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Found 32 results

  1. Scout guide 101

    Little guide of using the SCOUT role.
  2. Hey folks, I've been around for a while, but mostly just ghosting around, checking the forums but not participating. I've looked for some squad lead guides and found some incredible ones. They all range from super basic, to wonderfully complex. I wanted to create my own that's long and definitive, but also bite-sized and easy to digest. Here goes! https:[email protected]/100-lessons-learned-as-a-squad-leader-474d7966e993 Please feel free to comment your own lessons learned here, and I'll be sure to add them! Thanks! -Spin
  3. Mortar Calculator

    Squad Mortar Calculator As promised here is an mortar calculator script. Use grid-referencing to input position of mortar and target to get elevation (Milliradians) and Azimuth (Angle in °). The link provided works on your smartphone as well. Please provide feedback and ideas for further improvement. Web-Version Python-Version Features: Calculate Azimuth, Elevation and Distance based on mortar and target position. Infinite sub-setting like A1K7K7K8K9 for cruise-missile precision Interpolation for elevation-steps Description: Refer to grids like this: C2-KP5-7 = C2K5K7 A1-KP5-5 = A1K5 or A1K5K5 D12-KP3-9 = D12K3K9 1. Input Mortar-Position 2. Input Target-Position 3. Dial "Elevation" and "Azimuth" into mortar interface 4. Enjoy! Visual Guide: Changelog: Credits: XXPX1, loff Other versions: By XXPX1 By bravo2zero By loff You can find a version for the insurgent artillery here:
  4. Hey lads, As the title suggests, I'm just writing a few hints and tips for people new to the game and even reminders for those who have played for a bit. First thing's first - this is the link for the Squad Wiki Here. Make this your first port of call if you have any questions, as this page may answer them. There is a link here for beginners that has some short video's on the very basics. If you want to watch some top clans verse each other every week - check out Community Clan Fight Night - CCFN. Disclaimer* Obviously, there are times where these aren't the letter of the law. They're only here as a guide. And for the forums in general, for the love of god use the search function! If you have the time, I highly recommend going to the Squad League YouTube channel and watching some of the clans vs. each other - Apart from being highly entertaining, you might even learn something. General: Try to at least be semi-mature when playing. If you know the guys though, by all mean get loose. You don't wanna be the 1 scaring the new players away. On that note, if you're new or unsure please ask. Most mature players would be more than happy to help! Don't just shoot at anything in the distance. If they're out of range they are just that. If you shoot for the sake of it, your beautifully orchestrated flank has just been ruined by 1 click of the mouse. If you are maneuvering as a squad trying to flank, and are outside of the 'Danger Zone', if you spot an enemy, ask your SL if you're able to fire before ruining that perfect flank. Don't look in the same direction as everybody else. Keep your head on a swivel and try to anticipate what the enemy is doing. Please for the love of god, 'column of blob' is not a tactical formation and only increases the chance of multiple casualties. Spread out a little and don't congregate in small groups. A good player will take you apart if you're together. When you're defending a point, try to keep at least a 10-20m spacing. HE weapons are very effective, as per the MG's. Try to play slower and smarter - Rushing something might just get you killed. *NOTE: I'm not saying try to emulate real life in this video game. It may look and sound good on paper, but this is just a game, so play it as a game, not as a simulator. You're not worrying about actually taking one in the face or stepping on an IED, so move a little faster when it's tactically sound. Play to your factions strength and try to pull the opposing team out of theirs. Some players believe the INS team is hard done by, but that's just because those idiots try to out-distance ACOGs with iron-sights. Close the gap dummy. The definition of insanity is doing the same thing over and over and expecting a different result. If your plan isn't working, change it. This whole game isn't about a KDR, it's about playing the objective but playing smart. BUT, having a good KDR AND a good squad score will definitely help your team out. DON'T bunch up! When you're running around the map trying to locate the enemy, try to manage your stamina so you have half a bar minimum at all times. You never know when you'll need to do a quick sprint. If you're close to the enemy or you think you are, take a breather and regain your stamina before advancing to contact. Same with crossing open ground, hold off in cover or concealment and then sprint across. Reload when you get the chance. Don't go into battle with only a few rounds in the mag. No bang bang makes for a lot of black screens. If you're injured, put a bandage on yourself. Just whip that FAD out and hold the RMB. Save your poor medics some time and their all important FAD's! If you see someone go down and the area is safe, put a bandage on your fallen comrade. They still need one even if you can't see it! Tell your medic that he has been bandaged and reap the benefits and praise from your 2 battle buddies. Constantly hit "M" and check the map, you will want to know who is around you and where. When you're close to an objective, GET INSIDE THE CAP ZONE!! I can't stress this enough. Sheer numbers change the battle to your favor. Clear and concise target indications. For example: "2 enemy bearing 245 at 200m", or "Reference 2 story swiss cheese building, eastern edge, 1 enemy", or even "contact front, danger close/contact front 100m". When building/destroying emplacements, don't everyone whip out your shovels. Try to have a max of 2 shoveling while the others pull security. DON'T bunch up! MINES work both ways. It goes boom on friendly vehicles too. On that, If you're a scout kit, get those mines out on choke points AWAY from friendly forces. Squad Leaders: You have the most important role in the game, and a single good SL can change the outcome of the match. If you maintain a spawn location for your squad (rallies) and for your team (FOB's with HAB), you're already better than 50% of the SL's out there. 1x FOB per map is nowhere near enough. Multiple spawn locations gives your team more options to attack the enemy. There is already a thread Leadership Behaviour. Try to emulate some of the better Squad leaders. You can find a thread on a few Squad Leader Recommendation. What makes a good squad leader is here. FOB placement. All you really need to know for now is FOB placement basics. To assign a vehicle it's much quicker and easier for the SL to right click and approve the vehicles on the map - hit enter to bring up the map/command view. Try to put the bunkers where the gunner is somewhat protected - no point having a pretty decoration because the hapless gunner keeps getting sniped. FOB's now need to have a HAB built for friendlies to spawn, they cost 500 build points and are BIG - think about this before placing them down. Possibly it might be beneficial to NOT build HAB's on some of the first FOB's on larger maps so they can stay hidden as backups? Medics: Triage - if there are multiple casualties, bandage guys and heal em so they are up and then over local get them to "find cover" and heal them in a safer location. DO NOT bunch up and heal the same guy if there are enemy around or it's in the open - I can not stress this enough. Yes, points are cool, but losing both medics due to greed is not. Remember you're a support player, try to hold a little back and keep your men up. Same with a FOB location, you should be shoveling while the other "fighters" fight. Once you've finished healing someone make sure you re-equip your bandage before moving on. You don't wanna be hit bad while having your med pouch out. Chances are you'll bleed out! LAT/HAT/RPG: BBDA - Back Blast Danger Area!!! This doesn't mean say "back blast" and then shoot - actually check or give some warning you're about to fire so people have time to actually get out of the way. Pre-equip the correct warhead before going into battle. If you can get away with it, try not to shoot that thing in the middle of a group of your friendly troops. It makes a big bang at the far end but also gives away your position with the back blast. If you're going to fire it, relocate every time. The HAT kit should be spending his whole game focused on vehicles. Vehicles: It takes 2 people minimum to claim a vehicle, and a SL can't approve unless he is in an active SL role (spawned in and playing). At the start of the round, follow your squad leader around the vehicles and for the first minute, just be quiet and listen to what he wants and jump into what you need. Might is right, don't try to attack a BTR with a HMMWV (Humvee) unless you know what you're doing. Now that more and more, larger caliber weapons are being introduced, and now that enemy vehicles have more firepower, possibly it's not the best idea to go rushing head-on into a heavily defended area with a vehicle - the armor on vehicles can only protect the occupants from SAF (Small Arms Fire) for so long, add on top the ticket loss for losing the vehicle and it quickly makes sense as to why this isn't a good tactic anymore. But all that aside, you're here to enjoy your time and so is everyone else. Keep that in mind - it's the most important pointer out there!
  5. Latest Old Hello and welcome to a new video I put together for Squad. It will help new players who are coming into Squad fresh, and even help some of us who have been around since the start of the Squad kickstarter with a few hints and tips. I have tried to keep the information straight forward and helpful, some of the deep mechanics of the game I will do in another video, but for now this video will give you the fundamentals to get in game and know what's happening. The game can be overly complicated for new players, and as we push forward with vehicles and emplacements, getting the core fundamentals and game play basics with infantry will stead you over nicely. If you enjoy this video and found it helpful, let me know and give me your feedback, suggestions for future videos I may make. Thanks for watching. See you on the battlefield. Para.
  6. Guide Series for new players!

  7. Good morning Squadmates, It's time for me to present to you the Cheesy Tactical Guide for SQUAD - 2nd Edition. If you're unfamiliar with the Cheesy Tactical Guide, you can check this link for the first version The Cheesy Tactical Guide is my approach to SQUAD. It is an exposition of the procedures, techniques, strategies, and tactics that I employ to make my experience of SQUAD the best that it can be--for myself and for my team. And, as if I am quoting the past to myself, this Guide only includes approximately a third of the content that I initially set out to cover. Literally. This is Chapter One of what I intend to be a three-part series. Those of you familiar with the first edition of the Guide will note that the Chapters on Basic Leadership and the Formula for Success (the infamous ***-Section) are absent. Indeed. I haven't completed them yet. They should have been completed a few months ago. But, rest assured, they are on the way. The Guide, as I mentioned last time, is absolutely a labour of love. Hopefully you guys enjoy it as much as I enjoyed the whisky required for creating it! Happy reading and happy hunting. See you on the field! @YoMma @Usgu @unfrail @Nightstalker21 Cheers, Cheese.
  8. Usually I would upload this on steam but my video card died a few weeks ago and the community here is much more cooperative. 1)Most important rule : Do not rush with them!! Of course they have armor and you are protected from small arms but due to their size they are very easy to spot and pretty vulnerable to LAT and maybe more upcoming AT in the future. Therfore it is absolutley necessary to stay as far away as possible from enemy troops. I konw most ot you players want to make as many kills as possible, but like in real life the survival of your vehicle should be your utmost concern!! Always think twice before you move your vehicle closer to the frontline, always keep in mind you are an attractive target and it is not that hard to shoot an RPG on you. Saftey first !!Your survival should be more important than a few kills! 2)Vehicles are SUPPORT units NOT ATTACK units, so they belong in the background. Their role is to provide cover fire from LONG distances for the attacking troops. Footsoldiers always go in first while, vehicles stay back to support them. Do not use them agressivly and never use them without good infnatry support. 3)Combat vehicles in squad carry heavy weapons and due to their caliber they are deadly even on long range. Some vehicles even have zoom. So in general their main advantage is to fight from wide distances. On an open field you can easily use this advantage and gain fire superiority. In an urban area or in a dense forest you cannot use the range of your heavy weapons to keep AT and infantry at distance. Vehicles might dominate an area with wide field of view, but infantry is the king in cities and forests. Infantry can move more freely here and hide behind every possible bush or inside buildings. It is easy for them to avoid vehicles or ambush them. Keep it distant and avoid fighting in urban areas, or areas areas with dense vegetation. If you have to fight in a city stay on long straight roads and always make sure to have infantry backing you up. 4)If you absolutely have to go closer to the enemy, keep driving do not stop (not even too shoot) so it is at least a bit more difficult for LAT to shoot you. Minimize the time being close to the frontline for example just to unload troops. But in general you should avoid getting close to enemy lines, only do this in an emergency or if your team is about to win soon and loosing tickets does not matter anymore. 5) When you are hit do not stay on one point and dont try to find the LAT soldier, he might be closer than he should, sneaking up somewhere behind you. First drive away and then try to locate him from a safe distance. Keep in mind you are faster then them and it is more difficult to hit a moving target. 6) The damage of rockets depends on the distance between you and the gunner but in general a BTR can take up to 3 Rockets, Humvee can take 1 or 2 and technicals can take 1 Rocket before they explode. Of course heavy MGs also do damage. Always count the rockets do not wait for the last one finishing you. If the situation is getting critically get outta there. It is more wisely to repair your Humvee or BTR to fight another day. 7)The more repair stations you have the faster vehicles get repaired (Not sure that is still true). Therefore it is wisely to build a fob right at the beginnig of the game in your mainbase and build some additional stations. You have unlimited supply here so it does not matter. You can also place"just repair" FOBs closer to the frontlines or in the centre of a map so vehicles do not need to drive back the whole way to main base. This strategy allows them to return to the fight more quickly. 8)My favourite: You can also use them as static defense fortified behind sandbags to defend a FOB with just a few soldiers. It is very cost effective cause you just need a few sandbags and unlike a HMG you cannot take out the gunner so easily with small-arms, BTR CROWS gunner is completely protected from them. Fortified behind sandbags it becomes more difficult to hit a vehicle with a rocket. Second unlike HMGs you have 360 degree of view so they are really powerful if you want to defend a FOB !! Save construction points, just build sandbags instead of HMG 9) Communication and teamwork is vital in this game therefore always share information with your squad and work together, this improves the effectiveness and survivability of both your vehicle and your squad. If gunner and driver work together each of them can scan a different perimeter so the gunner does not need to scan 360 degree. I hope you like my "little" guide and can help me to improve it. If you want to add something or wish to discuss something, feel free to do so. But stay polite, it really took me some time to do this !!
  9. Welcome to Fire Truck's basic communications guideline for Squad. The following guide will cover the basics of calling out enemy locations and movements in the most effective and concise manner for those otherwise less-informed players. The information used in creating this guide comes from various sources, including some U.S. Army Blue Cord soldiers and Professional Firefighters. For starters I would like to say thank you to the new players for purchasing the game and welcome to our awesome community. While we know that at times Squad can be a very complex game, there are certain key elements to the game that, if used effectively, can drastically improve the outcome of your squad and team's performance during a match. The element we will cover today is what I personally consider to be the most important, communication. With the large influx of new players after the free weekend and the steam sale, I have noticed a couple verbal "errors" (for lack of better word) through local and squad chat as well as command comms. This guide will cover the basics in order starting with local and ending with some tips on improving SL or Command comms. Local: Local voice chat is something used to speak to personnel in your immediate vicinity (25m in all directions). This is most beneficial for calling out enemy locations or "bearings" as we call them so that the players around you know which direction to focus their fire. Proper use: If an enemy or a tracer is spotted in a specific direction, that bearing needs to be shared over local voice chat. "Enemy spotted 136 on the hill" will inform the players next to you to turn to their 136 bearing and start firing. Improper use: An enemy vehicle is spotted on the roadway running eastward at a high rate of speed and you do not plan on engaging because of distance, you inform your local vicinity of this and no action is taken. Squad: Squad chat is for when you are too far away from a member of your squad that you NEED to be in contact with. Bearings should never be called out over squad comms if you are aiming for quick and effective communication. Instead, try using a landmark and orient the enemy's position based off of that landmark. Proper use (enemy location): If an enemy is spotted running NORTH OF the BLUE HOUSE, this can be called over squad radio as "One enemy running NORTH OF the BLUE HOUSE across the road". This will help your entire squad orient themselves to the BLUE HOUSE and prepare to neutralize the threat. It may also inform your teammate who IS north of the blue house to turn around when he realizes "Oh shit I just LEFT the blue house". Another use is "enemy TECHNICAL entering from the NORTH". Improper use: Calling bearings over this channel is a no-no. You must remember that your bearing is based off of YOUR location on the map, and that another squad member's bearing could be completely different from yours. Calling out the BLUE HOUSE location as "247 from me" would require every squad member to look at your position, figure out the relevant bearing, and adjust to that bearing from where they are. Try to imagine doing that in game when you're 200m from your teammate... Go ahead I'll wait. SL Comms: I have noticed alot of struggling with SL communications and squad leaders having a hard time depicting what it is they need from other squads and what information must be shared immediately. For starters, you might find better luck using what we in the fire service call "Hey you, it's me". This is a basic form of getting someone's attention when you have relevant information to share with them (ex. Squad 3, this is 2 we need manpower at Malak Abad). Any instance of a defending squad beginning to lose a flag needs to be made apparent ASAP. It is not embarrassing to lose a defend flag and ask for help, so humble yourself and help your team be victorious and call for backup early. Once you get them coming, you can turn them away once you have the situation under control. Information that SHOULD be relayed: We are losing (Flag name) and need help. We are capturing (Flag name). We are losing our FOB in (Grid Coord). We are placing a FOB in (Grid Coord). We are sending help to (Flag name) via BTR. We will attack (Flag name). We will defend (Flag name). Information that should NOT be relayed via SL comms: "Hey There's a guy over here on me". "Utter silence and no microphone activity". "Squad 3 what the **** are you doing over there". Thanks for reading this text guide on communications, if it gets the right amount of feedback and positivity I will proceed with a more in depth video/picture guide pertaining to these aspects of communication as well as a few more. Thanks again and remember... Save the cheerleader, save the world.
  10. As I've been working with the editor, I've been finding and watching/reading lots of resources for level and environment design. I figured I might as well compile a list of these posts here for all of you to use. The GDC videos are also great for watching in the background while editing. Videos: How We Used Iterative Level Design to Ship Skyrim and Fallout 3 Fallout 4's Modular Level Design Overcoming the Digital Blank Page Analytics of Map Design Level Design Histories and Futures Written Guides: Ultimate Level Design Guide (I highly reccomend this one, it combines pretty much every other guide's main points into one. It does however gloss over some details.) World of Level Design (This website has a wealth of tutorials and guides, I've taken my favorites and linked them here) How to Have the Best Level Design Year Why I Failed for Years at Level Design and Game Environments How to Reverse Engineer Level Design Daily Screenshot Technique Seeing the World as a Level Designer How to Plan Level Designs and Game Environments Princibles of Choke Point Level Design How to Design Gameplay Map Layouts Cover Object Placement for Level Design Level Design: Views and Vistas A Beginner's Guide to Designing Video Game Levels Composition in Level Design Landmarks in Level Design A Macro Map Design and Some Ecology! (Alternatively: Ecosystems in Map Design) Common Sense vs Level Design Ten Principles of Good Level Design (Part 1) (Part 2) The Visual Guide to Multiplayer Level Design Designing FPS Multiplayer Maps (Part 1) (Part 2) Deathmatch Map Design: The Architecture of Flow Ben's Small Bible of Realistic Multiplayer Level Design Lists: Free art & Level Design Resources List Level Design Help Files Level Design Resources Page on the Polycount Wiki Extra Goodies: These are just cool things I found while compiling this list Level Design Screenshot Reference Database MorgueFile, a Huge Database of Free Stock Photos for Reference Photogrammetry and Star Wars Battlefront That's what I've got for now, if you have any extra links please share them! I'll add them to the master list above.
  11. Hello forum, My name is Lukas "Salk!s" Havlicek and I started new youtube channel which will be releasing videos about SQUAD. I am playing the game since day 1 release on steam and I can't get enough of it. So I decided that I will create youtube channel dedicated to my favorite game where I will try to spread the word about SQUAD and in the same time providing you with some watchable content. Please give me your opinions on my first video what should I improve and maybe what would you like to see next. And in case you liked my video hitting that subscribe button would be the most awesome thing Here is my first video : link to channel : https://www.youtube.com/user/SalkisCreations
  12. So, some people in the discord were asking my about my process for making terrain in World Machine and porting it over with texture maps and such. So I figured I'd make a guide on how to do it.
  13. Standarized Squads "the Omega Protocols" Foreword I am new to Squad, but i am a Project Reality Veteran with more than 1000 Rounds as Squadleader. At PR there was all the time a Problem to play decent with Randoms, specially as German, there are to many languages in Europe (More than 24). And the ability to speak English means not that it is easy for everyone, specially when it comes to a fight. So you need a set of Commands everybody in the Squad understand. As a clan this is easy, all you need a half hour to train together and you know all essentials. But if you decide to join no Clan, and you play only with "randoms" there is a big issue. Even for Squads only containing "Randoms" Speaking the same Language. So i decidet to make two Guides on Steam First guide, "From Noob to Pro" Contains all you need to know as Player. From setup to the Knowledge what a Fireteam is. But there is no Point to make Rules. In fact every Squadleader can lead a Squad by his own taste. And this is good so. But to play decent as a Squad there are some Questions you have to answer every Round Fireteams ? 2 or 3 or not ? Who should have which Kit ? What is the guarding Direction of each Member ? and more. To get 2 Men to build a FOB during the other 6 Defend a Flag can so be a Nightmare. So i decidet to make a Additional Guide. "The Omega Protocols" You can recognize Omega Squads and Player at the Ω as first Letter in Name. A Omega Squad is nothing Special, its more a Standard a Squad should have. by Joining it you took a Role (3rd Picture). And all in the Squad know a small set of Commands So it is really easy to work as team. But have a look on the folowing [Work in Progress] Pictures Actual [WIP] of my Guides (Later Two different Guides, "From Noob to Pro" and "The Omega Protocols") A First Ugly impress Position by Joining Number For now i search opinions and Feedback, and other Experienced Squadleaders who would work with me on this. The Target is a Easy to undertand set of rules, able to learn in less than 20 Minutes. (Sure not to learn memorized, a look on a printout wouldnt be wrong) And one Question, i search High Res Pictures of the maps, at PR i took them out of the Game Files, at Squad i have actuall no Clue where to find Can you give me there a tip ?
  14. Anyone have any resources like a Squad Leader guide yet? One thing I've learned about Squad so far is that the quality of the squad and Squad Leader you are working with will dramatically affect your enjoyment of the game. Later today I'm going to take a stab at leading some Squads. Here are some things that I like about good Squad Leaders. 1. They know where we are going and why, and they communicate this clearly and often. "Golf 7 Keypad 6, we are going to capture and defend this point. We will track South East until we get to Golf and then head directly South to Golf 7 Keypad 6." 2. They use the players they have according to the roles they are playing. Medics are spread out among the squad, the SAW is used to provide covering fire... 3. They have a strategy about winning the match, not just following the crowd or heading toward the closest gunfire. ie on most maps it is very advantageous for different squads to go to different capture points right at the start so that we capture as many points as possible as quickly as possible. We often see the masses of people going from point 1 to point 2 to point 3... then everyone meets there and fights it out. This is great if you just want to have a gun fight, but not great if you want to win the match decisively. 4. They encourage fire discipline and calling out targets as they are identified. There's always that one guy who just wants to shoot the enemy as soon as they are seen.... this often gets us all killed. Good squad leaders will try to control this so that we engage when we are in the best position to win the firefight. Last night I was playing on Forest and the Squad Leader understood this very well. He has a plan he likes to follow on that map and we did a huge loop around where the fighting was to ensure that the enemy would have their backs to us so we could more easily win the fight. 5. Fun comms. We're playing a game. Let's have fun. I love when we're joking or whatever and then the poop hits the air movement device and we all get straight to the business at hand. It feels authentic. Some thoughts I've had. I'd love to read yours. FOB placement strategies... how and when to fortify locations... what to do with the enemy out smarts you... all of it.
  15. A Guide to Suppression

    Hope this video helps you guys in understanding what suppression is and what it does beyond the screen effect.
  16. Here is a quick guide and custom files for SweetFX for Squad. These are my results, that work for my setup. You'll need to adjust yours to suite your tastes, wants & monitor. I use it to mainly sharpen and increase dynamic contrast. I feel like it wipes the blur/foggy feeling away! (I disable it during night maps, as it makes them too dark.) Here are a few examples; pictures tell a 1000 words. Click on image to see larger size! Prerequisites: DOES NOT WORK WITH FULLSCREEN Use boarderless, I see no difference between boarderless & fullscreen mode visually or in performance. About this version: This is a stripped down version (unneeded files removed) of the ReShade Framework Version 1.1.0 that can be found here: http://reshade.me/#download This version has been streamlined for Squad, to make it easier for you to use. Less options. The ReShade Framework is a collection of effect suites, one of which is SweetFX. And that is what is included here, SweetFX only. ************* Downloads: ************* These are on my own server. SweetFX-(reShade)-1.1.0-ForSquad-(byTommy). Optional: used to reset. Original SweetFX.cfg Original BasicFX.cfg Original Common.cfg Original Pipeline.cfg Download page for official full file set ***************************************************************** How to install? Extract SweetFX-(reShade)-1.1.0-ForSquad-(byTommy).7z to...\Steam\SteamApps\common\Squad\Squad\Binaries\Win64\ This should have added the folder: ReShade and two files; dxgi.dll & ReShade.fx to the Win64 folder. See image for reference: The dxgi.log file is created after you first run Squad with this enabled, don't worry if you don't have it. How to set it up? If you are luckily or lazy enough to be happy with my settings.. you don't need to do anything! However, all adjustments can be done on the fly.. i.e with game running you adjust values in the *.cfg files and when you save you see the results immediately. If you have more than one monitor its a great advantage there. if not you'll just have to alt tab, as you'll be in boarderless or windowed mode, its not a problem. Look in ...\Steam\SteamApps\common\Squad\Squad\Binaries\Win64\ReShade here you will see 4 cfg files; BasicFX.cfg, Common.cfg, Pipeline.cfg & SweetFX.cfg These can be open & edited with your favourite text edit: notepad or fancier. Apps like notepad++ make reading these files a little easier, as they highlight syntax. SweetFX.cfg is the file where you will do 99% of any editing. Open it and have a look. Its all pretty self explanatory. The notes associated with each setting are generally pretty good. In the main download are my settings.. i've also provided the original unedited files, overwrite with these to reset everything. How to Use? Scroll Lock disables & enables. It starts automatically. That's it! :D Further reading: Tutorial FAQ:
  17. SQUAD: How to play as a Rifleman

    Hey guys, Here's another role tutorial for the game! I hope you find it helpful. Enjoy! JC
  18. Another SQUADCAST video from the guys at the UNIT. Enjoy
  19. Hey guys. I think we can all agree that there are still some people out there old and new that still don't have the grasp of some of the more peculiar roles and leadership roles in the game. The media above covers the Squad Leader. However, there is a lot of debate surrounding the Squad Leader as people have their own idea on how he should go about the game. Some people like Friendly relaxed guys that are there to point people in the right direction. However, some like a more serious play style of a Squad Leader that are using formations, fire teams and various other mil sim tactics that you would find in the game such as ArmA. What have you guys found more enjoyable to play under and why?
  20. SVD Sniper - Guide

    Hello, just thought i'd post a little bit of help on how to aim with the SVD as this is difficult for some people in squads i've been in. First i'd like to point out that i put my FOV to 80, in order to better see. My mouse sensitivity is at 35 ingame, and i highly recommend putting your sensitivity even below that if you are trying to hit at 600-800m. Here is some illustrated instructions as to where to put your chevrons when aiming with the SVD currently ingame. If the stats for the SVD changes i will update this. At ranges up to 100m your bullets will hit at the top of the first chevron, and so you should aim with this. http://i.imgur.com/atuh2vw.jpg At 150m your bullets will hit inside the first chevron. So you should keep the top of your chevron at the top of your target and the bullet should hit inside that chevron. You should probably not attempt headshots beyond this range. http://i.imgur.com/qJUA7qG.jpg At 200m your bullets will hit quite close to the bottom of the first chevron, at this range i would place those chevrons on the shoulders of the target if possible, this should give you a neck/upper chest shot. http://i.imgur.com/P3jovr3.jpg At 300m you should still place the chevrons on the shoulders of the target, the bullet should hit right in his chest. http://i.imgur.com/s6t9B6H.jpg At 400m you should aim with the second chevron, this is a bit of a tricky range, as the bullet will land between the top of the second chevron and the bottom of the first, i place my second chevron at the lower stomach of my target at this range for a chest shot. This is probably the maximum range of effective engagement if you don't have 4K monitor or a low field of view. http://i.imgur.com/s6t9B6H.jpg At 600m you aim with the second chevron, it should land pretty much right at the top of it. http://i.imgur.com/308oTMl.jpg At 800m you are pushing it even if you have clever settings the sway will make it difficult to hit here. But if you attempt it, you should put the bottom of the second chevron on the shoulders of your target. http://i.imgur.com/ghhxOHQ.jpg Sadly the range finder is not accurate at the moment, but it can give you some indication if you adjust a little bit, at 200m the target should fit inside the 300m mark, but be outside the 400m one. This seemed to be true aswell at longer ranges, with the 800m target fitting inside the 900m mark. http://i.imgur.com/Tckz7w1.jpg I hope the SVD will be updated in the future with an accurate range finder where targets fit inside their marks. And a clossed scope, that behaves more like an overlay, the PSO scope that is modelled ingame has an eye contact cushion, and you're suppose to have it all the way up there, so it shouldn't be an open scope where you can see around it. This would also make it easier to use, as the zoom that you see would be greatly enhanced. I hope this was helpful to someone.
  21. SQUAD: How to play as a Grenadier

    Hey guys, I absolutely love Squad and have decided to make some tutorial videos covering the roles within a Squad. The first one I have covered is the Grenadier. Check it out and let me know what you think!
  22. Base Defence Guide

    Here is some base building theory, somewhat inspired by the thread about grenade defence in fobs. This is the doctrine that i would adhere to when building Fobs but i hope we can have a discussion and see other interesting designs for reasonable fobs that are not super fobs. The common mistake people make is to think they are playing tower defence or zombie apocalypse, thus what they often do is barricade doors thus making it harder for a squad to get out of a FOB and then eventually just being blocked and just easier to kill, many people build defences that actually make it harder to defend and easier to attack. I'll try to explain the doctrine that i follow when making any kind of FOB or defences. Some assumptions I work by: Explosives is the primary danger to any FOB FOBs designs should contain as few items as possible so that they are realistic to build, atleast at the core. FOB defences should Never restrict friendly exit possibilities thus bottlenecking them. FOB defences should Never make it easier for the enemy to use explosive weapons against defenders FOB defences should Deny aproaches and areas in which would be a desireable aproach FOB defences should attempt to create zones in which the enemy can easily be killedNotice, I am not suggesting you should build FOBS in harms way, but if you do this is some advice for you. Part 1 FOB on a Point When you have a FOB on a point it will be assaulted, and most likely will be showered with grenades, people will attempt to shoot through holes in the wall, and try to get inside a corner to camp the FOB area in order to get kills. For this reason, you usually should Not build FOBS directly on points. However in certain maps like Chora, you have large open grounds, with no bushes to hide in, and building fobs on the fields of Chora makes it extremely easy to kill your squad once discovered as their is no cover at all. So let's take a look at the exception case where building a FOB on a point or indeed just any compound is actually a good idea. Most points are located near or in buildings, and so most FOBS are probably made inside a compound. The trick here is to have mobility to get out of the compound when needed, being able to fire from the compound, and also avoid being spawn killed by rockets and other weapons. I've made an example using lilac estate on how to use defences to make it much harder to attack without blocking yourself in, let's go through that. I've marked the entrences with blue triangles. If you look at triangle 1, usually the enemy will sit here and fire rockets in diagonally and kill people in the other corner or center of the compound, by placing a hesco wall a bit away from the entrance you obstruct their line of sight while you are still able to exit. I've placed a line of sandbags to cover entrance 1, with RPG or grenade fire, even if they remove the hesco in that entrance this wall would prevent them from firing near entrance 3, while also giving a good place to fire upon the entrance in which they would have no cover. Entrance 2 and 3 have hesco walls outside and inside, this is to prevent people from firing rockets through the door, thus friendlies can sit behind the wall and fire out of it, without the risk of being blown up by a rocket that comes through the door next to them, notice also that each window (marked in teal) and firing position has a hesco behind them to prevent people from shooting through windows into the compound if they manage to get all the way up to the wall. We deny house 1 with razor wire, as house 1 serves little purpose in terms of defence, but serves as a good position for an attacker to cover the courtyard. Entrance is already fairly hard to attack since you have to enter a room that can be grenaded or rocketed quite easily, the defences here serve to compartmentalise an area for a grenadier to sit and coer the house entrance, usually the enemy would throw grenade over the wall before entering the house, but it's very difficult landing a grenade inside a small area between 2 hesco walls. This area is of low priority to build though, as the place can also be covered from house 4. It's 4200 points of hesco walls which is somewhat expensive but completely doable. The 5 Hescos that should be made first and are the most important are the ones on the inside of entrance 2 and 3 and the one covering the window at the top of the compound. Here is a hypothetical example of how i would construct a FOB in the middle of an open field or top of a hill. It's not based on any map, just the idea of protecting a spawn. As you can see it would be impossible to fire rockets inside, while the defenders would be able to hit the rear of a hesco in order to clear attackers hiding outside the wall, of course the hesco protecting the gates could be removed thus the second layer around the radio, more single hescos could be added for extra defence against grenades. Another lilac estate illustration with kill zones added. http://i.imgur.com/A9pIv0W.png My Lilac Estate ground plan for editing http://i.imgur.com/FYxix2M.png Part 2 - General tips and tricks If you build a FOB somewhere in order to fortify it, you should remove the radio when you are done so that it cannot be sieged, then relocate it to a more hidden place.Don't ever build the "bunker" on top of buildings, the bunker has a roof, and anyone with a rocket will actually have an easier time putting a rocket into a bunker on a roof, than hitting people without the bunker just hiding behind sandbags on the roof top.As a general rule, there should be no wall behind the firing position than the firing positions own wall, otherwise you're giving the enemy a larger target to hit with explosives.Compartmentalise: When you make a fire position, consider adding sandbags between them so that explosives that land inside won't kill everyone to the left and right of it.
  23. I felt the need to increase visibility of common misconceptions among new players that joined the game after EA. Misconception number 1: "Enemy can hear local chat". I cannot count how many times SLs (experienced sounding too) stated that enemy can hear you talk on local. I dismissed these claims at first of course but round after round people kept repeating that and I myself got booted out of the squad because I would 'reveal our position to the enemy'. Madness! So I decided to investigate - perhaps it's a bug? While seeding a server with TFB guys we tried it, face to face. We couldn't hear jack as expected, even when their guy was wounded on the ground. So why is this a thing? Where did this misinformation come from? Steam forums? The amount of people believing this local-chat boogeyman is astounding on European servers and its disruptive to gameplay. (To the newer members on the forums - it's been stated multiple times that enemy cannot hear you chat on local - it is intentionally implemented like this by the devs, otherwise people would migrate to team-speak.) So question to you - other players - have you actually experienced the local-chat boogeyman? Is there any truth to it? Also please post misconceptions you have faced for us to discuss.
  24. I evidently played with a well known streamer yesterday and followed up on his stream afterwards. He had a couple good points as a veteran gamer but newbie Squader. The main issue I noticed from him and his buddies was not being able to recognize spawns; taking them three rounds to figure it out by themselves. The main base has am obvious yellow dot to spawn from while rallies and FOBs do not. Also, once a spawn was selected, there needs to be a clearer option to spawn. I've noticed this one as well where people double click on the spawn and instantly fire once when they spawn. The others were more obvious and/or learned over time, like what defend and attack markers mean, shift zoom, or how your squad list could/should be segmented away from the kit selection a bit more -- there are a bit too many icons, making it a bit confusing. Maybe there could be a new video put up on Steam or even a new section on the main menu -- "how to squad"/"Squad Basic" etc -- that just runs through the bare-bones essentials to spawning and game mode objectives. The load screen looks like it would work for most but its occasionally gone too quickly. Maybe a first-load only option that pops up in the empty area of the start up screen or just a button that displays that load screen information. Something I suspect to be a temporary fix but a needed one. As a personal one: I would love for the Map and Spawn/Kit/Squad screen to be streamlined a bit more. I constantly find myself trying to get into or out of one or the other. I think it's not being able to hit enter from the Map overlay to get the rest of the spawn/kit screen, or having Escape bring me back into fighting.
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