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Found 61 results

  1. As physical materials will affect vehicle speeds, could they also be made to affect vehicle suspension... I'm guessing that's a thing in the real world... and could such a thing be rolled out for both Squad and Post Scriptum. The reason for the request is that off-road suspension seems to make the vehicles too bouncy, as if they don't weigh too much. That said, I don't have too much experience driving logistics trucks off-road so they could currently be quite accurate... but they do seem to hop jump and skip over bumps more than I'd imagine real-world trucks would do so... Cheers, and much appreciated. Zeroid o7
  2. I'm searching for similar threads of this but failed to see one in the search tab. I just want to know if turning outside of (tanks, IFV's) armored vehicles, and taking a seat on top of armored vehicles is being considered in the game, or already in the pending list of features? Since the next update is showcasing a bunch of armored vehicles, wouldn't be great if we could see a feature that an armor personnel could look out from inside the vehicle to (can also use binoculars) widen the crew's peripherals or at least reduce the nausea of players when taking the gunner seat? About the "sitting on top of vehicles" I saw this on the cinematic trailer of V10 of squad, where you can see infantry sitting on top of the BTR. I really like to see this come true. Doing this feature would also make the IFV's increase it's seat number, same as the transport truck. I would also like to see a "turn in" feature for open hatched MRAP's, so that the gunner wouldn't always be vulnerable against small arms fire. I'm sick of open hatched MRAP's gunner always being knocked off easily just because the player couldn't turn inside the hatch.
  3. 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.
  4. Current Map Problems

    I think I first got into Squad during v6 I believe... before the vehicles got introduced. The developers have made huge steps since then. The new maps got gradually introduced as vehicles were introduced but it is almost as though most maps added even after v7 feels like they are treating vehicular gameplay as secondary needs that have to be fulfilled. The obvious exception is YEHORIVKA. I will use that map's design features as I understand them to express my feeling of how maps should be designed as: Relatively flat to allow more freedom to vehicular movement by not punishing offroad ventures. Open spaces for long-range vehicle support for infantry or vehicle to vehicle combat (instead of practically running into each other in maps like FOOLS ROAD.) Infantry preferred combat zones (cluster of buildings where vehicles are more of a burden within) YEHORIVKA allows vehicles to breathe free but is not dominated by vehicle dominance because it balances out with flag points that are within towns where infantry reins supreme. Also, the map is huge! Feels almost too big until you try to sneak a whole squad in your transport truck or BTR behind enemy lines at which point you realise all these "dead spaces" at the edges of the maps are actually there for a reason. (GORODOK is another good example) But then there are all the other maps... Ones that were in before vehicles like SUMARI and LOGAR VALLEY are just way too small for vehicles, understandably. I believe CHORA was in before v7 and it's design reflects that. Every single area of the map, it is filled with infantry scaled covers that god forbid if two enemy squads run into each other, it won't be a bloodbath on a flat terrain with no cover around - completely infantry-centric map design logic. The worst part is that even newest maps that were added have this design logic behind whether intentionally or not: BELAYA, NARVA, KAMDESH HIGHLANDS, MESTIA, and an older map, KOHAT TOI and FOOL'S ROAD. Vehicles are punished above and beyond for going offroad due to just how rocky and hilly every part of the map is (KAMDESH, MESTIA, KOHAT). In NARVA and BELAYA, I believe you cannot really go 'offroad' and the map is too small to actually maneuver, map-wide tactically. In these maps, the only reasonable role for these vehicles is to literally stick to an infantry squad and support them. I know that is the realistic role but come on man, a vehicle to vehicle combat in this game is horrible due to how the maps do not support vehicular maneuvers at all. This also creates a second problem which I believe is complete lack of need for a dedicated transport squad. The maps do not embrace vehicles - they are afraid to be too big, they are afraid to have an open field that will frustrate infantry moving on foot. I remember in PR, if your SL did not like any of the spawn points, there would be a dedicated transport squad which will drive the squad to a preferred location. And SLs would request a pick up after capturing a point or removing enemy FOB on remote parts of the map. I think the need for this squad has to be fulfilled - it will lessen HAB beehive phenomenon and it just encourages bigger strategical and tactical movements around the map. I never see a dedicated transport squad even in YEHORIVKA or GORODOK so it is partly due to the playerbase not realising the potential but I believe the biggest factor why people think it is not needed is because the vast majority of maps either outright punishes offroad or just not big enough to create a need for the squad. TLDR; The vast majority of the maps in current map pools are too small and/or excessively hilly which prevents more tactical and strategical usage of combat vehicles and transport trucks. I believe the developers should 'gamble' with maps that are so big that you need transport squads and APCs should ferry around troops from point to point for the team to fight effectively. Obviously not in all maps. Some maps can have harsh conditions for vehicular gameplay almost as a feature... but not most of the maps.
  5. A quick suggestion on controlling vehicle speed, that i have not found a topic about in the forums. i think that a way to control your vehicles speed would be a nice addition to the controls in Squad. If we look at PR, you either don't move, go full speed or tap your keys to drive at the speed you wish. it makes aiming vehicle-mounted weapons harder, damage from terrain more frequent and controlling the area you drive through harder. My suggestion is that "gears" are added to the vehicles to control their speed. Having any number of them to get a more accurate control, though i imagine three or four are enough. With this we could gain more accurate fire on the move, better view of the surroundings, accurate steering, give a choice to go slower offroad and get a more reasonable speed moving through built up areas. You don't have to call it gears either, it would be like a throttle control of sorts. What do you think, or do you love driving dirtbikes and technicals that fly 30 feet after hitting a bump in PR?
  6. Can we have a system to control vehcle speed? Mouse scroll or something like this. This way i will be able to cover a squad walking or running by adjusting the speed of my vehicle. ( Sorry for my bad english). And another thing.. Give me back my drug. I want V10 so bad !!!
  7. Driver was new to the game. One of the free-weekers. But my god, you can acheive a lot if you just listen to more experienced players! Prime example!
  8. New Truck that acts the exact same way as an ammo box does, Allows resupply of ammo, bandages, and to change kit. Park it in a safe place close to rally, would help situations when there is no active fob, or sl is out of position without ability to place fob and ammo box. Allows players to be supplied in other ways besides a ammo box and provides a unique element of having a mobile ammo crate. Squad 2 radios squad 1 to have them take the supply truck to resupply a heavily worn down squad 2 with no bandages or ammo. Reduces the risk of placing a fob just for ammo and then your squad is killed and loses fob and loss of tickets. Placing a fob just for ammo crate is time consuming and risky. This provides other options, and options are good on the battlefield. PEACE Gnarleus
  9. To me this just makes sense, allowing players to bandage inside a vehicle, it's certainly realistic. The only thing I would add to this if implemented : make the time to bandage a little longer since you are inside a fairly cramped space, it would be slightly more difficult to move around, and you might be bleeding all over your teammates so naturally it would take a bit longer. *make the time to bandage a little longer This part of my suggestion isn't important and was more comical than anything. What is most important here is that we can bandage inside a vehicle and medics having the ability to heal inside a vehicle as well.
  10. Air Vehicles

    Will there be Air Vehicles like Blackhawks, AC-130s and A-10s later in the builds? Thanks!
  11. I know that vehicles are 5 miles down the development path, but I have a suggestion for controls of the turrets. Dont enable turret gunners to control the turret with a mouse. I've played my share of BF2/3 and having that DPI adjust can really be useful in combat, but its so far from realistic its painful. Those 2 ton armored turrets are spun by regulated stepper motors. They have very fixed maximum turning speeds. This is difficult to regulate when you allow mouse input. Mouse input for guns make sense because you move small-arms with your hands directly.Arrowkeys/Numpad make sense for a tank turret because there are exactly 2 planes of motion. Yaw and pitch.A modifier for motor movement for trim-adjust (fine) would assist in exacting your aim.A keystroke is a binary input and is equivalent across all keyboards.I think facilitating the capacity for 360-noscope-turret-shots will be endorsing less calculated play for tanks, especially in urban environments when tanks are at a de-facto disadvantage for maneuvering. This disadvantage should be a crucial mechanic of the game, and preventing this is a good way to help that reality be reasonably approximated. Source Material for Consideration: Turret Turning Turret Turning Turret Cockpit/Controls
  12. Just a simple suggestion/question if nothing, can we expect Coax MG on the 30mm BTR/MTLB to be added soon & usage of smoke discharges on APCs. It would come in handy for people that are into supporting their squads with Vehicles. Also we're expecting tanks in future updates so can we expect that as well as part of defense mechanism for those vehicles in order to ensure greater suitability on the battlefield ?
  13. Would it be possibly to add a feature that allowed a player that sits in the driver or passenger seat of a vehicle, to get access to the all SL radio channel? Ex 1: You are running a supply/trans squad, and have 2 additional members in your squad who drives their own vehicles. If this feature was in place, they could receive and respond to requests, without you, the SL, having to do all the communicating. Ex 2: An apc squad is covering a group of infantry advancing on an objective. SL's of the different inf squads could then communicate directly with the apc closest to them, to get that fire support quickest. What do you think?
  14. In my opinion the ability to set a speed limit would help to work better as infantry with vehicles. Working as a Mechanized Infantry would be much easier because the vehicle could keep its speed and stay with the infantry. Am I right with that or is that in your opinion not necessary? I think so.
  15. Imagine you're driving your humvee straight down a road and start taking heavy fire from directly in front of you. Now you have a feature that allows everyone in the front and rear seat to duck and brace while bullets are heavily coming through the front windshield. You are low enough that you aren't being shot in the face but you and your teammates are unable to see out the front or side windows because your head is tucked tight to your lap. Now you can reverse hopefully back to cover if you are lucky! I think having this option really puts more emphasis on the in-vehicle realism and would significantly help you on the battleground. Only downside is you are unable to see until you pop your head back up. Also, something more fun, maybe unrealistic would be a Radio in some or all vehicles that you can change through a fixed playlist of the devs choice, with volume options that if you are blaring the sound system anyone in the vicinity would be able to hear it. Imagine pulling up to an enemy HAB or setting one up and you start to hear Metallica or Justin Beiber in the distance from a U.S Humvee getting closer and louder. What are your guy's thoughts on both?
  16. Vehicle Challange

    Try this! Northern edge of Al Basrah town. Done in full server. No firing range stuff of 1-man server situations.
  17. Hi all As you all know, on every server, we sometimes have a high ping player, that is like me. I have high ping because i always play in EU or NA server and i lived somewhere in Southeast Asia. With 200 - 300 ping, it's still pretty playable as an infantry because this game have slow pace gameplay and shooting mechanics, not like other FPS such as CSGO (i played them too). Communicating and playing as a team is also still reasonable. But when it comes to Driving a vehicle, high ping really makes it hard and very difficult to drive because the vehicle have a delayed reaction considering how high my ping is. In PR, i can drive a vehicle smoothly even though i have 300 ping, and no delay when i turn the vehicle. I apology if high ping player disturb the Squad community, but we dont have any other choice bcs my closest server is Singapore, and there's often lack of communication, so i decided to go to EU or NA server for better experience. And because of that, i wanna ask the Developers, "Can you improve the vehicle ability to be driven by a high ping player without a delay?" Just like in PR, i suppose, thanks! And sorry for bad Engrish
  18. Hope you enjoy this ear/eye/etc/gasm cinematic footage of a russian 3 vehicle squad. We'll be posting videos frequently on that YT channel. Feel free to comment here or in the video if you have any suggestions or thoughts. Thanks! Espero que disfruten este video orgásmico, vamos a publicar seguido videos en ese canal de YT. Buscanos en Steam si quieres jugar con nosotros. Comenta acá o en youtube si tienes sugerencias o lo que sea. Gracias!
  19. Baumi´s Squad Montage

    After a long history of harsh battles and firefights I´m proud to release my new vehiclophobic Squad Montage. Hope you guys will enjoy it!
  20. Model : T-90A MBT

    Not sure its right forum but it fits theme of the game
  21. I understand the need for Vehicle claiming system coming from PR were I guess there was not the possibility of implementing such a mechanism. However, interestingly enough I found it contributing very much to the unforgiving atmosphere of there being the possibility of doing stuff wrong. Once, as a rookie, I drove off with a tank and everyone was pissed and I didn't get it. Then I got banned from the server and had to beg them to let me back in, telling them it was first time etc. Of course, it seems a bit rough. At least I felt, but to be honest, the feeling that there was something at stake when doing something wrong was arousing. You really thought about what you did thereafter. I think the new claiming system has taken that excitement away from the game. Now it is not possible to do wrong and piss everyone off! Also in real life, it is possible to do stupid stuff but the penalties are usually grave. How about, instead of making it impossible to steal asset, make sure that you have an easy good way of punishing wrong-doers instead? That would keep the excitement. You might even think of an integrated mini court-martial system were players have to explain themselves and why they won't do it again etc. I guess we will have problems with first-timers of course, but maybe there is a solution to that as well. Like a really big text saying "ASK FOR PERMISSION FIRST!" for new-timers or such. Or maybe some kind of trust build-up system were you have to be approved to drive freely by a certain number of people before you are allowed to do what you want. Say, after 5-10 people say you are good to drive, then you could do wrong forever after. Until you get kicked of course. So, actually you can't claim any vehicle at all before maybe. Just a suggestion. It could be mix of what we have now and a new system maybe... What do you guys think? I think it would bring back the stakes a bit higher again and bring back that misty fog of war. Btw, I think also it would be cool if you could driver enemy vehicles, at least cars and motorbikes. What do you guys think? Is asset theft prevention system in place the best system that could be?
  22. Hello fellow Squaddies, Alpha 9 is finally here and we had some time to play around with the new Assets, Maps like Gorodok and Yehiorvka really want you to use those Goodies as long as possible and everybody gets hyped about the sound when a 30 Milimeter goes off right next to you. Unfortunately with more Assets, there is more Responsibility to them, there is more things to adapt to, new tactics to learn, and different ways of what to do with those Assets. I played with a lot of the new Assets, got some positive Feedback from the Community and just want to share some of my knowledge. All of the following tipps are not the "one and only way" to do it. We are still early in that phase of the Squad, so i ask you to experiment and invent effective ways for Mechanized Squads. I am long time Squadlead and mostly i work with Vehicles as Squadlead. This is a way of using the new vehicles which worked with high effectiveness. This shall not be a big discussion thread, but if you feel like adding tipps just let me know. Anyway. Here we go: Tipps for Squadleaders: 1. Dear Squadleaders, first of all i want you to be aware of one thing. If you claim a Vehicle, YOU are responsible for its use. We are not playing Battlefield, Loose of a Vehicle equals Loose of Tickets. Loose of Tickets equals the loose of a Match. They are strong, really strong if used correctly. But as Spiderman told us, with great power comes great responsibilty. Keep that in Mind. 2. If you choose to claim a Vehicle to go the "Mechanized" Squad route, be aware of the Fact that you should change your Squads purpose to work with the Vehicle. For me personal that means: If you claim a 30 Mil BTR or MTLB, your Squads priority target will be to wreck enemy vehicles. Destroy their Infrastructure, take away their Logis, their Strykers. That means for your Infantery that they are not fighting for themselfs. That means for your Infantery to support your Vehicle against enemy Infantery, protect it, scout for it. You choose a 14.5 Mil BTR ? Well, maybe its not Vehicle Hunting anymore, maybe its more fighting for Flags and be the "Core" Combat Unit of your Team. Different Vehicles for different Jobs. But with a Vehicle Claim you define the JOB of your Squad for this round. And u want to do this Job. 3. Adjust the Rest of your Squads Loadout to complement the Vehicle Choice. Lets take the 30 Milimeter again for example. You got the biggest Bang against any kind of Vehicles already with you. So you gotta prepare your Infantery against those sneaky LAT and HAT Soldiers which will try to come and ruin your Day. You have a NVG MTLB with the juicy Kord on it? Maybe you should make sure to have some LAT with you to fight against Vehicles. 14.5 BTR or Stryker? Maybe one LAT will do and you can take the additional MG to have some additional lead against those mean dudes with their rockets. 4. Everything can be destroyed. But playing safe will always be better then rushing into Flags and loosing your Asset + your whole Squad. I prefer taking 5 Minutes longer to safely reach and conquer the flag over taking 15 seconds to get rekt and loose the Match. As you as SL should already know, not giving up, staying alive and staying in Combat as long as possible, controlling Areas is mostly the best way to have a good round. If you keep your Men close to your Vehicle, you will be able to scout enemy vehicles early, fight AT threats early and the highest survivability will be given. However sometimes the Tandem will just come. At that point you will hopefully have cost the Enemy Team more Tickets then your Vehicle was worth. 5. Giving individual Orders to your Vehicle Crew and Infantery is something you can do. The Binocs and Squadleading Radial Menu (T) are your best friends for it. You are the one who is supposed to know what is going on on the map. For yourself staying close to your Vehicle, Binocing around and help to spot targets of any kind is a good way too make sure you are in the middle of the action and can coordinate stuff. Just not mentioning that if a sniper got you in sight you easily can evade by jumping into the cosy safety of your Stryker. Having those 5 Things in Mind as Squadleader already should help you in succesfully work with vehicles. Anyway the Squadlead is not the guy operating the Machines, therefore the next part is Tipps for Crews: 1. Here the same as for Squadleads. U guys in your Vehicle wield a lot of Power. But ultimately, in 8 out of 10 cases you are the once to blame if your Machine is lost. So act responsible, work with your Squad and listen to your Squadlead. Maybe things will go do wrong time by time, but nobody is perfect and we all - hopefully - learn out of mistakes. 2. Work as a Team, not only with your Squad, but more important as a Crew. That naturally means that you should operate the Assets as a Team. With two persons. Single operation will not work as good as it did in earlier Versions of Squad since there is a lot more threats out there with Alpha 9. The 2 Seconds it will take to switch seats is sometimes the 2 seconds too much. Make sure to communicate properly inside your Vehicle. Use the Local Chat ( at this point some Audio Engineering with the Local Voice and Effect Slider will help) to talk with your Buddy and make sure to have things sorted out. Harmony inside a Crew is important. 3. Drive carefully and thoughtfull. Even with the Introduction of the Offroad Mode (Shift) you can maneuver into Dead Ends or get unluckily stuck. Dont push in unknown territory. Stick to your Infantery and drive their walking Speed if you push together. Another important thing for the Driver is to actually have a safe fallback route. Here too, the 5 seconds it will take you to turn your Craft around might be the 5 seconds the LAT needs to reload. Full reverse is often the better choice. This will be tricky if you operate in Forests so you wanna make sure there is no tree/shack/building/wreck or whatever right behind you. In that regard navigating with the Map is a really handy skill to learn. 4. Even if you feel strong, as before, everything can be destroyed. So do not overcommit. If you have eaten 1 LAT, just engaged with a vehicle, or you are even just low on ammo because u are doing so exceptionaly well, fall back to the next repair station. By playing the style this guide suggests, it means that you and your vehicle are the core purpose of your Squad. So you want to keep it alive. You want to keep it in action and rip the enemies as many tickets as possible. But before you go, let your Squad know that you wont be available for a couple of minutes so they can adapt and hunker down until your return. 5.If you plan to crew a vehicle do NOT take any special Kits. Since you are 2 people your infantery is down to 6 (excluding SL). You want to make sure they have the best equipment possible. An exception might be the Scout Kit for the Driver since a Binoc might come in handy if you are spotting for enemy vehicles. 6. Psychological Warfare. Never forget that your vehicle will have a big influence on the Battlefield. Even if you "just" have a NVG MTLB laying surpressing fire on the Capzone your Squad is engaging. Everybody will see you, everybody will hear you and everybody will fear you. Good side is you can help your Squad just by letting those Cowards pee their pants, bad side is the whole enemy presence will try to take you out asap. Be aware of that. After reading all of that, you should not be confused about the next part. Tipps for Mechanised Squaddies: 1. Of course all the basic rules of Squad Gameplay still apply to you as Mechanised Infantery. Stick to your Squad, Listen to your Squadlead, Communicate, wait for the Medics, stay alive. I guess if you have read up to that part those basic rules should be familiar for you already anyway. 2. So, now you as Squaddie are part of a Mechanised Squad. You better start worshipping that beast. It will provide you with fire power, it will taxi you around, it will destroy those annoying Humvees, Tekkies or even the nasty Sniper which is pinning you down. Your Job is to protect your Baby, to cover its butt of rockets, to be its eyes and ears. Therefore you should try helping to idenftify and neutralize - if possible - threats for your Squads vehicle. 3. Complement your Vehicle. As in the SL section already said, make sure to complement your vehicles purpose. If your Squad is using a 30 Milimeter BTR maybe let the RPG at home and take an RPK with Scope, a Grenade Launcher, and a Marksman. Yes, you are reading correct, i said it. MARKSMEN. That does not mean though that you are allowed to wander off into the wastelands on your own, but it means that a rocket hits your BTR you are the one who did not make that Headshot on that LAT Soldier. Cause your Job as Infantery is mainly to complement and protect your Squads Vehicle. 4. Have in mind that movement is important. Move as a Unit together with your Vehicle. Do not when not necessary. Stamina changes have kicked in and you really do not want to be out of breath when you are crossing a street or run from a grenade. Monitoring the Landsacpe and watching your surroundings is done way easier in slow pace anyway. And its way more enjoyable too if you dont hurry through everything just to get shot. 5. Even if you are the expendable force on foot, your vehicle will be teared apart without you. So make sure to play safe too. Staying alive, even hunkering down for a while and holding your ground while your vehicle might be at the gas station to get you your cigarettes, is often a better choice then rushing into enemy fire to die and respawn. Area controlling and playing smooth and safe will get you to your objective. Alive. In the end i just want to add that all of this are experiences i did in almost 1 Week of Alpha 9 Gameplay. And since i dont want to just do a lot of BLABLA without any proof behind it. Here some cases where we are using different Kinds of Vehicles for different kinds of Jobs on different kind of Maps. Those Gameplay Rounds should underline that this type of Playstyle is not just theory but works effectively in practise too. I excuse myself in advance since all the gameplay is in german and live recorded. Using a NVG MTLB on Fools Road. Good show of Infantery Movement along with the MTLB and the usage of the MTLB as mobile Fireplattform for surpressive and supportive fire Using a 30 Milimeter MTLB on Kohat to attack Malak Abad and kill several enemy Vehicles. And last but not least. Some interesting Gameplay of Militia Squad using BRDMs in Combination with Tekkies for Ambushing and Later doing a Full Armoured Heavy Assault on Village. In the end a little thank you for your attention, and the gentle reminder that this is not supposed to be a Discussion Thread but a Help and a Guideline to a Playstyle with the new Assets. runningDuck out.
  23. Repair Station mechanics

    To keep consistent with the realism philosophy, I suggest that repair stations should not repair vehicles that are occupied or at the very least, when the gunner seat is occupied, the repair should stop and should not start again for 30 seconds after a gunner leaves the gunner seat. People are camping vehicles at repair stations making the game a little like battlefield, though the repair time is long for vehicles - it breaks the spirit of the game. Example of request: If a vehicle pulls up in range of the repair station with no man in the gunner seat, the repair station begins repairing. If a vehicle pulls up in range of the repair station with a gunner in the gunner seat, the repair station does nothing. If a vehicle is in range of the repair station and a gunner leaves the gunner seat - a 30 second time starts and at the end of the 30 seconds repairs start. If a vehicle is repairing at a repair station and a man enters the gunner seat, repairs stop and the counter does not start until the gunner leaves the gunner's seat.
  24. The US and Russian factions usually have the upper hand against the Militia, for one simple reason. Vehicles. Say what you will about the M4A1 or woodland EMR, but the HMMWV and BTR-80 are the game-changers when it comes to fighting conventional factions. So, how to address this dilemma? Uh... BRDM-2 anyone? Implemented right, the BRDM-2 would help to balance the Militia faction while retaining asymmetry and realism. Compared to the BTR-80, it has the same 14.5 mm KPVT as its primary armament (making the devs' job a bit simpler), while having somewhat thinner armor and a smaller carrying capacity. I would give it the same ticket value and respawn time as the CROWS and set the limit to one BRDM, though perhaps two on vehicle-centric maps like Yehorivka; technicals should still be the primary source of vehicular firepower. Furthermore, the BRDM-2 opens the devs to a world of variants, including ones mounting anti-air or anti-tank missiles. BRDM-2s have been used for decades in conflicts all over the world, most recently in the War in Ukraine, a region where the Militia faction is hypothetically set.
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