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Found 27 results

  1. "Give Up" Timer

    I think all of us who have ever played on medic have hated those people who "give up" on you after you wasted a bandage on them, or squadmates who continue to give up as soon as they are down just because they don't want to wait for a medic (then the game comes to an end and you lose by 15 tickets, which means you would have won had your teammates just waited for a medic revive). I think it would be a great idea to have a "give up" timer for those that constantly give up as soon as they go down. This way, it encourages more teamplay/strategy and allows medics to do their job more efficiently. This in no way has a negative effect on those who wait for medics. Since this timer would only effect those who constantly give up after going down. Suggesting that (not counting your first "give up"), that if you give up too quickly (lets say, within 15 seconds of going down), you will not have the option to press "GIVE UP" on the screen for 15 seconds. If players continue to give up early, the timer will continue to increase by 15 second increments, up to a minute. This is just a basic idea, I'm not saying 15 seconds is fair, but you get the idea. For those that already wait, they will not be punished for giving up and would not have to wait. What do you guys think?
  2. M1911

    Hi Squad devs, I'm a massive fan of the M1911 handgun, and I thought it would be awesome if you guys could add it to the game as part of the U.S. forces. I realize it's been replaced with the M9 now, but many soldiers still use it as their preferred sidearm as it hasn't been fully phased out. - Josh
  3. So, like this area on the forums is for, this is just a suggestion. To be completely honest, I'm not totally for it myself (in all aspects), but this is just to branch out ideas. Continuing.... Each squad will have one new class/kit called "fire-team leader (FTL)". This kit would only be available if the squad has more than 6 people in the squad. The fire-team leader would be picked by the squad lead by right clicking on the squad member and pressing "promote to fire-team leader". The fire-team leader would have a separate icon on the map, only visible to the current squad, and not to the entire team, as to avoid cluttering the map with more icons. Fire-team leader would be allowed to set new rallys if 4 people are in the proximity of the FTL. FTL's would be allowed to only mark up to two (2) enemy icons on the map, excluding FOBs/HABs. FTL's would also have binoculars. FTL's would not have access to squad lead chat, but (possibly?!) replace the squad lead chat button to fire-team chat button for FTL's. FTL's do not have to wait for approval in order to enter vehicles, but may not approve vehicles for other squad mates. What do you guys think?
  4. Seeding servers

    Hi guys Problem - Seeding servers is a ball ache solution ideas - Design specific seeding maps that can be put on then swapped - Access to one vehicle at start of match for less than 3 players - large vehicles locked until server reaches a minimum set amount of players - More spawn points closer to objective that disappear once number reaced Anyone got any other ideas? Just wish that seeding could be made more entertaining
  5. Making it so you will lower whatever you're holding by double tapping CTRL (or another key) will make it a lot easier to avoid missfires in base and make a more realistic look while patrolling and walking around. Sorry if this has been suggested.
  6. Hello! Lately when being killed like a noob, i though of:Why is my character jogging like he soiled himself when bullets pass centimeter of his head? I came up with an idea of adding adrenalina system.Adrenalina will rise when bullets pass nearby or you hear explosions, and when youre 'damaged'. High amounts of adrenalina will render you capable of doing fast runs even without stamina, but when you calm down and change pants, your stamina will regenerate way longer and make you endangered more.I think it wont be HARD to do this, because it will be mainly number-based system, with even no GUI elements added(yup i know something about game devolopment). What do you think about this idea?
  7. Map Idea: Kobani

    I'm sticking this thread here under the Ideas for Crowdfunding sub forum since there isn't a separate Community sub forum yet. I'm basically reserving this thread for ideas and advice on creating a Squad map based off of Kobani, Syria. The recent unrest has really brought this city to my attention and I think it would provide a great backdrop for an primarily urban map in Squad. I have zero experience with UE4 so this will be one big learning experience for myself. I hope to maintain the desire to make it and deliver a finished map to the community. Some info on Kobani: https://en.wikipedia.org/wiki/Koban%C3%AE And some quick overhead shots from Google Maps. It's a fairly decent size city. Imagine trying to maneuver vehicles in and around the city. Imagine trying to clear these streets as an infantryman. This is very early in the planning stage obviously. If I was going to make for Project Reality, it would feature the Syrian Rebels and MEC kind of like Sbenah Outskirts. For Squad right now, I see it having the US Army (out of Turkey) fighting the current Insurgent force (they kinda look like Afghani Taliban right now) until more factions are introduced. Anyways, that's all I've got for now. It should be a fun project.
  8. Just interested to see what the community has in ideas, not saying it should be in but just spewing some ideas out. Such as odd Soviet era tanks. Or anything in general... Examples.... IDF MAR-290 Soviet Scud Soviet BTR... Again just brainstorming odd vehicals, plus as a history geek I learn something new when someone post something interesting. Please post with pictures
  9. close combat

    I think it would be cool if it will a possibility to sneak on enemies and kill those in close combat / with a knife (+ animation), similar to battlefield. it should of course be very heavy,that not everyone is trying only to Knife - and it should only works if you are behind a enemy
  10. For now I'm happy with being able to turn off shading. It gives my fps a good boost of 5-10, which with an AMD processor is the difference between being able to play combat roles and being forced to play support roles only. (I understand that UE4 is planning on fixing that later) BUT, it was discussed in one of my squads that everyone should turn off lighting because it becomes easier to spot enemies that way. I thought it might be nice to have some kind of required base minimum shading, because it would suck if people felt forced to put their settings on the lowest just to have a tactical advantage. Competitive play, naturally, would - like in CS:GO, why wouldn't you while you're playing competitively and you know the other team is going to do it? Not necessarily right now, but maybe after more optimization has taken place. What do you think?
  11. How about a permanent death game mode. No tickets, or at the very least 3-5 tickets per person. It's only a game mode. It would make it where medics are ultra important, cover and concealment is a must, stop lone wolfing, and just makes it more serious and fun. In real life there is no coming back, why not make one game mode that is the same. Hardcore game mode! If all possible, could make it have more can join like 150-200. Since when you die they are kicked out of server. I can see this being very popular, it's only one game mode that only adds to the game and gives another option. What do you all think?
  12. Sound - IDEA!!

    Halo so i think you hear from the new Update of Arma 3? The name is EDEN. Why i say it on Squad? As you maybe know have eden a new Audio for Battles and a GREAT Incredible Realistic one too. And hes the first game who have this. This Sound its AMAZING and Squad NEED it for sure! Why its so amazing? When Bullets fly over you had you can hear it! Its like Pocorn, we all can this from Clips over War or maybe a soldier from Irak- Afghanistan! You can this knatern and knallen like Pocorn over you had that Zing: A video or too: Sounds are extremely Important for me! And i think im not alone... SO lets hear the new Arma EDEN update Battle sound: https://arma3.com/assets/audio/arma3_eden_top10_audio_sample.wav im very sure that we need this!!!! 1000% Thx
  13. (Also posted on steam) TL;DR, Make a leveling system based on your squadmate's review of your teamwork in order to buy classes/specializations. So, my current issue with the game is this: when you join a squad, because of the new players, you consistently have one guy using a class that he/she doesn't understand yet(A squad lead who doesn't communicate/drop RPs, a medic that doesn't heal, etc), and when vehicles come along, I'd hate to imagine the chopper pilot who thinks walls make good helipads or the IFV that likes to sit in the open and get a face full of RPGs. So, my idea is to impliment a leveling system designed as a skill tree. You start as a recruit, and at the end of the match(while waiting forever for the next round to start), your squaddies can opt in to fill a quick checkbox for each player(Communicated with the team, followed orders, stayed with the group, etc). Every checkmark you get shows that you're better at the game, and can use the points gained to unlock teers of classes, like optics riffleman which becomes a marksman, or a AT soldier that becomes a grenadier, etc. Vehicles would be done similarly. You unlock the "heli" teer 1, which allows you to be a gunner for a blackhawk or attack chopper, then pilot of a scout or transport heli, and finally an attack chopper pilot. Hummvee gunner/driver becomes IFV gunner becomes IFV driver becomes tanks or whatever. Each teer starts off with a buy in value, which is higher for those classes/vehicles that require more skill. And to one-up that idea, maybe after you buy into a teer tree, you need to complete a tutorial. For example, a marksman tutorial that explains that you WILL die if you are in the middle of the fight instead of on an elevated position, and that you need to move position every kill or two. Another example would be for AT soldiers, which explains that tanks need to be flanked and hit from the side(preferably under the turret axis) or from behind near the engine, and that RPGs fly like bananas instead of bullets and that AT4 rockets drop off like they have ED. The point is, it not only gives an endgame objective that isn't linear(get grenadier at level 4, hummer driver at 6, etc), but also pushes people to play the game as a team to get those checkmarks, and reserves specialized roles for those that would be better suited for them, because they've worked on learning the playstyles. Thoughts/comments/additions? ~Aedene
  14. Chain Of Command

    Now don't get me wrong this might be a bad/poor idea. Sometimes I join games and some teams are just a mess. No order, just willy nilly running about towards a certain death. Then i got thinking how can you fix this issue. Then I thought about a chain of command. Someone more senior that can help give squad leaders commands (especially for the less experienced SL's that want to try be a SL). They could also maybe manage the map icon's and also build a potentially more advanced version of FOB's. I wouldn't really now what name to give the person playing the roles maybe just CO (commanding officer) or something like that. They could also maybe have the power to penalise a player that isn't following orders as well, Maybe like giving them a longer re-spawn timer when they die. After all this game is about team work and not been a lone wolf. Like I said this idea might be bad and some maybe people may criticise it but its just an idea. Thank you for reading :)
  15. Hi, my idea for this game is a special gamemode. The Planetside 2 battlefield is large & the matches take a long time ! How about a game mode , which lasts for several days ? Maybe bit of RPG. What about building bombs with canister? or something like that... It would be awesome! SORRY FOR MY BAD ENGLISH ! IT'S JUST AN IDEA ! Maybe we can find more....
  16. I have had an idea that I think would work very well to keep maps feeling "fresh" and to make each game feel unique. ​Each map should have a large amount of POSSIBLE control points and at the beginning of each game a random selection of 4 or 5 should be selected for that match. This way, if a map had 20 possible control points & each game had a random selection of 5 points, the amount of different map variations would be MASSIVE & it would mean each game would need to be tackled differently than the last, which would keep the maps feeling different everytime... I hope that makes sense lol This idea could be extended upon even further by having 2 main base locations for each side, with 1 randomly chosen at the beginning, to again mix things up each match. I have quickly created the following images to demonstrate the idea, obviously the possible control points would be careful selected so that they are areas of interest such as hill tops, buildings, sniper tower, tunnels, bridges, etc The main reason behind having a variation of control points is to simply stop the map from becoming the same routine over & over again, instead of knowing that you need to head to point A and then attack point B from the south you would have to plan each attack as if it was the first time. I would doubt you would ever play the same combination of control points, keeping the map feeling different each time. ALL POSSIBLE CONTROL POINTS MAP - http://postimg.org/image/5umvjhvz1/ VARIATION 1 - http://postimg.org/image/8pzyqczz1/ VARIATION 2 - http://postimg.org/image/58xwne0wt/ VARIATION 3 - http://postimg.org/image/jtezi7vvh/ ETC :)
  17. add Dutch faction

    I would like to suggest the dutch faction in this game, it isnt really a big country, or a big army, it just would be nice if there would be a dutch presence in a military game once. just a thought, but hey, worth a try
  18. Battle Buddy's

    I tell my guys when I am TL to grab a battle buddy, so if we get split up in the chaos they still have someone to clear rooms and cover angles and backs with.
  19. First off, my idea. Here's the scenario, you're a medic (or another role) and your buddy makes a step in front of a door, but then gets shot down. Someone lays down smoke for the medic to go in and revive the person, but then the medic ends up getting shot by blind fire from the enemy. Another medic comes and tries to revive you, but then a grenade is thrown and the nearby squad members are killed. Sounds familiar? If not, then I have. I have been playing the medic role recently now and I enjoy it. What I do not enjoy is the scenario above. Now my proposal is adding a way to allow players (all players) to move bodies of people who are down (but not dead) so medics can revive the person in a safer location. This can be done by grabbing and dragging, pushing, or other ways. This happens in real life too, where soldiers drag their buddies behind front lines to get the medic to them, and since this game is based off of real life combat, why not implement it? (or the developers are already working on this) My second part has to do with reviving someone. There are times when you have a buddy who gets shot down when they're against a wall and when the medic goes up to revive their fellow squad member, the body just "teleports" to another spot, either on opposite side of the wall or 10-20 m. from the medic. This may not be a big problem, but it's a problem when you are in a city map, where you can get "teleported" to inside of a house with no exit, or get separated from your squad and end up in a firefight with the enemy nearby (believe me, I have been in both situations). If this is a problem that the developers haven't noticed, I would appreciate it if they took notice and tried to fix it. If they are, then just ignore what I posted.
  20. If weapon customization is not on the list of things to be implemented then here is the suggestion for that. im not saying that a total overhaul of weapons is necessary like in the mainstream shooters (CoD, BF etc.) but maybe in the sense of getting an ACOG scope on a class that normally only has a RDS, or chose to have a simple PSO scope on your Kalashnikov variant. some simple things you can customize would be pretty cool, but as i said, i dont know if it is on the "to do list". greetings, Maarten Vlutters (aka The Joker)
  21. We have all had those times as a medic where your squad mate or teammate have been in the worse position to be healed. To add an extra addition of dragging teammates out of a bad position whether they are dead or just injured would be adding to the immersion of the game. Alive and being dragged, they should be able to use their rifle with only a 180 degree turn radius. Dragging your teammate, risk slower movement and stamina by doing a one handed drag with your secondary in hand with extra recoil. Need to get out quick but leave no man behind, two hand drag your teammate to safety.
  22. Hi Team you done a great job . as I watched all game plays it's awesome weapon sound and effects or realistic. I request you to add PKM machine gun in insurgents side. Which is used in all combat, I have watched all real firefight videos where PKM used. also please add bipod mounting features on ground and compounds which will be more realistic stance. More realistic ideas in next post
  23. While there are several immersion/gunplay suggestions I could make, I'm not sure if this game is so focused on it yet. I'm really enjoying playing so far, but some of the core mechanics are making it feel a bit too arcadey and not tactical enough yet. A Few suggestions I have 1. Planning phase One of my favorite features of the old game Rouge Spear was the planning phase, I never see it in games anymore. You have 300 seconds of just sitting, waiting for the match to start and then 10 minutes of players capturing empty flags. Divvy up the empty flags and just let Squads begin fortifying or pushing. For that first 300 seconds Give the SLs the tools to make a full plan on the map (including planned fortifications). This includes drawing movement paths. And then improvise when it goes to hell. 2. Harder Respawn Punishments While this will probably be ultimately up to the servers, I'm seeing too much arcade like Kamikaze style gameplay already. Imagine how different the dynamics of the game would be if it was a 50v50 game and you only got one life per round? While I wouldn't suggest something so extreme, the current system of low respawn times and putting rally points/FOBs near capture areas promotes careless game play, and turns fights into attrition, not tactics. One Idea would be modifying the insurgency respawn system. Instead of a timer the SL could call a wave of reinforcements (respawning all dead squad members) but it would have a more extreme cooldown than the current respawn rate. 3. Fix the Rally Point System. As mentioned before. The current Rally Point System is so forgiving it is broken and promotes exploiting it to overcome enemies through attrition. Rally points shouldn't be allowed within 400m of an enemy flag or FOB. The cooldown time for placing Rally points should be longer 3. Commander Role Squad leaders need a commander to lead them. Like the commander role in BF2, This wound is a specialized position that would primarily remain at the base or FOB with the map open. Winning teams would have a good commander with squads that listen. This might be a pipe dream for this level of cooperation to happen on pub servers. It would be great to incentify following orders somehow. 4. Enemy can hear nearby "talking" This has been talked about in other threads, but it's worth bringing up again. Ambushing requires stealth and silence. When the SL says aloud "Go check the other side of the wall" if there is a guy on the other side of the wall he should hear them. The obvious objection is that it would fragment the community by promoting the use of 3rd party VOIP. In Insurgency/Arma it's always the SERVERS promoting using 3rd party voIP. If the servers don't encourage it, I think most players will use the in-game audio system. Those who don't we have to pretend are psychic. 5.Muzzle Flash/Gun Smoke/Overheat Guns flash, Sustained fire produces visible smoke. Seem like something that could be implemented that gives you another thing to worry about. Overheating would be another cool feature that promotes more tactical gameplay as well. 6. Hardcore Options I'm probably the only one, but I love the amount of accidental team killing that happens in this game. I think it adds a whole other level to the need to communication and teamwork. While servers need to protect from griefers, this can be monitored by making sure a player isn't killing too many teammates at a certain rate (aka you should kick a player who has killed 7 teammates in a row with a rifle, but not the one who just accidently killed 8 with a misthrown grenade). It would be awesome if servers could turn off the floating name options, making players really check their maps and their shots. I would also suggest a separate server option to turn off the "you TKed X" warning, putting more pressure on the SL to mind their Squad.
  24. Weapon Sway

    the weapon sway in the game is quite ridiculous and not realistic, i've held many weapons and there is basically no sway or random movement of the gun if you hold it right, unless you move or shoot, but that's something else. the weapon sway makes the gun feel much more inaccurate and disrupts propper aim. Can you please Remove it (Like in pr, no weapon sway when not shooting or moving), or at least decrease the amount of swaying. TY, i'm really looking forward to play the game
  25. So, I keep seeing a bunch of suggestions pop up that probably will be implemented, but not overly helpful at this point of development. I want to make a thread dedicated to reasonable things you'd like to see implemented in the next 1 or 2 builds, not a year down the track. Post your suggestions and i will update the original post as they come in. I'll try to keep the thread updated and ignore irrelevant stuff so good suggestions don't get lost in 26 pages of bullshit. Anything that is confirmed will be marked. Any points you would like to further discuss, post the dot point at the top of your reply and i will add reference's to anything relevant to that point (ie page number, post number) If you are building upon someone else's post, make sure to to multi-quote all relevant posts so I can use that post as a reference. Here is a few that I think will be good additions moving forward from the current build. If you know of a thread that discusses one of these dot points, please add the point at the top of your post and a link to the thread (include the post number) Anything deemed as unreasonable (ie ADD HELICOPTERS THAT FIRE RAZOR SHARP DORITOS) will not be added to the OP list. 18/10/15 system-zero: -Lean toggle **Confirmed- implemented in current build** -Kick from squads **Confirmed- implemented in current build** -muting individual players (voice only) -Smaller fob cap/visual indicator **Confirmed- implemented in current build** -Not allowing players to spawn if unassigned (idea from plussy, +++++ ingame name) -Ability to assign someone as squad leader **Confirmed- implemented in current build** -Click for aim down sights, hold for focus -Exclusion zone when fobs are destroyed (cant place fobs in area for 5 mins) Madhouse: -Clan/Group Prefix (Tags) Sparcany: -Shoulder (hip) fire inaccuracy (explanation post #3) (weapon sway when not ADS is changed in current build) Chancebrahh: -Being able to rest your weapon / deploy bipod (bipod equipped weapons have less recoil when prone in current build) -The peaking over / around walls -Crouch sprint -Free look/Independent head movement -Each class for the US force to have the option between the 2 scopes (or more) and iron sights -Notification when a new squad leader is selected -Grid size for each map written below the map -Roll while prone (each roll uses stamina) M813RDL: -Detailed reload function. (further explanation/additions post #11) Thread discussing detailed reloading: http://forums.joinsquad.com/topic/6188-extended-magazine-and-reload-mechanics/ Amerkican: -Resize Map and Opacity (0 - 100% slider) -Dynamic deployables before you set them down (not fixed position) -Individual Radio Channel Volume Control -Toggle for W (move forward NOT sprint) -Ability to fall farther, or get less hurt from it -Dive - forward or backward. Only if player has momentum. (further descussion post #16) -Mantling - make climbing over something possible. (further descussion post #16) 19/10/15 +++++: -Squad leader quick marker (as seen in PR) -Increased volume on footsteps -topographic lines in an overlay to the map, suggested by =7Cav=Kibs.M @ http://forums.joinsq...etails/?p=95224 invisible.nin/SINE: -change the ingame-name unrelated to the STEAM name
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