Jump to content
  • Announcements

    • Merlin

      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
      Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof), religion, politics,  etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
      If there is doubt, the Moderation Team can decide whether a topic is considered illegal.   §5 Attitude towards Squad and the Development Team
      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
      Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs.   §7 Forum structure & Search
      Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
      Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense.   §8 Thread Titles
      Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted. Strange or abnormal Unicode characters should be excluded from thread titles for the sake of being distracting and unnecessary.
      §9 Thread Capitalization
      Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here. 
        §10 Images in posts
      When posting images, mind the following restrictions:
      .gifs will be allowed and may be removed by Staff if deemed necessary.
      Maximum size for images is 1280x1024.
      Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
      Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge.   §11 The use of BBCode
      It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings.   §12 Complaints of Server/Admin Abuse Reports of server/admin abuse will not be posted publicly. All reports concerning this type of behavior should be place in the appropriate sub-forum. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ All posts made outside of this area will be be removed.   Section II: Reporting & Moderation   §1 Reporting Posts
      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
      Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments.   §2 Reporting Moderators
      Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules.   §3 Respect Squad Team members and Moderators
      Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly.   §4 Bans and multiple accounts
      If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
      You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.

Search the Community

Showing results for tags 'Mortars'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • OWI Official
    • Announcements
    • Progress Updates
    • Frequently Asked Questions (FAQ)
    • The Official Squad User Manual
    • Development Tutorials
  • International
    • Supported Languages
  • Game
    • General Discussion
    • Questions
    • Feedback & Suggestions
    • Media
    • User Created Guides
  • Support
    • Software Support
    • Hardware Tech Support
    • Website Feedback
    • Bug Report Form
  • The Community
    • Introductions / New Players
    • Teams & Clans
    • Events & Leagues
    • Wiki Development
    • Modding
  • Game Servers
    • Game Server Info & Support
    • Game Server Feedback
  • Off Topic
    • Off-Topic Discussion

Found 17 results

  1. Mortars FTW

    This weekend's mortar fire mission logs. I write them down so I can repeat and fire boxes around targets and because gunners are always asking to say again elevation and azimuth. Also 'cause none of the mortar calculators have a history. Shake and bake!

    I've literally suffered through multiple games where mortars can turn the tides on its own. Not just that a team who acquires mortars greatly increases their chances of winning. Keeping in mind no all squad leaders are created equal. My point being, I don't think mortars should in any way be removed. However, it's overkill when you can quite literally have INFINITE mortars at times. If a team is behind all the other team need do to ensure victory, is hiding behind a never-ending bombardment of mortars, and yes NEVER ENDING IS LITERAL. So this has to be changed. An unending supply of mortars is definitely not realistic unless you're the US. And to keep things both balanced and fun we should limit the said use of mortars. Or else once behind always behind. Who know's it's not hard to lose to a team who rushes as quickly as possible to whatever locations. Once there they do what they do best, camp the objective. Essentially ensuring victory within minutes of the start. Compounding that issue is an unlimited supply of mortars. What do you guys think? You cannot say you've not seen it yourselves.
  3. Finally released an IOS version of the mortar calculator for those like me that have been longing for an IOS app. You can find it free in the app store for iPhones and iPads. Current features: Calculate: Standard calculator Correct: Adjust calculations by direction or range Barrage: Provides regular calibrations to targets in a specified area to help you barrage a zone The project is Open-Source on Github for those interested. App store page: https://itunes.apple.com/app/id135278141 Github repository: https://github.com/JamesLongman/Squad-Mortar-Calculator-IOS
  4. You can Die but Never worry about Supply We Here at HCLogistics hope to foster a healthy community to learn and grow the Logistical aspect of SQUAD. Our Goal is to bring people together to experiment with and deploy the most Tactical yet fun ways to play the support and logistical rolls in squad. Some of the main areas of focus are but not limited to: Logi truck usage, FOB/Base building, Mortar/Forward Observing support, Troop Transport rolls, and many other supporting rolls. We wish to make the warfighters experience the best it can be by letting them focus on the shooting and us on every thing else. This is intended to be a more relaxed community with out Ranks just find some players group up and work on that logi truck! We are open to all players in all time zones you can join us over on the steam community at http://steamcommunity.com/groups/HCLogistics or over on discord at https://discord.gg/BxVXApe
  5. Do mortars suck?

    I played my first real night of squad since the 9.4 update released. Throughout the many rounds I played, I got to experience the mortars a good bit. I saw enemy points be barraged by our mortars, as well as enemy mortars barrage me. The effects and sounds are of course incredible, but I couldn't help noticing that they didn't really seem to be terribly effective. At one point a mortar shell landed just a couple meters in front of me, and I walked off just fine. It seemed like mortaring a point barely did anything at all to the enemy, and maybe even helped them with the time our team backed off of it to watch the salvo. Does anyone else think they might be a little too sucky?
  6. I'd like to see some sort of 'mortar pit' emplacement like in the attached pic. Currently the crescent sandbags are a little too small to be able to make a decent mortar pit out of and it's a pain stacking a bunch of the straight ones on top of eachother/around a mortar. Either have two versions of mortars (one protected by sandbags which costs more resources and the current unprotected ones) or have the 'mortar pit' as a separate emplacement. What d'you guys think?
  7. Here is a more indepth video guide of what I cover below - https://www.youtube.com/watch?v=cz0wuJp2C68&feature=youtu.be The Mortar has finally been brought to us in update 9.4. In this video I'll be giving you a tutorial on how to effectively operate the mortar. The mortar comes in 81/82 mm variants depending on which faction you're in and is available to ALL factions in Squad. The mortar can only be used within a FOB and must be emplaced by the squad leader costing 300 construction points. There is a maximum of two mortars per FOB - every mortar comes preloaded with a "magazine" of 3 rounds and each magazine from there costs 90 ammo points. This means logistics support is crucial for FOBS to keep mortars firing throughout the game. You can fire approximately 33 rounds from a FOB before needing resupply. In regards to aiming, your squadleader must place an observe/move marker on the map to give you an accurate range and direction. Man the mortar using "F" and right click to aim down sights. Use the chart on the left to set the mils and use the mark on your compass wheel from your squad leads marker to align yourself with the target. Keep in mind you will need to adjust for your elevation, or the elevation of the target to get accurate rounds right away. Firing one round at a time works best for me so far - that way your spotter can give you accurate corrections, there is still a significant cone of fire to the mortar, but it's nothing like the rocket technical, not even close. Once you get on target, you'll often hear the command "fire for effect" which means keep dumping rounds until the threat is eliminated. I really feel the mortar opens up the game SO much. It allows teams to severely punish FOBS that are put on flags, or put on hard to breach positions. I'll be doing some more advanced guides in the future once I figure out some effective strategies to use consistently such as FOB placement, etc.
  8. Alot of SQUAD players are requesting to SQUAD Developers a new map, and since everybody likes the lastest map AL-Basrah from PR - Project Reality , we are requesting a NEW IRAQUI URBAN MAP , this map is also very played in PR Project Reality called " Ramiel " , its a REPLICA of the Area in Somalia on the movie " Black Hawk Down ". And we as players would like to Developers at least think about it , the possibility to Re-Create Ramiel Map , now for SQUAD game. In PR Project Reality we also had a " COMMANDER " operating from a UAV , to call coordenates for SQUADS for each team, to improve Teamwork and to Guide the SquadLeaders to a Higher Performance In-Game. We really miss the " Commander " from Project Reality with his several funcions, such as Artilhary Strikes and Command each Individual SquadLeader. We also request on " Mortars - Emplecements " , to the SquadLeaders of U.S Team and Russian Team on the F.O.B area so they can be Deployed 2 Mortars in total. They can be built 2 at the same F.O.B or 1 Mortar at different F.O.B location across the map, so there is on Mortar for each F.O.B with maximum capacity of 2 of 2 Mortars per Map, since the Artilhary Vehicle is Mobile. I played 8 Years Project Reality. My Complements to all SQUAD Staff , you are doing a 10 Star Job, signed by Tupac Pereira.
  9. I've seen quite a few suggestion and question threads regarding when mortars will be introduced to the game, but what I'm more interested to know is how people are expecting these indirect fire weapons to affect gameplay, and also how in-depth people want the mortar system to be. The reason I've created this discussion is because I've seen a lot of excitement from some people for the eventual arrival of mortars, but I've also seen a lot of complaints (especially in-game) about grenadier and LAT explosive 'spam'. So if people are getting annoyed by small explosives like what's present, then mortars will give them an unpleasant surprise. I personally don't get irritated by the current amount of explosives going off in any given skirmish, and expect mortars to be a nice addition to the game. In terms of depth I'm not interested in a mortar system that requires me to get out a calculator, but want something a little more complicated than a system like Arma. Also, keep in mind that land vehicles will be out well before mortars arrive, which means responding to them will be quite a bit easier than if they were released today.
  10. Hello I suggest a small 4 man squad per team to either have the 81mm mortar or the 105 mm artillery. Not only will this add a level of difficulty such as flight time and AOE (Area of Effects) but I believe that it will greatly expand the amount of teamwork in those teams.
  11. How about once 3 squads are reasonably full, a weapons squad can be created that includes one or two medium MG slots (M240/PKM) along with assistant gunner slots, a heavier AT slot (Carl Gustav/SMAW/RPG-29) and a light mortar slot with assistant mortarman. This is also where you could stick the ATGM and AA teams when vehicles get into the game. The assistant MG classes can carry a tripod for the MG, making the MG more accurate at longer ranges and allowing for target registration via the T&E mech. The assistant mortarman can carry the baseplate/bipod, and when assembled, the mortar's range and accuracy can be extended (as opposed to when in the handheld role). On top of that, have a system by which the mortar team can target indirectly using the map. Instead of going full-bore ArmA/ACE style realism, you have a simpler version where the mortar team has map tool with which they can measure the bearing and distance from their location to the desired target (like a protractor overlay on their map), and then some range tables they can use to determine the necessary elevation. You already have the compass at the bottom of the screen you can use to aim the mortar along a bearing.
  12. Russian MLRS

    it would be super awesome for conventional forces to have the MLRS. with UE4 and the devs' amazing skills--thats nirvana, lol jk but u know. for balance/gameplay i imagine it being something like the first one spawns 20 min into game, only 1 in play at a time, respawn time is 20 min, is very slow, takes a good time to "set up" and fire, is defenseless within 1000 meters, 1000 meter minimum and 2000 meter max range, if MLRS then no mortars, cost the team a lot of tickets when killed, requires commander order (?), takes a lot or supply points to re-arm (...), but is fucking beast! tactically MLRS would need to be escorted into combat by armored support with IFVs and such i imagine. gunships, mortars, area atttack ("metaweapons") counter MLRS. supply trucks might follow for for armament and repair. would require its own squad(?) Russian US
  13. infantry mortarman

    Being a former 11c which is indirect fire infantryman, known as mortars, would love to see the implementation of this class into the game. Whether it is just the 60mm in hand held mode or all the way up to having the 120mm at th bases. The squad could carry the rounds for the 60mm as well as have a ammo bearer class. If your dev team have any questions I could answer for them, have over 10 yrs experience in that field with multiple deployments to the games region.
  14. It would be great to put ranks in Squad. They shouldn't be so sofisticated like in Battlefield or COD. Just ranks like 1st, 2nd sergeant, captain, officer etc. With level one you could use all weapons but you couldnt be a squad leader or commader (if you create this role,it would be legendary). So that we dont have noobs in high roles. And maybe orientations like army and one for armored vehicles etc. You could swich branches when ever you want but you could "specialize" in only one so that evryone can see it. You really shouldnt put air vehicles because it would be really overcrowded. And if you put vechiles , you need to adept maps so that vechiles can drive normaly. And it would be also great to put mines and mortars in game. And I almost forgot, you should make more types of squads, like support, reacon, fire-team, and normal one. And it could be of course more than one of one type in the team. Wouldnt be great if we are going to have Squad like this. What you, Players and Developers, think about this. I know that you have at least year or two to even start working on anything from this list but if you could put anything from this in the game I would really appriciate it. Sorry for bad language. :)
  15. Terrain deformation

    I would love to see the effects of arty and mortar fire in the dirt, it could also provide a little cover in an otherwise hard approach. Sure, it's not a gaping chasm, but if you lay your sweet little ass down in it you might just avoid collecting a bullet with your face. Is it easy to implement? is it taxing on our wee little cpu's? is it possible? was it planned anyway?
  16. Stupid, plain, simple. Where there is night and there are mortars - I want illumination rounds! And the devs must say, "Let there be light," and there was light. Source: hickleyblog.dailymail.co.uk Benefits: Source: globalsecurity.org