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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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  1. Just some QoL Ideas to make SLing a bit easier. This of course suits my playstile, so if something would hinder your playstile feel free to point it out. 1.If I create a new Squad can i get an option (like "show weapons" or not) to see my own Squad in Line 1/2/3 and not jump to the Top? 2.If i create a Squad can there be a possibility to rename it without disbanding it? If i want to change the Squads name from "Inf Mic" to "Mech inf Mic" because nobody is using the APC... or vice versa because every APC is taken, i have to disband the Squad and create a new one, giving everyone i the field "Recrute" kits. Of course you can run the Squad without proper naming but at least everybody know that to expect when Joining. 3.Can we get the Fireteam -dropbox thing next to our Squadmemberlist not over it? So i can see who and what Kit is in which Fireteam while im draging and droping. 4.Better FT Notofications instead of the just "Fireteam [Alpha] has been updated"? Like: You are now in Fireteam [Alpha] You have been promoted to Fireteamlead [Bravo] [Name] entered Fireteam [Charlie] [Name] has been promoted to Fireteamleader [Bravo] [Name] has left Fireteam [Alpha] 5.Can we get the option to give FTL Alpha to someone else other than the SL? It often hapens to me as SL (and others too) that im placing an [Alpha] Marker on the map when i wanted e.g. the SQMove... because (both are green) and wondering why no one can see the "move". I usualy put everybody in Bravo and Charlie and stay alone in Alpha because i want my FTL to aktually help Leading, but when I try to run Mech Inf there is one FT missing for the APCcrew. Alternative bring Delta back? 6.Any of your Sqads FTL should be marked on the map like a SL is marked, by a big fully FT-colored circle with the FT-Letter (instead of Number of course). 7.Every FTmember should be fully colored in there FT colour and not just the little dot. Way easier to see. 8.On the Map when you look at those blueberry you can see in wich Fireteam the are by there little Letter but to see in which SQ they are you have to highlight them and search through the Squads. I think there should not be the fireteam marked of your non Squad Teammates (i coulnd care less) but there Squad number. 9.Your Fireteamleader should also be visible like the SL is, in 3D view all over the map, when you look around: ->All FTmember should be able to see there FTLead ->The FTLlead should be able to see there SL ->The SL should be able to see all his FTLeader 10. Can we get a range indicator next to the SL/FTL 3D view to see how far i am from my SL/FTL maybe ? SL should be the only one to see distances on the marker. If you want to know the exact distance to an enemy/Tank/... you have to ask the SL and it would be only usefull if you are next to him. Just maybee an other incentive to keep the Squad together? 11. If a FTL places a marker and the SL places his SQmarker on the map, i think currently all FTL marker are overwriten. But i would prefere if the SQ and the FT marker on the map work independently. 12. Can we Seperate the RadioComs to right SQradio and left SL/ComanderRadio(or vise versa, i dont care)? Of course atm there is no Radio discipline and often times i have to ask around if anybody in my Squad just said "this" or if it was an info from any fellow SL. 13.If I Speak on My SQComs could there be also a lokal output? Using lokal is much more efficent if you are next to each other. And often times you dont realise the person you are talking to is aktually near you and local would do it just fine, maybe cutting some SQRadio pollution. "enemy 370" or even "enemy on my position" is usualy a much more valuable information in lokal than SQcoms and every friendly near there position would be also warned. 14.Same goes with SLcoms let my SQ hear that i am not just standung somewhere AFK but actually with my fellow SL via radio. Atm the mouth is moving but you cant hear anything. And also just for imersion: can they also hear at maybe 20% Local if i receive something on the Commandcoms? Maybe with some static filter (like the Rally/Radio sound) they dont need to hear the message just that i am reciving something and just when they are near my Position. 15.Even if i would be at favor for not showing Kills at all, can we et least alter the order in wich the endstats are shown? Points first Kills last? Right now since most westerners read from left to right everyone is just comparing there K/D it gives the expression that Kills are the most importent things in Squad, more important than Defending/Capping/Buildung etc. I know those "Points" are also not necessary legally showing your true contribution to the teams effort but the K/D shows it even worse.
  2. Beta 18 Released

    Greetings Squaddies, we hope all of you are having a wonderful holiday season, and if not, well...maybe you should get on Squad and relieve some stress! So, with that holiday spirit in mind, we've been checking our list and checking it twice to see what in the game has been naughty or nice and boy did we find some naughty boys. Some of the highlights of this update are the removal of buddy rally except the Insurgent faction and a few adjustments to the commander. That's not all though, we got a long laundry list of updates and fixes to sink your fangs into this holiday season, so get out there and show each other that wonderful holiday spirit! Beta 18 Patch Notes Infantry Gameplay Removed Buddy Rally feature from all factions exception Insurgents. Updated lean raycast to be more robust (less potential for full wall clipping). Updated minimum rearming for persistent ammo from 3 mags to 2 mags. Updated brightness for DSHK and Beretta M9A1. Updated GB crewman and pilot face to not have face camo. Updated GB Rifleman1 to have a camouflaged face. Updated infantry smoke grenade fx to be better optimized with a more efficient texture and particle cutouts. Updated smoke grenades to have no light emitters for improved performance. Updated LAT, Tandem, TOW impact VFX against armor (fewer emitters, more performance). Updated CAF Carl G Tandem projectile's minimum arming distance to ~40-50m (was 80+m). Fixed being able to sprint during bandaging - cannot do this anymore. Fixed the headset on the British soldier being too reflective. Fixed GB Engineer having an ironsight icon instead of a SUSAT icon in the role selection menu. Fixed rockets having no impact FX on the sand. Fixed infantry bodies being visible inside smoke grenade clouds. Fixed smoke effects resetting when changing Effects settings during gameplay. Fixed previous weapons still being equipped after changing kits in a vehicle. Fixed exploit where Players that disconnect from a server do not take tickets away from that team - (When an Incapacitated player disconnects, they take away a ticket. When a Live active player disconnects, they do not take away a ticket). Fixed kit limits and inventory for CAF Rifleman Kits. Fixed CAF Crewman SL, Pilot SL being in the wrong order. Fixed a few inconsistencies in CAF kits. Fixed C8A3 Eotech rifle not having any firing animations on the rifle. Fixed ET552 reticle being misaligned between the C8A3 Eotech and C8 M203 Eotech variants. Fixed C14 reticle being offset from the center, making marker creation via Radial being offset. Vehicle Gameplay Added Abandoned Vehicle Cleanup System - Unoccupied Vehicles that are in the field and not in 150m proximity of a friendly RP or FOB, a 20-minute timer causes the vehicle to start taking burning damage. This system is intended to reduce the amount of long-abandoned vehicles in the field, while not being too heavy-handed with player’s choosing to park their vehicles strategically (or “capture” enemy vehicles for some time.) Updated the Vehicle Emergency Accident Recovery option in the Radial Menu UI for the Helicopters to be hidden for now - this feature is currently not supported with Helicopters. Fixed Soft Map Boundary not always working when helicopters fly too far out of bounds. Fixed T72B3 zeroing on the AP, HEAT, Frag, and Coax weapons. Fixed MATV Woodland wreck showing desert skin. Fixed Technical DShK - fixed spelling on the interactable popup (wrong lower cases). Fixed CAF M939 Transport Truck not having ammo resupply, crewman request, and vehicle recovery options. Fixed helicopter instrument panel reflections to align with local space instead of world space to prevent rotation. Fixed BFV TOW arming distance, should be the same as the emplaced TOW now. Fixed TAPV blurry driver's seat. Fixed TAPV M2 gun being offset while moving and driving. Fixed issue with MATV asphalt dust blinding the player. Fixed missing reload sounds on T-72. Fixed Leo2A6 wreck having missing faces. Fixed TAPV Driver having his feet poke out of the TAPV's chassis. Fixed Leo2A6 incorrect UI hint with seat 4 "Q" key. Commander Gameplay Updated Commander ticket cost to 2 tickets (down from 5). Updated A10/SU25 airstrike "inbound" delay timer to 15 seconds (was 30 seconds). Fixed the Support Action category image for the commander list. Fixed third-person camera breaking when the player flies far away and then flies close by again, then switches to the soldier in UAV. Fixed Client Crash when a commander is trying to access actions in a specific way. Fixed UAV z-fighting issues by adding a near clip plane for UAV users. Fixed INS & MIL Spandrel not being a valid vehicle to activate the Commander Support Actions Fixed not being able to enter the UAV view (button appeared to be missing in some circumstances). Fixed specific command actions closing the UAV view unintentionally. Fixed CO being able to retain commander abilities active status after getting in a vehicle when near a hab. Fixed incorrect voice over lines for RUS, GB, INS Commander. Deployables Gameplay Updated Indirect Fire Shelter deployable to be much more resilient to Explosives, Mortars and Artillery projectiles. Updated Interact Zone for deployables - increasing the interact zone so now shovels can interact with deployables from farther away. Fixed the Vehicle Bay on Jensen's range, so it now allows up to 3 vehicles spawned in the world at one time from each Vehicle Bay. Fixed having to enter a Deployable Emplacement by holding the 'F' key - now it is a keypress. Fixed INS FOB Radio having higher hp and different damage values to the other FOB Radios. User Interface Added CAF fixed theme music upon joining (using the USA as a placeholder for now). Added CAF fixed win/defeat themes (using the USA as a placeholder for now). Gameplay Map Layers Added new map layers: CAF Narva RAAS v1 and CAF Tallil Outskirts RAAS v1. Updated CAF map layers to use a soft map boundary system. Updated Main Menu Entry Map - Helicopter sounds are now much quieter. Al Basrah Invasion v1 - fixed glitched temp ammo crate @ VCP. Belaya Invasion v1 fixed a minor naming issue with random CP's. Chora RAAS v1 - fixed Radio Station having the wrong CP name. Gorodok - lowered max altitude for Helicopters from 1500m to 800m. Mutaha TC v1 updated to include soft boundaries. Narva RAAS v1 fixed CPs having offset names that were misleading to where the actual cap zone was. Narva Invasion v1 adjusted vehicle layout. Yehorivka Invasion v2 - Tweaked vehicle layout to give USA more capability. CAF Kamdesh Invasion v1 - Fixed black minimap, added randomized CPs, and fog of war. CAF Kohat Invasion v1 - fixed TAPV being woodland instead of arid. CAF Kohat Invasion v1 - fixed Insurgent protection zone no deploy being too large, preventing insurgents from building on the Radio Tower CP. CAF Manic-5 fixed main base helipads from being too high off the ground. CAF Manic-5 RAAS v1 fixed not being able to lean inside specific capture points. CAF Manic-5 RAAS v3 fixed US ammo crates not resupplying. CAF Manic-5 RAAS v4 fixed capture points not working. CAF Manic-5 Invasion v1 & v2 fixed not being able to lean inside certain capture zones CAF Manic-5 Invasion v2 fixed USA ammo crates not being useable. CAF Manic-5 Skirmish v1 / v2 disabled Commander. CAF Manic-5 Skirmish v1 fixed sunken ammo crate at CAF main. CAF Nanisivik Invasion v1 fixed flipped LUVA1’s. CAF Yehorivka RAAS v1 fixed ammo crates at CAF main. Environments Updated collisions on 118 trees with a new set standard collision so that the top third (bendy part) of all trees no longer have a collision. This is especially relevant for helicopter pilots. Reduced large 4k foliage textures to 2k, where they did not need that high fidelity for performance improvements. Updated Middle East power poles so that projectiles no longer collide with them. Updated Oak and Birchwood materials to allow projectile penetration. Fixed visual artifacts and missing mesh pieces on Industrial Office. Fixed collision and LODs on several Middle Eastern urban buildings. Fixed LOD popping on urban residential buildings, construction crane, dirt/rubble piles, and European grassy cliffs. Fixed floating geometry/bad collision on a rubble afghan house. Fixed several cliff physmat issues. Fixed gas cylinders missing geo on their interior faces and material to avoid unnatural "glowing" effect. Fixed door frames on the urban building, added simple garage doors. Fixed oak shrub material issues. Fixed bunker corridor textures. Fixed crotalaria bush LODs. Fixed back face on the roof trim of Eastern European houses. Fixed hole in roof and stairs on Middle Eastern urban building and fixed material errors. Fixed Middle Eastern residential building not allowing things like deployables/ammo bags to be placed on the roof of the building. Fixed the woodshed LOD2 tri reduction setting, so the holes in the rear wood planks now remain visible at far distances. Fixed Z-fighting near stairs, UV mapping on the part of the window frame and LOD polycounts, and transition distances on Middle Eastern block building. Fixed police station building static’s windows so players can no longer jump through them. Fixed upper wood planks collision on yeho destroyed barn buildings. Fixed invisible walkway on the upper exterior of the European yellow residential building. Fixed wooden house antennae using the wrong texture and having a misaligned door. Fixed visible gaps in ornate house seams. Fixed floating decals and incorrect collision on several Middle Eastern compound houses. Al Basrah Added a "No Deploy Zone" at the same depth as the pain volume to prevent players from glitching FOB radios into the bottom of rivers. Updated the shadows not to be drawn on grass, crops, and trash for optimization. Fixed floating trash foliage in grid F8-9-6. Fixed floating road spline in grid F7. Fixed floating trash and wood planks at Basrah Airport. Fixed incorrect Ground Physmats near poppy production POI, causing very slow vehicle driving. Belaya Fixed a couple of floating buildings in POI Nikola. Chora Updated RU Main Base on AAS v2 to have a larger opening for vehicles leaving Main. Fixed some triangle lighting artifacts inside buildings. Fixed water canal spillage near Radio Station POI. Fixed compound walls that players could walk through grid G9-7-7. Fool's Road Fixed jagged road edges on Fools Road. Adjusted gaps between trailers at FOB Papanov. Fixed tunnel wall glitch exploits. Fixed broken materials on Fools road tunnels. Fixed floating tree near Homestead. Gorodok Added more details to POI’s in the NW sector, adding several new trench defense positions. Updated Gorodok Minimap. Updated Lighting. Reduced fog density. Fixed field brightness values. Fixed floaters and other smaller issues. Fixed industrial building sign frame and piping having wrong, incorrect texture. Kamdesh Fixed floating bush grid C5-1-8. Jensen’s Range Added BMP-2 and CAF vehicles to the Vehicle Armor Diorama. Logar Updated the outdated Landscape & Foliage on one of the oldest maps, increasing the texture quality up to the standard of more recent Squad maps. Manic-5 Updated cull volume settings for better performance optimization. Updated lighting layers. Removed inadequate performance greenhouses. Mutaha Added road from SE main and several other small POI improvements. Updated terrain detail painting. Updated Mutaha minimap. Updated cull distance for medium and large statics so they won't cull in the UAV view. Updated Police station razor wire fence to have a pain volume. Updated two building clusters to use wider wall openings. Updated the interior of a grape dryer building due to blocked stairs. Fixed floating wall in grid F3-4-7. Fixed some floating splines. Fixed double moon on the Mutaha dusk layer. Fixed Mutaha compound walls having the wrong physmat for the metal lattice. Narva Fixed LOD distances to avoid decal popping. Fixed Old Hospital window frame UV’s. Fixed Apartment Building missing faces and gaps in doorways. Fixed water plane texture flickering depending on the viewing angle. Fixed Building near Geneva Apts having windows that back onto another building. Fixed player collision on Narva's small birch trees. Fixed player collision on the chimney of a small industrial building. Fixed player collision on Narva's train depot building. Fixed some trees that were clipping through buildings. Tallil Increased view distance to ~1500m and decreased fog density. Updated fog color. Updated cull distance of small foliage rocks on Tallil to render further out. Fixed multiple missing faces on the Damaged Aircraft Bunker concrete slab section. Fixed Aggressive bush popping on LOD’s. Fixed cement slab debris not having collision grid F7-5-3. Fixed rock formation allowing players to lean into rocks grid J6-5-9. Fixed floating grapevines in Eridu (replaced with Olive Trees). Skorpo Updated Skorpo's minimap to include short tunnel (from Korsneset to Halcene) and shallow shoals on the coast near Marina. Updated Skorpo to soft map boundaries on many map layers. Fixed Norwegian House LOD materials. Sumari Added more detail to the Training Camp area. Fixed various floating trash NW of Walled Courts. Fixed moon banding on the ultra-dynamic sky (AAS_v1). Fixed incorrect vehicle collision on Wood bridge in grid B3-2-3. Yehorivka Updated Belovia POI with more detail for infantry gameplay. Updated other POI for small gameplay enhancements and improvements. Updated Yehorivka Minimap. Fixed several small bugs. Modding Added simple editor tools (post-process materials) for visualizing elevation in the viewport. Added clickable link to EULA for first-time mod uploaders. Added error feedback to mod uploaders when Steam is not open. Removed the warning (spam) of including engine/game content in a cook. Removed 4k and other unneeded texture samples in master materials (foliage shaders mostly) Removed DirectX 10 (SM4) option since it's not supported. Updated name of 1 al basrah lighting layer: LL_Sunset instead of LL_Sunrise Updated name of team info for Russia: RUS_DE instead of RU_DE and RUS instead of RU. Updated kit names for the USA from USarmy to USA. Fixed demoreccommands. Fixed many CAF redirectors. MISC Updated MapRotation.cfg for B18 with new CAF maps. Removed lightbulb statics from Main Base helipads. Removed broken depth of field toggle from admin cam. Known Issues TAPV is using MATV wreck as a placeholder. Commander - Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This is going to be fixed in a future update to align the map CO icon with all the other icons for CO, which is a star. Commander - When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from - even if the person doing the transmission has moved afterward. Commander - A10 gun run & SU25 rocket strike sometimes lands way off-target. We have narrowed down this issue to the Commander CAS marker being placed near/on top of building statics, causing the A10 / SU25 to fly at a high altitude, which throws off the targeting — working on a solution for this to come in a future update. Helicopter Tail Rotor component currently can only take damage from collisions with the ground, statics, and other vehicles. Projectile damage to tail rotors comes in a future update. Helicopters have various handling tweaks, damage values, and small bugs that are being addressed in a future update. Vehicle Reset Feature does not currently work with Helicopters. Clients frequently crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash. When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which prevents players from joining most public servers. The workaround solution, for the time being, is to press “Send and Close.” A proper fix for this issue is under investigation. Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent crash reports. Players occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during the map switch but did not spawn during the staging phase. We are actively investigating a fix for this bug. Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — actively investigating a fix for this bug. Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization. Occasionally Self-bandaging fails. We are actively investigating a fix for this issue. The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. We are investigating a fix for this issue. Insurgent HAB still has a spawning issue where there’s a chance the player spawns on top of the model instead of inside it — actively investigating a fix for this bug. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is in the long term. Vehicles parking brake gets stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’ — investigating a fix for this issue. "Alt-tabbing” out of Squad during a loading screen freezes the client. The recommended solution, for now, is to run in the “Borderless” mode. Ammo rack component (on IFVs and Tanks) takes a very long time to repair. Audio module for Squad is initialized at the game start. If a Player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again. SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds then you did. Localization for most language translations is currently out of date. We plan to push a full localization pass when we are much closer to full release and are locking down all the text that needs to be translated for the game. Local/Offline Bug with Commander - Insurgent / Militia Handheld Drone does not move in local. Local/Offline Bug with Commander - UAV hovers in one position instead of moving along the flight path in local. Local/Offline Bug with Commander - CAS does not do damage in local. Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play. Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.