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Currently working on designing a map that's based on a real world location with additions and changes for gameplay. I want this map to work well with Insurgency, but also other games modes too. It's going to be a big one and it's influenced by a couple of Project Reality maps! Baby steps first though. Without getting too deep into it, I really like the game mode and hope it gets some TLC down the line, as well as more servers running it! However, it definitely needs some maps that are designed with Insurgency in mind. So, what do you guys think makes a good Insurgency map?
Howdy everyone, I wanted to propose a new weapon for the U.S. Army faction. The Carls Gustav. The U.S. Army has utilized the Carls G in recent years and has made itself a favorite amongst the troops in current and recent conflicts. The Carls G IS a weapon system used by regular infantry. Benefits that the Carls G has over the LAW is that it's a reloadable weapon while the LAW as we all know is single use. It also has varying munitions that match the opposing faction's RPGs such as HEAT and frag munitions. I believe the Carls G would better represent a more modern anti-tank and anti-personnel recoilless rifle than the LAW does in game. However I'm not advocating the removal of the LAW, just the addition of the Carls G for those larger conflicts in game IE Russia GF vs U.S. Army. This next idea is for a completely different topic but I'll throw it in here as well... I can see the LAW being another secondary weapon for the U.S. Army grenadier. He only has ONE just like a standard infantry man would be realistically carrying, but it would give him anti-vehicular fire power alongside his standard grenade launcher. While the true anti-tank role would be reserved for the Carls G. I also know that the Carls G has modern air burst munitions that can be set to detonate at certain distances. I can see this as being OP but that's for everyone else to discuss and decide. I would love to hear the communities thoughts on this! Thanks! I can't add pics or URLs so youtube Carls Gustav and check it out on images as well!
With the introduction of v10, the 3 minute pre-match spawn timer will be replaced with a 3 minute staging period located inside your respective team's main base. The purpose of this staging period is to organize your squad and communicate with other members of your team to coordinate a cohesive battle plan. To minimize griefing, you will be unable to fire your weapon during this time. However, based off the gif found in the November Recap, it appears vehicles will still be operable. While the prospect of griefing is significantly less likely to occur within the confines of a vehicle, the opportunity is still ever-present. There are a number of ways vehicles can potentially be abused before the match begins. Off the top of my head, some examples include: running over teammates, ramming other vehicles (possibly causing them to flip), and blocking off any exits out of main, which could severely hamper your team's initial rollout. Additionally, there are other, less obvious ways of griefing, such as using a vehicle's engine noise to drown out any form of inter/intrasquad communication (I'm looking at you MT-LB). Every game has its share of trolls, but by disabling vehicles prior to round start, the feasibility of griefing is even further diminished. If disabling vehicles outright is seen as too extreme, then perhaps being unable to start a vehicle's engine is the way to go. You'd still be able to load up into vehicles, you just wouldn't be able to go anywhere or create any unnecessary noise until the game actually begins. The pre-match staging period has been a highly anticipated feature for some time now; I'd hate to see it released in a potentially abusable state. Thoughts?
Assi posted a topic in ModdingSince Steam Workshop support is in the works and getting closer day by day, lets have a discussion about modding! Just like the title says, what is your favourite aspect of modding in the Squad SDK? There's a lot to discover and experiment within the Squad SDK - from making maps, vehicles and weapons to creating game modes and making cool systems and mechanics. Personally, my favourite part is creating assets for mappers to use in their environments/maps. Being able to understand how the current assets are made is vital in being able to do this efficiently and to a good level of quality, so it's really cool sifting through all the assets the developers have used in their maps! Do you peeps have any tips and tricks to share with others about your favourite aspect? Please let us know!
Okay, so I love this game mode, but I think it definitely needs some tweaking. Played invasion on Yehorivka last night as the attackers. Made it to Novo and lost. But here's the thing. Our team did a great job of working together and saving tickets and destroying enemy vehicles, but at the end, the US still won by a whopping 400+ tickets. I would venture to say it was the most aggressive invasion round I have ever played on that map and we still got slaughtered (in terms of tickets). The game mode works well (for the most part), but I would like to suggest some changes.: - Attackers gain an extra +20-25 tickets per flag cap - Attackers start with more than 250-300 tickets, since enemy team starts with 800+ or whatever. - Give attackers more vehicles than 'defenders' - Do not allow 'defenders' to back-cap after attackers have already taken a flag. It just doesn't make much sense in my eyes for the defenders to have 2.5X the amount of tickets as the attackers unless the attackers have an advantage (and as far as I am aware, they don't). What do you guys think? P.S. Invasion game mode is not on the wiki
In light of the reveal in The Wrench of a World War I mod in development, I want to begin a World War I thread for Squad to discuss how a Great War mod might be implemented to feature the war's many unique aspects, like trench warfare and the use of poisonous gases. I've compiled the squad and team roles and their loadouts, the weapons, and the emplacements that I think are needed for World War I Squad. Keep in mind that these are historically accurate for 1916-18, but can of course be tweaked for 1914-15 if any maps apply to those years. 1916-18 allows for some cool weapons, so I figured it'd be better to focus on those years. Squad roles 1 Squad leader (pistol + binos) 1 Light grenadier (bolt-action rifle + bayonet + 2 grenades) 1 Medic (pistol + medic bag) 1 Raider (pistol + trench club + grenade) ∞ Riflemen (bolt-action rifle + bayonet) Team roles 3 Heavy grenadier (British) (bolt-action rifle + bayonet + 4 rifle grenades) 2 Heavy grenadier (German) (bolt-action rifle + bayonet + charge) 1 Sapper (German) (flamethrower + pistol) 3 Snipers (bolt-action rifle + scope) 2 Stormtroopers (German) (submachine gun) Weapons Bolt-action rifles > Lee-Enfield No. 1 Mk. III* (B), G98 (G) Charges > Stielhandgranate M15 Geballte Ladung (G) Flamethrowers > Wechselapparat M17 (G) Grenades > Mills No. 5 Mk. I (B), Stielhandgranate M15 (G) Machine guns > Lewis gun (B), Madsen gun (G), MG08/15 (G) Pistols > Webley Mk. VI (B), C96 (G), P08 Luger (G) Rifle grenades > Hales No. 20 Mk. II (B) Submachine guns > MP18 (G) Emplacements Machine guns > Vickers gun (B), MG08 (G) Mortars > Stokes mortar (B), 7.58 cm Minenwerfer* (G) *The neuer Art variant As you can see, there's a lot of historically accurate asymmetry; the Germans have excellent CQC capability in the Geballte Ladung, MP18, and "Wex" flamethrower. The British, on the other hand, are benefited in ranged engagements by rifle grenades. Now, there are three predominant things to think about for a World War I Squad; deployables, off-map artillery, and a game mode. In my opinion an FOB radio should be a field telephone set, and deployables should compose of an Earth mound (simulating a trench, and similar in size to sandbags), sandbags, barbed wire (new models for both of these), an MG emplacement, and a medium mortar emplacement. Artillery played a huge role in World War I, so off-map artillery - and lots of it - is crucial. SLs should be able to call in HE, gas, and smoke artillery, and choose the number of rounds they call in (from one to, say, fifteen, to allow for large barrages). Cool down time between call ins should depend on the type of artillery (HE, gas, smoke) and the number of rounds called in; something like one minute of cool down time for every HE round, and two and a half minutes for every gas/smoke round, the reasoning for brief cool downs being that there should be a single cool down time that applies to every SL, rather than individual cool down times for individual SLs. When calling in artillery, if calling in more than one round, you should only be able to call in one type. As far as a game mode is concerned, implement it like AAS except that captures zones are not radii, but rather zones that cover a trench line; that way assaults aren't focused on a single point on the map, and rather are spread across a trench line allowing for back-and-forth assault and defend gameplay.
Rekosaurus Rex posted a topic in General DiscussionHey can someone or one of the Devs tell me how the IED's will function in Squad? I'm intrigued by the art of "ALLAHU AKBARING" and I would very much like the IED's to resemble much of like real life, maybe a medium blast range (75m) and a very loud explosion that can be heard miles away, followed by gorgeous black/thick smoke effects shooting up way into the sky like a cloud, that should make people feel terrified. Shrapnel would carry over the length of the bomb blast, clinking against solid objects. If close to the explosion a vibration should be heard, like a really loud speaker, followed by a Tinnitus sound effect, and a ringing of the ear (in game audio of course). Sound should also in my opinion channel around different urban/non-urban settings (through corridors, mountains, etc). Even have the sound of the explosion sound different indoors. Dirt should spit up on detonation of the bomb, heck, even add a small stringy like blood effect to be seen when enemies are caught in the explosion. The new smoke physics being implemented will make for some great smoke effects. (Maybe even add a voice that yells something in Arabic, before he activates the detonation, if not that's okay). In regards to the placement of explosives, AT Mines should function like they do in PR (digging them underneath the ground), and i also think IED's should be more like Insurgency where you just place it down instead, or maybe give an option to set them down however you like: disguised or not disguised (that's where shovels will come into play). Edit: okay maybe 500m is a bit of a fetch. I think the blast radius of the IED in game should be around like 75-100 at most. 150m should maybe be for like a car/truck bomb or something. P.S because I'm on mobile when I was creating this discussion it duplicated the post, please don't forget to check out the other same post as it has some interesting discussion in it: http://forums.joinsquad.com/topic/13024-how-bigloud-will-the-explosion-of-the-ieds-be-in-squad/
Rekosaurus Rex posted a topic in General DiscussionHey can someone or one of the Devs tell me how the IED's will function in Squad? I'm intrigued by the art of "ALLAHU AKBARING" and I would very much like the IED's to resemble much of like real life, maybe a medium blast range (500m) and a very loud explosion that can be heard miles away, followed by gorgeous black/thick smoke effects shooting up way into the sky like a cloud, that should make people feel terrified. (Maybe even add a voice that yells something in Arabic, before he activates the detonation, if not that's okay).
Alright ladies and gentlemen, I know you all have some stories. Here's mine, to start us off. Okay, so I'm driving home today, and I park across the street from my house. I look over to my right, and see this: And wouldn't you know it, the first thought through my head was "I can shovel that!" followed by a brief pondering of what emplacement that may become after I'm done scooping it into existence, doing my squad leader and my country a great service. Hello, I'm penguins227, and I'm a Squadaholic. So what's your story?