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Found 9 results

  1. In the title. It’s a bit confusing to me that the more modern vehicles in game do not have the driver periscope that Project reality did ( and even most older vehicles had a no-zoom 360 periscope that allowed the driver to act as a commander/drive better) This gives much more situational awareness to the crew and allows an experienced driver to call out targets for his gunner. Maybe that’s what the devs are going for; making it easier to sneak up on heavy armor. However it kinda just leads to new guys getting spanked and losing tickets much faster. Even if it had to be a third position for a commander, that would be fine. And potentially no thermal sights, that is understandable. however in the current state, the heavy armor feel a bit too blind, and make driving the “bitch job.” Not a lot of new players are going to want to use armor if they can’t gun, especially if you don’t have any expirience, the better players will just say “okay, you drive then.” At least with the Periscopes you’re could call targets and feel like you were in charge of survival, this was further made better by the third position machine gun on tanks. You could swap to that position and still lay down fire. tl:dr — to make heavy armor feel better and not have a “bitch job” (driving) add the 360 traverse periscope back to the driver for situational awareness/calling targets. please feel free to add stipulations to make it balanced. Aka no thermals, limited viewing angle (can’t look directly behind), can’t zoom far, ect.
  2. I don't about y'all but I had to share this, I believe it could be a good addition in the future for insurgent forces when MBTs and large caliber canons are implemented. Terrorist and insurgent factions lack most conventional weaponry such as a fleet of tanks or other armored vehicles. I feel that this could add game play and balance if need be for the future of Squad, when trying to match up less advanced insurgent and terrorist factions against big strong and well equipped factions which naturally have the advantage. Outside of actually giving terrorist and insurgents tanks, which would kind of contradict their natural capabilities seen in the world. This example shows that terrorist and insurgent factions resort to innovative means of leveling the battlefield when they are denied access to the same technology and infrastructure of their adversaries. It is not expected that militants, terrorists and insurgents who lack any industrial infastructure be able to posses and maintain something like a IFV, or MBT. As an alternative I present you with these photos. I hope this post inspires the developers and if they did not know about this technology existing think about it for themselves, and how it could tie into the combined forces aspect of Squad, keeping true to the factions real life nature and allowing these smaller less equipped factions to match heavily armed adversaries in the theater of conventional warfare in future 50x50 game modes on larger playing fields. Also in the wild there are most likely many more adaptations of weapon systems to pickup trucks and other common civilian vehicles across conflict regions today which may also have a place in Squad's future. Thank you for reading, have a great day. Source: http://www.americanmilitaryforum.com/forums/threads/3rd-world-modified-military-vehicles.1572/page-7
  3. Armor update

    Devs, Loving V10! She has a few kinks, but will buff them out! With V10 out, and you all hard at work on buffing...I was just curious to find out in our next newsletter if we could get an update on Armor? I was very excited to see my M2 Bradley and Abrams being added! Any news would be welcomed! Thanks
  4. How will body armor work?

    I'd like to know how realistically body armor will be simulated in Squad. In most games, when a soldier is wearing normal body armor (for example the Interceptor Body Armor or Modular Tactical Vest) the only real effect is that damage in the areas of the body covered by the armor is reduced. The only change is a stat number, like a 0.75 multiplier to reduce the taken damage by 25% or something like that. So if the bullet normally did 10 damage, it would be reduced to 7,5. We all know that in real life it is a bit more complicated than that. Different bullets shot from different weapons do not have a "damage stat" number saying how much damage it will cause to the receiver. There are a million different factors affecting the amount of damage the projectile will cause, such as the distance the round travels, its speed, the angle in which it hits the target (and body armor) the armor itself (its material, thickness, armor level), the cartridge (its caliber, the amount of gunpowder, the weight, shape of the projectile (FMJ, JHP, something in between, maybe even a tracer) and material of the bullet), lenght of the barrel, etc. Obviously Squad is a game, not a CSI simulation computer, so nobody should expect such an amount of depth for something that would have a minor impact on gameplay. However I still think that the game could benefit from having Body Armor effects simulated a bit more in depth than your standard Cowadoody or Battlefield casual console shooter. For example, in PR some classes carry hadnguns chambered in 9mm, which in real life would have a hard time defeating military grade body armor, in the game however, they can kill an armored enemy soldier with 2-3 or 4 shots to the chest. I think it would be interesting to add some kind of mechanic that forced players to use their guns to their maximum efficiency, so if a player with a small caliber handgun encounters an armored enemy, he should try to aim for the head (or the legs, like to the femoral arteries to make him bleed out quickly) because he knew that he could magdump his foe in the chest and the enemy would still be able to retaliate effectively, taking only a bruising and maybe a couple of cracked ribs, but still being combat effective. Of course, into this come in play special cartridge configurations designed to penetrate armor (armor piercing handgun bullets do exist), so all in all, my suggestion could be completely ignored with the explanation that all soldiers carrying handguns are using armor piercing projectiles, thus explaining why three or four shots to body parts covered by kevlar would still be lethal. As this is actually a question with a suggestion afterwards I wasn't sure where to post it. If you feel this belongs to the other category, feel free to move it. Thanks.
  5. 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?
  6. Heyho Squadies! I really like the infantry game-play. While it is easy to learn it is pretty hard to master. It feels intuitiv but at the same time it has a realistic feeling without being overly complex. This is, as I hope, will follow into the vehicle gameplay. In this topic I would like to discuss my ideas/ hopes especially for tanks, without knowing how they played out in PR. I draw my experience out of SteelBeasts Pro PE, which is a full fleched tank simulator. Despite being a simulator, it did a lot of things correct and simple. Crew-System While I would like to see a 3-men crew-system, meaning driver, gunner and commander being playable, I would understand when it would only be a two-men-system: Gunner + Commander. In the two-men-system the commander would be the guy who controls the movement of the tank and this solution seems to be the best IMO. Commander: He "drives" the tank, can look outside the hatch, controls maybe a remote-weapon-station (if available) and gets his own optics. When he uses the optics-mode, he can bring the gun on his sight with a simple left-click on his mouse. With a right-click he can bring his vision on the current sight of the gunner. This would implement a hunter-killer-ability of modern tanks and enhances inner-tank-teamplay. Of course in this case to fire the RWS would need to be on another key, but this shouldn't be a big deal. With a press on the "prone"-key, he would get the smoke-screen up. Gunner: He shoots the gun over his optics, without the ability to look out on his own. There should be two optics available to him: The "normal" main-optics with thermal-imaging and different zoom-level and a optical-solution with a fixed zoom, no Laser-Range-Finder or Dynamic-Lead as a kind of emergency-optic. Should the tank be only be crewed by a single person, an instant switch between both position should be possible, while driving should also be possible from the gunners-position in such an instance. How to fire the gun As you have seen, I haven't written much about the gunner in the part above. Shooting a tank-gun should be more complex, than shooting a rifle. I imagine it the following way, without getting too complex: 1. The player identifies a moving target over his optics 2. With the "Lean"-keys he zoomes onto the target and brings the optic on target. (e.g. with the left-lean-key you change the zoom, with the right-lean-key you turn on/off / change the Thermal-Imager) 3. Middle-Mouse-Click: Lasering the target, when "hit" then he gets a correct echo (he gets a solid red range number into his optics), when he misses (or the laser is blocked) he gets a wrong echo (blinking red number with the measured distance). 4. Right-Mouse-Hold: Because he needs to follow the target with his optics, this way the dynamic lead is "programmed" into the FCS. 5. Left-Mouse-Click: He fires the gun... when he got everything right, he hits the target... if not, he misses. What he needs to learn is to program in the dynamic-lead correctly (when he follows the target too fast during the "hold" period, he shoots in front of it, if he follows it too slow, he shoots behind it). When he got a wrong laser-echo, he needs to either lase again or shoot with a wrong echo by adjusting the distance manually (aiming above the target). Lasering isn't constantly possible. If you would laser too fast (around lasering every second), the laser might overheat and will need a short cool-down period. After the gun is fired, the crew hears some loading sounds and then a generic voice of the loader with something along the lines "Sabot in", "Sabot loaded", "HEAT in", "HEAT loaded", I don't now the correct terms of our English friends, they might help you out here. When such a system is implemented, using a tank-gun gets far more interesting and realistic. It would even be possible to put in the different mechanics of the nations, when wished, but I think the above system would be fine as a generalization. Is the enemy dead? This is an important point for me: Everybody knows that an enemy tank is destroyed, when his ammunition cookes off (while we are at it: can we have this please) or he draws the head (his turret flies away)... but when you hit an enemy tank with an APFSDS-round, the only thing you see might be a flash, dust and a standing enemy tank... you don't know if the crew inside is completely dead, if they are only wounded, if the gunner might be even alive and shoot back... you need to wait and see... or sent a 2nd round downrange until you are sure. Thus the damage-mechanic is important: Optics, Crew, Ammunition, Tracks, Engine, Turret-Rotation, Stabilizer, LRF, ... should be destroyable if possible and cause different problems to a crew of a tank... while at the same time you could still work with a invisible "health-bar" that renders the tank completely destroyed. When a tank is destroyed it should just stay there without doing anything most of the time and only with a small chance of a cook-off or explosion (which is of course higher, when the ammunition compartment was hit). Armor and Ammunition It seems the developer are on a good way here from what I found in the forums... but please, can we have working ERA? sincerly, Thonar
  7. So I haven't heard anything about armor pen, modules, ect. I am of course talking about damage models, taken in far greater detail then lets say, arma, war thunder, ect. as the pictures below. My thoughts would be having module damage, there should be no such thing as "hit-points" rather overall damage that would cause the vehicle to be a banded or destroyed. It can be done reletively easily as knocking out modules would add for realism(as PR was famous for vehicle combat). Or like russian tanks are famous for; putting ammunition around the turret so most penetrations cause internal explosion. ::::rant starts here:::: So I heard squad thought about implementing the armata platform. One question, If the T-90 has seen little to no action why would you even add the armata which the specs will be classified for a long time. The T-90 would make sense or any other T-72 implemtation. If you are gonna go that crazy you should add the fucking polish super tank the PL-PAC01. I don't mean to go off on the russo fanboys, but if we are sticking to whats realistic why add a tank that has maybe 10 produced, with specs you are just guessing on. ::::END ARMATA RANT HERE:::: I will edit as I find more documentation.
  8. I'm making this thread to suggest several things just not to spam the Suggestions forum. In PR one of the things that is sometimes bothersome for vehicle gameplay is the engine cut "non-feature": there is no way for vehicle drivers to turn off their engines, so the only way to do it is to actually leave the driver position, either by switching to another seat or simply dismounting. Turning the engines off is very useful when using armor because the sounds of those 50 ton behemoths can be heard from hundreds of meters away. If you're trying to stay hidden/reduce your signature, to set an ambush, or just trying to hear and locate where the enemy armor is moving, the driver needs to switch seat (thus not being able to view anything/or seeing much less from that seat) or leave the vehicle, making him an easy target. A simple solution would be to have a key to kill the engine. I'm pretty sure that would not be hard to implement. On the topic of the "view from inside armored vehicles" I am referring to the current APC/IFV driver view in Project Reality: the driver's view is 360 degrees around, and that just doesn't seem balanced nor realistic to me. When you see an enemy APC in the distance (or maybe nearby) you automatically assume that the part that can "see you" is the turret. If the turret isn't facing towards you, you're good to move/go to another concealment (=/= cover!). This isn't true for current PR: the driver can see all around and you will have no clue where he's facing. So when you thought the enemy IFV/APC wasn't aware of your location, the turret suddenly turns to face directly at you and your squad, and proceeds to obliterate everyone with its cannons. What I would like to see done in Squad is a more realistic view from the driver seat of APCs (something more in the like of current tank driver view). Here's what this particular M113 driver would see: You can see he's not able to see behind the vehicle and not much to the sides either, so maybe the driver's view should be locked to 120º (depending on what vehicle it is, some would have a larger angle, some smaller, depending on the real life vehicle while also minding game balance of course). Another thing that could be done (although this starts getting too in depth for Squad which is still a game and not a simulator) is to allow the driver to pop his head out, being able to see more with the disadvantage of becomming vulnerable to small arms fire. I would also like to suggest adding a "switch seat" option for occupied seats, so that even if there are no free seats inside a vehicle, no one would have to get out and enter again just to swap positions (because that's somewhat inconvenient when you are in a helicopter), just like in Planetside 2, where you see a small text saying "URUNicoM [position 2] would like to trade seats with you [position 3], press Page Up to accept, or Page Down to decline". Lastly, I'd love to see the amount of seats large vehicles (*ahem* Chinook *ahem*) increased. Not to real life numbers, as you would be ablo to transport half the team on one chopper, and that would just break the game, but at least to be able to carry an entire eight man squad. In PR it drives me crazy when one person in the squad gets left out from the chopper and has to walk/get another chopper, and when you look inside the vehicle the soldiers are sitting five seasts apart from each other. (Oh, and of course, fast ropes!)
  9. Tank Barrel collisions

    Herro, Simple question/suggestion, will there be barrel collision boxes for armor?
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