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Found 60 results

  1. The 29th Infantry Division is currently recruiting players who enjoy Squad and are looking for a unique, realistic experience. Who We Are The 29th Infantry Division is a Realism Unit with a Military Rank Structure and Chain of Command. The Division was activated on March 14, 2005 playing in both games The Trenches and Battle Grounds. The reputable 29th Infantry Division that stands before you today participates in the "realism" communities of Arma 3, Rising Storm 2: Vietnam, and Squad. We currently have 3 full companies with 340+ active members in the unit from all over the world and 150 in Squad alone. While we strive to be realistic in game, we are still a laid back community looking to have fun and hang out. What We Have To Offer Teamwork-oriented style of gameplay, known as "Realism" Rank Structure Chain of Command Teamspeak Server Numerous Public and Private Servers (Arma 3, RS2, and Squad) Active Forums/Community/Members Active YouTube and Twitch Channels How To Join To join the 29th Infantry Division, every new member must go through our 5 day Basic Combat Training course. Some get overwhelmed when they find out the Basic Training schedule - realize that we understand if you cannot attend a day or two, but that we ask you to attend as many as possible. Our Basic Combat Training course will instruct you on how the 29th operates and allows us to learn a little about you! We accept members of all experience levels and have times that are flexible for all people. If you are interested click http://www.29th.org/enlist/ to start your enlistment. Sgt.. Newton [29th ID] Easy Company Fourth Platoon Third Squad Squad Leader
  2. The 7th Cavalry Division (=7Cav=) is Recruiting! Looking for a tight knit and welcoming community to blast through the updates with, make lifetime friends and learn real-world infantry tactics? =7Cav= is recruiting Squad Players of any nationality! We are one of the oldest gaming communities online, having been founded in October of 2002 and currently have around 400 active members! We have survived the years with discipline, duty, and a sense of community and brotherhood. Every month we host a variety of training classes on a wide variety of material including but not limited to: indirect fire assets, CQB tactics, advanced infantry tactics, explosive ordnance disposal practices, and effective voice communications. We also host internal operations with 7Cav members as well as organized larger Clan battles with unique objectives created by members of the community! Our requirements are simple, and NOT malleable: -NO VAC/GAME BANS within last 5 years, cheating is not tolerated. -Over 18 years of age The 7th Cav is a place where all players of varying experience levels are welcome, from noobies to veterans. If you are interested in finding out more, please visit us on our website at 7cav.us . Once you sign up for account on our forum, feel free to send a PM to me on Discord @=7Cav=MAJ.Czar.J#7905 , and I will be more than happy to answer any further questions that you might have about the brotherhood of the yellow & black and how you can become a part of one of the oldest gaming communities on the internet! If you've completed your tour of our site, hop over to 7cav.us/enlist and fill out your application! Feel free to add me on Steam! If you do add me, make sure you introduce yourself to me! Info: Discord: 7cav.us/discord TS3: ts3.7cav.us pass: 7thCavalry Note: Security level must be 30 Note: Security level must be 30, Options > Identity > Improve level (30)
  3. The candian forces in their current state is over powered for the following reason. Their primary weapon doesn't have enough recoil for the rate of fire it is producing. it has a higher rate of fire than the american m4 and despite that fact has less overall recoil. Which is unrealistic considering the platform the weapon is built on. This is plainly obvious if you load up the firing range and test them. I will post a video directly comparing the two if needed.
  4. the following is a direct recoil comparison of all the primary weapons in squad. its clearly evident that the canadian weapons have a higher rate of fire, and yet less recoil overall. https://youtu.be/qbzF0t-J7p8
  5. Somehow, tanks take 1162 damage from Refleks while taking 1400 damage from HAT kits. What is the reason for T-72B3 doing less damage with 125mm gun-launched ATGM(warhead weight: 4.5kg, total weight of missile: 17.2kg) compared to 105(PG-7VR overall weight: 4.5kg) and 84mm man-portable Tandem HEAT... I don't remember this being the case in v16. https://docs.google.com/spreadsheets/d/12GB74o-tP37D2o5iVZJQ4MXTlievUXG0g3GD5vA98Eo/edit#gid=0 Is this some bizarre nerf to not allow T-72B3 to kill a tank with only ATGMs? As if lower penetration(500 instead of 900 of Kornet/TOW/most HATs) is not enough? In case nobody remembers: you only get two of them. I'm guessing developers tried to nerf Malyutka yet nerfed the wrong missile, or whoever made the spreadsheet put it in the wrong place. Also, I assume "hull side addon" means the square panels on the side of T-72B3, which are ERA. https://below-the-turret-ring.blogspot.com/2017/04/russian-t-72b3-receive-armor-upgrades.html But they are only worth 80mm in-game, and somehow absorbs less damage than abrams side panels. They can easily be increased to 300mm to resist common low-penetration (300-400mm level) BASIC_HEAT rounds without adverse effect on anything else(except maybe high-angle APFSDS which should bounce anyway). https://docs.google.com/spreadsheets/d/1IZxi7kN4XDGPHPoPu64dq0MhtdjR6P273T84iKZy0Ys/edit#gid=0 Is it safe to assume in Squad world, opportunists stole the explosive element of ERA and sold it off for money like during Chechnya? *EDIT: sideskirt is modeled on T-72B3, but it still leaves weakspots where autocannons can deal hull hp damage from the side. Also according to above link, Abrams has 100mm hull side, meanwhile IRL: Only the front half is possibly 100mm, rest of hull sides are maybe 50mm. (let's face it, it's more like 70-80mm and 30-40mm instead of 100/50) "But wait a sec, how is it possible that superior american engineering end up with relatively thin side hull armor?" It's a fat tank, that's why. I guess your military advisor either neglected to mention this or didn't actually know this himself By that "logic,"(here assuming it's to simplify the armor model) side hull of T-72B3 should follow the thickness at its strongest point: 80mm, not 50mm of in-game source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2-protection-good-indication.html " As stated earlier, the armour of the side of the hull is 80mm thick " Solution: either lower Abrams' side hull to 50mm and have a separate value for front side hull, or give T-72B3 its 80mm sides. Is there any developer that is able to make a post about why these armor values seem out of whack? Is it for gameplay reasons? If so, why not have both realism and gameplay?
  6. Who are we? 9.Kompanie is a milsim unit for Squad. We portray the 9th Company, 1st Jägerbatallion, 7th Panzer Division of the Bundeswehr. 9.Kompanie started as a milsim unit in 2009, starting in Day of Defeat:Source, to Day of Infamy and ending in Post Scriptum. Leadership decided in September 2019 that it was time for a change. We moved to the modern era, ending up in Squad. The new era provides us a lot of new technologies and opportunities to discover. What do we do? 9.Kompanie offers a historical experience in-game and platform of historical knowledge for its members. As an experienced unit we can teach new things to old and new players in Squad. And there is new things to learn for us too! Join us in 9.Kompanie for an unique community of friends and history fanatics. What are we looking for? Who are looking for people who are interested in the military way of doing things and are open to learning something new. Requirements: you are able to communicate in English, have a microphone and are 18+ years old. We also except members below the age of 18 if they are mature enough. How can I get more information on 9.Kompanie? Our recruitment liaisons are happy to help you with any questions you might have. You can add me here. We also have a steamgroup in which we post important announcements. You can find the steamgroup here. And lastly, our discord is used as the main communications channel. Everybody is welcome to join, if you're interested in joining or not. The link to the discord is here.
  7. 75th Ranger Regiment 3rd Ranger Battalion Alpha Company "Spartans" About Us The 3rd Ranger Battalion, Alpha Company (3RAC) organization is a Military-Simulation unit simulated by like-minded individuals that prides ourselves in professionalism, historical accuracy, and overall mission readiness. 3RAC is a newly founded unit within the Squad community since the end of May, and we aim to bring our experiences from past simulations to life on this well-balanced structure of a game. We are looking for dedicated, potential candidates that meet our criteria of ethical performance and the like of minds to enlist in our team! While we strive to be realistic in game, we are still a laid back community looking to have fun and and bring new experiences to those seeking. What We Offer Teamwork-oriented style of gameplay Military realism. Involving customs, courtesies, and formalities. US Army Rank System and Chain of Command structure Multiple schools and occupations for those willing to earn them, including RASP, specialty, and leadership schools Leadership capabilities and staff jobs Active membership Active duty / prior-service veteran experience How To Enlist We are currently recruiting for our seventh recruit platoon! To join 3RAC, every new member must go through our 4 day One Station Unit Training course, and then move onto the Ranger Assessment Selection Program (RASP). Though it may seem like a process, we are looking to ensure we intake quality soldiers to place within our unit. Our training cadre will work with you to complete your training, even to involve make-up days that are more fitting to your schedule if needed. Our Initial Entry Training will instruct you on how the unit operates and allows us to learn a little about you. We base ourselves off of realism, and we are NOT for the faint hearted. This unit is not meant for everyone. We accept members of all experience levels and have times that are flexible for all people, and are very understanding of time management and hardships. If you are interested in enlisting in our unit, please join our discord to start your recruiting process: https://discord.gg/r3CzexM If you have any questions, feel free to leave a reply. Signed, William Ryker Alpha Company "Spartans" Captain, Commanding.
  8. How to make Squad gameplay better by increasing, not decreasing, realism! Why Squad benefits from more realism, gameplay wise- We've all seen the arguments, with the pro-realism crowd annoyed by the addition of weird "nobody asked for this" systems like buddy-rallies, or the removal of dead-dead; and the gameplay-over-realism team asserting that addition of things like realistic armor for vehicles, thermals, or accurate scopes makes the game un-fun or a slog to play through. It's a tale as old as time, and in a lot of cases the differences are irreconcilable, especially when it comes down to personal preference for accuracy or 'fun'. But today, I want to make the case that for many elements some people decry as being realistic to the point of unfun can actually *improve* gameplay: First, let's be clear about what most can acknowledge are the core tenets of Squad- 1. **"Authentic combat experiences"** as per the steam blurb. We're going to make a distinction between accuracy and realism, which while similar in meaning, have connotations that are significant. Squad has authentic gun sounds, visual effects and weapon designs, which make a player feel like they're *immersed* in a modern battlefield. 2. **Teamwork**- Obvious, players should be dependent on each other for individual and team-wide success, lone wolfing should be punished, and tactics should carry the day. 3. **"Bridges the gap between arcade shooter and milsim"** - Well, all this really means is an experience in between Arma (vanilla, ACE adds so much to the game but is beyond the scope of this post) and something like Battlefield 4. Doesn't specify *where* exactly this bridge is, but I'm making the case that it ought to fall more towards the Arma side, or just towards realism in general. For all our disagreements, nobody here really wants the game to become BF4, or even Arma, so we have that much common ground to work with. **Problems I perceive in Squad as of V15, and solutions:** 1. **Lack of consequence for death**- Respawn timers only go so far when it comes to making people unwilling to Rambo or lone-wolf, because, at the end of the day, nobody is actually dying. Making timers longer doesn't help, because nobody likes spending more time sitting and checking reddit on the phone when they're playing a game. In this light, the removal of dead-dead was the most WTF? moment in the game's history, all the more concerning because 3 updates later, it hasn't come back. This is the true crux of the issue, in both infantry and vehicle gameplay, the meta tends to stay at whack-a-mole, with soldiers going down in entrenchments being practically immortal as long as one or two competent medics are on the scene. You have stuff like the Highrise of Life in Al-Basrah, which produced enough fresh insurgents to make China feel infertile, as conventional forces can't make any progress because the actual means of building clearing used IRL, namely frags or HE, simply doesn't work. Squad has no building destruction either, which is actually not something I expect to ever be implemented, but with indestructible hiding holes, attacking some places really makes you feel like the 72nd virgin being offered up haha. Machinegunner? Eh, no biggie, if I die I can be back on my feet in 30 seconds or less, and the lack of suppression means the poor bastard will run out of bullets before I or my buddies run out of bandages Marksmen? The scariest thing for any soldier in an urban battlefield? Gotcha fam, my skull can regrow faster than Wolverine's when a bandage is slapped onto it. Stryker? *I sleep*, because his .50 can only annoy me while I'm getting patched up ****ing T72? Hmm, concerning. *"Oi Ahmed, grab that LAT, Ali, take that ammo-bag, chase him around the block until he runs out of ammo, or the will to live." * Solution: Who could have guessed? Both Project Reality, to which Squad is a "Spiritual Successor", and Post-Scriptum, its younger cousin, manage just fine, with dead-dead, and not just manage, they do it **better**. In fact, PR has insta-death for HE, grenades and IEDs, much like Squad had before the recent patches, while Post Scriptum takes it a step further by making headshots and high calibre rounds dead-dead on hit. Suppression now works as a proper deterrent, both by simulating stress, and also dissuading casual trading of pot-shots with a superior position. It worked great, and we very much need it back ASAP. 2) **Weird meta-shifts in vehicle gameplay**- IRL, vehicles are glass cannons, but in Squad they keep swinging from all-glass in V12 to all-cannon in V13. V14 and 15 makes it 'bAlaNcEd' but at the cost of all the factors that come into consideration for actual vehicle combat. Most modern first-world combat vehicles have thermals, which provide a massive boost to situational awareness, especially in forested and urban areas. In a complete lack of coincidence, these are the places where vehicle drivers refuse to come within a mile of, as anyone who's made the mistake of driving a Warrior or BMP-1 into Basrah can tell you. IRL, urban areas are a real threat, but vehicles are still the ones in control, since unlike in-game, firing a dozen rounds of HE or Frag through the windows of nearby high rises makes sneaking up on them something you only do after exhausting alternatives. But no, we had the *grass-snake* meta for LAT and HAT until a few patches back, when OWI nerfed all AT to the extent that vehicles shrug off shots that would send an Abrams running for the hills. Now it's *"two grass snakes"* as the meta, one LAT and a rifleman with an ammobag to keep him well-fed. Current tank vs tank or IFV battles are weird and boil down to shooting down HP bars until someone overheats first, with Strykers laughing off 30mm rounds that would mulch them otherwise. Infantry complains that they don't have the means of dealing with armor, armor complains infantry can bleed them with a thousand cuts and also doesn't have to worry about spending 20 minutes trundling back and forth from main, as anyone who hasn't managed to get a repair station in Skorpo can tell you. Solution: Realistic armor and AT damage models, so vehicles can be both scary and still vulnerable to infantry fire and other vehicles. Thermals, because it's 2019, and they've been ubiquitous in 1st world armies for **20 years**! Even PR had them, which makes you wonder why they haven't shown up yet. 3) **Visibility and pixel-peeping**- For all it's faults, such as an outdated engine and lackluster PVP, Arma has one feature that Squad could absolutely make use of- The ability to zoom your FOV in and out without the need for a scope. Some claim that it's a *'bionic eye'* but it's actually more realistic than its absence, the zoomed view accurately depicts what an *actual soldier* would be able to see, if you imagine your monitor is a window into the real world. The current view, even at low FOVs, is zoomed out. Not to mention that bad antialising in Unreal makes seeing small targets a nuisance, which compounded by the fact that 1080p monitors can't really let you see more than 200 meters away makes pixel peeping a real eyesore. IRL, soldiers can hit targets at 300m with irons, and even around 500-800 is doable with scoped rifles. Beyond that, wind and random scatter makes hitting man-sized targets difficult. Right now, irons are dubious at best beyond 150 meters, while scopes can manage 300-400. Thus in-game irons are nerfed terribly, and can't be used at the ranges they ought to be. Solution: Literally emulate the zoom mechanic, without the need for optics, because things becoming larger just because you're holding your breath while aiming doesn't really cut it for gameplay or immersion.. **Why some people have been resistant to the addition of more realism to the gameplay-** When considered *in isolation*, any of the mechanics mentioned above can seem detrimental to the gameplay. Thermals seem OP because the vehicles can *tank* (pun intended) much more than they ought to be able to. Stronger AT annoys many vehicle players, because they feel like they can never make their own worth in tickets most of the time anyway, plus any infantry you kill is basically a minute away from coming back to ruin your day. "Bionic eyes aren't realistic" **Conclusion:** There are many ways to balance mechanics through the structure and ruleset of the game, without conceding realism. Most of the vocal opponents of more hardcore elements target individual systems without consideration of the whole, but I hope I can make the case that by all those weird meta switch-ups *wouldn't even have been needed* if the devs put some more effort into letting weapons and equipment balance themselves so to speak, and they wouldn't need to try and satisfy everyone with their own weird ideas of what a modern battlefield feels like. As far as I can tell, the core principles of Squad have been maintained, *without* turning it into Arma, and also preventing further descent into BF4 territory, which has been a recent concern for many of the older vets, especially those with a PR background. What do you guys think? https://www.reddit.com/r/joinsquad/comments/ceb08i/how_to_make_squad_gameplay_better_by_increasing/
  9. Body scratching and idle movements

    I’m not sure what the limitations with the engine are here, but I was watching a war doc and got the idea for random body scratching and idle movement (watch people on a bus). At the moment soldiers look pretty good but there is a certain stiffness when they run and are idling that takes me out of the game.. almost robotic. What if there was a way to loosen them up and take 10-20 “human movements” (scratching an itch, rubbing a neck, getting lost in thought then snapping out of it, etc..) and introduce them randomly into player models? More humanizing ideas: Moving the head and looking at different things regularly, tapping fingers, shifting weight both while standing and prone, random bending of knees, different holds of gun when idling, shifting of gun when idiling, including models that are duck footed or pigeon-toed, including models that slightly smile or slightly frown, etc feel free to add more ideas.
  10. suche Team

    Hallo, Ich suche nach Leuten mit denen man abends ein paar Runden zocken kann sei es eine Community, Realism Unit oder sonst was, hauptsache aktiv. Ich würd mich auch für events an Wochenenden intressieren, bin momentan auch in einer realistischen Post Scriptum Unit, also ich weiss wie der Hase läuft Natürlich wäre ich auch für taktisches Training und Rang-system vollstens begeistert zu mir: - 30 Jahre - Luxemburg - headset mit Mic - spreche fliessend Deutsch - fast jeden Abend verfügbar, auf Absprache und Planung auch an Wochenenden - Erfahrung in Post Scriptum / mittlerweile auch ein bisschen in SQUAD - ruhiger Typ zu euch: - ü21 am liebsten wäre mir meine Altersklasse - headset mit mic - Erfahrung in Squad, da ich dazu lernen möchte - deutsch/ englisch Ich hatte vor kurzem das Vergnügen mit Jungs zu spielen, welche das Clantag "= AFFE =" und "= R2K =" hatten, hat recht Spass gemacht und die Jungs hatten was drauf aber leider finde ich keine community oder sonst was irgendwo also wenn ihr das liest melden bitte Bei Interesse könnt ich mich gerne auf Steam adden http://steamcommunity.com/id/originalHUSA oder in Discord anschreiben husa-goodboy#8134
  11. Body Armor

    They need to add body armor and helmets for the armies in this game, i personally own both of these things as a freaking civilian, and i payed about 1k usd. to put that into perspective, the cost of a single tank shell in this game is the same or greater than that. no modern military would EVER send troops into a region without at least an IOTV rig and an ACH. it really ruins the balance of the game and the immersion of bleeding out from a guy shooting you in the chest with a pistol actually completely turns me away from this game(i have 425 hours too...) this is something i have been saying since i started playing the game and i have never once heard devs talk about it, which really bothers me
  12. Couldn't help but notice that the damage radius on frag grenades and mortars is incredibly close. After trying to kill myself with mortars and grenades, it seemed like I was within 30 meters without taking any damage what so ever.
  13. Widened rear sights

    I'm suprised that people are still not complaining about this subject. AK rear sights used to be like they are in real life. Some people like sights like that, some don't - still they are what they are, get used to it instead of making them more comfortable. "Comfort over realism" is something that we see in current Battlefield and Call of Duty series for example. In my opinion games like Squad should not take even a one step in that direction.
  14. I am over all very impressed with everything in this game, from the intensely detailed graphics to the accurate look, sound and feel of all equipment in the game. The reload animations for small arms have a serious, nagging problem though. He always checks the goddamn chamber. WHY? You do that shit for RANGE SAFETY! You will never ever see someone do a crisp safety check on their weapon after reloading down range. At a qual range, absolutely. They're required to. But this is just silly. I know it doesn't slow down the reload process all that much, but it still does, and it's totally out of place. PLEASE please please scrap that shit, my butt hole tenses up with annoyance every time I see it.
  15. AUSTRALIAN NEW ZEALAND LEGION Brothers in Armchairs SQUAD Clan TS3: Undisclosed See you in the field <><><><><> Welcome to the ANZL Recruitment thread and current home page! We are looking for active players in the SQUAD community from the Oceanic region. Requirements: Fluent English SQUAD Common Sense Friendly Persona Humor Tacticoolness Drop a reply below if you're curious about anything. We believe in a more organic approach to accepting people, basically you play with us and we like you or think you're cool you're in. There are not many privileges besides being able to rely upon some above average squad members out in the field! Members: Rococo (Founder) Send me a message if you wish to play with us, otherwise see you in the field!
  16. The 75th Ranger Regiment The 75th Ranger Regiment is a Realism Unit based in Squad with our main focus on providing realistic, tactical gameplay to Squad. We have an open door policy when it comes to recruitment. We accept all applicants, no minimum of amount of hours is required. Our Teamspeak server is located at: ts.ncgaming.com:9969 Password: 75RR When joining Teamspeak please look for SGT Cecil, I will be able to assist you with any questions you may have. Servers: TBD Timezone: EST is our base timezone, we have members all around the world. Country: We are based out of the United States Playstyle: Our play style is based around being Tactical and Realistic Attendance: Members are only required to reply to our roll call posts once per week, we do host official matches on Saturdays with attendance being optional for the time being. The 75th is currently recruiting, we have MOS available for all roles within the game. We do have a few requirements when it comes to recruitment, they are as follows. Our minimum age for members is 17 Recruits must have a microphone Teamspeak 3 is required for voice communication out of game English is required for all members If The 75th Ranger Regiment sounds like the unit for you feel free to check us out over at http://www.75th.us For more details on our recruitment click here
  17. Each of the vehicles in this game whose real world equivalents have turn signals and horns, technical are the first to come to my mind, need to have turn signals and horns control settings. You are more able to communicate with your fellow team members. This game is really missing out! Thank you, and I stand by my thoughts and decision to advocate this assertion.
  18. Movement in bushes should come at a cost, if technically feasible. This suggestion might be more applicable to games with a lot of bush, like Post Scriptum. It seems a bit mental that I can rush a position, by running length ways through a hedgerow. That said, this could be quite annoying if implimented... but... I shouldn't be able to rush through a hedge for 100M...hmmm extra stamina drain might be the least annoying fix... just want to ensure realistic movement around the battlefield, unless soldiers typically sprint through hedges and bushes... perhaps pressing the spacebar is required to penetrate said bush/hedge, to get to the other side... hmmm
  19. A community changing the rules. Devils Brigade is a new community under the United Warfare Gaming banner. Formed by both new and seasoned veterans to Squad and many other games, our members enjoy playing in a casual but structured environment. We pride ourselves on having established a friendly community that is willing to teach newcomers to all the games we support and placing the utmost importance on team play. If you are looking for a community that cares more about the people in it than the games it provides you”ve looked in the right place. What we are looking for: All ages over 18 are welcome. All skill levels are welcome as long as they are willing to teach, learn and grow as a community. What we provide: A fun, relaxed environment Access to an even larger community with tournaments against other clans Content generated by the community A Streamer friendly platform that can be tailored to suit your every need A fully developed website Servers owned by UWG and DB Life and friends come first. You will not be expected to attend any mandatory meetings or drop any clans you may already be apart of to join Devil’s Brigade What we require: You will be required to apply on our website https://www.unitedwarfaregaming.com/ You will be expected to abide by UWG and DB policy Have a mic and speak English (fluent is not necessary) Most importantly know how to have fun!
  20. Positive Feedback

    Just wanted to say Ive owned the game since summer 2016 and I enjoy it every time I play. I honestly love the strategy-paced, teamwork style of play. I enjoy the realistic reload times, the movement, the weapon feel, the comm beep whenever people talk, the base building, the treks with teammates to get to locations, the long distance combat, trying to find out where I'm getting shot from, and most importantly the SOUND really kicks ass, the sound in this game is unbelievably immersive and amazing. During firefights, its really cool that the gunfire sound overpowers everything else, thats the way it should be. Please dont let anyone complain about the realism, because its the reason why I play this over Battlefield, CoD, etc. When I'm explaining this game to someone, the main thing I tell them is "In Battlefield you spawn and sprint, shoot, then die. In Squad you're actually playing, walking, moving, setting up, talking, taking cover, suppressing, you're actually hanging out with the people you play with, rather than just spawn and die."
  21. Task Force Bravo is Recruiting for our Squad Unit, the 1st Battalion, 75th Ranger Regiment https://taskforcebravo.co/forum/ http://ts.taskforcebravo.net Who Are We? We're a semi-serious unit focused on MILSIM. Currently, we're looking for people who enjoy structure, while maintaining a laid-back approach to MILSIM. What Are the Requirements? There isn't an age requirement, but you must be mature. Must speak fluent English. Must be active in game and in the community. Live in North America or be willing to play with a higher ping. Be a team player and be willing to follow orders. Be active in the teamspeak or on the forums. Be friendly and have a sense of humor. Follow all rules and guidelines. Be willing to attend meetings and trainings, though exceptions can be applied. What Do We Offer? A ranking system that rewards leadership, being active, and being a team player. A relaxed, structured environment. A private server for training and fun events. An active teamspeak with various groups from different games, like PUBG and COH.
  22. I've been playing Escape from Tarkov a few days ago and I think that the weapon handling is awesome!! My question is .....Are we gonna see some of these features in Squad like chamber/ammo check instead of just a simple color in the hud? maybe fast reloads or something MORE inmersive that we already have right now?
  23. Teleportation Command/ Tool

    As I am a part of a community which enjoys realism and running one life events, a great tool we often utilize in other games such as Arma 3 or even Ro2 is the ability to teleport your player anywhere on the map quickly. This is definitely for more niche groups and not so much for public play, but I was very curious if anyone has heard or has word of the development of such a tool by either a developer or a community member. I am aware the ability to teleport is somewhat available in the firing range ( attached to the admin cam ) but, I would like to see the ability to potentially implement this to private servers down the road, Preferably without the need for admin privileges. Any and all help is appreciated, thanks -TheMcDougl
  24. 23rd Infantry Division

    www.23rdid.com Started in May 2017, the unit has now made new and improvments. We are still currently in the process of getting everything organized and setup, The 23rd Infantry Division Virtual Combat unit is a unit in which enforces a realistic type approach to the game of SQUAD like many other realism units as we portray a virtual Combat unit, we create more of an advanced, specialized point of training and conflict experience by teaching more in-depth skills and techniques, this then allows the serving men to fight with more mind set then the average online Infantryman. We are looking to induct dedicated, mature members willing to put the time and effort into bettering their skills and strategies for the unit.The skills you will be taught in the 23rd Infantry Division may also be used in the real world, as what we teach you is from real life experience and pre-taught knowledge, the current serving personnel within the 23rd Infantry Division Virtual Combat Unit range from soon to be military to active or ex-military personnel meaning what we teach you is coming from real experience.Recruits will go through a series of courses and tests to make sure that they are ready to take on the challenges the US army will come across in combat. These courses will range from battle drills to learning and familiarization with various U.S. and foreign weapons. 1. Must be 16+. 2. Must speak fluent intelligible English. 3. Must have Discord 23rdid.com
  25. MILPACS: And More to come... is a system designed and offered to the First Person Shooter (FPS) and/or Tactical Realism (TR) community including but not limited to; ARMA II & III, Squad, Airsoft and anything else you can think of. What it Is: MILPACS Stants for "Military Personnel and Classification System". MILPACS is designed to simulate the structure of an active combat unit fighting on the front line. It's functional roster and profile pages, for both soldiers and the units they belong to, provide a wealth of information to visitors and instills pride in our troops. This version of MILPACS will not require phpnuke but will work on ANY web servers that has PHP and an MySQL Database. Main Features: Roster Enlistment Page After Action Report Personal Profiles Unit Profiles Attendance system for Drills and Operations Weapons page (Lists any weapons you want with the info. for eg. Weapon Name, Ammunition size, Range, Feet Per Second and More!) Awards (Manage Awards to save in the Milpacs system and give any awards to your troops that they earn.) SquadXML And More to come... Check out MILPACS HERE MILPACS DISCORD
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