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  1. What's up guys, First off just let me state that this game is great. At the time of posting I have about 180 hours in. This IMO is one of the best mil-sim type games I have played. The amount of "Realism" They have in the game makes it a good experience and an enjoyable way to pass the time. However, with all games, I find some improvements would benefit the game. Below are some of the improvements I believe the game can benefit from. Let me know if you guys agree or what your opinion is on them. - All factions weapons should have access to sights. It makes it a bit unbalanced and isn't very enjoyable to be forced to have no sights. If an individual wants to have no sight they should be allowed to choose that. However, forcing some classes or weapons to not have sights on certain factions seems quite foolish to me. If that individual is equipped enough to have a 203 launcher attached to their rifle, then they probably have a sight. It actually does not sound bad to have the ability to choose whatever sight for your weapon if it is typically used for that weapon. For example, A AR Kit could utilize Iron Sights, M68 Red dot, EO Tech, or an ACOG. I'm not sure if everyone agrees, but that doesn't sound bad. If not that, at least allow a sight OR iron sights if not the choice of the type of sight. - a "Party" option for friends added to the game so they can be brought into servers with you, and the ability to add a friend and/or send an invite to a player in a server who is not in the party prior. This enables people to make "Friends" in game and bring them along, sidestepping the whole searching for them on steam process. - Fire team leaders should be allowed to set emplacements like the squad leader. If not straight-up allowed themselves then at least be able to request permission to set emplacements from the Squad leader (Just like the vehicle mechanic) - Fire team leads should also be allowed to set Enemy / Fire mission markers - No 1-man locked squads. This should be changed to at least a 4 man requirement. This way that squad can at least run a 2 man armor(Vehicle) team. Anything below that doesn't make sense. - An option to make the mini-map smaller. If not universally at least for when you are driving. Not everyone has a reliable TC (Truck Commander). - Advertisement. As I've stated, this game is great IMO and one of the best if not the best mil-sim type shooter. However, the player base isn't very large. at the time of this review there is only a 5,823 peak player base. Not terrible, but not great. My concern with this is overtime the game will take the natural course of losing players and dwindle down to even smaller numbers. I'm not sure how exactly the game could or should be advertised, I just think that it should be. I think they should utilize advertising on social media platforms, and more specials on Steam. The specials could range from more free-to-play days with front page advertising of such on steam so people can see it, to more frequent discounted days. I understand it's easy for me to state that when I am not the one fronting the money to do such, but I believe this player base can grow even more and I don't want the game to lose any of the player base it has over time simply due to it not growing because people do not know of its existence. Let me know how you guys feel about some of these points!
  2. Exhaustion boost sprint

    Hello all, I like the sprint mechanic but I was thinking about how there are really only two speeds. The initial speed (which is the fastest) and then the end of stamina speed (which is more akin to a jog) What if there was a reserve sprint that came after your stamina was fully depleted that acted as a “second wind” where it would offer the same speed as the initial sprint (the fastest) only now it would start to smear the players vision and accuracy. Much as in real life, anyone who has ever sprinted before knows that they are able to sprint jog sprint jog without having to stop with the understanding that if they push themselves too hard, they’ll see spots and eventually pass out! At the moment, the cycle I find myself running into (pun) is sprint-jog-prone-regain stamina-sprint-jog-prone-regain stamina etc.... It’s a bit repetitive. I imagine a scenero where you are jogging to the objective and suddenly you take fire. With nowhere to go, your fight or flight response kicks in and you find yourself sprinting to the safety of the wall, only when you get there, your hands are a bit shaky and vision pumping (much like the bleeding out effect). The player would be safe, but they would now have to fight with reduced accuracy and visual clarity.. now when they sprint, they will have to decide if the temporary loss of motor function is worth it or not. Anyway just an idea to spice things up. This is my first post here so let me say THANK YOU DEVS for creating a game that truly is the successor to the beloved Battlefield series (pre EA) :)). You have reignited my love for team games. Rock on.
  3. Suggestions for Owi

    Recommendation: Analyze this suggestion from a more holistic perspective. (Updated) I believe I may have a solution that would optimize the game a bit further and would definitely be more enjoyable for everyone. A) Multiple Spawn Areas: Preferably three(varies on maps & game-modes) - I suggest having an Optional: Aerial-Support base being able to be destroyed, disabled or Capturable. Main base: logistics, transport For: Squad leaders, Infantry Offensive Vehicle Base = t72, stryker, 30mm For: Crewman Kit, Engineer kit Aerial-support main-base = helicopter, drones, air-strikes. For: Commander roles, and Helicopter Pilot roles. B) Settings/System Requirements: I believe that very few actually use the motion blur so I think we should remove that and the low settings while keeping only the medium to epic settings. I also believe that we should update Requirements by replacing the "Minimum Requirement" with our current "Recommended Requirement'. Settings: Remove All Low settings and Cinematic Shadow = Medium, High, and Epic only. Remove: Distance Shadow Foliage = Medium, High, and Epic only. Remove: All Low Settings System Requirements: Ram Must be: 16gb Ram or higher GPU Must be: GTX 970 or higher CPU Must be: i5-2550k or higher C) Game-play: Ticket bleed changes Troops: Commanders cost = 8 ticket bleed Squad Leaders cost = 4 tickets bleed Normal Infantry cost = 1 ticket bleed Vehicles: Logistics, Transport cost = 15 tickets bleed Small artillery Vics cost = 20 tickets bleed Medium artillery Vics cost = 25 ticket bleed Heavy Battle Tanks cost = 30 tickets bleed Aerial(Helicopter) cost = 30 tickets bleed Deployable/Flags: Radios cost = 30 tickets bleed Captured objectives = 40 tickets bleed I would love to hear some feedback from the community as well, let me know what you think about these suggestions. Will you guys enjoy this more, will it be worse, and please be specific as to why you would disagree/agree. Thanks.
  4. Zeroing HMG’s

    I think it would be an interesting idea to have the option to zero HMG’s, this mainly goes for the DSHK, and the NSV, as the 50 cal ACOG has respective mildots at range, (zeroing) the idea for the DSHK would be for it to have zeroing functionally just like most of the rifles in the game. This would be especially useful for the DSHK for a couple of reasons. At range, shooting the DSHK while aiming down sites is virtually impossible, because the shots comes below the sight because of drop, preventing the user to see where his shots are going. Because of this, it’s better to not ADS, and compliment aiming from where the tracers are going. In game and IRL, the DSHK has a slider that can zero up to 1000m I believe, by pushing the slide up to corresponding ranges. This would be a welcome addition as, now you would be able to see where shots are going at range. In regards to the NSV, unlike the M2’s built in ACOG that had ranging up to 2000 meters, the NSV’s scope only has horizontal correction, preventing the user from accurately shooting at range, possibly, a zeroing feature would also be welcome for the NSV platform in the scope, as to correctly shoot at range.
  5. Emplacements and Mobility

    I feel emplacements in the game should not be static and also should not be apart of the construction resource, and in fact should have their very own resource system.. Here is why and how I would plan to implement something like this. Make Mortars, MGs, and TOWs separate from construction points. Make them re-deployable. your character can pack up the equipment and carry it "slowly" to and from, or you can 2-man carry it with no penalty. use ammo to resupply the emplacements, no radio or FOB needed. However the MGs, Mortars, and Tows require a Ammo box placed closely that can be backpacked by a single soldier. Each box contains extra ammo for said emplacement, boxes are universal and deplete over a single use, not consumed, but emptied, you can replenish boxes from Supply/Ammo from a supply dump or a Logi driving by and delivering more boxes of ammo, "If" said emplacements are not inside of a FOB or radio site. Each emplacement will be given by default their standard ammo counts. Mortars 30 HE 30 SMK. MGs 150Rnds 7Mags, Tows 1x GTGM. The ammo boxes will act as an extension to more ammo, and will be consumed on use for said emplacements. All emplacements can be transported in transport vics, logi's Commanders car, on IFVs etcetera, however depending on the vehicle will determine the max amount of equipment transportable.. each vehicle will sacrifice personnel slots for said equipment.. Equipment will now, "IF" lossed/destroyed will cost tickets to replace said equipment. Tickets will only be used up if logistics "Orders", a new emplacement. The max amount of each emplacement will be determined for example, say 5 max machine guns at any one time, 4 mortars at any one time 2 tow sites at any one time. The advantage will be the fact that these emplacements are now re-deployable assets, that can be packed up and moved at will. The emplacements will spawn at main base, and need to be transported to be used again, or "MAYBE" spawned at a FOB and then be ready for use again Tell me your thoughts and feel free to add more if you think there needs to be more.. This idea will universally improve the overall effectiveness of all emplacements, give emplacements weight and provide enough flexibility for a quickly changing frontline.. In today's PS you are constantly working to push back the enemy and reassess the location of said enemy, whilst this is going on there is no "one perfect spot" for emplacements and there for having the flexibility to pick up and move said emplacements by ANY soldier will bring much more utilization for these emplacements.
  6. So i was Squad Leading the other day on Yehorivka and my squad was walking through a small wooded area. I thought to myself, "Wouldn't it be great if for, no supply cost, we could dig some hasty firing positions? Sure, riflemen have sandbags and razorwire, but why not be able to dig a quick 2 man foxhole? I know it is an ambitious thought because they'd have to make all maps with dirt into a dig-gable map. But seriously, a foxhole could be used so diversely. Imagine your entire squad in these foxholes in the woods between objectives. Your GPMG and Auto-Rifleman set up and ready to go. Staggered foxholes in the ground with only their chest visible. This would change defense tactics incredibly. Of course, there would need to be restrictions like the SL can only set up so many. If it costs no resources, maybe the SL can only set up X many in X distance from each other? Kinda like the FOB system. So only 4 can be dug in this radius, and that "home" radius point can be determined with some sort of physical object, like a rally point?
  7. The ability to set a waypoint, even just a single one, would be a blessing for squad leaders and add a beneficial degree of depth to the game. The ability to place a rally, then a move marker for troops to go to, and then from the move marker to an action point/marker(attack/dig/defend/etc...) is something I'd really like. Just one waypoint would make a world of difference as currently players, of all levels, often move to action points/markers directly from where they spawned which leads to the spawn having a rather limited life by making them kind of easy to find, so it seems. Having the ability to place a single waypoint imho could bring a whole new level of game play and enhance everyone's in-game experience. Please could we test such a feature in the next update. I guess you could use the 'Shift' key + click to place the waypoint and then the usual for the action point/marker.... grovel grovel... grovel... P.s. I searched and found but thought this really needs bringing back to life... people's vectors are too much of a clue... #make-Squad-rich-...-in-depth...-for-enhanced-funzies-...-people-will-like-it-...-o7 P.p.s. This would especially useful for squad leaders that become seperated from their squad, for whatever reason... "Do such and such via such and such waypoint-move-marker..."
  8. List of Suggestions

    Hello, I feel like squad is moving in a great direction and have been with this game from the start. After being in the Infantry for almost 9 years, this game is a very decent representation for the feel of combat, and it's why I keep coming back to this game. I've compiled a list of ideas that could make the game a smidge better in my opinion. If any of these "ideas" have already been suggested, then I apologize. Hopefully at least one of the ideas will appeal to the community. SO here is the list. * Commander-(or Lt.) Each team should have one commander, and he can have a medic and 2 riflemen attached to him. This way the commander can constantly be looking at the map, and directing the SLs on where to move and what to hold, etc. Too many times I've been in game and the SLs don't know which squad should go where and sometimes you have a random squad just off in the hinterlands drinking margaritas or whatever they're doing. The Commander can also assign new SLs if the ones in play are unresponsive or toxic, etc. Obviously it shouldn't be one-sided, so if the majority of the SLs don't like the commander, they can vote to kick him/her. * Team Leaders. Each squad should have 2 team leaders so that a squad leader can delegate information and actually do battle drill 1A. It's hard to take contact, and then flank the enemy without having 2 teams for fire and maneuver. I suggest that the team leaders be outfitted with the m4 and acog. and then on their team they can have 3-4 people consisting of whatever weapon they choose. * Scout Squad. One squad on each side should be a scout squad. The scouts would consist of snipers and mortars. The SL would be in charge and one of the team leaders would command the snipers and the other the mortars. The other SLs can rely on the Scout SL for recon of areas, providing fire support, or even having over-watch when moving to an obj. The possibilities are endless. The reason this is ideal is because then you can have snipers and mortars at the range they need to be without splitting up personnel from the main squads. The Sniper Team should consist of 2 snipers, and the Team Leader choosing either an M4 or Saw and having a spotting scope to help identify and call out target to his guys. The Mortar team can consist of a team leader and 2 personnel. The squad leader and a medic can choose to follow either team or sit back and direct them from afar. * Role set-up and team room. When the match starts, and you have the 3 minutes of prep time, each squad should have their own team room with a locker or booth and a table in the middle. Ammo and etc can be all over, just making it look like a ready room. The idea of the room is to outfit your squad with the roles they need to fill before stepping off. So, your Commander will tell the SLs the intent of attack and what each squad will need to have. The SLs will then make sure their squads are outfitted appropriately. (This whole idea is more for looks and not much else I guess.) Link is to see what a team room looks kind of looks like. https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwjvhsCW4LTYAhUC2GMKHabQB5sQjRwIBw&url=https%3A%2F%2Fwww.pinterest.com%2Fexplore%2Fmarsoc-marines%2F&psig=AOvVaw2gvm5ITdukizqssj3cTANj&ust=1514826900621869 * Vehicles Certain vehicles, (or all, idk) should carry some LATs. They should be accessible by going to the back of the vehicle and hitting a key to grab the LAT weapon from it. This way these vehicles can deal with armored vehicles without having to sit there and dump hundreds of rounds into a each other. Each vehicle could carry like 2 LATs. Gunners should also be able to free fire with their weapons if they choose too. For example, if an enemy is close to the MAT-V and you can't get your 50. on him, then you should be able to move to your SAW or M4, whatever, and fire at him. * More? I have plenty more ideas, but these are just a few. If any of these are worth looking into, please give feedback. If you want me to list off more ideas, let me know. If not, I understand. Thanks if you actually read all of this. I appreciate your time!
  9. Alright you blueberries, FeatherSton3 here. Today I'm going to waste probably 30 minutes of my time writing this because I can. If you read it, cool. Here we go (take some of this with a grain of salt. All of us have different preferences. These are just some of mine): Squad Leading. It definitely isn't one of those, "First time playing Squad, I got this" roles. It takes knowledge and (some) experience of the game. Personally, I didn't squad lead until about 40 hours into the game as I really just wanted to get a feel for each class (getting a feel for each class also allows you to be more effective in commanding as a squad lead as you know where to position each fireteam role in your squad. I.E. You don't ever have medics on the front lines) Maybe some of you have tried squad leading and didn't really like it. That's fine. I would however encourage you to try it again after I'm done writing this super long essay that nobody will read all the way through. In no particular order, I'm going to put down some pointers, tricks, and guides on how to be a "FeatherSton3" squad lead (that's me!).BEFORE THE GAME STARTS - Create a squad as soon as the round starts. If you really want to be an SL, don't wait to see if others are creating squads, just do it. This gives you more time to plan for the round. Adding on to the point above; do mic checks before game starts. Personally, 90% of the time someone doesn't have a mic, I kick them. I need communication, and quick. I don't have time to keep checking the squad chat every two seconds. I have enough stuff going on. Somewhere in here you may want to see if people are new to the squad. That way they don't take important roles. Tell everyone what role you want them to be. You got more than 7 people? 2 Medics please. I don't want marksmen. To me, they aren't useful. If I have someone that instantly goes marksman, I will ask them to change. If they don't? Kick. I usually prefer 2 LAT's and AR. During this time, you have hopefully been squad lead chatting with other SL's. Now it's time to tell your team what the plan is. If you are only taking Logi, don't have more than 4 people spawn. Tell them to hold spawns and you will get a rally down as soon as possible. Mark the vehicles you are taking from main with enemy icon markers so other squad leaders do not take your vehicles. EARLY GAME - This part is when you get a feel for the newcomers in your squad; to see how responsive they are. Ask them to do simple things: Come to you for a rally, do a logi run, hold this position, dig a HAB, build sandbags, etc. This is also the part where (mostly) you will find out really quick how useful your other squad leads are. They aren't communicating anymore? They didn't go to the position they said they were going to? You are probably going to lose. COMMUNICATION/TEAM WORK - This is a big one for me. Even more important than winning. If my team is effectively communicating and we lose, GREAT! Adding on to this, if you aren't communicating with your squad, you aren't an effective squad lead. Listening goes both ways. Yes, you are the squad lead, but you also have people in your squad (either because they love you and join your squad every time you create one, or because yours was the first open) to listen to as well. They are trying to tel you enemy positions. A simple, "copy, marking" will do. Acknowledge them. Take suggestions from them. They are just as important as you. This is going to be a little challenging if you are new to squad leading since you will have local chat, squad chat, and squad leader comms going all at the same time along with gun fire. First and foremost, communicate with YOUR squad first. Keep communicating with other squad leads. Make sure to wear down your number pad keys to talk to SL's individually if something doesn't pertain to all other leaders. Keep your squad in the loop on enemy positions. Update your "Green Eye" marker constantly. Need them to build? Update your "Green shovel" marker constantly. Don't have rogue squadmates (partly why I don't like marksmen). Keep using your map to check your squadmates positions. If they are too far out in front, tell them to come back. Give your squad encouragement. "Good job guys, good job squad" They should be noticed. (Don't use 'squad chat' for things that don't pertain to the whole squad. It unnecessarily clutters comms). SQUAD LEAD RANDOM TIPS/POINTERS - If possible, build the FOB (radio) as far from the HAB as possible. Not only will it take longer for the enemy to find the radio, but it will also prevent the spawn timer increasing at the HAB. Timer only goes up if enemies are near the FOB If you are on defensive, KEEP PLACING FOBS! If your attacking squads need to fall back, they need someone to spawn that isn't at main. Keep medics behind the lines. Everyone once and awhile I see Rambo medic, and that's not who I want being my medic. (Who are they going to revive if they are shot first?!) If you are a defending squad, place your Rally near your FOB, because rallies disappear if enemies are nearby, this will allow you to detect enemies near your FOB without actually having to have "eyes on" Constantly update your rally. If you are about to place a new one, but you hear enemy gunfire close by, fall back. Chances are your rally timer will reset because enemies are too close. If playing as non-conventional forces (Russia, US) do as many logi runs in the early part of the game as possible. The longer the game goes on, the more IEDS and mines the enemy will have layed down. Place multiple "Green FOB" markers to give your vehicle drivers a better sense of direction on where you want them to go. Sometimes, it's best not to engage the enemy. If you need to sneak around, tell your squad to hold their fire. Playing infantry only maps? Have two squad leaders, with one squad member each spawn and take logi while everyone else holds spawn. This allows the placement of two quick rallies to get multiple bodies into the action quickly. Playing on the same server constantly can help you become acquainted with other players/squad leads who also play on the server, making the squad leads and squad mates more predictable. You can build on top of peoples heads. Use this to your advantage. Be confident. Be vocal. *NON SQUAD LEAD TIPS/POINTERS - Placing IEDS on vehicles without blowing them up will allow you to keep constant track of the vehicle on the minimap. Spotted an enemy HAB? Undig the HAB until only the metal stakes are sticking out of the ground. Not removing the stakes ensures the structure is still there, meaning the enemy cannot place a second HAB without rebuilding the HAB, or destroying their FOB. Driving a Stryker? Turn off the engine. This baby can coast, silently for a long time. At the end of the day, you may read this and still not want to squad lead. That's cool. Some people just don't like squad leading. I know some of this information is probably old to most, but I wanted to give some insight and some of the things I like to do as a squad lead. Have fun with all the new Steam friend invites. Happy Squad Leading! Add Me On Steam
  10. Alright everyone, I need your help. I have decided to make a squad cinematic trailer that I hope turns out to be truly emotional, beautiful, and EPIC! I am going to need to make a few of these types of threads down the road to share progress and everything, but I'm at the beginning, so I need to start with the basics: First: I need a title suggestion for the trailer (between 1 and 4 words). I already have the soundtrack that I plan to use as I have already imagined most of what it's going to look like in my brain. Second: I need tips. If you have made videos before (or none at all), I am open to advice and tips. \ Thirdly: I need clips. Any clips that you have that are no more than 10 seconds long. (If you have a long video that you would like me to look at to dissect certain parts from the video, go ahead and post it. Just don't post a 1 hour video, because I'm not going to get around to watching it.) Even if you have low pc specs, I can still use the clips for brainstorming and for possible re-creation of the same thing on a higher end pc (Mine isn't amazing, but it's pretty decent) I think that is about all I wanted to say for now. Hopefully this gets some attention because I could really use some advice and lots of clips. Oh, and a title. I need that too. FeatherSton3 Out.
  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. Hello All I was a avid Project Reaility player as well as I played a lot of arma 2 origins/dayz arma 3 epoch. I feel for a lot of the people picking up the first time and saying it feels funky its just lack of mobility specifically, just lack of situational awareness. My idea is head movement like in arma with the alt key only more realistic less "Rotation" in other words. The problem is if I looking to my north direction and squad lead calls out contact north north east. I move my have to whole body screwing up your positions and potentially giving it away. It would be better if you were able to move around the head. I was looking at it and I think if you do like something like these stats Flexion of 40 to 60 degrees thats up down motion Rotation of 60 to 80 degrees side to side. I feel like this small feature would add lots to your experience in squad. I am not trying to compare the games but if you ever played any arma or dayz you know how much worse it would be if you didn't have head motion. Just a suggestion anyway. I will be picking up the game see you guys out there!
  13. Idea: Hardcore mode?

    Hi, I am a Squad player whose been playing Squad and PR for a few years now. I really appreciate the work the developers invest into this game. I appreciate how Squad is a community for mature gamers who enjoy realism. That said, me and my friends were jokingly talking about Squad when I came up with an idea for a hard core realistic game mode. The features I thought of have the objective of making players more dependent on squad members and communication. -No squad chat, only local and command chat. -Only squad leaders have maps -Very few tickets but no ticket drain from losing flags Long ass respawn times -Movable ammo crates -Less stamina One of the reasons why this could help gameplay is that sometimes squads disintegrate as people sprint around like CoD, which I don't believe is the point of the game, at least from what I could guess. I hope these ideas could at least be helpful and contribute to Squad. In any case, I appreciate you reading this!
  14. Image about FOBS: -Tripflares -Minefields -Armories (is that the ammo crate) -Medical Facilities??? But isn't there a medic role. Or maybe to fully heal up -Vehicle Repair Depots? -Helipads? Helicopter can't land unless on an helipad? -Surveillance equipment. To me things you can build in squad seem like a legit full out base. Roles Image in Kickstarter: Reconnisance - this is a really generalist if broad role and I don't know how this will fit in. Medic system image in Kickstarter: Taking damage either can make u a) bleeding b) incapacitated or c) Death. Apparently C isn't going to be in the game. When incapacitated it says you are able to move your head and arms and talk via local chat but we can't do any of those and can talk in any chat whether dead incapacitated etc. The medic apparently uses 'Epinephrine' auto injector to shock the casualty into a conscious state. What's the point of this feature? penalty for going down: Stamina penalty, Increased weapon away, killed next time. Are there penalties right now or??? Thank you hope devs reply which features are going to be, thinking about or not going to be in the game.
  15. 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/
  16. What happened the forum it's is now blue!! eyes burning.. Anyway guys I have been squad leading quite a lot last couple of nights and not only been leading my squad but the entire team, the way I have been working seems to keep the squads together and encourage defence as well as attack. While the timer ticks down I speak to the other squad leaders and explain #ParaPiggyBacking™ This how it works, I tell them squad 1 (my squad) will take the first attack marker and STAY on defence until, Squad 2-4 have taken the next attack marker. They are then to STAY on defence until we move up and attack with support from 1 other Squad. The idea behind this is that each squad in turn gets to attack and defend. Currently without ParaPiggyPlay everybody goes off and attacks, leaving nobody to defend. The system has worked perfectly for the last 4 games I have played, with many players saying it kept the squads together and no lone wolfing. And I have to agree it is enjoyable to attack and defend, this system also keeps things clear for the squad leaders, with less BS on the radios. It has been a pleasure again to play squad with this system, try it and see if it works for you. It Piggin works. ps. Guy called 'Worm' was tking and then when booted created his own squad and played music down squad leader radio, he claimed his dad was a dev *rollseyes* so keep a look for this idiot.~ PiggyPara Out.!
  17. Insurgent IED ideas

    I spent 13 months in Iraq, hit directly by IED, survived. Went to 6 ied aftermaths. Here is a few of my ideas about insurgent IEDs. I know the Awesome Devs said they are coming! 1. Able to plant in dirt everywhere. 2. Must be detonated by person who plants it. Cell phone, det cord etc. 3. Different types. Ex, mortar rounds, old Russian rounds, etc 4. Must include ringing ears after explosion. 5. Can disable vehicles and squad can repair vehicle only one per round per. If not damaged to badly. 6. Must include mine sweeper kit and EOD kit to disarm IED. 7. Only one bomb specialist per insurgent squad. 8. Can plant in entry ways, in buildings. 9. Able to create Vbid (vehicle IED). However the squad would lose their only vehicle if they choose this meathod. 10. Put random vehicles that are in drivable on certain maps that spawn in random so you never know if it's a insurgent vehicle or not. 11. USA and Russia has time limited signal jammers,that can Jam the cell phone signals. 12. Det cord has to be manually ran from IED to position where insurgent sets up. 13. Random dead animals on map. Spawn each round random. 14. This way insurgents can place IEDs in dead animals. 15. Make it take some time maybe 3 mins or more to setup IED. Not a simple place and run. Mechanic kit will be needed.
  18. Wish list :)

    Pick up weapons or refresh Band-Aids/ammo from dead. (make it enemy only weapons, to stop people spamming snipers to their mates) limited squad lead Build options at any time even when not in range of fob ( barb wire, ladders) Stop players creating squads and leaving em. 3 way TKOTH like sa-mantra's mod for arma3 https://www.youtube.com/watch?v=_RUiY4fkeK4 Progression - skin unlocks, ranks? I know people hate these but its good to have something to focus on when your friends are not online. Weapon modification, maybe linked to progression? Make night time matter! knowing someone just moves their gamma and its daytime again breaks the immersion.
  19. Maybe some ideas

    Hi all, I'm GReddy and just started playing Squad for a week now. Already made some steps of making a platoon/squad/clan/community what ever you wanna call it. We have our own teamspeak so feel free to join and team up. We prefer 17+ players, just mature players. teamspeak. eultimate.eu Well introducing myself isnt why I posted here, so here are some ideas/ maybe existing ideas. ( there are so many topics so havent read them all ) Dont get all upset on maybe some typ-o's I'm Dutch so im doing my best. Ideas- 1. After placing the ammo crate there is unlimited ammo, well if were gonna chase the realism of war that is ofcourse impossible. Maybe downgrade and have unlimited ammo at every main base. --> eyes on the vehicles that are coming soon, it would be nice to transport ammo to forwarded bases. So you get supply lines that will make it even more tense to hold a specific base untill the next ammo re-supply will come, or get totally rekt by the enemy :D. 2. I have seen it more on the forum of requesting different weather types or changes. Indeed I would like that also, laying in the hills waiting to spot enemies while it rains softly and some thunder rumbling in the background. ( The soft wind that is already in game is really perfect! I really love it) 3. The story that russian/taliban fighters IRL dont have scopes is some real BS. I've seen some wiseguys saying yeah well that is their advantage in CQB and they shouldnt fight the US army over distance/hills. The russian army uses alot of different scopes like the Kobra red dot, PGO, PSO. And as the major middle east export of weapons taliban aswell has these scopes. Talking with friends that are in the army have claimed this aswell. Maybe the taliban does not have scopes to there availability as much as the russian but they got enough in the middle east to use, so considering adding them in low numbers to the taliban and more to the russian would be a realistic add to the game IMO. Oh yeah and maybe a small sniper on the US side? I dont want to see that the game is getting to OP but a small sniper would be great tho, I just love sniping. 4. Everyone that love war simulators has probably like me, youtubed there arse off on iraq/afghanistan docu's, short films of real life combat. The most tense thing to see IMO are air support strikes from the UN/US / Or mortars incoming from the taliban. I would love to see some of this action in the game. NOT MUCH but just enough to heat it up a little bit. Like as in a squad you earn points, earn enough points to unlock an A10 warthog gatling gun, JDAM bombs and some taliban mortars or some of those home made rockets like they are using to attack israel. here a little link as example (Only Squad leaders can call these ofcourse) -------- http://www.takeapen.org/Takeapen/UploadFiles/pgallery/1893599278.jpg-------- 5. Factions! I would love to see more european factions or one big european faction. Alot of european countries are fighting or stabalizing alot of countries in the world so that would be great. ::Update:: 21-1-2016 6. It would be nice to drag a body away from a firefight so he can be healed. Bug I found a bug that when switching to m203 it refuses to shoot ( And yes I checked my ammo ) While switching back the main gun sometimes refuses to shoot aswell. ------- I hope you guys agree on some of ideas. Dont get me wrong with somethings on this list, I would really hate to lose the nice tactical slow tense play of the game. I would hate if things will make it to OP. Best regards and see you on the battlefield! [eU] GReddy.
  20. Hello everyone, I hope everyone is doing swell. I had some ideas i hope they can implement and i think it could help Squad in possibly exceeding many other games. I have to say very nice job with such a limited crew by the way for creating the game. Now for my ideas: 1. Logistic 1a. Supply Trucks In order to receive more supply or ammo in an FOB, you would have to move MTVRs or really any transport truck to the objective with a fixed area around it. Once the truck is emptied (through a bar or whatever seems fit) the truck would drive back to the main base. This offers a new role in the game, and an objective for both teams, such as setting up an armed convoy to protect the transports while an enemy squad may try to ambush it. 2a. Set Commander position Im sure this is controversial, but there is a reason why we have a chain of command in the military, to guide squads to victory. Obviously the role should be restricted to someone with a high amount of hours or whatever seems fit, but i feel like with this improvement, things wont be as chaotic for struggling SLs. Someone who can look at the map and determine, this is whats best for the squads and objective of the game. 3a. Trenches Most kits in this game have access to a shovel, i think the shovel could greatly help squads by being able to dig a foxhole or a small dirt trench that they can build in x amount of time. Now this would mean small trenches not some ww1 trenches haha. 2. Squad Roles 1a. Specialty Unit This would have the set commander position but not only that, many key needs for the team in general. Ex. Engineer putting down an entrenched mortar position or hedgehogs. Some other positions could be logistic members such as the supply driver. Another position could be simply just a couple of recon for command. 3. World in general 1a. Doors The option to close a door would help defending by a lot, or seeing a team stacking up getting ready to breach would also be nice. If this was implemented into the game it would make the world so much nicer with more obstacles in the way to surpass.
  21. Effects to the game

    In a situation where you and your squad are moving around to a flank for a better attack position but end up getting suppressed. The problem with that scenario is the fact you cannot locate the enemy shooters postion which leaves the squad totally defenseless, well i had a thought what if effects were added that showed the shooters postion by dust getting kicked up from the discharge of the weapon as he fired it. That would add a more realistic feel to the immersion and would do nicely with the foliage already in place. The effects wouldn't be placed for every rifle but rather ones that had a high recoil rate like the long range rifles and machine guns, if you wanted to go deeper into it I would say the dust kick up wouldn't be the same size for every rifle as not every gun has the same power. So as you and a couple men are being pinned down, you don't have to completely expose yourself to the enemy shooter but instead watch as the dust is kicked up...just a little idea I guess.
  22. My suggestions/opinions

    Note: These are my personal opinions. Feel free to IGNORE, IMPLEMENT them or use them as INSPIRATION. Thanks. I want Squad to be the new and improved Project Reality: BF2. Basics: many different factions (add Islamic State/ISIS/ISIL?)many different maps [around the world]many different vehicles (tanks, apcs, etc. driver + gunner)many different classes/kitsat least AAS and Insurgency gamemodesMumble or some other communication software: squad radio, proximity team voice chat, etc.buildable FOBs, wire fence, etc.IEDs, trip mines, etc. standard PR stuffsquads (of course)Other stuff: steam workshop - custom maps (don't know how would people make them though)steam workshop - custom mods (Vietnam, WW2, etc.; (don't know how would people make them though)gun recoilsuppression effectgun sway (prone - no sway; crouch - almost no sway; standing - little sway; prone crawling - well you can't fire so n/a; crouch walking - some sway; standing walking - most sway; running - well you can't fire so n/a)damage indicators (from which side)bullet dropbullet Coriolis effect - very long range (sniper)muzzle flashrealistic sound travel speed - first you see an explosion, then you hear itdestructible walls, houses, bunkers, etc. [of course not everything though]new free-for-all gamemode Battle Royale (http://battleroyalegames.com/ for more info)random loot spawn system around map; pickup ammo, guns, etc. [if Battle Royale gets implemented]actual night-vision goggles for night mapsmap weather (snow, rain, sandstorm, snowstorm, etc.)flashbangs [if there'll be special forces/hostage scenarios/etc.]another proximity voice chat type in order to be able to talk to enemies (similar to proximity team voice chat)hostage situations (or even a hostage rescue gamemode - US Navy SEALs and stuff...)/other interesting scenarios [if global proximity voice chat is implemented]silencers for weapons [if hostage situations get implemented]have the ability to pick up enemy guns, but NOT their whole kits (nice for Insurgency)pulling out a pistol should be faster than reloading your main gun (for those kits that have a pistol)zipties shouldn't kill insurgents, instead arrest them and put them somewhere [or have them transported somewhere, etc.] (they can still be rescued by other fellow insurgents) Also, I won't be donating, but I will buy Squad as soon as it is available on Steam! Good luck devs!