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I know it's fruitless to post suggestions for gamemodes as the devs already have a lot on their plates. I just want to write this concept down so I can come back to it later and possibly start something with it. In any case here we go. A largely ocean/sea map with a scattering of either islands or a single coastline. Among the islands or coastline are 2 specific areas, a naval base/military installation and a shanty town. Shanty town operates as a main base for the pirate faction (could be any combination from generic African rebels to militia) from which small boats (with and without heavy weapons) would be launched to intercept cargo ships (if possible movable objects that halt when occupied otherwise might need to be AI driven vehicles) and hold those ships for a specified amount of time. Possibility of acquiring score through capturing ships and holding them hostage with further work could be turned in to a monetary system to buy new equipment or be a threshold for better equipment to spawn. Whilst the objective for the pirates is to halt ships for a specified time to gain points, the other faction (could be any number of conventional forces) would get the mission to secure the captured ships and protect any other ships in the area. Protection could be done by patrolling around (helicopter or boat) or stationing a squad worth of men on a ship (if at least 4 men are on the ship it could provide a spawn point). For this to work, either objects in the world need to be spawned in and move across the ocean area to the other side, or movement on moving vehicles needs to be overhauled so walking over a slow moving ship doesn't become a problem. Additionally the bluefor forces would consist of 3 types of vehicles: helicopter patrols, RHIB patrols and a destroyer and/or frigate. The frigate would serve as a mobile spawnpoint, the only possible way to inhibit the frigate/destroyer would be to acquire enough point for a land to sea missile system (highly unrealistic but alternatives need to be made). The ship should have an available action radius around it within which helicopters and boats need to be to operate (otherwise you'd have random boats and helicopters all over the map). This gamemode makes hardly any sense and I do not expect people to actually make this (especially not the devs), I'm just adding it here to give an idea (which is lazy as ****) and ask for ways to have asymmetrical naval combat and this would be a nice way to do it. Additionally, locations could vary from the straits of Malacca, to the Somali coast or the coast of Guinea and the Columbian coast.
This game needs melee. Red Orchestra 2, Rising Storm 1, Rising Storm Vietnam, Day of Infamy: all these games are realistic to some degree and they all have melee. Don't tell me that if you need to use melee you are not playing the game right. Is this or is this not a game that claims to aim to emulate real-life and to be realistic? In real life if I am clearing a building and while in the middle of destroying targets I am totally out of ammo are you telling me that I would not start slamming the buttstock of my rifle into the skulls of my enemy rather than just stand there and accept that I am out of ammo and just hope that the enemy has a change of heart about trying to penetrate my body with projectiles? Maybe some people out there don't like the idea of melee or want it, well there should at least be an option to enable it for servers in a settings menu. Melee must be added.
arctic Combat elite, [aCe] is a merge between the former squads Madplay, Trønderbataljonen and SoD. [aCe] was founded on the 16th of january 2002, back in the days while we still played Delta Force Landwarrior. Since then we've played games like Task Force Dagger, Black Hawk Down, Team Sabre, Delta Force Extreme, Joint Operations + Escalation packs, Battlefield 2, Call Of Duty 4, Modern Warfare 2, Battlefield: Bad Company 2, Battlefield 3, Battlefield 4, Red Orchestra 2, Rising Storm, Rising Storm 2 Vietnam, Arma 3, Insurgency and now Squad. [aCe] is known as an fair playing squad with adults who plays for fun and the thrill of the game. We are present around 20 active members from the age of 18 to infinity. If you'd like to join us please leave an application in our forums. We can offer: Our own dedicated servers Members with a lot of experience from the Norwegian Army, the Norwegian Home Guard and the Norwegian Air Force Training/public sessions every Tuesday, Thursday and Sunday at 21:00 Annual social events A relaxed and not too serious environment A big bunch of nice people who drink a lot of beer We play to have fun We are a big family who take care of each other. You will never feel alone with us. We don't really have any requirements to become a member of [aCe], but you should be 18 years old and should speak either Danish, Norwegian or Swedish. Please feel free to join us or check us out... www.arcticelite.com or Discord
After some time in the firing range as well as live multiplayer combat I have come to find using certain projectile weapons, especially those with heavy projectile trajectory arcs (and relatively lower velocities), to be difficult to utilize effectively and consistently at range. I have seen many threads about weapon zeroing and can tell that a lot (if not all) of the small arms in this game are zeroed to a reasonable distance. However for anti-tank roles there seems to be no built-in zeroing, which greatly limits the ability of the operator to obtain a clear sight picture before firing at longer distances. I haven't been following developer comments about real-time zeroing for players in-game, but I would like to suggest a hard-coded rocket propelled grenade launcher zeroing of at least 100 meters (preferably 150 to 200) in order to improve operator quality of life. I am aware Squad is not aiming to be as close to realism/simulation as the Arma series, but I believe it would be reasonable to ask for the ability to see your target before pulling the trigger when engaging within the weapon's real-world effective range.
Hello, great game as always. Cannot wait to see the updates to come. I have a suggestion that I think could help out some, as per experience and what not I understand XP and leveling is a no go. For good reasons. However, I think that the more time your guy has in combat or perhaps practicing at the Urban Training Site at the firing range could improve your reload animation time according to how fast you can beat the timer. Nobody stays at the same skill level and I know IRL I can do some fast reloads and improve them as I practice so this feature would be an interesting addition. You wouldn't see who was "better" than anybody else, only that they were more "Skilled" and "efficient" at utilizing their weapon platform via experience and time at the range. Or perhaps a function where you tap the Reload key at a certain pace in order to speed up the reload and if you hit it too frantically above lets say a bar level then your reload is flimsy and you can't find the hole. (That's what she said.) Thoughts?
Greetings, I have played Squad for some time now, about 100hrs+ here are some suggestionsI think would be a good addition to the game: Destructible objects Some objects on the battlefield should be destructable/partially destructable, of course not too many as the hardware requirement would be too high, examples: Small trees/sapplings Windows - glass, frame Doors Placeable objects, specifically wooden parts Hitbox/Wounds/Gore Players getting shot/wounded should be a little more gruesome to add horror to the battlefield, getting shot in specific areas of the body being fatal etc. examples: Adding extra fatal areas to players hitbox such as neck and heart, this would influence how players engage in a firefight, player would take more care when aiming. A great addition for all the marksmen having more options to fire a single shot to neutralise enemy/threat. Visible multiple gun wounds to specify where the player was shot. If a player has been shot in a fatal part of the body cannot be revived by medic. If a player has been shot and is in the unconscious state can again be shot to be completely neutralised, this would add a whole new depth to combat, as it would be important for squads to secure their wounded enforcing more team work and communication. Expanding the point above, players/ corpses on the ground when shot at produce blood animation, this way the other player does not know if they have neutralised the threat if they dont have a clear sight of it. Combat The Squad developers did an amazing job with the combat and how real the weapons feel so there is not much to add to that, here are some suggestions to expand the combat a little more: With the upcoming urban maps door breaching would be a great addition IEDs (Improvised explosive devices) a good way of taking out enemy vehicles, setting up traps etc. Mortars - either a good defence from incoming enemy or good offence, bombarding enemy formations. Thats all I came up with so far, the game, even in its current state is amazing and the list above are just suggestions, I am please let express your opinion in the reply below, I am interested what you guys think. Thank you for your attention!
Hey guys, in this thread i will be posting links to my SQUAD videos that are on my youtube channel which you can find here: https://www.youtube.com/channel/UChFZNB67tujcF3y5YMCNFHAI also stream on twitch when i play (occasionally), here is a link to my channel: http://www.twitch.tv/infidel_rage Find me on twitter @InfidelRageI hope you guys enjoy the videos!
In Afgahistan, the Taliban will hide behind a pile of rocks with a large rock on top of their gun and it makes it really hard for them to be seen. There is still a small hole they can see out of. Also, buildings have bullet holes everywhere, which makes awesome sniper positions, the buildings in Squad look like they never seen combat. Watch Syria war footage and see how effective they are. Very. If there is more trash that is added to the game and insurgents could place IEDs in the trash would be cool. Cows and goats and chickens in the compounds.
ParaPlays posted a topic in General DiscussionI have noticed a lot of people playing this role incorrectly, here are some hints and tips I have learned and picked up from being in the closed alpha. I hope it helps some of you. Feedback and further suggestions can only help the community further so please do comment on what you have learned and share it. Video is upresing now.
Hi Team you done a great job . as I watched all game plays it's awesome weapon sound and effects or realistic. I request you to add PKM machine gun in insurgents side. Which is used in all combat, I have watched all real firefight videos where PKM used. also please add bipod mounting features on ground and compounds which will be more realistic stance. More realistic ideas in next post
Hey Guys, made this video to help people out who may be brand new to the game, as it's still very new and in the alpha stage. Let me know if you have any questions, I plan to make more guides and new medic guides as things get added into the game.
Kivis posted a topic in Feedback & SuggestionsAfter you announced "Boot Camp: An Introductory Series - 6 - Vehicles Vehicles VEHICLES!" I thought that you could a little bit expand your variety of vehicle types by adding recovery/ engineering vehicles. Yes, it may take a lot of work adding features like towing a damaged vehicle (including tanks and apcs) or bulldozing walls and eliminating enemy obstacles (destroying FOBs) to clear the way, but it would be unique, awesome, realistic and fun. It promotes teamwork and communication on a large, combined-arms scale with a basis of realism! Here are few examples of what am I talking about: 1. US army https://en.wikipedia.org/wiki/M88_Recovery_Vehicle ( https://www.youtube.com/watch?v=DgRyG4V63hw / https://www.youtube.com/watch?v=KtE-an537vM )https://en.wikipedia.org/wiki/M9_Armored_Combat_Earthmove2. British army https://en.wikipedia.org/wiki/Challenger_2#CRARRV ( https://www.youtube.com/watch?v=v0zTV6Lhme8 )https://en.wikipedia.org/wiki/Terrier_Armoured_Digger3. German army https://en.wikipedia.org/wiki/Leopard_2#Engineering_and_driver_training_tanks (BPz3 "Büffel") ( https://www.youtube.com/watch?v=dF5-6wqLuuc Towing a Leopard 2A6 )4. Russian army http://tanknutdave.com/the-russian-t-90-imr-3m-combat-engineer-vehicle/ (IMR-3M)5. French army https://en.wikipedia.org/wiki/Char_de_d%C3%A9pannage_DNG/DCL (Leclerc DCL) ( https://www.youtube.com/watch?v=xofhh9fZuJ4 / https://www.youtube.com/watch?v=VqucaGJTm1E shitty music warning! )https://en.wikipedia.org/wiki/AMX-30#Variants (AMX-30D)6. Chinese army http://tanknutdave.com/the-chinese-type-90-ii-armoured-recovery-vehicle/7. Israel army https://en.wikipedia.org/wiki/Puma_armored_engineering_vehiclehttps://en.wikipedia.org/wiki/IDF_Caterpillar_D9 (CAT D9) ( https://www.youtube.com/watch?v=EmR-5WCH8nc towing a Merkava tank )I hope it gives you some ideas By the way, these 2 youtube channels are full of military videos, which could give you some ideas for the game: https://www.youtube.com/user/arronlee33 and https://www.youtube.com/user/AiirSource. Lets make this game awesome!
Hi guys! I'm Echo, and I'm very new to the forums! I'm a former player of PR and loved it, then heard about this and decided to check it out. One thing I've noticed from every video I've seen of Squad is this : the crazy amount of recoil. Being a Real Steel shooter, I was quite bugged, for a lack of words, at the recoil. The 5.56 doesn't have that much kick to it! Also, the 5.45 isn't that bad either. I suggest that you make the guns move backwards towards the player. However, I do understand that there is muzzle rise. This is really only seen on sutained fully automatic fire, so having your gun jump all over the place when you shoot a 3 shot burst isn't quite realistic.