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Hi Squaddies, As we move into December, the team is now in a full bug-fixing and polish mode, where all the new major features have been locked down. The team is now dedicated to fixing as many outstanding bugs as possible before entering large scale community play-testing. Please give us your strength during this time! In return, we'd like to give you a preview of what the following major patch will contain. As always, these features are still in development and may vary in their final form. Stick with us for more development updates! Upcoming Version Feature Preview Coming in the next major version (Alpha v10), Squad gameplay as you know it will change dramatically. The Animation System overhaul may not sound like it changes much aside from aesthetics, but it is going to revolutionize how the game will be played. On top of that, several other changes to gameplay will mix things up quite a bit. Infantry Movement Changes Transitioning time from sprinting to getting your weapon up and aiming down the sights has been slightly increased from the previous value. The effect of this is that sprinting, as in real life, actually puts you in a vulnerable position. Constant running and gunning will put you at a disadvantage compared to a soldier who is crouching and already steadily aiming down sights. We're seeing that more careful movement is needed on the personal level, and more tactical movement is required as a team: bounding overwatch will become a much more important thing. (Bounding Overwatch: Covering teammates while they move up, then having them cover you while you move up.) Transitioning from standing to prone will no longer be instant, and you don't keep your sights on the target during it. This means that prone diving, previously a fairly common occurrence to instantly get dead-accurate hits, will be GONE. Bwahaha! Crouch Sprinting is also added to the game, meaning that you will be able to traverse distances with a lower profile, albeit at a slower pace than you would if you were standing up fully exposed. Vaulting and Climbing Vaulting will allow you to more quickly jump over small walls. Climbing will allow you to get over higher walls than was previously possible as infantry. This changes the playing field, as a simple rifleman's sandbag may be enough to scale a wall previously only accessible with a ladder. Another trick would be to use a vehicle as a booster which would allow you to climb over higher obstacles. Freelook Freelook will allow you to look around while doing any action while in infantry. This should slightly increase situational awareness while moving and reloading. Remember to watch your back! Weapons Handling Changes Weapon handling will change to feel more fluent and realistic, with a lot more polish in the way it moves and should feel much more immersive. Note that this will be the first iteration of this system and the precise sway/recoil/transition numbers will still be tweaked, and that the exact values we release with may not be the same as those shown here. However, the changes seen will still be in this direction. We will be slightly increasing sway effects when standing or after sprinting. This will put more emphasis on your posture and stamina, as well as taking your time to take your shots. This will benefit players who move carefully and deliberately. Good position and stance will give a more tangible advantage. Weapon Collision The length of your weapon also now plays a factor in how you maneuver through tight spaces and fire from cover. When you are too close to an obstacle or a surface, your weapon will be forcibly lowered and you will be prevented from firing and aiming down your sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small CQB spaces will be ill advised, whereas pistols will have a natural advantage in tight situations. Sights and Optics Scoped weapons will have reduced peripheral vision. This will reduce their spotting advantage at distance. The reticles also have been designed to allow for them to be used to gauge the fall of your shot. Ironsight weapons will have a very slight permanent zoom increase when aiming down the sights to increase the ability to effectively return fire against scoped opponents. Adjustable Sights All infantry weapons (barring those with fixed sights) will have the ability for you to adjust their sights depending on the range of your target. This is especially useful for grenade launchers and dumb-fire rocket launchers as they rely heavily on the shooter accounting for the ballistic trajectory to score a first shot hit. Being able to adjust your sights to compensate for the distance to target will greatly improve the chances of a first shot hit. This feature is also included in all small arms as well, ranging from rifles to machine guns, even on the PPSh-41 submachine gun. Don't forget to hit the range to brush up on your skills, squaddies. New Role: Machine Gunner A new role we have added is the Machine Gunner. A team-wide limited role, the Machine Gunner is packing a larger General Purpose Machine Gun (GPMG). Compared to the Automatic Rifleman's LMG, the Machine Gunner's GPMG is typically a larger caliber weapon capable of putting down suppressive fire out to much longer distances and can penetrate more surfaces with greater reliability. Due to the size and weight of the GPMG, it is generally unsuitable for firing either on the move or in CQB situations. We will be introducing the M240B and the PKM with this new role. Bipods Bipods will allow Light Machine Guns (LMGs) and General Purpose Machine Guns (GPMGs) to set up on positions and put down a large volume of fire with terrifying accuracy. The Automatic Rifleman and Machine Gunner roles intention were to provide suppression. In reality, they were often quickly picked off by Marksmen or Riflemen with optics, as they were limited in their ability to effectively return fire at range. With the introduction of bipods, from what we've seen so far, the machine gun is a force to be reckoned with. It is VERY deadly, even at range, when set up with a bipod. The changes to sway and prone diving (see above) give the automatic rifleman a much larger window to fire when after an enemy has been spotted, before taking return fire. The best way to deal with an Automatic Rifleman is to flank them, because they will have the power to simply make swiss cheese out of you if you try to attack from the front. Furthermore, each squad will have access to an extra Automatic Rifleman outside of the special kit restrictions, allowing a squad more freedom to pick other specialty kits as well. Changes to the Rush Meta After reviewing community and internal feedback, we have decided that we are unhappy with the "Rush the first enemy flags" AAS meta, as it is an unforgiving type of gameplay that fails to put emphasis on the gradual capping of flags and territory that AAS was designed around. To address this, non-capturable flags will no longer be blockable by the enemy. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail. Vehicle Changes Entering or exiting vehicles and switching seats inside vehicles is no longer instant. The duration depends on the vehicle and the type of seat. This greatly reduces the effectiveness of soloing vehicles when a vehicle is flanked or ambushed. Either it will not be able to drive away or it won't be able to return fire instantly. Bring a friend! Several vehicles will have access to secondary weapons and different ammunition types. For example, the Russian BTR-82A will have access to 30mm High Explosive (HE) ammunition which deal explosive damage suitable for dealing with infantry, in addition to its normal 30mm Armor Piercing (AP) rounds. BTR and BRDM variants also have access to a secondary coaxial machinegun. Some vehicles also have access to smoke launchers, providing a way to either conceal their movements or aid infantry by providing a large smokescreen. Logistics Changes One change that we're implementing to Logistics is for the Logistics carrier to load on varying amounts of either construction or ammunition points. For example, an Ural supply truck has 2000 points worth of space to load either construction or ammunition. If a FOB in the front is running mortars or simply just needs more ammo, the truck can run a full load of ammo rather than wasting half of that space to haul unneeded construction materials. Unsecured oversized loads will be issued a moving citation. The process of loading and unloading is now treated like a weapon on a vehicle, in that Construction and Ammo occupy different inventory slots, and one button (Default: Left Mouse Button) will unload, and another (Default: Right Mouse Button) will load supplies onto the vehicle. Round Start Staging Timer Instead of a 3-minute pre-match spawn timer, there will be a 3-minute staging period before matches. During this time, you can spawn in at your team's Main Base, organize your squads, roles, get to your vehicles, and prepare to move out. However, you are unable to leave the Main Base area until the timer has fully elapsed. To prevent griefing issues, you cannot fire your weapons during the staging period. We're supremely grateful for the community we have and we absolutely do not want to disappoint, despite taking us this long to get our next major release together. Please stay tuned for further updates as our team is on overdrive in hammering out the bugs. Offworld Out.
Hi Squaddies, Welcome to the November edition of The Wrench! We hope you've been keeping yourself busy during this month as much as the modders have. With the integration of the Steam Workshop last month, there have been several impressive new developments since we last checked in. The beginning of a new weekly modding showcase event going by the name of Squad Modding Weekly Roundup has been bringing the community together. This event aims to provide the community with a chance to experience various mods as one and most of all, showcase what's on offer in the Squad Steam Workshop. Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome. Challenger 2 WIP by |FA| Red Six Red Six has been hard at work making the high poly version of the British main battle tank, the Challenger 2 (FV4034). The next couple of steps towards bringing this tank into the Squad SDK is to prepare the game-ready mesh (also known as the low poly mesh), UV unwrap it, bake various texture maps, and, finally, texture it. We're sure you will all agree that this high poly model looks great! Brilliant work, Red Six! Hungarian Defence Forces by Gurály "EDM" Ádám EDM has been working on creating a new faction - the Hungarian Defence Forces. This faction uses a smart combination of existing assets in the form of retextures and renaming for authenticity. Here are a few words from the man himself: Rebel Faction by Stom Stom has also been working on a new faction, and this one is aimed at creating flexible forces for others to play as on a wide variety of maps. Heres what he has to say about his work which includes various detailed retextures of Militia forces and additional vehicle assets: Donbass Regional Airport by [2.Fjg] West Based on several major battles of the various eastern European separatist situations, this map features government and militia forces fighting for control of a large 3-floor airport terminal and surrounding industrial areas. The map will have a mix of close range fighting within large structures and thick woodland as well as long distance engagements when fighting for the tarmac and major roadways. [2.FJg] West has been progressing well on this map, and we can all imagine the intense battles that will take place once it's released! Remington 870 Marine Special by Chap Perhaps one of the most iconic and beloved weapons, the Remington 870 Marine Special is being carefully brought to life by Chap. His hard work definitely showcases the French Faction Mod team puts into everything they do. Speaking of which, we can't wait to see what comes in their next update! Dormant Volcano by LaughingJack A reimagining of a map from the game Joint Operations, LaughingJack brings us a tropical themed island with a small, skirmish-focused layout. LaughingJack says that he hopes to have some boats and amphibious APCs ready to use soon. While the map will be playable in a vanilla Squad, he also says that it will be part of a Joint Operations conversion mod that is in the works as well. More screenshots available here. Agrabah Dawn AAS by Marv Longtime modder Marv once again brings something interesting to the table, this time in the form of a dawn lighting layout for his new map, Agrabah. With an AAS in place and a hazy, dusty feel, this map sure does impress. One should expect a fierce battle at the map's prominent features a village situated at the top of a spire-like mountain, or grueling trench warfare to take the radio station, for example. Marv is expecting the map to be ready in late 2017 or early 2018. LCU-1627 Landing Craft by Virus.EXE Our Modding Hub native, Virus.EXE, has been hard at work collaborating with Legochiel to create this incredible prototype for landing craft in squad. Fully player controlled and able to transport vehicles to and from the beachfront, this project brings us one step closer to a shared dream of amphibious invasions. British Asset Pack by Baby_James Baby James has updated and released his British Asset Pack for all Squad modders to use. The pack includes an extensive number of props to use for all your British needs. (TARDIS not included. Sorry.) Free asset sharing is always a welcome sight to those of us in the modding community, and we hope that his work inspires more to do the same! Forest Air by SilentBlood This map by modder SilentBlood manages to pack down a great deal of scale into a 2x2km package. Designed with a high degree of attention given to game balance, SilentBlood created the map for tournaments and intends to give it a high amount of points-of-interest at three major levels of elevation. It's always a pleasure to see the elements of a map's design being thought out thoroughly. This map is planned for release on the 22nd of this month, with an infantry, an invasion, and a few AAS layers to play with. Canadian Armed Forces Air by Capone Capone has been working on creating the Canadian Armed Forces. His first step is making the soldier characters and he says that they are aiming to add the infantry component of the Canadian Armed Forces to Squad. Squad Modding Hub Management Team Out.
80 SLOTS HOSTED IN CHICAGO, IL 24/7 AL BASRAH - ALL GAME MODES (AAS, PAAS, INV) TEAMSPEAK 3: ts90.gameservers.com:9132 STEAMGROUP: http://steamcommunity.com/groups/themeatlocker Server Rules All players are required to join a squad and work together. Failure to do so will result in a kick. Respect other players and be polite. No racism or sexism in the voice or text chat. Intentional teamkilling will result in a ban. Squad leaders are required to use their microphone. Players are encouraged to help new players with understanding the game. Admins will kick/ban anyone who they feel is disturbing the game play. Repeated offences will result in a permanent ban. Our Teamspeak is open for all players and also for any questions, comments or concerns. Feel free to post in the Game Sever Feedback section on the Squad forums if you have any complaints.