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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 11 results

  1. Humvee Gunner Crouch/Duck-Down?

    I was wanting to know if you will be able to crouch / duck-down when using the MG on the humvee? Like you can in PR Or will you not be able to cause the gunner has the "protection kit"? Oh and a side question, is it/will it be possible to chuck a grenadine into a humvee via the gunner position if no one is in it? I know its abit early to ask these questions as humvess arent in yet but someone here might know the answer DEVS
  2. Hello, I don't know how many remember Call of Duty 1 or Call of Duty UO, but it's where I first used toggle crouch in a shooter game. The good thing about SQUAD and COD is that they both have the option to toggle crouch. The bad thing about SQUAD is that you can't have both on separate keys. The thing is that there are certain situations where you don't want to use toggle crouch, and not having this option at those times makes it difficult. Having 2 different keys makes the game settings more flexible in my opinion. Also, it did take me a while to find where the toggle crouch option was because I was looking at Controls, not at Game Settings. Looking forward to your feedback.
  3. TLDR: When pressing movement keys while crouched, the character gets a litle bit higher to walk. I sugest that when both left and right movement key is held, the character gets a little bit higher, just like when you crouch-walk, but doesn't actually move. FURTHER ELABORATION: EXPANDED METHOD: OK let me hear your thoughts.
  4. This isn't just another post about going insta-prone, although that is part of the picture. What do you do when you take fire while tabbing (jogging) to a new area? There are 3 basic choices: 1) Drop to the deck prone and hope 2) Take a knee and return fire. (aka RTR in the British army -- Return fire hastily, Take cover, then Return appropriate fire) 3) Keep running The situation determines what is best more often than not -- No cover and unknown shooter loc? Prone. 3 steps from a nearby compound? Keep running. Suggestion: Balance the systems already in the game to make these less "game-y" choices to make. We all know the horrors of insta-prone and its lack of penalty to accuracy. Going prone ought to be a self-preservation move, not a cheap tactic. This has been talked about at length and I am confident that it will be resolved, probably with new animations. New idea: On the flipside, tabbing to a new area may leave people with low stamina at the start of contact. What may also help the fluidity of combat is if the "stamina-floor" for breaking into a sprint was lifted when the player becomes supressed. This is entirely realistic: solders often talk about finding those "extra reserves of energy" when bullets start flying. I can personally attest to this. Moreover, from a balance perspective it opens up the option to keep moving, thus making it less likely still that people will want to just go prone and return fire. It looks/feels/plays better when ambushing an enemy squad if some, depending on their terrain, will take a knee and return fire while others will immediately break into a sprint to take more appropriate cover. Some scatter to safety, some must remain. Currently, the whole squad (unless very lucky or very disciplined to always stay above the stamina floor) can only react very sluggishly, thus making it the current meta to just go prone and return fire. I like the current stamina system. Its good and encourages thoughtful planning and discipline on the use of speed when out of combat. Briefly dropping the stamina floor, however, would give people the ability to use their last reserves instantly and improve the immediate reaction to contact. Other, more rested squads will still have the long term edge in agility and manoeuvrability. Furthermore this effect would only last a couple of seconds, and thus when you have effectively sprinted to your new cover you will no longer be able to dip into stamina reserves (as you are no longer suppressed). Nerfing prone is one only side of the coin: opening up another course of action is equally as important. Adrenaline is a powerful thing.
  5. After v8.2 notes. Since you did some toggle work. Any chance of forcing an "unlean" after sprinting or jumping? IMO it's just goofy as all get out. Nip the sprint crouch leaners in the bud and solve a little human error frustrations Dream world would have an option that turns lean-left into a lean-upright while you are currently leaning right -- if you're leaning right it would take two lean lefts to get to actually leaning left. And any hope of letting stamina regenerate when crouch walking? or some visual cue that we're crouched, other than what appears to be a 6" drop? Maybe not UI solution but... uh the gun being raised a little more, holding it more tightly, a bit of shoulder showing IDK
  6. Crouching animation

    Any plan for changing the crouching animation? It looks a bit dull in first person at the moment, and also unrealistic. What do you guys think?
  7. Open Map when you crouch

    Hi guys, i noticed that i can not open the Map when i am crouching... is this wanted or is this just a thing which isn't done yet. Because if you are in a fire fight and you have to stand up to open the Map it isn't a good choice you know... i think when you go prone you are able to open the Map. Just wanna mentioned that... other things i noticed are soldiers who are half of their bodies in walls/other cover things and if you go prone f.e. and you are very near a wall you can look through it. Just a few things maybe which are not optimal. thank you and good bye S0NNy
  8. So for me the big gripe I have with movement, besides the apsolute tard esq. gun switch time, is the fact that I cant bind holding crouch and a toggled crouch, some situations call for a constant crouch, and some just for the moment, this forces me to have the toggle off for now, but what about having them be seperate controls, like it is in Red Orchestra
  9. Instead of having a setting to control the way the crouch key works and making it very clunky to change, have the crouch key accept a double-tap to go into the toggled crouch mode. Here a (possibly incomplete) state graph of the crouch key mechanics: .---------------------. | | [ Lying ] [ Stan ] --'--hold---> [ Crouch ] [ down ] [ ding ] <--release--- [ w/hold ] | | ^ ^ `-----------| | | | | | double | tap | | | | v | | [ Crouch ] -----hold---------'This makes it IMO way easier to switch into crouch and still retains the common mechanics for holding/releasing the crouch key. The only difficulty I see here is choosing the time in which the double-tap control is registered, so as to avoid players accidentally going into crouch mode and minimising the time needed to enter the holding crouch state, yet making toggled crouch easy to access when you need it. There are other applications of the double-tap mechanic as I'd like to call it, too, such as was already suggested for the reload key as a fast reload, and as a rolling movement on the left/right movement keys in prone (not on Q and E like in America's Army). Any comments/ideas?
  10. Hi, ​Do you guys have the issue when you crouch behind a cover (sandbags) and you want to shoot over it you hit the sand bag. sitting behind cover is useless like this is you have to stand to shoot over it.
  11. Stance Indicator

    Hello there, I have noticed that, especially when you have crouch on toggle, it s sometimes hard to tell when you are actually crouching while walking. Of course you stop crouching when you start sprinting but in situation where you want a low profile you don't wanna check if your crouching or not and suddenly pop out of cover... Anyways, I thought something like a crouch indicator would be helpful. A good example is the one from Red Ochestra 2 which shows you your current stance in form of a miniture soldier. Could also be helpful later when you want to implement the crouchsprint. (which really only makes sense with toggle...) blub