts?
  24. Hey Squad-people, I'm a graphics designer working fulltime with all sorts of crazy stuff but in my spare time I sometimes wander into the ideas of making game UI's and artwork. Couple of months ago I got this brainfart idea to remake the BF2:PR UI, altough I knew it would never be able to be implemented it was a fun idea and after about an hour or so this is what I had. I haven't really done any major changes to it since I first made it (tweaked some stuff) but here's the first draft and maybe you can draw some inspiration from it! Clean, without ingame (which is from Operation Flashpoint: Dragon Rising)
  25. Faction Suggestion

    Hi. I LOVE this game, and reading through the FAQ, I noticed you guys want about 2-3 factions in the game. Currently, you have an insurgency group and the US Army. The faction I recommend you add, and I'm sure MANY other people would want this, is add the United States Marine Corps. That'd be a GREAT faction to add! Thank you!