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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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Found 3 results

  1. A15 Survey Review

    Hey squaddies, We recently sent out another community survey for the A15 patch which received over 3000 responses! Thank you for all your submissions! The survey has given us more valuable feedback in the areas we wanted to hit this time around, and as always we are wanting to ensure we’re reviewing all of the data and allowing the team to discuss the feedback from the community but we’re ready to break down the responses to see how you folks feel. WHO’S PARTICIPATING? Once again, our veteran squaddies are leading the charge with 87% of the 3500 responses coming from players with over 100 hours in the game, and the final 13% being from players with 50 hours or less. There’s still a lot of experience going into the feedback and we appreciate this wide range of opinions being reflected in the survey. IS THIS A GOOD PATCH? Alpha 15 seems to be a popular patch with a majority (85.4%) of responses showing a positive opinion for the patch, with the remaining being made up with a satisfactory view (11.9%) and very few negative responses (2.7%). We see this as another step in the right direction as our surveys continue to show a positive reflection on the work being done with each new patch. INFANTRY TUTORIAL The first patch specific question was regarding the new Infantry Tutorial that was brought with Alpha 16. Here a majority of 62% of responses deemed the tutorial length of 15-20 minutes to be about right, 8% feel it is not long enough and a further 2% thinking it was too long. The final 28% of responses came from players who hadn’t tested the tutorial. Have more thoughts for us? Be sure to include your feedback in the thread! NEW SUPPLY INTERFACE The new radial interface for logistics and supply trucks was something that may have come as a surprise in this patch, but seems to have been well received! 67% of the responses liked the change, with a further 19% liking it but having some concerns regarding the change. 5.9% flat out didn’t like the addition while the rest hadn’t noticed the change. BMP-2 IFV BALANCE We broached the subject of vehicle balance by asking how you felt regarding the Russian BMP-2. This question had a mixed response with 30.2% viewing the BMP as balanced, 9% feeling they are underpowered, and 4.8% holding the view they are overpowered. The remaining 55% were split between lack of time with the vehicle or feel it is too early to state so we may need a bit more time with the BMP-2 before making certain. You can always get back to us after you’ve passed basic, crewman. A15 HOT TOPICS DAMAGE-INFLUENCED REVIVE TIMES We asked your opinions regarding the new system that shortens revive times based on the amount of damage taken upon death. Once again, a majority of 58% saw this change as a positive one, however, there was a portion who were split between the previous revive systems of A13/A14 (3.9%) and A12 (18.4%). A further 6.5% would like to see a different approach to the system, while 8.6% are indifferent to the changes. INSTA-DEATH VULNERABILITY Pretty overwhelming support here for the damage implications of heavy rounds causing insta-death situations where a player becomes unrevivable. 87% of the responses would like to see this situation in-game with 7.7% not liking the idea and the remainder not having a preference on the matter BUDDY RALLY The discussions are ongoing about the pros and cons of the buddy rally and the results below show just how split the community is when it comes to the subject. The larger percentage of results of 47% penned in with a negative response with 18.4% of players saying they didn’t like the feature, however, the majority of that negative percentage of 29.4% were players of the opinion that they would be open to seeing the buddy rally in a different way. Next up, we asked for views on player momentum. Nearly half (49.2%) of the responses were in favour of the changes, where 29.7% said they would like to see changes with how this system works in-game. A further 21.1% showed no preference for the system. Another hot topic across the community were the changes recently made to the HAB spawn system which has gone under various changes due to the feedback we have seen. The current implementation sees 64.1% of responses being happy with the overrun feature currently in-game, whereas a third (33%) would like to see changes. The final 2.9% say they hadn’t noticed this feature. MAPS, MODES, AND MORE GAME MODES The final section of the survey addressed game modes, maps, and factions with multi-option choices where we asked to pick a selection rather than being forced to pick just one, we’re sorry you couldn’t select all maps though! For game modes, the results came in as below with RAAS and AAS both being a popular game mode across the survey! MAPS We asked you to pick your top three favourite maps here gave you three and Al Basrah comes in as the most successful here, with Yeho close behind: FACTIONS Finally, we asked which factions were the most favored: There you have it, a full breakdown of the recent A15 survey results. As always we value your opinions highly and we will be sure to continue seeking this type of feedback as updates are released, so stay tuned for more installments of the community survey! OFFWORLD OUT.
  2. Alpha 15 Released

    Hey squaddies! Alpha 15 is freshly deployed and ready for action. If you haven’t auto-downloaded the update, head over to your Steam client and get started! While you’re waiting, check out the latest patch video: Yep: they’re finally coming! The first iteration of tutorials! Here’s to all the squad leaders who braved the Summer Sale. Oh, and let’s not forget the 550RPM death machine that is the BMP-2. Read on for the full list of changes: ALPHA 15 PATCH NOTES SYSTEMS Added an Infantry Tutorial orientated at teaching new players the basic ropes of Squad. Added an Interface Tutorial that teaches the Deployment interface in a first-time event capacity. Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies via one common menu now, from any seat or outside of the vehicle. This also allows multiple players to unload the vehicle faster than if it was just one player. Increased rate of loading/unloading to 100 points every 0.5 seconds, making the process a little less slow. You will not be able to load or unload supplies from a vehicle while it is moving. Removed old Left Click/Right Click system for loading and unloading supplies. Removed Voice Command system temporarily pending further internal development. GAME MODES Territory Control: Increased hex capture times from 40 seconds to 45 seconds. Territory Control: Added a more dynamic ticket bleed system. Territory Control: Added TC Layers to all maps. New RAAS layers added to Belaya, Chora, Fools Road, Gorodok, Kamdesh, Kohat, Kokan, Skorpo, Sumari, and Yehorivka. Invasion – added more Random Invasion layers. INFANTRY GAMEPLAY Increased RPG7 HEAT penetration capability from 320mm RHA to 400mm RHA. Increased RPG26 penetration capability from 320mm RHA to 440mm RHA. Set all LAT rockets (British High Penetration AT4 included) to have a minimum arming distance of 25m. Set all HAT rockets and ATGMs to have a minimum arming distance of 40m. Added a visual effect and audio for when a UGL grenade or rocket impacts a surface before being armed, helping give feedback to the player that the target was too close. Fixed British High Penetration AT4 variant not dealing more penetration and damage compared to its US Army counterpart. Fixed the RPG7 Fragmentation round doing way more penetration than intended. Decreased damage value of the US Army AT-4 (from 1400 to 1248). Increased damage value of the M3 Carl Gustav HEAT round (from 960 to 1248). Updated Militia kits to have less SKS rifles and more AK74 rifles. Set all LAT kits to have 2 smoke grenades. Added binoculars to all HAT kits that do not have rifle scopes. Added binoculars to RU LAT kits that do not have rifle scopes. Fixed 50m sight alignment on the L85A2 AG36 Grenade Launcher. Fixed snapping in movement while going from Prone to Standing while you have your bipod deployed. Fixed a bug where weapon accuracy parameters like sway and recoil are being reset by switching weapons. Fixed a bug where it consumes a field dressing when bandaging already bandaged soldiers. VEHICLE GAMEPLAY Added the BMP-2 Infantry Fighting Vehicle. This is a second-generation Russian IFV, succeeding the BMP-1 from the 1980s. The BMP-2 has a 3-man crew and can hold up to 7 passengers. It is armed with a 30mm auto-cannon firing AP or HE ammunition at a blistering 550 rounds per minute. It comes with a turret-mounted Konkurs ATGM for dealing with heavily armored threats. Additionally, it has a standard PKT 7.62mm coaxial machine gun and smoke grenade launchers for smokescreening. Added the BMP-1 ZU-23 Anti-Air Variant. This variant basically replaces the turret on the BMP-1 with an external, manually operated ZU-23 Anti-Air Autocannon. Made vehicle radial menu accessible even if the vehicle is not claimed by your squad or you’re not a crewman if the vehicle is on your team. Tweaked vehicle claiming system numbers: 2 vehicles require 2 squad members 3 vehicles require 4 squad members 4 vehicles require 6 squad members. Fixed an issue where vehicle ATGMs were not dealing damage beyond 500m. Increased armor on the Challenger 2’s lower glacis to 300mm RHA. Fixed a bug where the BMP-1 was not getting destroyed by ammo-cookoff. Increased the amount of time to get into a truck or light vehicle from 0.75 seconds to 1 second. Fixed firing sounds on the BMP-1’s coaxial machine gun. Fixed Uparmored FV510 for missing an ammo compartment. Improved handling on the MT-LB series vehicles. Fixed issue that allowed BMP-1 to bypass reloading time near Vehicle Repair Depot. Fixed modifier for HAT damage type on the BMP-1 (and BMP-2). For example, it will go down to 10% HP (and start burning) after getting hit by a TOW missile. Resized and moved ammo rack component on BMP-1 & BMP-2 to be fully covered by the engine and no-penetration block to help minimize probability for vehicles to get cooked off by enemy fire from the front. Enabled all unarmored vehicles (technicals, trucks etc) to receive indirect (AoE splash) fragmentation damage. Mortars have been granted the ability to damage armored vehicles on direct or very close (<1.5m) hits. Unarmored vehicles now also take damage from indirect mortar hits. (Fragmentation damage.) DEPLOYABLES GAMEPLAY FOB Radios will disable spawning on HAB’s if the Radio has been damaged and its health has fallen below 75%. All HASCO related deployables have had their visuals updated. Mortar damage against deployable structures was increased. Combat Engineer/Sapper Timed Explosives Does 80% damage to FOB Radio now instead of 100% USER INTERFACE Re-Added Spawn Confirmation. This should reduce the chances of accidentally spawning in when you are trying to see the wait timers for each spawn location. Added a global notification for when objectives are either met or lost. (E.g. Flag neutralizations, captures, cache objective destroyed, etc.) Added a dynamic list of vehicles that are on the currently played map layer. The list is accessible as a button next to the map legends. Added a Favorites filter in the Server Browser. Added British Army, Insurgent, Russian Army, and Irregular Militia victory jingle. Added 10 second delay before incap player can use Medic Callout button and increased the Medic Callout interval from every 5 seconds to every 30 seconds. Improved the look of the Vehicle Repair Tooltip. If you have a Vehicle Repair Toolkit, the tooltip allows you to see how badly each individual component is damaged similar to the HUD when in a vehicle driver seat. Reordered the items in the Key Bindings Window to be more logical. Fixed Invasion Game Mode flags not having lock icons when they are actually not able to be recaptured by the defending side. Grouped kit role request into its own sub-menu in the Vehicle Interaction Radial Menu. Reordered Role variants to have Ironsight variants first, then Red-Dots then Optics. Fixed Medic, LAT, and HAT kits showing up as unavailable (Red) in Role Loadout and Role Quick Select menu when they actually are available. Changed label on the Deployment Menu for Team Selection to “Teams / Game Mode Info”. Changed magazine image to show up as grey as opposed to jet black when empty for visibility when in vehicles. Removed old First Time Event help prompts. Modding UI changes. MAPS Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Other maps, including Skorpo and Yehorivka, are being optimized and will continue to receive improvements in upcoming releases. Visually updated Gorodok and Yehorivka. Improved collisions on Tallil’s residential buildings and improved performance. Updated foliage and landscape on Gorodok for improved, blended appearance. Fools Road lighting & foliage updated. Fixed Sumari staging zones to prevent players from jumping over. Don’t be AWOL, squaddie. Changed collision on traffic signs so they don’t stop vehicles anymore. MAP OPTIMIZATIONS AND IMPROVEMENTS Kohat, Tallil, and Gorodok received substantial optimizations and some visual improvements to increase performance and to bring the visual quality of our maps up to our standards. This includes new assets replacing old ones, as well as some different methods being used on our landscapes. GORODOK System Specs: Mobo: Asus Maximus VIII Ranger Intel Z170 CPU: Intel i7 6700K @ 4.5GHz GPU: Asus ROG Strix GTX 1080 RAM: 16GB Corsair Vengeance LPX, 3000MHz SSD: 512GB Samsung SM951 M.2 PCI-e (C:) Resolution: 3840×2160. Disabled AA, High Settings MAIN COMPARISON INTERACTIVE DEMO In some areas of Gorodok we’ve managed to drop the number of Triangles by approximately 5m, Draw Calls by about 2k, and for GPU timings we’ve gone from ~20ms to ~14ms, totaling up to an increase of nearly 16 FPS on this particular system and configuration. These are substantial numbers and bring the map down towards our new standards derived from research and investigations related to Squad-specific maps. While there are some guidelines and tips out there for creating well-optimized scenes, Squad is an entirely different kind of beast when it comes to levels in Unreal Engine 4, so we had to dig deep and come up with some numbers that suit our game. Please note that the numbers you see on your systems and configurations will vary, but overall everyone should be seeing some gains in one form or another. LAYER USAGE INTERACTIVE DEMO This layer usage comparison shows the number of landscape layers used per component. We have seen some performance problems surface on components that had 8 or more layers in the past, so we decided that our new landscape shaders would have to contain fewer layers. This combined with removing minimally used layers, unused layers, and consolidating some layers into one allowed us to increase performance on the landscape. As you can see, we got the numbers down from 13/12/11 to 6/5/4 on the majority of components. LAYER DENSITY INTERACTIVE DEMO Here is a snippet of some of the changes we did across these maps: Adjusted Landscape Components After analysis, we found that some of our older landscapes weren’t as optimized in terms of their technical set up. We experimented with different values and found some that work well visually, retain the landscape silhouette and, most importantly, improve performance by reducing the number of draw calls required by our landscapes. Adjusted Landscape LODs The new landscape components allowed us to revise and improve the way our landscapes LOD down, this is something we managed to unify throughout the 3 maps and can apply to other maps. Adjusted AO settings Ambient Occlusion can become extremely expensive, especially at higher resolutions. We did some research and managed to standardise our AO settings across our maps, drastically improving performance at the higher resolutions. This is something that isn’t as noticeable unless you play at 1440p and above – but it’s a great change for all. Created new Landscape Shaders These new landscape shaders are cheaper for performance costs and they have been more streamlined as well as improved in visual quality. This will allow us to roll out upgrades much more easily and ensure we have consistency across different shaders which makes maintenance a lot faster and straightforward. Removed unused Landscape Shader layers New shaders also allowed us to analyse and reduce the number of layers we use on our landscape. After research and investigations, we found a sweet spot for the number of layers that allow flexibility for our Level Designers and Environment Artists but also ensured that we do not create a large performance impact. As a point of reference, there have been parts on maps like Fool’s Road and Yehorivka that drop players’ FPS and these have been confirmed to be a result of too many layers used on one component, increasing layer density. Implemented Atmospheric Fog This is a big step in preparation for helicopters as our old Exponential Height Fog was only visible at lower heights and ground level. Additionally, a fog that isn’t limited by height and is more physically accurate allows us to play with better lighting and colours, bringing more life into our levels. Fixed LODs on Static Meshes These general fixes provided a huge boost in performance in dense areas such as the villages in Tallil. On the system above it brought up the numbers from ~30 FPS to 60 FPS on High Settings. MISCELLANEOUS BUG FIXES Fixed rocket engine motor effects still playing after the rocket has exploded. Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned. Fixed first person mesh oddities when exiting Admin Cam. Attempted fix for ragdoll issues caused by origin rebasing Fixed a bug where you bandage gets consumed after you patch already patched soldier. Fixed couple of server and client crashes. KNOWN ISSUES ATGMs projectile desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile. Certain effects do not blend with fog on some layers. SIGN OFF As always, a huge thanks to all of you who helped tests this one and get it ready to roll. Enjoy the BMP-2, comrades! Alpha 16 when? OFFWORLD OUT.
  3. Now Testing Alpha 15

    Hey squaddies! We’re taking Alpha 15 into testing and that means we need you! The update will be rolling out to the Squad – Public Testing Client shortly. You won’t need a password, simply install the testing app. (Note: It is a full, second Squad install — be sure you have enough space!) The test does not have a set duration at this time — we’ll be running it as long as we need to collect as much data as possible. Below is an abridged list of changes to get you up and running. A complete Alpha 15 changelog will accompany the full release. ALPHA 15 PRE-RELEASE CHANGELOG SERVERS As this is a pre-release test, we’ll be hosting a couple of servers ourselves. For the time being, servers will be limited to Offworld Industries hosted machines: 2 in Montreal, Canada 2 in Örebro, Sweden Server #1 on each location is running newly optimized maps. (Yehorivka, Gorodok, Tallil, Kohat) Server #2 on each location is running TC layers of all current existing maps. If at any point the servers should crash, please contact [M] Nordic Socialist#5510 on our Community Discord server. SYSTEMS Added an Infantry Tutorial orientated putting players through basic. Added an Interface Tutorial that teaches the Deployment interface. Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies from a stationary vehicle via one common menu now, from inside or outside of the vehicle. This allows multiplayer players to coordinate resupplying. Removed Left Click/Right Click system for loading and unloading supplies. Removed Voice Command system temporarily pending further internal development. VEHICLE GAMEPLAY Added the BMP-2 Infantry Fighting Vehicle. Tweaked vehicle claiming system numbers 2 vehicles require 2 squad members 3 vehicles require 4 squad members, 4 vehicles require 6 squad members. DEPLOYABLES GAMEPLAY FOB Radios will disable spawning on HAB’s if the Radio’s been damaged and its health has fallen below 75%. All HESCO related deployables have had their visuals updated. MAPS Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Visually updated Gorodok. Improved collisions on Tallil’s residential buildings and improved performance. Updated foliage and landscape on Gorodok for improved, blended appearance. Fools Road lighting & foliage updated. USER INTERFACE Re-Added Spawn Confirmation. Fixed some kits appearing unavailable. Modding UI updates. Added 10-second delay before an incapacitated player can use Medic Callout button, and increased the Medic Callout interval from every 5 seconds to every 30 seconds. MISCELLANEOUS BUG FIXES Fixed rocket engine motor effects still playing after the rocket has exploded. Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned. Fixed first person mesh oddities when exiting Admin Cam. Fixed issue where vehicle ATGMs weren’t dealing damage after 500m+ Attempted fix for ragdoll issues caused by origin rebasing Fixed a bug where you bandage gets consumed after you patch already patched soldier Fixed couple of server and client crashes KNOWN ISSUES ATGMs projectile desync for proxies (other clients that are not gunner) Unable to switch seats inside a vehicle after opening and closing the ‘F’ menu Vehicle icons disappear from the mini-map after some distance Missing bullet impact effects on Yehorivka’s landscape Enemy’s Faction theme may play and display their flag in Deployment Menu after team change JULY 12 UPDATE Fixed turrets and vehicles not being always relevant. Fixed Sumari’s ability to send you through the world and walls. Tweaks to Yehorivka and Fools Road lighting. Fixes to various gameplay layers. Yehorivka’s impact effects and physmat issues are known and may be addressed in the next hotfix. There is no need to report missing impact effect on landscape or that driving feels like you are skating on ice. Thank you for your diligence! SIGN-OFF Have fun out there, squaddies! Be sure to let us know if you encounter bugs, oddities, or just have some feedback for us. OFFWORLD OUT.