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  1. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ Can we get feedback on our reports so we know you care? is these only for the looks? just a placebo to make us think you care? We respect your wishes to not post these in the forum so we use the report form. is this because you don't want the critique to be discussed because you don't plan on doing anything about it? You can at least make one comment letting us know if you reviewed it, if its insufficient evidence or if the report is false or if its valid and that you will proceed with actions. anything.
  2. Please leave Bugs and Issues here with screenshots attached. Not a place to theory craft or idealize about the map. just help spot bugs only. cheers
  3. Hey Squaddies! The text you’re about to read is the minutes of a meeting hosted by Offworld Industries to gather community feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. Please note that the text represents a dialogue between the community and developers, not a planning document. OWI Attendees included Axton, StrangeZak, Fuzzhead, and the host, Nordic. Note: OP refers to Original Poster, someone from the community. Text in Italics represents responses from OWI members, or general overview text sourced from us -- not the community. Attempts to preserve the discussion as it happened between topics and questions have been made. [Introductions, Rules, and Format. Contact Nordic for further information on participation.] Localized vehicle damage model. Part of the point is to increase gameplay depth, especially for APC/IFVs. Increasing their desire to work with infantry and the rest of the team. Also, they are large, very cool vehicles, so standing next to them during a fight is awesome. The values will continue to be tweaked, as this is just the first iteration of the model. Community wants: A visible model in firing range (Being worked on. Thanks Chuc! \o/) Yep, there are lots of AT options. Ammo capacities may change with balance, including the availability of ammo on vehicles. (Not likely to be in v11, but maybe v12.) One-shot kills are not desirable. (One-shot disabling may be a different story.) Ammo Changes to the way ammo is available in the field are coming, including stashing some on vehicles. Man-portable ammo. (Planned, but likely not for v11.) Resupplying in the field should probably enough for one person, but still in testing/design. (For example, 75 points would be one LAT, or 3 rifleman, etc.) Will there ever be ammo bearer role/kit? Maybe. Inventory customization potential post-1.0. (e.g. Opting for no grenades in favor of more ammunition.) Adding more kits is delicate, since other ones may become unused in your Squad. It does make for more specialized decisions though. It would definitely have to be fun to be implemented. Interlude It was agreed by all that it would be helpful to have a larger picture, a bigger sense of the high-level plan for Squad. It’s difficult to discuss some changes, as they are so linked to everything else. (e.g., ticket bleed.) Heck yeah it is! We're looking at a couple options to expose more planning and more feedback options, such as Trello. Vehicle gameplay We expect vehicle gameplay to shift across the next couple of patches, as more armor and anti-armor options are introduced. Additionally, the updated damage model is going to impact vehicle gameplay. Ideally, the shirt will go more toward a "thinking person's game," with increased emphasis on working with vehicles as a team. Make communication between vehicle and infantry more rewarding, and easier. Less dying/ self-sacrifice. Vehicles lose their purpose too easily, especially Logistics. Try to promote more thoughtful gameplay, more risk versus reward. TOWs will be a huge threat. Emphasize vehicles working together. Two vehicles together should be way more effective as a team than solo. Still too prone to flipping. Q: How do you feel about adding manual transmission? Automatic is bad for hilly maps. Mapping and design question. We have some of the steepest roads in the world in Squad, more so than actual roads in New Zealand. A US or Ural truck would go at walking speed, if it moved at all. Bumping up the torque would effectively make them mountain climbers up to 90 degrees. Zooooom! OP: Offroad mode (shift) doesn’t work very well right now. Noted. AAS Ticket Changes Changes to the AAS system are coming, starting in Alpha 11. It’s likely we will move towards "Static" AAS and Random AAS, as well as trying more experimental layers, but they will require testing and feedback. A lot of dynamics of the game will be changing in the next couple patches. Values may need to change, and we plan on working with the community to do so. Teams will now lose tickets when they lose a flag. Currently: +20 tickets for capturing a flag, -40 ticket for losing a flag. +20 for capturing a neutral flag. Ticket loss will be increased in v11. It will also be standardized. The values are standardized for simplicity; nobody wants to have to memorize a wiki for each flag. Squad has a transparency issue with tickets in general. Bleed is confusing, being somewhat of a background element. *Especially* for new players. The numbers are not set in stone. Some experiments with bleed time and values are being examined too. If feedback (yours and ours!) is poor, we will revert those changes. If you’d like to be involved in testing changes, reaching out to Fuzzhead might help. Bleed changes are small -- they’re not going to revolutionize AAS, but they might help you see different parts of the map and think about them differently. They aren’t expected to be a panacea. We’re still keeping an eye on the overrun changes made to FOBs. Community: Focus on tickets can turn into spreadsheet simulators, taking some of the magic out. All of these AT changes might impact AAS in unknown ways. Please be considerate of the balance between attackers and defenders, especially in terms of pacing. HUD elements for ticket changes would be nice, maybe on the map. But don’t overload the UI, please. (Fuzzhead: Squad may have too much HUD. It’s good, but there’s a lot there when you don’t need it.) Mercy Bleed OP: Does Mercy Bleed actually do anything for the community? Is it harmful? Where does the feedback come from? A: It seems to incentivize continuing attack, especially in the first five minutes. OP: Players may not be incentivized to attack over defend when bleed is active, especially with super FOBs. A: While it may not change the mentality of the average player that isn’t reading the forums, etc, this would be a change that’s going to impact player behavior. It’s a choice on map basis: part of it to get large, unused portions of the map involved. People mentioned they were never fighting in many areas of maps. OP: “We do see on general servers, a lack of motivation, or a give up mentality, when the center point is captured.” User example: It seems slightly punishing, forcing players to take all of the flags instead of setting up a solid defense with more than half the map. Different user counter-example: One of the best ways to play AAS right now, especially if you capture Papanov, is to turtle and not fire another shot for the round. You don’t attack them because you don’t have to. That sucks; it’s boring. Q: “Why should I leave the first flag super fob?” The enemy has +20 tickets for every neutral flag, they know where you’re at, and you should expect mortars and armor very soon. Someone will always want to push. We can think up a hundred scenarios, but we won’t know for sure until we test it. Admin Tools We’re aware of the frustration server administrators have with the tools and hope to improve upon them in the future. We run into them too, especially during playtest. However, they are not the top priority right now but will receive some attention. Better admin UI being looked at, for example, you may be able to ban someone from a radial menu or the scoreboard. Replay functionality is currently buggy. It can be used, but take care when skipping forward; turrets will disappear, soldiers do some weird stuff. Improvements are being made Community would love: MOTD (maybe on the loading screen, or during the queue, or a specific tab) Maybe similar to Counter-Strike HTML options -- something that allows it to be recalled when necessary. Warning messages directly to a player, before kicks/bans Visible admin indicators (optional) Improved chat logging Idle/AFK kick RCON Team management tools: move players to squads, etc. Force join squad timer. (There are problems here with locked or full squads, players that don’t want to squad lead, etc.) Access for modders and modding, please Many functions could already be made as a mod. Zak is willing to assist people working on them, but be aware that it requires a custom server. Mod support is still under continuing development too. Q: Will there be more licensing/guideline enforcement? That’s a director-level decision, but we expect some changes. Stay tuned. Patches/Optimization In the wake of getting to v10, we’re definitely aware we need to work a little harder on our patch scheduling and transparency. Currently, there are several programmers dedicated to optimization. They’re using the tests as opportunities to collect performance profiles, hunt fixes, and eke out more FPS. Further, we’re developing tests to focus explicitly on optimization. Community: Faster patches with less fixes is a-okay. (“Patch bugs asap! We don’t mind!”) Large patch size is still a concern, especially with small fixes. (i.e., you have to download another 30 gigs.) Latency feels increased. Can’t tell if it’s server issues or other. Some community members confirm some server performance boosts in 10.2. Fuzzhead: One thing can hold performance back. You may not notice the changes until we find that one thing that’s causing problems, even if other items have been optimized. I think we’re getting close. Gameplay Some of the upcoming changes include prone to stand speed adjustments, addressing gun wobble, examining sway (Yep, the m4 needed love.), recoil patterns, as well as changes to ADS timing. We’re also aware of the slight desync between first and third person views and will be tightening that up. Hopefully, this will increase responsiveness in hitting your target, especially when your target is peeking around corners. Q: Prone to stand is changing. Does stand to prone change? A: Maybe. It’s something we’re considering based on real world behavior, even among the developers. Most people WILL throw themselves down real fast… even in paintball.) The desynch between 1st and 3rd person: 3rd person view is sped up a little over it. Side effect: latency has you showing up a little sooner, but the speed compensates. If you’ve never noticed it, you should notice it even less now. It’s often a trade-off between looking a little silly and playing how people expect it. Leaning movement: Try walking while you lean. It’s hard. Especially with a weapon. Your feet don't move the same way. But we understand it’s a game too. Fuzzhead would limit crouched movement and movement while leaning would be slow. This is a preference, not an edict. Fine-tuning is an on-going process, especially looking forward to vehicles. Community: Leaning could limit stamina regen. Fuzzhead would like to see less restrictions on logistic trucks. May not happen, because of the obvious issues, but the benefits may outweigh it. Additional admin tools could help with this. Because Squad’s audience is bigger, we have to be aware that new or toxic players can impact things like this. Making sure small squads are still viable is important, especially for specialization. Occasionally mirrors real life too. FOBs and Spawns Q: FOB changes? What’s the ideal version? Are you happy with spawning now? Fuzzhead: Oh no, it’s going to change. The drasticness of the changes is up for debate. Definitely, it’s not in its final form. Rally points definitely need a pass. A hard overhaul to how they work and their relationship to the pacing of the game. There’s a fine balance; you want a game that is accessible and squad leaders have this ability to keep their squads together, having fun, in the action. Too much reliance on rally points creates a game more about placing spawn points. The overrun mechanic on the FOB is subtle, but it changed the pacing a lot. We have to be careful when changing spawn mechanics, even small changes. We have lots of feedback coming in for spawning. We have our own takes. And there’s a lot of ways to go; Fuzzhead would like to trial a couple of them. the PR system (rally expires in x seconds, can’t place again until y.) might not work for Squad. A wave spawning system for RP’s, e.g. every 90-second rolling wave, the whole squad can spawn on RP, keeping them together. However, it doesn’t impact pacing, it would change squad movement. Incentives could be introduced to reduce spawn time, for example. (Community: Remember, nobody likes waiting.) Fuzzhead understands the limitations of rally points may have been implemented as temporary measures to adjust the pacing of rallies. Needs to be re-examined, as it feels outdated. Fuzzhead would really like to try some changes in testing, especially to see how it impacts pacing. It could add some depth, opens up more roles for people, and increases the importance of logistics. Game Mode Intent First flag is always neutral on Invasion. We know… it’s not ideal, may change. If you’re seeing back caps lost in other ways, it may be a bug -- tell us. =) Some Invasion flags had issues in the v9 -> v10 merge. Many issues (e.g., loss of flag lock) were caught, but some did get through, especially on older maps with more layers. They will get looked at though; we’ve learned from our mistakes there. Respawn resources have been tossed around as an idea, but generally seems pretty “gamey” and silly. It could have merit if it worked, though. (e.g., If a rally had no reloading capabilities, you’d need a supply truck with ammo, or more respawn, etc.) AAS isn’t necessarily the right mode for irregular forces, and we'd like to showcase them more/make them more fun. Q: What’s the motivation for game modes? We need more content! Is AAS supposed to be the primary, one-trick pony? Random AAS will likely be a topic for the next roundtable. AAS was the primary mode for PR, because it was easy to modify. It was a good start for Squad, but isn’t necessarily the “flagship.” Like Fortnite experimented with modes, one game mode may rise organically. The problem right now is the other game modes haven’t gotten as much polish, but that will be changing. Smaller, shorter seeding game modes to get people into servers might be an example. You might not want a two hour AAS session mid-week, so offering other options is important. Additionally, we've previewed the territory control mode, and briefly discussed the potential for Fog of War mechanics, especially in Random AAS. Crewman Kit Beef up the driver capabilities a bit, give them a periscope. Every APC, IFV, tank, and helicopter will have a Crewman kit requirement. As a squad leader, you may need to have a crewman, or it may be allowed to drive as a SL, work as “vehicle commander” setting points, etc. The first iteration of the Crewman Kit may not have any special toys, other than meeting the requirements for driving some vehicles. More abilities are still up for discussion. We’d really love to see more combined arms, especially when 50v50 platoon-scale combat is an option. Closing Thoughts A big thank you to everyone that took time to join us for the roundtable. We look forward to seeing you again after the next Recap! Your feedback is invaluable to us and we're looking forward to building a better Squad with your help! And yeah, we're working on improving the roundtable format too.
  4. Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording. If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Assi (the Silent), StrangeZak, Fuzzhead, Gatzby, ChanceBrahh, and the host, Nordic. SquadWiki: It’s in need of some updating. If you can lend a hand, or know someone who would, it would be much appreciated. Usgu and Sweez are champions, but can’t do it alone. We all have knowledge that could be out there: It took 1300 hours for Nordic to figure out you could capture a neutral flag with one guy. While the groundwork for the mechanics is being laid, so should the groundwork for documentation. It would benefit from more meta knowledge of the game. Things like what to expect when you join a server, how different game modes are set up, or other meta basics. (Much of this should be in the game, too.) Reach out to Usgu if you’d like to assist! RIP members have made an announcement and have shown interest. (Thanks RIP!) One suggestion would be to have an organized wiki day with QA members and developers on hand to verify the data, answer questions, and assist in editing. Wikipedia style writing prompts may be another avenue. Adding some breadcrumbs to the wiki from the in-game message of the day might help as well. Squad could still use more tutorialization, especially video content. We’re looking into it, but due to the number of changes coming to UI and systems, it’ll make more sense to make that sort of content when it is done. In the meantime, the wiki is a good resource for that information. Server Experience It would be nice to have a section in the server browser/client for training servers. Effectively, having some sort of tagging system for server admins to self-identify server type might work. In addition to that, some sort of way to present rules and information when joining a server would help manage expectations and experience. Some suggested tags: “Regular, Competitive, Training.” “Training, Casual, Competitive” StrangeZak: We frequently debate server browser. No one can quite decide which way to go. We don’t want to split a whole community. Admin Tools They’re getting a little higher in priority, but still have to wait for other systems. We’ve heard your suggestions and want them too. (See previous roundtables.) Unreal Engine Versions We’re keeping an eye on the improvements in each engine update and we’re especially excited about the features being developed for Fortnite. We have everything we need to launch in the current release, but will continue to evaluate engine updates. They are a lot of work, especially making sure all previous code is compatible. RAAS Fog of war (i.e., Not being sure which flag will unlock next.) isn’t confirmed at the moment, but it is something we’d like to see. It may not make it into alpha 12, however. There will be randomized flags so you don’t play the same configuration every time. It’s being built with reducing overhead on building layers in mind, benefitting both our designers and modders. You should be able to select a specific layer with AdminChangeMap at least. Main bases will not be randomized in Alpha 12, but that’s something that could be possible in the future. It’s also possible to specify whether a flag will be randomized or not, as the randomizer is modular. One of the main difficulties with main bases are the vehicle spawns, but the future might have some solutions for that. As the designer still picks the flow, there will still be logic to the layer design. It should be similar to Destruction; it will pick a cluster or area of the map, and then pick a point within that cluster. Static/Normal AAS will continue to be developed where it makes sense to do so. We want the competitive community to have strong layers, but we will likely not create hundreds of static layers for maps in the future -- randomized AAS is to help address that. Hopefully, we can find some more competitive-friendly game modes too. =) Oni Shinobi believes the fog of war will be very important, as it will impact the ability to rush the next flag. truthRealm is into the fog of war, and suggests that it might be a server or layer variable. Related to that, they wonder if there are any plans to standardize factions by layers. There will be some way of knowing which factions are playing, ideally in the server browser, but there will still be variations by map. Vehicle Damage The next iteration will have vehicle component damage, as illustrated in the recap with the exploding text fuel tanks. Along with mobility kills, there will be the ability to field repair, probably no more than 25% health. To fully repair, you will have to leave the field and return to a repair station. Hitting specific components will have some chance to cause a catastrophic failure, but it will not happen every time you hit that spot. E.g., ammo might explode occasionally, but aiming directly for the ammo container will not cause a kill every time. “Vehicles should be more survivable on the field, not necessarily more healthy.” - Fuzzhead Armor penetration (i.e., crew kills) may be possible in the future but are not currently being implemented. “It would be cool to shoot the back of a Stryker and kill everyone inside it, but it was difficult enough to get small arms working.” It would be cool, but don’t count on it soon, as it’s both design and programmatically complex -- we don’t want vehicles to be rendered useless immediately. Designers are investigating reactive armor blocks on tanks, based on the component damage tests. Another example might be slat armor for IFVs. Some vehicle suggestions include making infantry able to disable a vehicle, but not destroy a vehicle. Adding thermals may not have made sense in the past, but with HAT/TOW being lethal, it might balance the field especially if it could be disabled with component damage. We’re still looking into deflating tires or having them fall off, but we’re not yet sure if it’s possible with the physics engine. There will still be mobility kills, however. The team is currently focused on armored vehicles primarily though. Currently, vehicles are often too risky to use on an assault, based on their relative ticket value. Too risky to pile your troops into a Stryker. Sometimes assigning 2-3 people to a vehicle feels like a waste of resources. More counters against infantry with AT would be appreciated, as it feels like smoke is the only option now. Turret Stabilization It’s still a little rough right now, but it’s coming along. The input delay feels rough. Currently, it functions by holding your bearing while the vehicle moves. Lazing isn’t being developed at the moment, but it’s something we’d like to have. The baseline is that tanks need some sort of stabilization. We’re considering some sort of system for the gunner to adjust directly to a Commander’s target; some way for the commander and gunner can communicate (that isn’t VoIP), with the gunner still in command of their role. Modding 2.0 Linux server mod support! Whitelisting mods is something we’re considering, but it’s very difficult to run a mod at this point -- the system needs to mature some first. We’ve had some volunteers to QA/test community mods to this end, so stay tuned. Tanks/At We’ve shown the M1A2 (though it was mislabeled -- oops.) and the T72. We talked a bit about reactive armor above, but again, that’s not confirmed. We’d like to have as many assets as PR did; choices are great. Likely the driver will be a seat, the gunner will be a seat, and the commander will be a seat. You should be able to get away with a driver and a gunner, but running a full vehicle will be more efficient. It’s unlikely there will be four-person tanks. Don’t expect one man tanking to be a thing. There will be maps designed for tanks. (Not Sumari! Don’t worry!) Current maps will receive them too, but they’ll likely be balanced by similar vehicles on the other faction. (e.g., USA versus RUS) The ubiquity of the t72 means you’ll see more than just conventional forces using tanks. Future Regarding factions and other tools/vehicles/toys, post-launch content will be a thing; if you watched the recent SquadChat , Irontaxi lays it out a bit. We want to do as much as we can, for as long as we can, but we’re also very excited to see what the modding community comes up with. As we’ve shown with maps, we’re very open to adding community content to vanilla Squad. Belaya It’s a bit scope heaven right now; the mapping team has already made a lot of changes. It’s losing a lot of roads, gaining some foliage, ruined fortifications, and more space to capture in, hopefully giving people the cover they need to make the map more fun. Paired with the previous FOB changes, there should be a lot less meat grinder going on. There are also some layers that don’t include the train tunnel. Some feel that Kamdesh and Belaya feel really similar, from a design standpoint. They’re cosmetically beautiful, but lack some unique locations and points of interest. They can feel a bit repetitive. Some of that was due to the timeline (2-4 month) on which they were created, some of that was based on the philosophy; trying to make them as fun as possible within the constraints. We acknowledge that it does feel a little stagnant and gamey. Though there’s danger in asymmetric locations causing people to dislike the map entirely. The mapping team is split on increasing the size of the villages versus more open-ground fighting but are considering options to improve the experience. Adding more to the maps is entirely possible, especially as things like Yeho get revamped too. Kamdesh was conceived as similar to Operation First Light, but on the side of a mountain slope as well. Technical limitations with draw distance caused the design to change.
  5. Hey Squaddies! The text you’re about to read is the minutes of a meeting hosted by Offworld Industries to gather community feedback. Roundtable topics are based on the most recent recap or patch; in this case, we focused on the changes in Alpha 11. You can review the audio of the event here: Please note that the text represents a dialogue between the community and developers, not a planning document. OWI Attendees included Axton, StrangeZak, Fuzzhead, Gatzby, Nordic, and Merlin. (Apologies if I missed anyone! Thank you for coming!) Note: Text in Italics represents responses from OWI members or general overview text sourced from OWI. Attempts to preserve the discussion as it happened between topics and questions have been made, but may be edited for readability. Pre-Event Armor system Longer, more intense. Maybe too long in some cases, especially if teams stalemate. Fuzzhead: Vehicle interiors are worth doing, it impacts all vehicles. Turning out is almost like adding another weapon/ability to vehicles. Virus: Tons of little bugs, very annoying. Royvas: More intense. StrangeZak: Internally, we're pretty happy with patch, best we've shipped in a while. But that’s not saying much as we haven’t patched very much lately. =) Wicks: People can still play fast; speed is now a tactical choice, not the default. People are more willing to move tactically, set up ambushes. Choice, not a sprint up the map. Fuzz: Could have spent another two weeks polishing, but we wanted to get this out. There were no major, major things, but a hotfix should come out to polish things. AAS/Bleed changes Virus.exe: My clan is not very happy. The game became more interesting in tactical ways, can make comebacks, especially after just entering server. However, on public games, it makes game boring - no incentive to attack flags. “Sit, superfob, and that’s it.” Currently lacking a strategic reward. Vehicle costs are comparable to the gain of a successful capture. If you lose BTR, all profit is lost. Vehicle cost should be lowered. Maybe standardize vehicle cost by vehicle class. Fuzz: AAS, based on conquest was intended to concentrate the fighting, but it’s ultimately flawed. It’s solid, it works, but it is limited. We’re actively working diligently on game mode to supplement AAS with more strategic depth and meta. We want a game mode that has more strategy, not as simple as things currently are. Fuzzhead has been thinking about Total War and they way they introduce non-binary win/loss conditions. A more nuanced approach would allow terrific victories, terrific defeats, draws, and less wins. Players want to be entertained and immersed with good game flow regardless of winning or losing. Territory Control is going to be where the strategy lies. Squad currently has three resources: spawns, construction, and ammunition. Hoping to introduce vehicle supply points, lifting the burden of balancing ticket amounts. Some of the team would like to see a system to request vehicles rather than having a map shit them out, but there has to be a reason not to choose the tank every time. Giving nuances for each vehicle and giving players more choice on that front. Tickets would be strictly for player spawns. “The more we **** with the tickets, the more we take it off the flags...the more an individual death means little to nothing.” Merlin: What are your thoughts on the solution of increasing ticket gain/loss on captures? Fuzzhead: The values that are set right now are initial values. That impacts the way players are going to think of value and spawning. Wicks: The weight of a heavy asset is its use, divorce tickets and vehicles. If you assign everything a ticket value, you run the risk of turning the game into a spreadsheet. Making the tickets tied to spawns only makes giving up a bigger risk. Steez: I agree with virus.exe. It’s stopped the need to suicidally rush at the middle of the flag if it’s not good for that faction. Games are running a little long. Ideal round time should be about an hour, or just under. Currently, games are running over an hour, which would be okay if the gameplay remained dynamic -- otherwise it just becomes a slog. Regardless of map size, with some leeway. More incentive to push is something salt. Feels strongly about. It’s generally hard to attack and not strongly incentivized, especially in public play where it’s much more difficult to play as an entire team. SWC is working on a mod to experiment with features such as increasing swing tickets incrementally and more tickets as you keep attacking. Fuzzhead: A big part of v12 UI is getting squads to work together more easily. Doc: Changes are great. Opens up more versatility out of the gate. Spawn mechanics could make life feel more valuable. I agree with lowering vehicle ticket values, but I’m not sure about eliminating them entirely. I think your incentive to attack is clear: being low on tickets forces attacking. TOWs are a good change; vehicle play is fun and versatile with the AAS bleed changes. You guys should look to PR a lot; it’s been around for years. V11 allows slower/more methodical play. 60-70 min games feels good, like an invasion, allows some sense of scale, moments of peace and violence, not just constant shooting, go go go. Slight adjustments to starting tickets (-40) could be good. Fuzzhead: We need to define layers for people who love long rounds versus layers for people who want to play for 30 minutes. Sometimes you’re in the mood for one, sometimes you’re in the mood for another. Vehicle and Armor Virus: Vehicles feel fantastic. Armor system feels great. Vehicles costs need to be lower. Standarding vehicles costs by vehicle class would be helpful. Some issues with people understanding where a vehicle can be hit for damage, as they were not consistent with Jensen’s Range. (“Can Bradley be damaged with x…”) TOWs “right what was needed to limit vehicle free-action on the map.” Scopes getting unzoomed constantly. Russian unlimited TOW bug. Soulzz: The Bradley is very loud. Pea$e: Vehicles are good. Will vehicle penetration happen? Will the Warrior take damage from the front? Nordic: Warrior front being very resilient is intention -- it’s got thick armor. Fuzz: The angle also matters, but it’s hard to illustrate in Jensen’s. Richochets. The sloped front armor of the Warrior is, by design, to increase survivability. The idea that vehicles aren’t just a box is new to the player base as well. Axton: People are going to learn what penetrates what, so the knowledge will trickle out to the community. We’d also like to update some of the old tutorials. Wicks: I like that people haven’t figured out the penetration values to the nth degree. Adds a little unknown into the simulation, not perfect every time. I like that it can’t be perfect every time. (truthrealm agrees) Aragorn: Love the changes. Make me think more. First and only problem, Bradley can shoot a very, very long distance. 3+k seems too strong, especially with optics and there isn’t a RUS counterpart. (TOW feedback seemed okay after Nordic explained.) TOW activation on Bradley seems fast, don’t need to be stationary. After a certain distance, you could introduce some delay/feedback into the controls. Nordic: TOW is 1500 m limit, after that it disappears. Playtest had 4km, was reduced. Fuzz: I would like to see the TOW carry over “some spiral” from PR which added a skillcap, something that varied by ATGMs. Shrinking the TOW range is still possible. Would like to get the Bradley to be stationary while firing TOW. Unlimited TOW exploit will be fixed and change prevalence on maps, of course. Merlin: It does raise the question if the Bradley should have that high powered of an optic in the TOW. Doc Hammer: I think TOWs are a good change for vehicles, since you can’t just run free now. Same with LATs. TOWs feel a little spammy, like on Kohat. Increasing the cost of the ammo they use would cause people to rely on logi more. Perhaps increasing the build cost would help limit spamming. Infantry has not necessarily seen the importance of taking out a TOW fob, so it could get better naturally. Axton/fuzz: Ammo bags for things like mortars and TOWs, rather than just relying on FOB, to create a supply chain could be possible, a la PR. Hopefully we can put that as a priority at some point, making ammo and logistics a little less abstract. Merlin: Fun fact: One of my first coding tasks on PR was doing ammo bag runs. Virus: Will vehicles get the ability to zero their weapons? Fuzzhead: We have an early prototype of a stabilized targeting system which only certain vehicles would have it. Not necessarily going to happen, but it would be great to have working sights. Nordic: Ranging is planned, but unknown status. Merlin: Nothing specific right now. Layers This was one of the largest changes to layers we’ve done. There were new layers introduced, something like 40+ layers were adjusted. Hang in there, we’re working as hard as we can. CCFN Tillomaticus: Thanks for changes to conquest. My biggest concerns from my clan reps: imbalance of factions, especially on Kamdesh (competitive viewpoint) isn’t great from a competitive viewpoint. It can be an extreme blow to morale, even if they know they’re switching next round. City fighting like Basra works well for INS. Brits or US going to be 2-3:1 kill ratio, which is a morale killer for the other team. 4 warriors isn’t that fun. Fuzz: More tickets just means dying more, not that you’re making the game more fun. One solution would be to not include INS on asymmetric layers. For invasion, especially a map like Kamdesh where there’s nowhere to hide, where they have no optics could limit them too much. But it is early. The idea behind some of the changes was to get people playing in parts of old maps they’ve never been in before. Axton: We already have plans to make Kamdesh less monotone and more INS friendly. The bug with beards showing through the fog will be fixed as well. (Edit: Fix has been merged.) Delta: 4 warriors is imbalanced. V3 layer. Finding problems like these on layers before going live would be nice. Fuzz: Maaaybe a bug. I should delete one warrior. Good feedback. There were a lot of layers, but it could use some more oversight. Did some changes before the warrior was working. Hotfix’ll fix. DocHammer: Biggest imbalance in layers is INS vs USA/GB factions. Not fun to play. INS need “special ability” like placing a FOB without supplies. (Hideouts.) Something to balance out optics. You can’t engage and you end up getting outshot constantly. “Militia with worse weapons.” Too much firing over long distance and unable to fire back effectively. More armor technicals? Basra runs great with GB versus INS, well designed. Keep changes small; don’t overcompensate. Fuzz: Looking at giving INS different tools. If it’s going to be asymmetric, there needs to be asymmetric tools. Hoping with Kohat (or similar) that we can dial the tickets in so there can be a planned retreat. As it is, you can be dying a lot, still winning, and it feels spammy. Wicks: Can’t have INS on maps that don’t make sense. INS wouldn’t pick fights in that terrain without some sort of change to the meta. e.g. Maybe some asymmetric spawning. Watching the RUS steamroller approach is tedious. Bombcars would allow INS to cover more open ground that isn’t normally accessible. VBIEDs are huge for instilling some doubt, offering more options, and they require the enemy to pay attention and use caution when moving into new areas. Fuzz: If the development cost as low, we can look at adding more civilian cars to help them stay mobile. That was the idea behind all the bikes. DocHammer: More layers that don’t make sense would be okay. I.e., INS/MIL, GB v. US. It is just a game. Axton: Did that a little with GB/USA on Kamdesh. Fun layer. I do believe we have a bigger selection of IEDs/tools for INS to use should help already planned. Fuzz: If that was well received, hell yeah. My point of view is to do more layers like that. Virus: Logar ins, RUS/INS. Kokan RUS/INS. POV: worked very well. Russians don’t feel OP, especially with optics, because RUS relies on vehicle, INS great against vehicle. Steez: Agree. Apart from imbalances, one really good thing is that all layers that were unbalanced because of timing at rollout are fixed. Better as a whole. Fuzz: Messing with bleed had that as a major consideration. Wicks: don’t mind massively stacked layers, conditions set for a struggle. Some hugely adverse maps. “Up against it a touch.” INS should be that way once in awhile. Invasion: haven’t played it enough. Maps with multiple flags, objective based. E.g. flags you take on an island control your assets. Take airfield, get helo spawns. Flags that are radar towers, which might spot anything in radius. Something to fight for even if you can’t take all the flags. Nordic: Invasion is cool, because even if you lose, you can still measure progress. Cache game mode by Virus.exe is a good example of incremental progress as a team. Weapon Changes DocHammer: Good changes. Step in the right direction. Issues: INS still feel really bad. Recoil on SL rifles prevents keeping eye on target. Can’t engage at long distance. Sway is still high for stamina cost required to run across map. Handling is fantastic. Like reduced sway. Recoil RNG side to side should be reduced. Wants players to be able to learn their weapon. Sometimes feels like fighting the game. Sway for brits seems increased. Nordic: I have told Ross the SL assault is so bad. He said both guns fire 7.62, reducing it more would make it a 5.56 rifle with more damage. Some stuff in the works for that. INS aren’t necessarily supposed to be the best shooters, though. We hear you, but there wasn’t a perfect solution for v11. Virus.exe: Not everyone is happy that regular rifle and medic get obzer on RUS. Many love ironsights instead. The choice would be nice. Wicks: Liking it. Not 100%. Happy medium; v9 was too easy. British FOV: SUSAT as a beautiful rendition of how shit it was, but I like it. It added flavor. Would like to see more differences in factions. Nordic: Removing SUSAT was a balance decision. Everyone had a scope. Balance is going to continue to change AK w/ scope still feels wonky. 545. Classic Russian one. Feels worse than v10, flies up, is floaty. Feels like the gun is coming apart. Feels like it doesn’t respond to mouse movements like any other game. Wicks: It feels loose. Feels rattly/lose. Maybe a frame pacing issue with recoil. Jerks and stutters, pulls up. Assi: Feels like you don’t have it shouldered properly. Nordic: US ACOG horizontal recoil reduced. Pea$e: Why was AT grenade removed? Nordic: because it wasn’t replicating. (It didn’t work.) Still needs work, works badly in different ways each patch. Motherdear may have fixed it, may be coming in 11.x Not gone, just broken af. Steez: I agree with AK finicky. Optic seems to compound it. AK optic does unused. Everything about way is better. Sideways recoil needs reduced more. It just doesn’t feel good and takes away from the tightness; not fun. Not tight. All movement/sway animations feel a little fast and exaggerated atm. Doesn’t have the weighted smoothness. Love the new linearity to the scale of the zoom sensitivity, but feels broken. Used British Acog, but then US was insane. DocHammer: Biggest thing is what is the reason for weapon sway. To extend firefights? Lower skillgap? Maybe look at spawn mechanics instead. Weapon play is on a good track. Truthrealm: One big difference between recoil and other parameters. Recoil is a cause and effect, player intuition plays into it. If I fire my weapon once, it’s understood that recoil is low. Side sway feels like fighting a game. “Why the hell can’t my character hold a gun and why can’t I do anything about it?” Misc [D-K] Delta | Alex-T: 3D UI: I want the damn Squad Leader Number out of my face. I don't need to be reminded who and where my SL is. At least make it optional. (boolean value and we are all happy.) The missing tag names are horrible on public but ppl get used to it and i like it acutally. BUT I want to see the name of my mates if I'm close to it. I can't even talk to them because I can't see their name Minimap Hover on vehicles and such is awesome, finally I can see who is in the vehicle. But it's missing for emplacements. Please add this as well [prog] Virus.exe Adding to 3D UI topic: may be add option to disable nametag text and leave role icon for players out of ur squad. Like, I want to be able to identify which squad mate i'm looking at 200m out when enemy sneaking up on him, but i have no use in blueberry nametag cluttering my screen in same situation, leave only role icon for em. ---- And we're done! Please feel free to let me know if there are any corrections needed. A huge thank you to everyone that attended, shared feedback, or otherwise listened along. You help make Squad great. =)
  6. Just played some project reality the other day and I noticed a difference compared to squad. I know Anders worked on both games and thought I would just bring this to his attention. When being hit from a bullet in Project Reality. It adds more anxiety and panic. When I took the time to realize why I wasn't getting this feeling in Squad. I realized that in Project Reality, your character yelps when being hit. There is also a distinct bullet striking flesh sound. In Squad, this sound is missing and there is no audible reaction from the character. Just thought I would point this out for Anders.
  7. Please leave Bugs and Issues here with screenshots attached. Not a place to theory craft or idealize about the map. just help spot bugs only. cheers
  8. Our Discord server Server Rules: Be respectful Don't waste vehicles Don't be racist/antisemitic/abusive in chat Don't camp the enemy base Don't advertise anything without permission (this includes links in names) Don't team kill intentionally If you do team kill somebody by accident, apologize in all-chat immediately Don't Hack/Glitch or exploit bugs All squad leaders must have a functioning microphone and speak English on the command-channel To contact an admin or for any questions, please join our discord server.
  9. Positive Feedback

    Just wanted to say Ive owned the game since summer 2016 and I enjoy it every time I play. I honestly love the strategy-paced, teamwork style of play. I enjoy the realistic reload times, the movement, the weapon feel, the comm beep whenever people talk, the base building, the treks with teammates to get to locations, the long distance combat, trying to find out where I'm getting shot from, and most importantly the SOUND really kicks ass, the sound in this game is unbelievably immersive and amazing. During firefights, its really cool that the gunfire sound overpowers everything else, thats the way it should be. Please dont let anyone complain about the realism, because its the reason why I play this over Battlefield, CoD, etc. When I'm explaining this game to someone, the main thing I tell them is "In Battlefield you spawn and sprint, shoot, then die. In Squad you're actually playing, walking, moving, setting up, talking, taking cover, suppressing, you're actually hanging out with the people you play with, rather than just spawn and die."
  10. The damage system needs some work. Torso shots should be a 1-2 hit kill depending on where shot, head 1, legs and arms should be more of a bleed out if hit. And if hit in the legs it should cripple the person indefinitely making them slower and if hit in the arm aiming in takes slightly longer. Also weapon sway should be reduced a LOT...I have shot many weapons in real life and I can defiantly hold a rifle steadier than a soldier in this game even if I'm tired...and have the option to set weapons on objects to steady them. Sprinting should be a lil faster and when tired you should not result to a walk it should be a slower sprint like in Red Orchestra 2. There also needs to be separate sensitivity options for aimed in vs hip. Oh also on the aiming note you should be able to focus indefinitely no matter what. And everything else is just polishing up. This list is a must inorder for this game to be good. I have no doubt it will do well either way but with these adjustments it will exceed.
  11. Weekend Preparations!

    What are you doing to get ready for this weekend's Closed Pre-Alpha access for Airborne and Commander backers?! I just got done cutting the grass in my yard. I usually do this early Saturday, but I didn't want to waste an hour this weekend and miss an hour of Squad. I also plan to stock up on supplies (food, drinks) on Thursday. I may not leave my house this weekend... And I'm ok with that.
  12. To the developers of Squad, First I want to say that you have created a wonderful game and that I value your dedication to continually adding to the game as time passes. As a veteran that has seen VBIEDS (Car bomb) in action and the pure terror and disruption they cause to operations I feel adding a low manpower cost (1-5 tickets depending on size of vehicle and payload) VBIED that already has explosives embedded in the vehicle and only needs a left click from the driver to detonate would add not only add another level of strategy but be a fun addition and level the playing field between the OPFOR and US forces due to OPFOR having terribly weak vehicles that get shredded by the US Striker. I've noticed most players already try to make them by placing IED's on cars however this is not effective because of the high ticket cost, lag time between cell call and detonation, and the coordination between the Scout and driver to make it happen. I feel that if developed the only way to be able to take one of these down should be by AT weapons carried by soldiers. I've seen these vehicles take high caliber rounds and RPGs ricochet off the armor only to still meet their targets. This addition would place emphasis on combined arms operations and force squads to stick near vehicles to protect them and the squad itself. As a balance I feel AT soldiers should carry 4 rockets. I look forward to your response. More suggestions to follow.
  13. Hello everyone! Talic1337 and I started up a new server for squad. We wanted something that was new player friendly and all around just fun. It is an 80 player server based out of Chicago. For the last couple of days we have been taking in a lot of new players and showing them how fun squad can be. New players or veterans feel free to check us out. We are mainly on at 8pm ET and on. For the next four weeks, we are doing a raffle of Steam gift cards for those that have played in the server. $10 gift cards will be given away in our weekly raffles. We would love to get some feedback on the server. Stop on in and say hi. Our subreddit is https://www.reddit.com/r/TaliconsPunhouse/.
  14. I'm opening this thread to provide the community with a space for feedback about my server and to comply with the developers' licensing criteria MapRotation.cfg Chora AAS v1 Fool's Road AAS v1 Yehorivka AAS v2 Kohat AAS v2 Logar Valley AAS v1 Chora AAS v2 Gorodok AAS v1 Kohat AAS v1
  15. So tonight I tried to SL because no one else would do it, later on in the round I try to put an RP down only to find out that you get a 90sec cool down if your not close enough to your squad mates and again if you too close to enemies. My squad got screwed by this 3 times in the same match. I under stand a cooldown so SL's can't spam it, I don't understand a cooldown when you cant use it because one of the other rules. Edit: I guess there is already a feedback thread on this, sorry for repost. A mod can delete it if they wish.
  16. So this is a minor suggestion that I don't expect to be taken very seriously but it is something that I would hope would be addressed. The pre-match warm-up is already longer than must start times are in other games, but as an experienced squad leader, I must say that sometimes I wish that not only did I have more pre-game warm up time to coordinate my spawn, but, that I had a thirty to sixty second period in which I could coordinate and organize my team at the spawn base without fear of all the vehicles being taken.
  17. I think it would be best to have the weapon sway when scoped as well as recoil based on a combination of things such as weapon weight, stamina, health and suppression (and obviously stance). It seems optimal to have a system where you plug in the projectile weight and exit speed to find out the initial kick then have weapon weight telling the game how much the final kick is reduced by. Another thing would be to have previous shots add up realistically based on when the kick occurs. For example if the kick happens when the gun is going back from a previous shot it will affect it differently than when the gun is going forward from bouncing off the shoulder. This system could also be plugged into ballistics for more accurate shot deviation during automatic fire. If the gun is recoiling back when the next shot happens the projectile will have slightly less energy making it fall short a very tiny bit. This is probably a little extreme and I think the best implementation would be a simplified version of my recoil system. Another thing is I prefer the style of aiming that RedOrchestra and Insurgency use because when you are scoped in your whole view isn't moving its just your gun, and you fire when your gun is on target rather than how it is now where your view has to be aligned. This is closer to real life aiming as your head and eyes are really good at staying locked on to a target. Thanks for taking time to read this.
  18. So, there is Sensitivity variables in: %AppData%\Local\Squad\Saved\Config\WindowsNoEditor\GameUserSettings.ini Line 9: AimSensitivity=0.067500 SteamLibrary\steamapps\common\Squad\Engine\Config\BaseInput.ini Line 21: +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) Line 22: +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) SteamLibrary\steamapps\common\Squad\Squad\Config\DefaultInput.ini Line 9: -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) Line 10: -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) Line 15: +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) Line 16: +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) Line 138: AimSensitivity=4.700000 Also, there is bEnableFOVScaling=False and bEnableMouseSmoothing=False I kinda understand how FOV scaling works. It multiply mouse sensivity by FOV Scale(0.011110). But it would be nice to see actual formulas. BTW, I get different accelleration(depending on how fast or slow I move my mouse) with mouse smoothing enabled, so I disabled it. It would be nice if devs explained how whole mouse sensitivity thing works with formulas, please. But that's not why I've created this thread. I've created this thread because there is at least 5 places where you can set your mouse sensitivity. I figured that 'end' mouse sensitivity is a result of +AxisConfig Sensitivity multiplied by AimSensitivity variable in GameUserSettings.ini. So, let's say I've got 0.067500 in GameUserSettings.ini and Sensitivity=0.07f in +AxisConfig. My 'end' mouse sensitivity is: 0.067500*0.07=0.004725. At some point of time I changed +AxisConfig Sensitivity to 0.01 and AimSensitivity to 0.4725, my in-game sens didn't change but it became kinda smoother and more responsive, especially at lower FPS. Now I ended up with +AxisConfig Sensitivity=0.000001 and AimSensitivity=4725.000(GameUserSettings.ini) and I still get the exact same 'real life' sensitivity but it feels much smoother, more responsive and it is actually easier to aim, track enemies and spray than with default values of 0.067500*0.07... I understand that you used 0.07 value in +AxisConfig Sensitivity because of people with low DPI(400-800) and because it's alpha and you didn't have time to convert 4725.000 number to a proper 0.4725 sensitivity etc. But can you please explain the whole sensitivity thing, please? There's actually other option. You can set +AxisConfig Sensitivity=1.000000 and AimSensitivity=0.004725 and get the exact same end(0.004725) and in-game sensitivity again... But which is better: 0.067500*0.07, 0.000001*4725.000 or 1.000000*0.004725? What would you recommend and why? And what about Exponent argument for +AxisConfig? What about raw Input and direct Input? At the moment I just play with AimSensitivity=4725.000 in GameUserSettings.ini and +AxisConfig Sensitivity=0.000001... Devs, pls explain.
  19. As per Bruno-G's suggestion, here is a separate thread on MT-LB 6MB model. Much of what is missing on the 6MB is correct for the regular MT-LB as well. Abstract My premise for spotting model differences to IRL counterpart was largely based on consistency with the level of detailing Devs chose for the models. For instance, detailing as low as mudguard hinges is present on the 3D model. As such I am not counting amount of track links or sprocket bolts, but visually noticeable detailing. Naturally there are differences between IRL vehicles as well, therefore I tried to reach the most common contemporary denominator that has the least amount of detailing. I will not be posting reference material here, but it can be added at a later stage. Lastly I have not seen the model close up, so there might be other issue, but I will update them when we all get our hands on the vehicle.
  20. Hi OWI Devs and fellow Squad players. I like the scout class and the SKS. It improves teamwork and it somewhat makes sense, that if you have an 10 rnds rifle you get the binoculars as well in order to guide and provide assistance to your squad. I thought about how to improve the kit - in a tactical "pro-teamplay" way - by increasing its value to other players (not its combat efficiency based on the primary weapon). In the Updates tab related to the update on A7, it is written: " Added Scout kit for Insurgents and Militia. The kit contains SKS as the primary weapon and also has a set of binoculars. This kit is perfect for scouting and directing fire. Kit will get more toys in the future " My hopes, dreams and expectations or such "Toys": - Possible IED ?`Nothing much to say here I guess... - Soviet flare for tactical signals, or as battlefield illumination. Example from Chechnya: - Anti-personell Landmine or tripwire-mine. (Nasty, but with the AAS system this would make sense). - Wire Cutter for instant/Fast removal of barbed wire Regarding the armament of the scout, I would not mind if he had access to the AKSU. The SKS is probably the superior choice for medium to long distance - yet the (less accurate and weaker) aksu might work better in urban environments. [if you considder answering to this topic and you´re a non-DEV, please take your time for a proper response ]
  21. In war films, I've noticed ambient noise like gunfire, explosions, yelling, etc is picked up in a soldier's comms and sent through to the channel when they're talking. Can this be added to Squad? Sometimes when I'm Squad Leader I'll get other SL's asking me how something is going; I'm mid firefight and I'll accidentally yell back to them whilst I'm shooting. On occasion I've had "no need to yell man" come back from them, which I then apologise and explain I was shooting at the same time. There wouldn't be this confusion if he heard all the gunfire when I opened my channel. I think it would add great immersion layer to the comms channels. Obviously it wouldn't be necessary for the local VOIP, just Squad/SL channels
  22. US Acog

    Not sure if I saw a post on this, didn't see anything specific when I searched so figure I would post something. I would like to talk about the ACOG kit, primarily the US forces ACOG class. For me that ACOG has terrible recoil currently, the reset takes way too long to be a usable gun. I find myself most the time trying to go for a head shot (which isn't as effective as a body shot) because the recoil reset is so bad if I miss the second kill shot, the enemy will have already moved on and taken cover. I understand the advantage with the ACOG so having a bit more of recoil makes sense but the current recoil is over the top. If something like the Militia ACOG kit could be implemented which is really good maybe even too good but if something like that could be done on all ACOG classes I think that would make the class extremely effective again and can effect the matches/gameplay in a positive way.
  23. Hey 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/
  24. Haven't done this for a good while but after seeing the state of the forums recently (i will go onto this at the end), I thought I would go back to writing a post on the new release and prove their are still members within this community who believe in this game. I'll point out quickly that this is, as always, my opinion and this may change over time (emphasis on the word initial). UI Map - On first load up, I wasn't keen on the new map colour. But after the second round, I really started to get into it. I love the look of a drone-style thermal over view, which is how the grey scale feels. I think a more defined black highlighting across terrain changes would help the cosmetics, as I can understand why people may be confused when identifying increase/decrease in terrain levels. I know that this is a placeholder as the UI will continue to improve, but as a start, I like the direction. Role/Kit menu - Love it. I loved it when we went to the 2d drawings of the kit on the equipment select (1-6) way back when and now expanding this to the kit selection and comma rose is beautiful. Player icons - Unsure on the shapes. I have been trying to get used to these for a while but personally, the previous circle with FOV direction looked better with less confusion. I love the new colours and think that against the grey background, they are perfect. But I can understand why people may be confused by the new arrow shapes. Additionally, I think your player icon needs to go underneath the squad leader. There were a few people who complained that, when in a compound along side the squad leader, it was hard to make out his location as their own icon was over the top of the SL. Little tweaks here and there will make these new icons work great. Medic map - I stated in another feedback thread that the medic seems to have been dumbed down too much. I understand the direction to go with different icons for various player states, but there are too many icons for too many people. For starters, (and this will split opinions) a medics own squad is always first priority. These new icons make it impossible to distinguish between other squads and your own squad which does not add any benefit to the game play. Second point is, the icons on the map are too much. Players who are bleeding can sort themselves out (everyone has bandages) so, IMO, there is no need to identify these on the map. Additionally, the new icons for players who are incapacitated don't fit the squad feel. If the general public want the incap to be identified, a normal player icon in red would do the same job without these new "flat line" icons. There's nothing offensive about these icons, but it seems to be further taking the communication essence out of the medic. Everyone who plays the medic loves the "searching" side of the class. The calling out and the hunting for that team mate. The good medics (who stick with their squad) will usually rely just on their compass ID markers and will argue that is all they need. I would go as far as saying the majority of the "skill" has gone from the medic with these icons. Yes a good medic will always be priceless and takes time to master, but the edge to be "in the right place at the right time" looks like it might be gone. AAS Ticket system/bleed This is something I feel strongly about. It has to be right. People were complaining in V4 about rounds being over too quickly, losing by massive amounts. While this was true at the start, once people realised they could no longer play TDM in A1, (as they were in V3) there was starting to be a noticeable reduction in loss and victory deficits. There was the well known issue of people giving up too often (which is still there) which was 2 tickets, and the loss of tickets for losing a cap (30 tickets). I will just state that, in my opinion, if a team has been pushed back to their last flag, they should lose hard and quickly. This is AAS, so if you have failed to secure your flags, you should be punished. You have had all game to defend the two flags (or more) that you captured. This new bleed amount for holding the opponents last flag has extended the time for a round to finish. Last night we had to sit with our thumbs up our arses and defend Train station on OP first light for over 10 minutes (which isn't hard as the majority of squad players only work on a one way, direct line system). When this happens, it becomes extremely boring (for both teams). If anything, the enemy capping your last flag should be an instant loss. I've spoken with Z-Trooper about windows of opportunity to turn the battle and how long they last, how often they are available etc etc. A team has failed to do this in the duration of two flags being captured? That is a player issue, not a mechanic issue. The games are now lasting a lot longer, and that's the way it should be IF the teams are well matched and the battle is over the centre cap and the -1. But if a team has been steam rolled to their last flag, it is not fair for them to continue being hammered for another 10 - 15 minutes. That isn't doing anything for morale. I believe taking the bleed back to 1 per second for losing your last flag is fine. NB: I haven't had chance to do the math over objective gain/loss so I will update this with numbers so people can better understand the focus on each flag. Map updates OP first light has been my favourite map since day one (even when it was the tree infested "forest") and the new statics and objective areas are divine. The new village and statics across the map have added real variety towards approach of the objective, as previously the map saw extremely predictable maneuvers onto each cap zone. Great job devs! It was a great decision to keep this map in the game and reinvent it. Chora - well, not updated yet due to @IrOnTaXi getting too fruity at GDC and forgetting to update it. Personally I find this hilarious and it's great to know that our boys at OWI are human and indulge in the finer things in life (cocaine included). Fools Road - Still a gorgeous map that continues to improve with every update. Weapon handling Weapon sway - A minor difference which feels like it has really changed fire fights. I've actually found shooting a lot easier, I am unsure if this is down to me subconsciously negating sway previously (when there was no need) based on prior gaming experience. But I am finding that I am much more effective in fire fights than I was previously. Jumping A welcomed change that has re-invigorated my love and passion for chora!! That is all I have for the minute. I will look to update as and when my opinion changes (if it does). I will note I never play with optics on Squad so I have no experience of the changes to the scopes. I'll finish with thanking our devs for maintaining their hard work and dedication to this game. I have been (as always) very vocal in my support for OWI in the recent weeks. The continuous stream of questioning of integrity and motive recently knocks me sick. I have got to know some of the team very well and it really is offensive to see these part time batty boys pop up with their one-post contribution questioning the dedication of the team. Despite a few tweaks here and there (based off my opinion), you boys have knocked it out of the park again, with a solid build which only goes to pay tribute to the work you and everyone within the QA team (I haven't forgotten you lot) put into this game. I'm not a sentimental person, but giving a reasoned voice as a backing to our devs has been needed for nearly a month. I believed the new build was the right opportunity to do so. Thanks for reading. DannyT/BLITZA