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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
      Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof), religion, politics,  etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
      If there is doubt, the Moderation Team can decide whether a topic is considered illegal.   §5 Attitude towards Squad and the Development Team
      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
      Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs.   §7 Forum structure & Search
      Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
      Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense.   §8 Thread Titles
      Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted. Strange or abnormal Unicode characters should be excluded from thread titles for the sake of being distracting and unnecessary.
      §9 Thread Capitalization
      Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here. 
        §10 Images in posts
      When posting images, mind the following restrictions:
      .gifs will be allowed and may be removed by Staff if deemed necessary.
      Maximum size for images is 1280x1024.
      Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
      Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge.   §11 The use of BBCode
      It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings.   §12 Complaints of Server/Admin Abuse Reports of server/admin abuse will not be posted publicly. All reports concerning this type of behavior should be place in the appropriate sub-forum. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ All posts made outside of this area will be be removed.   Section II: Reporting & Moderation   §1 Reporting Posts
      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
      Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments.   §2 Reporting Moderators
      Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules.   §3 Respect Squad Team members and Moderators
      Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly.   §4 Bans and multiple accounts
      If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
      You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.

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  1. Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. A recap recap, if you will. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording. (~76mb.) If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Fuzzhead, Gatzby, and the host, Nordic. Formatting: Text in italics generally represents an OWI representative or a summary of several. Normal text is typically from a community member and is cited where possible. Components Right now, ammo explosions kill vehicles outright. And yes, we know the real ammo storage is different than pictured in the recap. We’re also looking at features like blast doors for the Abrams, emulating the real life Abrams crew survival priority. The first iteration may have some temporary solutions to disable components, such as setting ammo to zero to disable the primary weapon. Component damage on smaller vehicles may not be implemented in alpha 12, but it is coming and currently working in prototyping. Priority is APCs and other armor… because tanks. Russian 30 mil ammo storage doesn’t detonate. Burning, even as long as 15 minutes, yes. - 79%toxic You can pass this sort of information to Virus.exe, our Russian military adviser. Ammo cook-off is a trial system of what we intend to do. The engine disable will be a bigger impact on gameplay and we also want to get to tracks, wheels. Engine taking hits will slow a vehicle down and if it gets damaged enough, it will not run. Although this effects the vehicle in a negative way, it does increase the overall survivability. Crew will be able to repair vehicle mobility from the outside of the vehicle. They will have some sort of tool used like the shovel, but it has not been decided what that tool will be yet. You will only be able to get it up to a “slow rolling state,” requiring a trip to a repair station for full repairs, roughly 20-25% of the vehicle’s health. This is just the first iteration - we plan to get the basics in and the expand upon them. We do plan on thermals eventually, for example. Damaging thermals would be a cool way to use the component system. It’s important to be able to disable Russian vehicle turrets (especially technicals), alongside engine, as it is in real life. -79%toxic Suppression This type of suppression isn’t very realistic. Suppression resulting from explosion is important. We need more of it. Ears ringing, too. - 79%toxic. There is some screenshake, especially from the IED, but it doesn’t impact your aim. And yeah, RPGs and grenades don’t really shake it a lot. That’s good feedback. Translating it to vehicle wrecks might be a good idea too, as there is currently very little effect/feedback in the world. Technically speaking, it may not be /too/ challenging. We’re aware of the glitch where vehicle disappears and then is replaced by the wreck, by the way. Fuzzhead just started in on the process of adding suppression on the heavier weapons, 25mm, 30mm cannons for example. Tillomaticus: Is there anything planned to add aimpunch on hit? Does it favor stationary play too much? Fuzzhead thinks it needs to be included. The first person who shoots should have the (small) advantage in the shot by shot competition, though this is more in SgtRoss’ domain. 79%toxic: My community fears it will slow down the game. GPMGs, especially with optics, are already OP. New suppression will make them unkillable.With suppression, it could still be 9 versus 1 to suppress a GPMG. One of the things we’re attempting to address with suppression is being able to suppress them back, through the use of another fireteam/squad. We do recognize the asymmetric balance could be an issue here. BigJimmy: Are suppression effects dependent on calibre? The current plan is to have four suppression types: Rifles & LMGs (545mm, 556mm, 762mm) GPMGs & HMGs (762mm, 12.5mm) Auto Cannons (14.5mm, 23mm, 25mm, 30mm) Big Guns (120mm etc) Pistols would not have a suppression effect. Pistols are pretty weak right now. -79%Toxic Tillomaticus: Will there be suppression effects from friendly fire? Right now, yes, but there is a minimum range. Through testing, we may increase the minimum range at which suppression affects you, maybe out to 25-30m. Currently 10m, which is… okay, if your squad is evenly spaced. You should expect suppression effects if you’re, say, 100m forward and being shot at from either side. Tacticool: Will the suppression weapon sway be RNG or patterned? It’s probably not going to be learnable. It will be more pushing off your aim. If Ross were here, we may have more to talk about -- we’re definitely going to be more testing before we commit to anything. We want to get players firing their weapons more and achieving fire superiority. Spawn There will now be a wave-style spawn at rally points. Rally points will now remain until taken down or replaced. Spawn waves are currently at 90 seconds. There may be a minimum time dead before being able to join a spawn wave. (e.g., 20 seconds.) No one-second spawns. It currently requires two people to take down a rally, but the radius is increased. (2 soldiers within 50m to take it down.) This does mean spawning will not be available. Why does OWI not like about the current system? -79%toxic The old system has brought us this far. It’s effective, however the new system should slow down the pace some. This is intentional. The roughly top 3-5 less than ideal things from the old system: faster gameplay, more lone wolfing (trickling in via rallies especially), players are less reliant on squad and aren’t encouraged to move together. New system is focused on keeping squads collaborating in a closer proximity; making it more fun to move with your squad, keeping you alive. We think the game is more fun in local voip range and being able to see your squadmates is a better experience. The current system often incentivizes spawning in and running the hell away from your friendlies. Trying to incentivize players to work together more often, closer together. Another thing we didn’t really like is fob spawning in alpha 11 can be turned into a meatgrinder very easily. “Fortress of Bodies.” Spawn-camping/killing is not really what we intend, as spawning and dying, spawning and dying isn’t the most fun. Tart: Wavespawning is bad, because it’s too predictable. When someone spawns, you know when they spawn for eternity. Focus on FOBs instead to cause squads work together over rallies. Make them easier for a team to use; there is a lot of resistance in building FOBs. Players will end up further from their objectives. Reducing reliance on rallies could make FOBs more important, whereas the current plan may make squads more independent of each other. Playing rallies further out is intended; spawning in an active zone is not really intended. The changes to Medic are to help encourage players to use the revive system as the primary way of getting back on your feet. There should also be some incentive to use more than one squad, as you can help each other out. We hear you, but we do want squads to work more closely together and slow the pacing some. We do want FOBs to be easier to place. The range between them might be lowered, for example, or removing the ticket loss if a FOB is destroyed. We would also like to see FOBs used as backup positions more often, not as just one key location and forget the rest. Using them as rear spawning locations should be viable. Acidpantalones: Will rally timers persist across the round? They start when the rally is created. The entire team is not on the same timer. Medic can patch and revive in 7 seconds, non-medic will be 14 for the first iteration. Aragorn89 is concerned that too few people can disable spawning in the new system and would like to see a better balance between the HAB and rally point. Right now, both are all pretty strong. The spawn mechanics are what sets the tone of the map and right now it skews very fast with emphasis on the spawn location. In the new system, it should be more about the actions of the squad. We will test the radius which disables spawn -- it’s also possible it will vary by map size, especially as we grow to 5, 6, and 8 km maps. Some of these changes are looking ahead to when air transport is in game too. But if it plays poorly, we’ll change it. Zula: If you have more defenders, it feels like you still own the point. If the attacks had more, it would make sense that spawns were disabled and it was up to the defenders to fend off the attack. Tillomaticus: What’s the bleedout time? Can you see the rally wave timer when you’re dead? Five minutes. Right now, yes, Later, maybe. From a design side, it might be better that you don’t get to see it… we’ll see in testing. And yes, there will likely be a minimum spawn time. Interface/Fireteams Fireteams are coming! The new UI you have also seen is coming. The first iteration is restricted to the user interface, though you don’t ever have to use a fireteam. There will not be a special kit for fireteam leader. There can be up to three fireteams, with the squad leader always being the head of Alpha. Alpha will always be colored green, Bravo will be purple, and Charlie will be… something else. You can add someone to a fireteam and their color changes dynamically. (Not sure if it will change on the HUD yet.) You could group for assault and suppression, and then merge right back once you’re rallied at the objective, for example. The squad leader should be able to see all markers, but fireteam members will see less. Squad leader may be able to delete FTL markers, default to the squad marker. Much of the redesign has been geared toward helping newer players get their toes wet and help players succeed. Fireteams are also intended to give a stepping stone to squad leadership, letting players ease into it. ---- And it's Gatzby again! Hey! Just wanted to leave you with the note that the discussion ranged a bit off topic toward the end, so some of the audio content has not been transcribed. If you're really into it, be sure to listen to the full mp3 up above.
  2. The community has been busy as ever with creating content in the Squad SDK. Check out the July 2017 Edition of The Wrench over at this link!