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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 137 results

  1. This is Squad | Fanmade "trailer"

    Put some of my scenes together and made kind of a trailer. Hope you enjoy!
  2. [RIP] Hollenfeuer Videos

    I've decided to open a topic to show my gameplay videos, some are funny short clips, others are full rounds from my perspective whilst playing alongside public player and fellow Clan members alike. All feedback is welcomed, early footage was edited on Windows Movie Maker Where as newer footage is through Sony Vegas and should be 1440p @ 60fps. Feel free to subscribe for more fun content coming thick and fast since the release of v12. Hollenfeuer Youtube Channel
  3. Smee SL

    Warning these video's contain Cockney accent, unabridged and with fragrant disregard for the class system. If you find this tone or videos offensive for the tone of language and inflection then your in the wrong place. Gameplay with Smee, can you tell there's a map. Was a fat moving game.
  4. With the One time only spawning assets could we get a warning or alike so squad that use it know. Or maybe remove the one time seems a little silly 2hr map and only one tank. Isnt the spawn timer supposed to be the deterrent.
  5. Heya Squaddies. So I have been wondering lately, does anyone else feel like the game (despite v10 update changes) is still too arcady when it comes to movement and shooting? Despite this game being one of the leaders of the tactical realism military genre. You can get rather easily "sniped" by a BTR sitting 500 meters away, often leading to "BTR Squads" just going lone wolf to get easy kills. I feel as if accuracy is still too precise on longer ranges, the only ones being able to do some proper killing from these ranges should be skilled marksmen, not some armor squad sitting too far away for anyone to deal with them. I would imagine that matches would be way more immersive if you would barely be able to hit anything at that range, and basically just do suppression, forcing you to move with other infantry squads. Same with 50.cal bunkers, although they are rather easy to take care of, they can snipe you from across the map (kohat toi as an example) with good accuracy. Where's the immersion in that? If there was a greater "randomness" to aiming anywhere further than 250m I think teams would move better together, work better together, you wouldn't die easily and frustratingly (like when running somewhere with your squad, and a BTR sitting hundreds of meters away sprays half of you down), squads wouldn't go lone-wolf as a BTR for easy kills, etc. Let the snipers and mortars take care of long-range threats. Firefights would be longer and more immersive. Just some thoughts of mine, anyone agree/disagree? feel free to start the discussion.
  6. cc// Crack Clan TV

    Logistics is the game's way of supporting FOBs. It achieves this by providing building supplies and heavy weapons ammunition in bulk; it is the only way to get supply points to a FOB. We hope you have enjoyed the first of our boot camp series, let us know what you think below and feel free to ask any questions - thanks for watching! http://crackclan.com http://crackclan.com/discord Background Music: ‘Downtown Funk’ by DJ Quads https://soundcloud.com/aka-dj-quads
  7. Hello Squad Community, I thought about a snapping tool for building. Yesterday I played with my Squad and we build a Superfob. One of my friends build all the sandbags... he wasn't very precise because we need to hurry up. When he began to place the upper sandbags the thing started getting worse. We build small gaps for walking in and out and if the enemy rush the fob we can easy defend. These small gaps worked with the lower sandbags but when he placed the upper ones nobody was able to get through. We had to destroy all upper sandbags and replace them very precise which cost a lot of time we doesn't had. I think if there were something like a snapping tool which you can enable and disable for personal preferences. With this tool you can Safe a lot of time. Please give me feedback if you think it's a good Idea.
  8. Falling Damage nerf?

    Good Day Squaddies. Im am just curios on the damage you get for dropping of a wall thats 1 meter high and almost dying from it... I just feel thats a bit unrealistic if I must say. Have a Great Day!
  9. Right now the inability to ranged above 200m make it very difficult for an average player like me to get a better shot at long range with the L85A2, this also make the gun in a big disadvantage compare to other rifles in game. I think the devs should replaced the current l85a2 iron-sight with the one used in the cadet version, which allow for range adjustment up to 500m ( L98A1 )
  10. Chaos Trailer Time

    Hey Guys, I thought it's time to set me a little challenge. Make a Squad Trailer in 2 Days. I hope you like it
  11. Dubs video mega thread

    As title states, my video mega thread. Expect different varieties of videos, serious, silly or a mix of both. I'll update when I can.
  12. Medic mechanic overhaul!

    With the eventual overhaul of a more in depth medic game play and the dragging mechanic, the following proposal could not only compliment the changes but add a simple and further emphasis on rewarding teamwork and SL decisions in the heat of a skirmish. I will break them down below! How it works: Players will be categorized into two sections, only a medic can see the state of a player (or player model). These two states are as follows A. Incapacitated (current "downed" system with live player waiting for a medic) B. Critical (player is no longer live, but player model is a valuable target [read full article to see why and how]) Section 1: Systems defining the state of a player A: Causes for incapacitated state Low caliber hits & frag rounds to the body & or multiple hits to the limbs B: Causes for Critical state High caliber hits to the body & low caliber hits to the head (high caliber hits to the head = deceased as per current system) Section 2: Rules for each player state A. Incapacitated Player screen: Incapacitated players go through the same process as they do now, dimmed screen waiting for a revive. Players who press Respawn cause their player model to go into Critical (Their RESPAWN timer is NOT affected) Bleedout to deceased state as per current system B. Critical Players placed in Critical go to respawn screen. Respawn timer +20 from current system Medics who bandage the Critical player model cut down that player Respawn timer in half! Medics who bandage the Critical player model put it into a Stabilized state Stabilized player models have the current bleedout timer increased (for survival gameplay purposes; more on this later) Once the bleedout timer expires, the Critical player models changes over to deceased Section 3: Special Buildings required for game play in further sections A special building is required at a FOB for the two types of systems to be in play. They are the following: 1. A medic station 2. An intel radio (must be manned by a live player) More on this later Section 4: Friendly Critical players gameplay Friendly Critical player models are important and require a medic (and possibly other dedicated players for super efficient transportation) Rules for mechanics to be in effect: A special building (medic station) is required at a FOB for this mechanic to be in play (if it disappears or is dug up, the mechanic will not work) Critical player models may be brought back to MAIN BASE For every # (X) Critical player models brought back to MAIN BASE 1 ticket is refunded (rewarded) Section 5: Enemy Critical players gameplay While some squads may make it a priority to rescue critical player models, the enemy may too. These will be broken down into two sections (C & E) Note: X means up to the devs/community for balance reasons Rules for C: Reduce enemy tickets A special building (intel radio) is required at a FOB for this mechanic to be in play (if it disappears or is dug up, the mechanic will not work) special building does NOT HAVE TO BE MANNED by a live player ENEMY Critical player models may be brought back to your MAIN BASE For every # (X) Critical player models brought back to your MAIN BASE; enemy team has 1 ticket lost Rules for D: intel on the enemy a special building (intel radio) must be manned for this mechanic to be in play (for reasons below) For every X Critical ENEMY player model brought back to your MAIN BASE; the following situation happens The live player manning the special building receives the general location (the SAME current system used for CACHES in Insurgency mode) in YELLOW on their map and their map only The live player will then use these general locations to relay to their SQUAD LEADER and/or local VOIP (was placed for balance but removed due to a good point) If the special building is not manned or is removed; the map locators are wiped If the special building is rebuilt, it is a blank slate and the number and revealings of critical bodies continues (see below) The number and revealings of Critical bodies brought to your main are as follows: 1. 5(or X) ENEMY Critical brought to main = General location of an enemy SL 2. 10 (or X) ENEMY Critical brought to main = General location of an enemy SL rally point 3. 15 (or X) ENEMY Critical brought to main = General location of an enemy vehicle in use 4. 20 (or X) ENEMY Critical brought to main = General location of an enemy HAB /FOB Radio 5. After 20 (or final X) Critical brought to main = rolls over and resets back to step 1. Section 6: Rules for vehicles Vehicles may pick up Critical player models Vehicles may only carry 1/2 of their normal live player seats Empty vehicles with Critical player models can have them removed (or rescued) by a player using the "use button" (to place the player model into a dragging state or just next to the vehicle The proposed system would not only place emphasis on the medic class but also add an additional layer of gameplay for both sides. If played correctly by one side through coordiated teamwork, they can receive a great advantage over the enemy. Feel free to make suggestions or ask questions, I will happily update if this discussion evolves! Best, Gz
  13. Current Map Problems

    I think I first got into Squad during v6 I believe... before the vehicles got introduced. The developers have made huge steps since then. The new maps got gradually introduced as vehicles were introduced but it is almost as though most maps added even after v7 feels like they are treating vehicular gameplay as secondary needs that have to be fulfilled. The obvious exception is YEHORIVKA. I will use that map's design features as I understand them to express my feeling of how maps should be designed as: Relatively flat to allow more freedom to vehicular movement by not punishing offroad ventures. Open spaces for long-range vehicle support for infantry or vehicle to vehicle combat (instead of practically running into each other in maps like FOOLS ROAD.) Infantry preferred combat zones (cluster of buildings where vehicles are more of a burden within) YEHORIVKA allows vehicles to breathe free but is not dominated by vehicle dominance because it balances out with flag points that are within towns where infantry reins supreme. Also, the map is huge! Feels almost too big until you try to sneak a whole squad in your transport truck or BTR behind enemy lines at which point you realise all these "dead spaces" at the edges of the maps are actually there for a reason. (GORODOK is another good example) But then there are all the other maps... Ones that were in before vehicles like SUMARI and LOGAR VALLEY are just way too small for vehicles, understandably. I believe CHORA was in before v7 and it's design reflects that. Every single area of the map, it is filled with infantry scaled covers that god forbid if two enemy squads run into each other, it won't be a bloodbath on a flat terrain with no cover around - completely infantry-centric map design logic. The worst part is that even newest maps that were added have this design logic behind whether intentionally or not: BELAYA, NARVA, KAMDESH HIGHLANDS, MESTIA, and an older map, KOHAT TOI and FOOL'S ROAD. Vehicles are punished above and beyond for going offroad due to just how rocky and hilly every part of the map is (KAMDESH, MESTIA, KOHAT). In NARVA and BELAYA, I believe you cannot really go 'offroad' and the map is too small to actually maneuver, map-wide tactically. In these maps, the only reasonable role for these vehicles is to literally stick to an infantry squad and support them. I know that is the realistic role but come on man, a vehicle to vehicle combat in this game is horrible due to how the maps do not support vehicular maneuvers at all. This also creates a second problem which I believe is complete lack of need for a dedicated transport squad. The maps do not embrace vehicles - they are afraid to be too big, they are afraid to have an open field that will frustrate infantry moving on foot. I remember in PR, if your SL did not like any of the spawn points, there would be a dedicated transport squad which will drive the squad to a preferred location. And SLs would request a pick up after capturing a point or removing enemy FOB on remote parts of the map. I think the need for this squad has to be fulfilled - it will lessen HAB beehive phenomenon and it just encourages bigger strategical and tactical movements around the map. I never see a dedicated transport squad even in YEHORIVKA or GORODOK so it is partly due to the playerbase not realising the potential but I believe the biggest factor why people think it is not needed is because the vast majority of maps either outright punishes offroad or just not big enough to create a need for the squad. TLDR; The vast majority of the maps in current map pools are too small and/or excessively hilly which prevents more tactical and strategical usage of combat vehicles and transport trucks. I believe the developers should 'gamble' with maps that are so big that you need transport squads and APCs should ferry around troops from point to point for the team to fight effectively. Obviously not in all maps. Some maps can have harsh conditions for vehicular gameplay almost as a feature... but not most of the maps.
  14. Right now, Brit infantry squad is very different than other conventional in term of firepower. I known that the devs want to created diversion in the game by removing the essential equipment that produce the most firepower other conventional factions relied in ( optic GPMG ) and replaced it with optical grenadier for Brit and i say this is not a fair trade and brit need something to compensate for that : Optical on grenadier indeed is a great thing to have, but that does not make grenadier in any kind equal to that amount of firepower and suppression provided by the GPMG, the optic does help grenadier players in spotting target but for the range adjustment, you still need to do it on your own, and this need a lot of practice to get experienced on judging distance to target on different terrain. A grenadier will need longer time to accurately engage target while with the machine-gunner, as long as you set your bipod down, you are clear to go. Currently, in most conventional forces vs conventional forces scenario, most US & RU squad i seen will not even bothered to pick AT kit, they have their vic to deal with enemy armor already, instead they will focus on maximising their firepower against enemy infantry forces. An optical GPMG can effectively engaged target far beyond 500m and even more effective than the maskman in suppression and delaying enemy advance The l86 LSW is never near that of a LMG, it ammunition capacity is lower than the RPK by 15 rounds, and LSW gunner only carry with them 270 rounds ( 9 mags ) compare to 540 rounds carry by rpk 74 gunner ( 12 mags ). The SUSAT is also not that comparable to the high tech sight used by RU and US (wider fov, illumination, higher power magnification, incorporated ballistic compensation ) It just immersion breaking... I can understand support role like AT, crewman and medic don't need an optic but i never seen any british infantry go to war without optical device...
  15. Melee. Squad NEEDS MELEE!

    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.
  16. I really dislike the change for the Brit, back when we still in the test, brit infantry got the priviledge to have more optical equipped rifleman in their squad to compensate for the loss of optic GPMG, and now the offical release removed what is essential for the brit to fight against other conventional forces...
  17. Hi squaddies ! what's up ? Just a few links for my squad gameplay videos with official Squad OST by Scott Tobin. Enjoy ! The OST movie (v9) : Chora valley superfob : v10.2 Squad leader gorodok AAS v2 : v10.2
  18. This will be my last topic for my channel. But I will update this for each upload i do! I also stream at www.twitch.tv/noxxid3 Dont forget to subscribe @ https://www.youtube.com/noxxid3 if you have any suggestions feel free to comment on the video or in here!
  19. paul_onesix's Videos!

    Hey all, now that i have a steady stream of Squad videos planned I am creating a thread where i will post all my squad related videos for your entertainment! I'll be monitoring this thread pretty regularly so any comments or questions for me can be posted here as well. Latest Squad Video: Squad Trailer: About Squad: More Squad Videos Here: https://www.youtube.com/playlist?list=PLyTOOAGaZluQ__OvhL58nGf6LSNJHRLGj
  20. V10 is Love

    hi all, new video enjoy !
  21. Hi all - for those of you who missed it, OWI CEO Merlin and Project Lead Drav sat down this week before the Reddit AMA and spoke at length about themselves, their background, what they learnt during the 3 weeks of developing v10, and many other things. Also in response to the formatting issue with the original upload please find a much better version with tracking. Pocket Casts - SquadCast 3 - Merlin & Drav - Also works on mobile in the Pocket Casts app Please feel free to give us more feedback in this thread - we will continue to do more of these as OWI continue to build out the game we all love.
  22. Squad Handling Recoil in CQB Squad Audio Vs PR Squad - Wheres Peach? Squad - SlowMo Toffee Squad - Chinese Ewok Flip Flops Squad - Magic flying Carpets Plus more here : https://www.youtube.com/channel/UCTw7YghZdlUgXYcSB2Iv8Kg
  23. We need the ability to be able to pick up dead players weapons. Wether this is only for your faction is debatable but preferable I feel. Case in question. Our squad came under attack from an enemy BTR.. our AT guy was killed before he shot the vehicle and our medic was also down. Why cant one of our team pick up the AT and fire it the vehicle? and if I run out of ammo and am at the front line, why can I not pick up weapons from dead players? even if it is just nades and extra ammo. I genuinely feel that would add a lot to the game. //Thoughts?
  24. SQUAD | Frag Out (Clip)

    I think I got em...
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