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Found 35 results

  1. Suggestions for Owi

    Recommendation: Analyze this suggestion from a more holistic perspective. (Updated) I believe I may have a solution that would optimize the game a bit further and would definitely be more enjoyable for everyone. A) Multiple Spawn Areas: Preferably three(varies on maps & game-modes) - I suggest having an Optional: Aerial-Support base being able to be destroyed, disabled or Capturable. Main base: logistics, transport For: Squad leaders, Infantry Offensive Vehicle Base = t72, stryker, 30mm For: Crewman Kit, Engineer kit Aerial-support main-base = helicopter, drones, air-strikes. For: Commander roles, and Helicopter Pilot roles. B) Settings/System Requirements: I believe that very few actually use the motion blur so I think we should remove that and the low settings while keeping only the medium to epic settings. I also believe that we should update Requirements by replacing the "Minimum Requirement" with our current "Recommended Requirement'. Settings: Remove All Low settings and Cinematic Shadow = Medium, High, and Epic only. Remove: Distance Shadow Foliage = Medium, High, and Epic only. Remove: All Low Settings System Requirements: Ram Must be: 16gb Ram or higher GPU Must be: GTX 970 or higher CPU Must be: i5-2550k or higher C) Game-play: Ticket bleed changes Troops: Commanders cost = 8 ticket bleed Squad Leaders cost = 4 tickets bleed Normal Infantry cost = 1 ticket bleed Vehicles: Logistics, Transport cost = 15 tickets bleed Small artillery Vics cost = 20 tickets bleed Medium artillery Vics cost = 25 ticket bleed Heavy Battle Tanks cost = 30 tickets bleed Aerial(Helicopter) cost = 30 tickets bleed Deployable/Flags: Radios cost = 30 tickets bleed Captured objectives = 40 tickets bleed I would love to hear some feedback from the community as well, let me know what you think about these suggestions. Will you guys enjoy this more, will it be worse, and please be specific as to why you would disagree/agree. Thanks.
  2. Suggestions for Owi

    Hours Played: 2227 Suggestions I strongly believe that Owi should focus on releasing the helicopter features, then re-balance the armored vehicles attack, defense, and mobility especially on the speed of the turret that one is able to turn from left to right to improve on the realism aspects. Then refocus the majority of your efforts on optimizing the game to prevent any more bugs, server closed connections. I recommend focusing 80% of your efforts on optimization and the remaining 20% should create an environment or in-game chat browser so that new players could socialize, learn, meet trainers, and learn the basics of the game. After, you guys have finished releasing the promised features(helicopters) than divide up your man-power 50/50 into optimizations, and the feature I had just mentioned above. Once perfected, then start to plan the next phase which is going for a full 100 slot player, after you have achieved a perfect 100 player slot then you should go beta. Add Helicopter + the remaining features that you guys have in mind + re-balancing heavy armored vehicles. a) Highly recommend: refrain from adding any more features for now until all of the following steps have been met. Game Optimization: Fix server connection issues, and bugs. Creating an in-game browser for new players could socialize, learn, meet trainers, and learn the basics of the game. Efforts to increase more players: 100 player slot(Full 80player slot must be perfectly stable, meaning no more sudden disconnections and fps drops due to super fobs.) Go Beta Features, game-modes, add-ons, 150 player slot. I'd love to hear back from everyone in the community in regards to my suggestions.
  3. Hello! I'm quite a new player and though I currently got little of gameplay, I got in to the range, and I knew I liked the game. Here's what I got out of the game, stuff I think are great, but also could use something more. New to the game, not new to military stuff and MilSim in general. - The Sound Design. It is great, sounds like the weapons and explosions really have kick in them. I do think the game could use an ear protection system, like active ear protection if that is not too much to program. Active ear protection being meant to dampen the sound when the decibels when they get too high, and others could have ear plugs or no ear protection at all. -Player movement. The player movement is solid, though you could use just a tiny bit more speed, somewhere like 2-5% in the current content build ID: 3396105. Plus maybe a weight system in addition. The characters seem to be having a bit of overweight underneath all the gear they have including weapon. Sure 2-5% is a really small amount, but I do think a soldier could move a bit faster than that. - Customization. I was hoping that we could get more customization. It does seem to be a bit lacking if I'm honest. Some sides of course don't have the same amount of gear and such available as US, UK or Russia, but those sides would do well with the customization options. Lighter gear, such as chest rigs and such should in my opinion be available for the previously mentioned teams. Balaclavas are also often used by militaries, so that is also what I would like to have. In addition to the Customization could open the weight system. Gear obviously weighs you down, most of the weight comes from the bulletproof vests. Changing them around would be nice, to a JPC or a Chestrig with just a covert vest with NIJ Level IIIA plates. I realize designing them would be difficult, but that would just be great if we had those abilities. These modern bulletproof vests are fairly new inventions relative to warfare itself, but men aren't sent without protection on the field. - Gunplay. The Gunplay in this game seems pretty good. I look forward to what new stuff happens. See you on the battlefield!
  4. With the changes in V12 -- increased map sizes, vehicle torque, FOB locking, persistent ammo, etc -- logistics has become a nightmare, ruining the fun and pacing of the game. It's particularly bad on public servers when people don't want to spend 10 minutes making a logi run up a steep hill, when they'll just get blown up and waste the effort. However, while most players don't like driving a logi all match, most don't mind a quick trip for supplies every once and a while. Solution: Player-built supply FOB's. The core of Squad is player interaction, so I think it's important to make sure the focus remains on teamwork, communication, and player driven actions. It still needs to be a fun game to play in both public and organized matches, and players aren't going to stick around to grow the community if they aren't spending most of the play time talking with squadies and shooting stuff. The idea is to make logi runs player-driven, short and sweet, but still vulnerable to ambush and supply chain scarcity. Supply dumps can be built at FOBs, which slowly generate supplies. They must be at least 1000m away from active flags, 600m away from mortars, and 1000m away from other supply depots. These numbers should be examined but I think they're a good starting point. This shortens supply runs on large maps and maps with crappy geography/steep hills, but still requires teamwork and planning to execute. This will encourage supply fobs to be built in areas where it makes sense: major cross roads, easy access, defensible, etc. However, mortars can't be spammed with free ammo from the supply dump, it still takes a logistics network to supply them, and supply dumps are placed far enough apart to prevent easy exploitation. This can also be used to keep old FOBs behind the front line relevant as the team advances. Logis get dragged from one base to the next and run between the current FOB and the previous FOB. Need supplies? Spawn at the previous FOB and pick up the abandoned logi there. Then fill it up at the supply depot and drive it forward. Getting pushed back? Dig up the Supply depot and move it back. Then build mortars to replace the supply depot and shell the enemy advance. Advancing quickly? Dig up the mortars and place a supply depot, then build a new forward FOB. Points generate slowly so you still have strained supply lines while teams are advancing quickly, and if the defending team is holding out against heavy assault, close supply points may run low and require longer supply runs to more distant points. Squads can also go behind enemy lines to make logi runs more treacherous/longer as trucks need to drive further back to avoid ambushes. Also, SLs will have to try and hide supply dumps once helicopters are added so that they don't get nuked from orbit
  5. Emplacements and Mobility

    I feel emplacements in the game should not be static and also should not be apart of the construction resource, and in fact should have their very own resource system.. Here is why and how I would plan to implement something like this. Make Mortars, MGs, and TOWs separate from construction points. Make them re-deployable. your character can pack up the equipment and carry it "slowly" to and from, or you can 2-man carry it with no penalty. use ammo to resupply the emplacements, no radio or FOB needed. However the MGs, Mortars, and Tows require a Ammo box placed closely that can be backpacked by a single soldier. Each box contains extra ammo for said emplacement, boxes are universal and deplete over a single use, not consumed, but emptied, you can replenish boxes from Supply/Ammo from a supply dump or a Logi driving by and delivering more boxes of ammo, "If" said emplacements are not inside of a FOB or radio site. Each emplacement will be given by default their standard ammo counts. Mortars 30 HE 30 SMK. MGs 150Rnds 7Mags, Tows 1x GTGM. The ammo boxes will act as an extension to more ammo, and will be consumed on use for said emplacements. All emplacements can be transported in transport vics, logi's Commanders car, on IFVs etcetera, however depending on the vehicle will determine the max amount of equipment transportable.. each vehicle will sacrifice personnel slots for said equipment.. Equipment will now, "IF" lossed/destroyed will cost tickets to replace said equipment. Tickets will only be used up if logistics "Orders", a new emplacement. The max amount of each emplacement will be determined for example, say 5 max machine guns at any one time, 4 mortars at any one time 2 tow sites at any one time. The advantage will be the fact that these emplacements are now re-deployable assets, that can be packed up and moved at will. The emplacements will spawn at main base, and need to be transported to be used again, or "MAYBE" spawned at a FOB and then be ready for use again Tell me your thoughts and feel free to add more if you think there needs to be more.. This idea will universally improve the overall effectiveness of all emplacements, give emplacements weight and provide enough flexibility for a quickly changing frontline.. In today's PS you are constantly working to push back the enemy and reassess the location of said enemy, whilst this is going on there is no "one perfect spot" for emplacements and there for having the flexibility to pick up and move said emplacements by ANY soldier will bring much more utilization for these emplacements.
  6. Hello all I m an old player of almost any realistic-tactical game. Also new here (1 week). I would like to say that SQUAD have the potential to be a real good realistic-tactical game. Developers have to think this: Why such an old game like PR (project reality) have so many fans and servers are full every day for so many years ? . Becouse it is the ONLY game (mod) that succeed to create a realistic (and at the same time funny and playable) balance who keep the interest high almost every time. So do not let SQUAD to be another childish arcade game like "run and shoot". There are so many of them out there. My suggestions are : 1) the "rally point" system is bit weird. Squad leaders can change position of rally points very often. This create a mess. You defend a position and you know that enemy is attacking from the west (just an example). In 2-3 min the same (attacking) squad is attacking from the east becouse they changed rally point position. All people are running in all directions all the time. No strategy at all. It makes the game somehow more arcade without any tactical strategy. I think Project reality is more realistic in this issue. However it is very good that rally points do not have ammo resupply. Maybe to focus on FOBs (with more often reapwn of logi trucks) instead of rally points. 2) Vehicles (especially cars) should not have the same speed when they are moving out of the maps' roads. Roads, bridges, hills etc, are strategic points in real world. If a car can go everywhere from anywhere then roads , bridges etc are just decorative elements and nothing more. I suggest that when a car (not a tank/apc) move out a normal map road to move with decreased (lower). This issue never solved at PR and Arma as well. 3) The FOB system and ammo storage is much clever than this in PR. You have to count crates and ammunition points. I find it clever and FOBs have to be more critical than rally points. 4) I also think that speed of soldiers may have to be decreased a bit. To have a sense of more realistic movement. Transport vehicles and cars have to be used for transportation. This is why they exist. Some additions that will boost the game to the top : 1) Add helicopters. At first only transport helicopters. 2) Since many maps are in middle east. We need a middle east army fraction. Like MEC, or Iranian army, or Syrian Army, or whatever. To see USA vs Russia in a middle east map is somehow strange. Not bad, but not the best. 3) Commander Role. Like Project reality would be a great addition as well. Thats all for now. Thanks Make this game great
  7. Export scoreboard

    I would love if there was a console command to export scoreboard as a json or excel table. Maybe something like export_scoreboard_json myScoreboard.json === { "map" : "Al_Basrah_AAS_V1", "duration" : "12:34.56", . . . "Insurgents" : [ "Alpha" : [ "[SSF] LKoos" : [ "Role" : "Medic", "ConfirmedKills" : 10, "Deaths" : 20, "Revives" : 15, "Score" : 1234 . . . ], . . . ], . . . ], "Murica" : [ . . . ] } === export_scoreboard_excel myScoreboard.xlsx Thank you for your consideration
  8. Thought I would create a thread with some thoughts and feedback. First, good job team on creating a great game, this is by far my favorite FPS, and I've played FPS's since the first Wolfenstein. I've read and watched many of the topics, but not everything so forgive me if I repeat anything. Things I think are great: - Keeping the Game Communication based, and not letting turn into another 360 no scope fest (we already have plenty of those) - Your attentiveness to the community and taking suggestions and feedback, many times I've though "I wish X was in the game" and then boom, next update its in the game. - The teams ability to keep the gameplay balanced is fantastic as well, good job on that. - Squad has some of the best Vehicle game-play in any shooter, and it seems to improve with every version. - The addition of modding support. - Fantastic job keeping hackers out of the game, I can't think of too many times anyone was caught hacking (with one exception I will cover) which is pretty unheard of in these kids of games. - Vehicle Repair role and engineer I think is a great idea. - Dragging injured players is a great idea, but may be overshadowed by adding the ability of anyone to bandage a player so they can move. - Thank you for finally adding a knife =) Things I think are badly needed: - Players peaking the opposing teams FOB locations are a real issue (cheating) and is starting to kill the game. Switch teams, having a friend sit on the opposite team, or using another computer/squad install and just sitting in unassigned players are all methods people are using to do this. I would say its ruining 50% of public games and has become a real issue. You get all your FOBs dug up as soon as you place them, or they wipe your FOBs in a 3 minute window. You can fix this by only letting squad leaders see the locations of FOBs and only if they have at least 3 players on their Squad. Or you can just have the FOB labeled "attack FOB" or "defense FOB" or let squad leaders name them when they are placed, so people know which one to select and spawn at, but which are not shown on the map. Most players ask "where do you want me to spawn" anyway. - The future Engineer role, or the Crew-members need to be able to flip vehicles, or dig them out (not just destroyed vehicles) flipping a truck on a huge map or getting stuck on a rock is frustrating and kills the game especially on certain large maps (helis may fix this), same with burnt vehicles blocking your path when there is no other way around (which I know you are considering). - I think the dev team needs to reconsider ranking, specifically for Squad leaders. Squad is popular and there are a ton of new players all the time which is great, however, the game is won in the first 3-5 minutes of a map. When you have 3 or 4 squads out of 5 still in main base because everyone joined with a noob squad leader, and those leaders cant figure out how to enter a vehicle, the game is over before it started. People need a way of judging who is going to be a good squad lead so they can join that squad and start the map right. Hours played would be something you could list next to a persons name. - The dev team needs to institute a voting system so you can forfeit a map, or maybe vote on the next map. You could make this a server selectable option. When the invariable 3-4 bad squad leads lose the map in the first 5 minutes, and everyone is stuck on a team that is losing beyond hope for the next 20-30 minutes or more, people tend to just rage quite and it kills the server. Voting to forfeit, and/or choosing the next map would fix this and lots of games have done this in the past with great results. - Ticket bleed needs to continue to be refined. Right now, there is really no reason to attack an objective when there is little to no ticket bleed as it will cost you more tickets to attack than you will gain. This fact slows the game down too much and most of your team ends up complaining. Pace is important, so is motivation. A little bit of social engineering and incentivizing goes a long way. - Deployables need to protect the player using it more. Right now people don't use machine gun nests and such very much because you just get shot out of them in 5 seconds. You spent so much time developing them, people should be able to use them. Particularly, the machine gun bunkers should really be impervious to small arms fire. It should take a grenade, RPG, IED, or another vehicle or gun emplacement to take one out. This would VASTLY improve the communicative and tactical nature of Squad, as you could setup real defenses, and the opposing squad would have to choose to attack from a different direction, or try and RPG it, or call up a vehicle to take out the nest/bunker and would add another tactical/comms level to the game play. Just rushing in would result is your team just getting chopped up by the machine gun bunker. Keep the same number of deplyables, 2 is enough. Militia machine guns with the armor plates on them really need to cover the whole body, or wrap around more. You should need to get an angle on it to take out the user. Insurgency Sandstorm got this right with their vehicle guns. Also consider this on the militia/terrorist technicals as right now they mainly just serve as troop transports since the guns are useless. - Squad leads need to be able to draw arrows or lines on the map in a limited way (to prevent trolls). We need to be able to direct players and other squad leads on directions in which to attack or travel, kinda like drawing football plays, or circle large areas with enemies (or lack of enemies). Make at least two colors, Red and green. This would also help when playing with international players who maybe don't speak the same language. - Servers need to be able to use custom maps and players should be able to download them when they connect to a server. Lots of other games do/did this. Keeps the game fresh and the community engaged/excited for new game-play. There are lots of great mods and maps being made, but not many people play them as the player count is too low since its difficult to get them installed and find servers. Features I think would be great to add, or maybe voted on: - The ammo bags are sorely needed and its great your implementing them, but I think you should think hard on making players spawn with 2 mags, it may slow down the game-play too much. Perhaps make it so if the nearest FOB has ammo in it, you spawn with a full kit, if its empty, you spawn with 1/2 full kit. You could reduce the spawn ammo points used to something low like 5 or 10 points. - Players, or the members with the ammo bag, needs to be able to pull ammo out of the vehicles, I think your already working on this which is great. - US/Brits/Russians need IED's/C4 or or something similar to counter the terrorists. This is great for breaching defenses/ taking down FOBs. Also, maybe adding anti personal mines / trip wires in a limited way (lets say scouts have one). - US/Brits/Russians need a scout role with maybe different features than the militia ones. - Squad leaders need to be able to grant someone the ability to place deployables and built. Engineer role could do this, or maybe a new 2nd in command role or similar. Often times their is always one guy would really wants to build, if the squad lead is always doing it, the team gets anxious as your the only guy with the ability to drop rallies. - AK iron sights hold back those teams too much and are difficult to use (both in game in IRL lol). The green dot sight is a great addition, but with the US/ brits having a lot of great optics, its still pretty unbalanced. Adding a few more reds dots to the different militia roles might help, like the medics. - Add stun grenades / Flash-bags? - Vehicles still cost to many points, needs to be re-balanced. This could be server selectable. Generally speaking, whichever team uses the most vehicles loses. Noobs kamikaze them, which makes squads leaders not want to authorize them, and hence they sit in main. Just figure out what the average amount of kills people get with each vehicle on a run and then set the ticket cost to just above that. - The number of rockets the US LAT gets needs to be reconsidered. - Figure out a way to incentivize defending an objective on public servers / doing logi runs. No one ever wants to defend or do runs. Ranking would fix this. - Consider making, or getting the community to make, training videos for new players on how to play (I did see the forum post but noobs wont read them). SCUM did a great job of this with their explanation videos of the features in the game. Overall the game is awesome and keep up the good work. If I had to only pick two things for the dev team to work on it would be stopping FOB peaking and adding vote forfeit. Hope this information is useful to everyone! Thank you.
  9. As a frequent SL, one thing I would love to see implemented is more robust squad map tools. Currently I use various markers to direct squaddies to useful positions, but that clutters the map for other squads and inexperienced players are often unable to navigate without a waypoint. I was thinking it would be nice to place individual waypoints for each squad member that only the squad can see on the map and only the individual squad member would see on the compass. Numbered 1-9, they could be placed by holding the number on the keyboard down and clicking on the map (if key-press modifiers can work on the map, I'm not much of a coder ). Also, would be nice to be able to shift-click waypoints like in RTS games to direct squaddies along preferred paths (would be a great help for lost logis).
  10. 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..."
  11. I believe by adding dynamic weather scenarios(rain, snow, ice, hail) and the desired effects(driving, lighting, sound) you would take the game's realism up 10000000%
  12. List of Suggestions

    Hello, I feel like squad is moving in a great direction and have been with this game from the start. After being in the Infantry for almost 9 years, this game is a very decent representation for the feel of combat, and it's why I keep coming back to this game. I've compiled a list of ideas that could make the game a smidge better in my opinion. If any of these "ideas" have already been suggested, then I apologize. Hopefully at least one of the ideas will appeal to the community. SO here is the list. * Commander-(or Lt.) Each team should have one commander, and he can have a medic and 2 riflemen attached to him. This way the commander can constantly be looking at the map, and directing the SLs on where to move and what to hold, etc. Too many times I've been in game and the SLs don't know which squad should go where and sometimes you have a random squad just off in the hinterlands drinking margaritas or whatever they're doing. The Commander can also assign new SLs if the ones in play are unresponsive or toxic, etc. Obviously it shouldn't be one-sided, so if the majority of the SLs don't like the commander, they can vote to kick him/her. * Team Leaders. Each squad should have 2 team leaders so that a squad leader can delegate information and actually do battle drill 1A. It's hard to take contact, and then flank the enemy without having 2 teams for fire and maneuver. I suggest that the team leaders be outfitted with the m4 and acog. and then on their team they can have 3-4 people consisting of whatever weapon they choose. * Scout Squad. One squad on each side should be a scout squad. The scouts would consist of snipers and mortars. The SL would be in charge and one of the team leaders would command the snipers and the other the mortars. The other SLs can rely on the Scout SL for recon of areas, providing fire support, or even having over-watch when moving to an obj. The possibilities are endless. The reason this is ideal is because then you can have snipers and mortars at the range they need to be without splitting up personnel from the main squads. The Sniper Team should consist of 2 snipers, and the Team Leader choosing either an M4 or Saw and having a spotting scope to help identify and call out target to his guys. The Mortar team can consist of a team leader and 2 personnel. The squad leader and a medic can choose to follow either team or sit back and direct them from afar. * Role set-up and team room. When the match starts, and you have the 3 minutes of prep time, each squad should have their own team room with a locker or booth and a table in the middle. Ammo and etc can be all over, just making it look like a ready room. The idea of the room is to outfit your squad with the roles they need to fill before stepping off. So, your Commander will tell the SLs the intent of attack and what each squad will need to have. The SLs will then make sure their squads are outfitted appropriately. (This whole idea is more for looks and not much else I guess.) Link is to see what a team room looks kind of looks like. https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwjvhsCW4LTYAhUC2GMKHabQB5sQjRwIBw&url=https%3A%2F%2Fwww.pinterest.com%2Fexplore%2Fmarsoc-marines%2F&psig=AOvVaw2gvm5ITdukizqssj3cTANj&ust=1514826900621869 * Vehicles Certain vehicles, (or all, idk) should carry some LATs. They should be accessible by going to the back of the vehicle and hitting a key to grab the LAT weapon from it. This way these vehicles can deal with armored vehicles without having to sit there and dump hundreds of rounds into a each other. Each vehicle could carry like 2 LATs. Gunners should also be able to free fire with their weapons if they choose too. For example, if an enemy is close to the MAT-V and you can't get your 50. on him, then you should be able to move to your SAW or M4, whatever, and fire at him. * More? I have plenty more ideas, but these are just a few. If any of these are worth looking into, please give feedback. If you want me to list off more ideas, let me know. If not, I understand. Thanks if you actually read all of this. I appreciate your time!
  13. Alright you blueberries, FeatherSton3 here. Today I'm going to waste probably 30 minutes of my time writing this because I can. If you read it, cool. Here we go (take some of this with a grain of salt. All of us have different preferences. These are just some of mine): Squad Leading. It definitely isn't one of those, "First time playing Squad, I got this" roles. It takes knowledge and (some) experience of the game. Personally, I didn't squad lead until about 40 hours into the game as I really just wanted to get a feel for each class (getting a feel for each class also allows you to be more effective in commanding as a squad lead as you know where to position each fireteam role in your squad. I.E. You don't ever have medics on the front lines) Maybe some of you have tried squad leading and didn't really like it. That's fine. I would however encourage you to try it again after I'm done writing this super long essay that nobody will read all the way through. In no particular order, I'm going to put down some pointers, tricks, and guides on how to be a "FeatherSton3" squad lead (that's me!).BEFORE THE GAME STARTS - Create a squad as soon as the round starts. If you really want to be an SL, don't wait to see if others are creating squads, just do it. This gives you more time to plan for the round. Adding on to the point above; do mic checks before game starts. Personally, 90% of the time someone doesn't have a mic, I kick them. I need communication, and quick. I don't have time to keep checking the squad chat every two seconds. I have enough stuff going on. Somewhere in here you may want to see if people are new to the squad. That way they don't take important roles. Tell everyone what role you want them to be. You got more than 7 people? 2 Medics please. I don't want marksmen. To me, they aren't useful. If I have someone that instantly goes marksman, I will ask them to change. If they don't? Kick. I usually prefer 2 LAT's and AR. During this time, you have hopefully been squad lead chatting with other SL's. Now it's time to tell your team what the plan is. If you are only taking Logi, don't have more than 4 people spawn. Tell them to hold spawns and you will get a rally down as soon as possible. Mark the vehicles you are taking from main with enemy icon markers so other squad leaders do not take your vehicles. EARLY GAME - This part is when you get a feel for the newcomers in your squad; to see how responsive they are. Ask them to do simple things: Come to you for a rally, do a logi run, hold this position, dig a HAB, build sandbags, etc. This is also the part where (mostly) you will find out really quick how useful your other squad leads are. They aren't communicating anymore? They didn't go to the position they said they were going to? You are probably going to lose. COMMUNICATION/TEAM WORK - This is a big one for me. Even more important than winning. If my team is effectively communicating and we lose, GREAT! Adding on to this, if you aren't communicating with your squad, you aren't an effective squad lead. Listening goes both ways. Yes, you are the squad lead, but you also have people in your squad (either because they love you and join your squad every time you create one, or because yours was the first open) to listen to as well. They are trying to tel you enemy positions. A simple, "copy, marking" will do. Acknowledge them. Take suggestions from them. They are just as important as you. This is going to be a little challenging if you are new to squad leading since you will have local chat, squad chat, and squad leader comms going all at the same time along with gun fire. First and foremost, communicate with YOUR squad first. Keep communicating with other squad leads. Make sure to wear down your number pad keys to talk to SL's individually if something doesn't pertain to all other leaders. Keep your squad in the loop on enemy positions. Update your "Green Eye" marker constantly. Need them to build? Update your "Green shovel" marker constantly. Don't have rogue squadmates (partly why I don't like marksmen). Keep using your map to check your squadmates positions. If they are too far out in front, tell them to come back. Give your squad encouragement. "Good job guys, good job squad" They should be noticed. (Don't use 'squad chat' for things that don't pertain to the whole squad. It unnecessarily clutters comms). SQUAD LEAD RANDOM TIPS/POINTERS - If possible, build the FOB (radio) as far from the HAB as possible. Not only will it take longer for the enemy to find the radio, but it will also prevent the spawn timer increasing at the HAB. Timer only goes up if enemies are near the FOB If you are on defensive, KEEP PLACING FOBS! If your attacking squads need to fall back, they need someone to spawn that isn't at main. Keep medics behind the lines. Everyone once and awhile I see Rambo medic, and that's not who I want being my medic. (Who are they going to revive if they are shot first?!) If you are a defending squad, place your Rally near your FOB, because rallies disappear if enemies are nearby, this will allow you to detect enemies near your FOB without actually having to have "eyes on" Constantly update your rally. If you are about to place a new one, but you hear enemy gunfire close by, fall back. Chances are your rally timer will reset because enemies are too close. If playing as non-conventional forces (Russia, US) do as many logi runs in the early part of the game as possible. The longer the game goes on, the more IEDS and mines the enemy will have layed down. Place multiple "Green FOB" markers to give your vehicle drivers a better sense of direction on where you want them to go. Sometimes, it's best not to engage the enemy. If you need to sneak around, tell your squad to hold their fire. Playing infantry only maps? Have two squad leaders, with one squad member each spawn and take logi while everyone else holds spawn. This allows the placement of two quick rallies to get multiple bodies into the action quickly. Playing on the same server constantly can help you become acquainted with other players/squad leads who also play on the server, making the squad leads and squad mates more predictable. You can build on top of peoples heads. Use this to your advantage. Be confident. Be vocal. *NON SQUAD LEAD TIPS/POINTERS - Placing IEDS on vehicles without blowing them up will allow you to keep constant track of the vehicle on the minimap. Spotted an enemy HAB? Undig the HAB until only the metal stakes are sticking out of the ground. Not removing the stakes ensures the structure is still there, meaning the enemy cannot place a second HAB without rebuilding the HAB, or destroying their FOB. Driving a Stryker? Turn off the engine. This baby can coast, silently for a long time. At the end of the day, you may read this and still not want to squad lead. That's cool. Some people just don't like squad leading. I know some of this information is probably old to most, but I wanted to give some insight and some of the things I like to do as a squad lead. Have fun with all the new Steam friend invites. Happy Squad Leading! Add Me On Steam
  14. Alright everyone, I need your help. I have decided to make a squad cinematic trailer that I hope turns out to be truly emotional, beautiful, and EPIC! I am going to need to make a few of these types of threads down the road to share progress and everything, but I'm at the beginning, so I need to start with the basics: First: I need a title suggestion for the trailer (between 1 and 4 words). I already have the soundtrack that I plan to use as I have already imagined most of what it's going to look like in my brain. Second: I need tips. If you have made videos before (or none at all), I am open to advice and tips. \ Thirdly: I need clips. Any clips that you have that are no more than 10 seconds long. (If you have a long video that you would like me to look at to dissect certain parts from the video, go ahead and post it. Just don't post a 1 hour video, because I'm not going to get around to watching it.) Even if you have low pc specs, I can still use the clips for brainstorming and for possible re-creation of the same thing on a higher end pc (Mine isn't amazing, but it's pretty decent) I think that is about all I wanted to say for now. Hopefully this gets some attention because I could really use some advice and lots of clips. Oh, and a title. I need that too. FeatherSton3 Out.
  15. Hi all! Been playing this game for a couple of months now, and really enjoying it, so decided it was time to join the community, sign up on the forums and stick my two pence in The game is fantastic so far, so good that I often forget it's still in the alpha stage. And seeing the trajectory the game is taking, it's kind of hard to think of any meaningful suggestions. However, I wanted to share a couple of small things in the hope that they might get picked up. These are by no means big changes, but little things that I think might make general communication and usability easier from my personal experience. Compass Heading The compass is essential for communication in this game as we all know, for spotting enemies. My only suggestion is - can we make it so that your current heading is offset slightly above the rest of the compass bar? At the moment, the current heading is slightly larger than the rest of the bar, however in the heat of a firefight when trying to call out an enemy vector, I sometimes find it a little difficult to recall the current heading with only a quick glance. If the heading was raised up slightly, I think it would help draw the eye that little bit quicker. VOIP Indicator When someone says something over radio, or voice, then their name appears in the bottom left hand corner, so you know who's talking. The problem is, as soon as they stop transmitting, the indicator disappears. This isn't always a major concern, but a few times I have been in the situation where someone says something and by the time I've looked to see who was speaking, the indicator has disappeared from the screen. Obviously in real life, this isn't a problem, as you're likely to be able to identify your squad mates by their voice alone; but in a game where you are often playing with people you don't know, I think it would be handy to know who said something without having to ask them to repeat themselves. My suggestion is, rather than the indicator disappearing immediately, have it fade out slowly. It doesn't have to stay long - just a second or two after they've taken their finger off the transmit key, which gives you a fraction of time to flick your eyes down and check who spoke. In addition - I'd also suggest adding an indicator to the names above each player. Last night I was in a game where I was following 3 or 4 other players as we entered a compound. They were all in front of me, so when one spoke, I couldn't tell who it was without looking down. If there was also an indicator on their name, I'd be able to tell who was talking without taking my eyes off the centre of the screen. I know these might sound like trivial changes, but I often think it's the little details like this which really help with the immersion and make your interaction with the game feel a little more natural. First post, so be gentle. I go by this name in the game, so I guess I might see (or already have seen) some of you on UK servers
  16. U.S. Army Anti-Tank

    Howdy everyone, I wanted to propose a new weapon for the U.S. Army faction. The Carls Gustav. The U.S. Army has utilized the Carls G in recent years and has made itself a favorite amongst the troops in current and recent conflicts. The Carls G IS a weapon system used by regular infantry. Benefits that the Carls G has over the LAW is that it's a reloadable weapon while the LAW as we all know is single use. It also has varying munitions that match the opposing faction's RPGs such as HEAT and frag munitions. I believe the Carls G would better represent a more modern anti-tank and anti-personnel recoilless rifle than the LAW does in game. However I'm not advocating the removal of the LAW, just the addition of the Carls G for those larger conflicts in game IE Russia GF vs U.S. Army. This next idea is for a completely different topic but I'll throw it in here as well... I can see the LAW being another secondary weapon for the U.S. Army grenadier. He only has ONE just like a standard infantry man would be realistically carrying, but it would give him anti-vehicular fire power alongside his standard grenade launcher. While the true anti-tank role would be reserved for the Carls G. I also know that the Carls G has modern air burst munitions that can be set to detonate at certain distances. I can see this as being OP but that's for everyone else to discuss and decide. I would love to hear the communities thoughts on this! Thanks! I can't add pics or URLs so youtube Carls Gustav and check it out on images as well!
  17. So when you make a squad that squad gets a number like squad 3. So when you comunicate with other squad leaders it is easier too say? "squad 2 what's up?" Than to say "Butt ****ers what's up? So when you are in the middle of combat it is somtimes hard to find out what some people are called if you are trying to get ther attention. So the system goes like this: if you are in squad 2 you have the two in front, and the next number is the order you joined the squad (Or you'r role) besides you name in game and on the spawn screen. Squad leads are always number one in that squad so Squad leader 2. Looks like this: 2-1 (Much like they do in Generation Kill) The rest of the squad is set up similarly: 2-1 2-2 2-3 2-4.... This will make it easier to give orders to individual and not think of how to pronounce "[DK]FlatulenBullofGod" when you are trying to get the atteintion of your AT. Like this: https://i.imgur.com/ReEI54t.jpg https://i.imgur.com/PrSt403.jpg
  18. To the developers of squad, I feel a valuable addition to the game would be to place Long range howitzers at the main base of each faction. My reason for this is that many times, in game, some squads are created whose only purpose is building a super FOB and using mortars which decreases the fighting capabilities of a team and gives the enemy a huge advantage to capturing points. By adding Long range artillery that reaches just short of the central capture point, it eliminates creating squads only for mortars (getting more soldiers back in the fight), saves time and the painful coordination it takes to build and call in support and prevents the enemy team from rushing and dominating the other team by slowing the pace of the game through suppression.
  19. With the FOBs could we get 2 models for it one with a deactivated state. Antennas, down laptop close. The other with an open laptop with antennas up , and lit screen for active. Maybe even flashing lights on the Radio . So easy to see which stage the fob is at. Also Ammo box how about making that destructible with grenade, like weapon cache. Not just an undig.
  20. Civilian AI

    Something I would love to see implemented into this game would be the addition of civvi AI which would have an impact on the game. The way I envision it would work would be that civvi's populate built up areas as well as a few wandering around the rest of the map. Civvi's would respond to gun fire by moving away from it and then return to their original positions/ activities once the fighting has moved on. The whole purpose of having civvi's populate the map is that they would respond to the actions of each team. As an example if your team were to kill a couple of civvis the other team would then be giving an intel package - give away a squads position for 2 minutes or maybe the position of a FOB/RP maybe. Also this could work well if you say occupied someone's house that would also incur a penalty. I think this system would add an extra layer to the game and force squaddies to think about dropping FOB's etc. What do people think? PS. I don't know if someone has raise this idea already, sorry if they have. Also I acknowledge that this would probably put way to much strain on servers and people's rigs.
  21. Hi OWI Devs and fellow Squad players. I like the scout class and the SKS. It improves teamwork and it somewhat makes sense, that if you have an 10 rnds rifle you get the binoculars as well in order to guide and provide assistance to your squad. I thought about how to improve the kit - in a tactical "pro-teamplay" way - by increasing its value to other players (not its combat efficiency based on the primary weapon). In the Updates tab related to the update on A7, it is written: " Added Scout kit for Insurgents and Militia. The kit contains SKS as the primary weapon and also has a set of binoculars. This kit is perfect for scouting and directing fire. Kit will get more toys in the future " My hopes, dreams and expectations or such "Toys": - Possible IED ?`Nothing much to say here I guess... - Soviet flare for tactical signals, or as battlefield illumination. Example from Chechnya: - Anti-personell Landmine or tripwire-mine. (Nasty, but with the AAS system this would make sense). - Wire Cutter for instant/Fast removal of barbed wire Regarding the armament of the scout, I would not mind if he had access to the AKSU. The SKS is probably the superior choice for medium to long distance - yet the (less accurate and weaker) aksu might work better in urban environments. [if you considder answering to this topic and you´re a non-DEV, please take your time for a proper response ]
  22. Hey guys, I haven't been on the forums as much as I should, but with around 300 hrs of game play I wanted to ask for your opinions. There has been too many times I have played in a server where there has been Squad Leaders either A.F.K., they don't have a mic, don't speak the same language, etc... When there are no admins in the server, it makes enjoying the game extremely difficult because it takes the communications between all squads to truly get the full Squad experience. It also limits how many and where the F.O.B.s are placed. So I suggest a push to kick squad leader vote between just other squad leaders, it wouldn't work whenever there are only 2 squads, but when a 3rd person joins squad lead role it would be a popular vote out of 3. Of course, the more squads formed the more votes are required. Again just a suggestion. I especially hated the occasional "troll" that would drop in spamming icons. Hope to see you in a Squad soon! -Wingnut766
  23. US Acog

    Not sure if I saw a post on this, didn't see anything specific when I searched so figure I would post something. I would like to talk about the ACOG kit, primarily the US forces ACOG class. For me that ACOG has terrible recoil currently, the reset takes way too long to be a usable gun. I find myself most the time trying to go for a head shot (which isn't as effective as a body shot) because the recoil reset is so bad if I miss the second kill shot, the enemy will have already moved on and taken cover. I understand the advantage with the ACOG so having a bit more of recoil makes sense but the current recoil is over the top. If something like the Militia ACOG kit could be implemented which is really good maybe even too good but if something like that could be done on all ACOG classes I think that would make the class extremely effective again and can effect the matches/gameplay in a positive way.
  24. Here's my list of suggestions! It's a long one so I'll just get to the point. Please do comment your thoughts! General Gameplay -Ability to pick up guns fallen on the ground -Ability to pick up fallen comrades that haven't given up -Stamina zoom occuring after crouching for a little bit (It's annoying to press shift and ctrl while using your weapon at the same time) -Ability to pick up grenades and throw them back before they blow up -Ability to cover grenades so your team doesn't receive the blast Squad Gameplay -Mortar/air support radio guy -Ability to build mortars -Being able to use build points to customize your weapon in that one life (it being super expensive like 500 points per addition, and having a limit) Game Emphasis (The game making it more efficient to do a certain task) -Emphasis on base building and maintaining for defenders (Maybe by being near FOBs gives you more build points for possible weapon customizations ^) -Emphasis on stealth (Maybe like shooting gives your position away on the map for a few seconds.) -Emphasis on not giving up (Every time you give up the game tells you how many tickets you lost and makes you feel bad?) Miscellaneous -Flashbangs -Choice of primary weapon for a role -Night vision (Night map?) -Thermal Vision -SMGs (IDK, sometimes I use em.) -Divisions (Like Navy SEALS, elite task force uniforms for the squad that has the most points total in a team.) Game Realism -I think that insurgents should be made a lot weaker than the coalition side, which would be realistic. This would make the insurgent forces fight harder, being that they don't have all this tech. They will have to use superior tactics. -Day and night cycle (If games take a while, which they sometimes do. Night would definitely add opportunities for both sides.) They do everything they do, correct. This is just some more creative add-ons. Most of them probably aren't that good. But a few could totally add something special.
  25. While there are several immersion/gunplay suggestions I could make, I'm not sure if this game is so focused on it yet. I'm really enjoying playing so far, but some of the core mechanics are making it feel a bit too arcadey and not tactical enough yet. A Few suggestions I have 1. Planning phase One of my favorite features of the old game Rouge Spear was the planning phase, I never see it in games anymore. You have 300 seconds of just sitting, waiting for the match to start and then 10 minutes of players capturing empty flags. Divvy up the empty flags and just let Squads begin fortifying or pushing. For that first 300 seconds Give the SLs the tools to make a full plan on the map (including planned fortifications). This includes drawing movement paths. And then improvise when it goes to hell. 2. Harder Respawn Punishments While this will probably be ultimately up to the servers, I'm seeing too much arcade like Kamikaze style gameplay already. Imagine how different the dynamics of the game would be if it was a 50v50 game and you only got one life per round? While I wouldn't suggest something so extreme, the current system of low respawn times and putting rally points/FOBs near capture areas promotes careless game play, and turns fights into attrition, not tactics. One Idea would be modifying the insurgency respawn system. Instead of a timer the SL could call a wave of reinforcements (respawning all dead squad members) but it would have a more extreme cooldown than the current respawn rate. 3. Fix the Rally Point System. As mentioned before. The current Rally Point System is so forgiving it is broken and promotes exploiting it to overcome enemies through attrition. Rally points shouldn't be allowed within 400m of an enemy flag or FOB. The cooldown time for placing Rally points should be longer 3. Commander Role Squad leaders need a commander to lead them. Like the commander role in BF2, This wound is a specialized position that would primarily remain at the base or FOB with the map open. Winning teams would have a good commander with squads that listen. This might be a pipe dream for this level of cooperation to happen on pub servers. It would be great to incentify following orders somehow. 4. Enemy can hear nearby "talking" This has been talked about in other threads, but it's worth bringing up again. Ambushing requires stealth and silence. When the SL says aloud "Go check the other side of the wall" if there is a guy on the other side of the wall he should hear them. The obvious objection is that it would fragment the community by promoting the use of 3rd party VOIP. In Insurgency/Arma it's always the SERVERS promoting using 3rd party voIP. If the servers don't encourage it, I think most players will use the in-game audio system. Those who don't we have to pretend are psychic. 5.Muzzle Flash/Gun Smoke/Overheat Guns flash, Sustained fire produces visible smoke. Seem like something that could be implemented that gives you another thing to worry about. Overheating would be another cool feature that promotes more tactical gameplay as well. 6. Hardcore Options I'm probably the only one, but I love the amount of accidental team killing that happens in this game. I think it adds a whole other level to the need to communication and teamwork. While servers need to protect from griefers, this can be monitored by making sure a player isn't killing too many teammates at a certain rate (aka you should kick a player who has killed 7 teammates in a row with a rifle, but not the one who just accidently killed 8 with a misthrown grenade). It would be awesome if servers could turn off the floating name options, making players really check their maps and their shots. I would also suggest a separate server option to turn off the "you TKed X" warning, putting more pressure on the SL to mind their Squad.