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Found 41 results

  1. 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?
  2. 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
  3. 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
  4. 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
  5. 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
  6. 187th SPECIAL FORCES COMMAND STEAM PAGE 187th Special Forces Command (Airborne) The 187th Special Forces Command is modeled around the 1st Special Forces Command and is a reserve unit. This means we actively play but you are not required to be at weekly training events and exercises. Officially we get together 8 pm EST on Saturdays which involves some light training at the start and then fighting as a squad or controlling a few squads in official public servers. We also get on whenever we please throughout the week. Our mission is assembling a group of highly trained individuals who can operate in a variety of roles from air, land, and sea, as well as in conventional and unconventional warfare missions. This means taking on standard combat roles like, infantry work, logistics, combat engineering, recon teams, and coordinating both direct and indirect fire support. The unconventional warfare aspect covers us working with foreign allies (pubbies) and coordinating an entire team against the common enemy which is what special force units commonly do in the real world. While we are an MILSIM unit, you will find it fairly different from the others. Each individual has great value to this small team, and we recognize this by focusing only on the roles necessary to successfully wage war with that being a soldier or team leader. This is shown with our core ranks of Specialist, Corporal, and Sergeant that have no requirements and are based completely on whether you like fighting or leading. While special force units traditionally have only sergeants, we recognize that some players have no interest in leading but are nonetheless very valuable team members. Just like the Spartans of the past, and Special Forces today, there is no need for numerous ranks. Your time-in-service isn't the focus of our ranks, it's working in a team. If you think you suck, that's okay. The only requirement to join is to be a team player, and have a great time while you're at it. You may contact me on Steam by clicking here if you'd like to join.
  7. I think many people should have the same issues as mine. We all know that this game provides 2 FPS modes: hip-fire and aiming down sight where there should be benefits on both modes. Aiming down sight gives players the center of shot, so Hip-fire should have other advantages over Aiming down sight too. However, somethings might be wrongly designed not supporting PC players causing hip-fire in this game to become awkward and a big bias to aiming sight. Since I felt there are too much penalty and unrealistic from doing hip fire, I hope there should be better ways to address these problems. I will list all the problems that I think we all ever encountered in Squad. 1) The recoil in this game is actually accurate but it takes ways "too realistic". In Squad, we control guns at the mouse, not at hand grip. The game should provide Realism that can combined with some sort of Action style to make it fun and comfortable for PC players which I think developers know this concept pretty well. The amount of recoil while Hip-firing in this game is correct in realism but too much for PC players to control. Based on my experience (I experienced M4 and M16), shooters respond to the recoil by their own sense that come from force-feedback of the gun and control the counter-force at the hand grip so it is awkward if PC players have to control that recoil without knowing that sense and have to control the recoil at the mouse. This is not competitive aiming like counter-strike where we have to control the recoil by pulling down mouse. 2) Hip-fire is dizzy like hell. I think developers are going to fix this anyway. In the current version, FPS camera is fixed to the center of the gun then it will shake up and down crazily when players shoot. This is the major cause of why I don't do hip-fire even when I shoot at nothing. In addition, I see not many players are doing suppressive fire on enemies; I think fixing this problem should increase it because it allows players to shoot at empty target more. 3) Lack of realistic recoil feelings while shooting (while aiming sight as well) From my experience, there are 2 effects of recoil that a person encounter when firing a weapon. One is the recoil force that push the gun up, and another one is the recoil force that push into the person's body. In Squad, I can feel only the force of pushing up, but I don't feel the force of being pushed into the character's body by the recoil. I just want to mention that many FPS games nowadays show that force by shaking camera to the right where guns are attached to the shoulder making players to feel the force of being pushed by recoil. Such as Battlefield 3-4-1, Red Orchestra, and even some little pushing to the shoulder in ArmA3. I know that some of these might already be in developer's plans, but as long as I don't see the plan table I think it would be better to mention them. What do you think? PS: English is difficult for me, sorry for some writing.
  8. TRC Squad Server

    ALCON, TRC is moving to Squad. You may have played with us on our ArmA III Patrol Operations server, our Minecraft server, or elsewhere, and now we've set up our Squad server. If you'd like to know more, join our discord at https://discord.gg/wzBCMJ9 Also, check out our website at http://www.tacticalrabbits.org and apply to become a TRC member. P.S.: TRC is NOT a community for the weak of heart or easily offended. Most of our members are current or prior military, and do not pull any punches when it comes to telling you exactly how they feel. Rascism, Sexism, Bigotry of any kind, and disrespect towards the U.S. Military, Police, Firefighters, EMTs, and other first responders, and disrespect towards other members without just cause will NOT be tolerated.
  9. Armor and damage modeling for tanks

    I'm pretty hyped about the fact that tanks are going to be part of Squad. The level of detail showcased in the photogrammetry previews is tantalizing, and I trust that the final product will still be spectacular. I very much enjoy the level of realism in War Thunder's simulator mode, or something serious like Steel Beasts - that is to say, tank shells' effect on target depends entirely on the localized armor values and the components sitting in the line of fire, rather than a traditional HP pool. I'd love to see this type of realistic damage system implemented in Squad. It would provide so many new tactical opportunities besides "show up with tank, fire first". Use hull-down defilade as a defense against weaker AT rounds by covering your thinner hull armor Flank a tank as a HAT soldier knowing that the dual-warhead missile you carry will cut through the side/rear armor like butter and ignite the ammo Rely on top or bottom attacks as insurgent forces when an armored vehicle is impenetrable from the front/sides with the traditional warheads available Use autocannons to mobility-kill an enemy MBT or damage its optics, then rush the flank for the kill The system itself wouldn't have to be all that complex under the hood, either, in order to get a realistic feel. I've developed something like this myself, and all you really need are: Clean "collision model" for actual armor Components/tags/textures (whatever works best in Unreal Engine) designating armor thicknesses in RHAe for both kinetic and chemical attacks for each section of armor RHAe penetration values for each ammo type, along with kinetic or chemical flag Surface normal sampling on round impact, with pen/no-pen calculation on the spot based on calculated LOS thickness Collision zones on the locations of major systems or components inside the tank (they can even be primitives - no one's going to know the ammo rack is a couple of box colliders) A handful of vehicle status effects for component damage, e.g. ammo rack = fire/cookoff; optics = gunner zoom disabled; gun breech = longer reload; tracks = immobilized; etc. Ability for crew to repair damage over time Simple spalling model using generated "bullets" with a random spread from point where a penetrating shell enters the crew compartment Direct wounding/killing of crew members in line of fire when a shot penetrates These are just my ideas, though, and of course there may be something entirely different in mind for the way armor will work in Squad. Is there any word yet on how tank armor/ammo will be modeled?
  10. Raiders International is a community of players who play a variety of mil-sim games in a team-work driven mindset. We find that playing with a group who communicates and works together, a more exciting experience for everyone. We mainly play Squad, Escape from Tarkov, Arma 3, and others. From a family-fun adventure of Genital Jousting to a tactical loot run in Escape from Tarkov we do it all. We provide a resource-rich environment with our own public and private servers for the unit to play on, even if you can only participate for an hour in the week there is always something to play. We have a few requirements for our players. Some games may require mods, and we require you to have a mic for our Teamspeak Server. Players from all over the globe are joining up to play in kick-ass communities. Our clan is a relaxed mil-sim unit. Based on America's elite operating forces. We meet every weekend for gaming and other various operations in one of many games. Most of our members are veterans or active duty, while some are dedicated gamers. TL;DR Realism Unit Requires Mods Multiple Games Private and Public Servers Meets every week 18+ (younger requires unanimous vote) Check our website out. You know you want to.. raiders.damnserver.com You can also join our teamspeak at our.damnserver.com Or our discord server at https://discord.gg/6Rsdxeg
  11. Idea: Hardcore mode?

    Hi, I am a Squad player whose been playing Squad and PR for a few years now. I really appreciate the work the developers invest into this game. I appreciate how Squad is a community for mature gamers who enjoy realism. That said, me and my friends were jokingly talking about Squad when I came up with an idea for a hard core realistic game mode. The features I thought of have the objective of making players more dependent on squad members and communication. -No squad chat, only local and command chat. -Only squad leaders have maps -Very few tickets but no ticket drain from losing flags Long ass respawn times -Movable ammo crates -Less stamina One of the reasons why this could help gameplay is that sometimes squads disintegrate as people sprint around like CoD, which I don't believe is the point of the game, at least from what I could guess. I hope these ideas could at least be helpful and contribute to Squad. In any case, I appreciate you reading this!
  12. Nous sommes la French Squad Player, une team milsim qui use des techniques de combat de l'armée Française que nous avons adapté à squad pour quelles fonctionnent. Nous jouons de plusieurs manières, principalement en squad de 4 ou 5 hommes, ou avec un système hiérarchique qui permet de sous-diviser nos squads en trinôme/quadrînome grâce à une utilisation particulière de la radio in-game. Notre survie est basée sur notre capacité à nous infiltrer, à frapper et à disparaître le plus rapidement possible. Nous jouons rarement comme de l'infanterie régulière. Notre style de jeu ne requiert aucun entrainement particulier, il est le fruit d'une confiance et d'un sérieux qui s'applique uniquement in-game. C'est notre état d'esprit qui nous maintient en vie et nous porte dans nos games. Nous recrutons! Pas de skill requis, pas de conneries para-militaires de frustrés, nous demandons simplement un juste équilibre entre fun & sérieux.ENGLISH TRANSLATE (approx) :We are the French Squad Players, a milsim playing team using french army's tactics we have tweaked so they can fit to squad. And it works most of the time. We are using several way of playing. Most of the time, we are playing in small group of 4 or 5 men, basing our survival on our ability to move, sneak and strike in a really short time. When we are in 9 or 8 men group, we split in 3x3 team, or 2x4 team, with 2 SL inside of them only talking in Green and all the other men using the local vocal. We work most of the time in column or line, depending of the need. We are not using "realistic communication", or any kind of drilled stance for a derterminated situation, we have the word "adaptation" as a main rule, we are just mates covering each others, trusting each others, playing in silence and discipline, laughing hard outisde the game..
  13. I thought of something that could enhance the realism to radio communications, I don't know if it's workable and whether it is, I know it will not be the priority, but let me explain. If during radio communication with another squadleader/commander you could hear gunfire background... voices of other members of the squad in the background inside your radio. What would you think?
  14. I. Situation We currently have our own server running on extremely fast and reliable hardware as well as unregulated bandwidth. (No Lag) The server is currently unlicensed by OTW. We have a steady base of about six core players and others who are crossed joined with other friendly gaming clans (mostly the younger group.) We simply lack the community now to become a fully licensed server for Squad. Because of this we also miss out on the higher echelon level of team based game play (Platoon Commander) II. Mission To recruit a healthy base of players with military/mislim experience. (Quality over quantity.) To Recruit players who enjoy being part of a mature, respectful community so we can help grow over a period of time. (We play other games too) To create an environment where players feel comfortable with other members. Video games are meant to be fun. There will never be any “Mandatory show time or a submitting Leave of Absence” if you have real life events going on. Our intention is to make this not feel like a second job. We want to make a community where people become friends and feel it worth the investment of their time. III. Intent Gather at least five or six people who want to be part of a community and see it develop. Agree on a final product for our website. Everyone will have a role in its creation and how it works and looks. Apply for our server license key and become official. Once accepted, begin recruitment on a larger scale while still maintaining the quality over quantity mindset. Agree on a name/logo. IV. Logistics For those new members, you are now part of a small close-knit community with large aspirations. Everyone has a say in what happens, freedom to suggest alternatives, and freedom to disagree. We understand this will not all be completed in one night. Some parts will move faster than expected. Some parts will regress and fail at the worst possible time. This is the nature of building gaming communities. We need everyone to pitch in and help this grow. This will not be “My Clan/Community/Whatever” this will be Ours. V. Command Steam ID: Squakems Steam ID: RollerTheJanissary Steam ID: ~ZK~ Send any of us a friend request to gather more information. I also encourage you to join our Teamspeak ts3.geezersquad.net Web site Link www.geezersquad.net (Still under construction)
  15. 1.) Are there any plans for more realism in Squad, or is the plan to stick to Battlefield type bullet damage? 2.) Is there any plan to implement weapon resting or just tighten up the aiming? Right now the optics movement is way over exaggerated. An infantryman can engage and kill targets out to 300 meters with iron sights in reality but in this game your lucky to hit targets at 100 meters. 3) Any plan for holding breath mechanic or eye focus? Thanks in Advance for answers.
  16. Hey guys! Im Nightmare (edgy am i right?) and I started playing squad during the free weekend and loved it so i picked it up. I instantly fell in love! The sounds, the experiences, the way it made me feel like i was actually in a battlezone. I loved it all. As a former Arma player I really love the way you guys are doing things and squad has a special place in my heart now (Sorry Arma. You've been replaced) Anywho, I really am excited to see how this community is instead of all these f2p trolls messing around. Message to the devs: When are we getting air vehicles? <3
  17. 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!
  18. NOTE: REFORMED TO 45. COMMANDO http://45rmc.icyboards.net/
  19. I don't know if i'm the only one that bothers that you can see the view-direction of the other soldiers on the map. At least i didn't see any feedback of that kind in the other v5-map-topics. I think it's ok to the other team-member as dots on the map but the view-direction is too much because it destorys a part of the realism
  20. 34th Infantry Division "Redbulls" - Our Website -http://34thinf.enjin.com/ The 34th Infantry Virtual/Milsim unit was created on November 29th, 2015, primarily being deployed to Squad. It was founded by both real military personnel and military enthusiasts, with eighty percent of it's members being from the east coast of the United States and the other twenty percent from Australia. The unit's goal was to assimilate an infantry unit as realistically as possible. Creating the most immersive and authentic US Army role-playing environment. The unit officially launched it's recruiting campaign on the 15th of December, 2015 on the Early Access of Squad on Steam. The unit has since grown to 20 members and now hosts multiple events, public and unit-specific throughout each week. What do we have to offer? Discord Server (http://34thinf.enjin.com/discord)64 Player (Dallas, TX-USA) Official Squad Server (IP: 69.162.103.26)Easy To Navigate WebsiteFull Soldier ImmersionReserve Unit For Those That Lead Busy Lives (More Info Here)U.S Army Ranks & StructureUnit Training's, Unit Operations, Fun Op's, Joint Op's, etcWhat are the requirements to join? Must be 18+ of Age (>18 have a 'retaining' period to test maturity)Have a Working MicrophoneMust Speak EnglishBe Active During WeekdaysHave a 60% Attendance Rate (One Event Every Other Week - Reserves)Must Be Able to Respect Chain of Command & Follow Basic TasksAbout Us: http://34thinf.enjin.com/aboutus Contact Us: http://34thinf.enjin.com/enlistment Enlist Here: http://34thinf.enjin.com/contact Steam Group: http://steamcommunity.com/groups/34th_ID SFC D.Barrow Platoon Sergeant, First Platoon 34th Infantry Division
  21. My wife & I have just started watching Hyena Road. I don't want to give away any spoilers but as the soldiers entered one location I felt like someone had made a movie out of Squad. There are some differences, but so much is recognizable. I felt like I had been where the soldiers were as the film continued.
  22. In Afgahistan, the Taliban will hide behind a pile of rocks with a large rock on top of their gun and it makes it really hard for them to be seen. There is still a small hole they can see out of. Also, buildings have bullet holes everywhere, which makes awesome sniper positions, the buildings in Squad look like they never seen combat. Watch Syria war footage and see how effective they are. Very. If there is more trash that is added to the game and insurgents could place IEDs in the trash would be cool. Cows and goats and chickens in the compounds.
  23. UMAYKAN (established in January 1st, 2015) is a non-profit organization platform for people who like to do activities such as sports, e-sports, gaming, etc. --- 1 Ocak 2015 tarihinde kurulan UMAYKAN, aktivite severleri tek bir çatı altında tutma gayesini amaç olarak edinmiş kar amacı gütmeyen bir organizasyondur. --- Website: umaykan.com TS3: ts3.umaykan.com
  24. Make it where blood is on the ground, on clothes, in water if the soldier is lying in water when shot or killed, sprays on building to make game more real.
  25. Not in this game, at least. I'm a former Marine (pog) and a firearm lover. I'm proud of my marksmanship. This is why I'm sad to see bad iron sights in a game about realism. What do I mean? I'll show you. Here are two rounds I fired: the first from 1 meter and the second from 20 meters. I have a tight shot group, right? The problem is that I aimed exactly dead center, yet I could only hit the red ring. That is a failing of the iron sights. *THIS* is what should happen when you aim correctly at a target. But! I propose a solution. Two solutions, in fact. #1 Simply correct it so the round travels to where it should -- where the player aims their sights. (But what about bulletdrop for long distance shots?) I'm glad you asked. #2 Make it so we can *adjust* our sights, like in real life. At the beginning of a match, players can do a quick tweaking to make sure their sights are accurate at 10-20 meters (where most fighting takes place) and simply adjust them as needed for those long range engagements. Solution 1 is probably easiest and most player-friendly, but solution 2 is more awesome in my opinion. Considering much of us use the iron sights, I beg you devs, fix the sights! Thanks for reading. *edited to please the marksmanship snobs. just give us weapons that fire where they are aimed*
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