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Found 3 results

  1. June 2018 Recap

    Hey Squaddies, Welcome to the first official Recap of Summer! Up in the Northern hemisphere, things are more than a little toasty, so high command has issued the following advice: stay inside in the air conditioning and play video games, if you can! Otherwise, crank the logi fan to high and let's settle in for the goods. Systems Armor Components Since the last Recap, we've been hard at work on the vehicle components system, finally integrating it into our armored vehicles This addition effectively gives them special target points that can potentially cripple a vehicle. The most common examples of internal components are ammunition storage and the engine compartment. If you achieve penetration of the armor on the outside and score a hit on the ammunition storage compartment, depending on how much damage you do to it, it could trigger the complete destruction of the vehicle. Hitting the engine will severely handicap the vehicle's ability to move, and so forth. We'll continue to expand on this system in future iterations. Suppression A system that is known to be controversial among FPS games is suppression. We do feel that Squad's current suppression system is too lightweight and does not present a heavy enough penalty on players that are taking a large volume of fire, particularly from large caliber weapons. We want the new system to lower the ability for suppressed players to effectively engage targets, but also to not be overbearing or annoying and not easily exploitable. Over the past month, we have been continuously playtesting and refining the new suppression system. https://streamable.com/wmw6x We have been playtesting and tweaking an aim-punch style mechanic that pushes your aim off target slightly when being fired upon, as well as a temporary increase in sway depending on how suppressed you are. Of course, bear in mind that this system subject to a lot of tweaking and further play-testing. Spawn System Overhaul The player spawn system is being given an overhaul - this includes Firebases, Rally Points and Revives. We will have a more detailed update with the changes coming, but here are some of the changes that we have been working on: Firebase Overrun Mechanic: when enemies are close to a HAB, players cannot spawn at the HAB until enemies are killed or leave - aiming to dramatically cut down on the "meat grinder style" gameplay that can be seen in V11. Rally Point wave spawn: squad members will now much more likely spawn in together rather than one by one. Revive System: Bandage is the revive tool now, not the Medic Bag. Any Player can use one of their bandages to revive an incapacitated friendly player. Non-Medic bandage revives take a lot longer than medic revives. Revived Players do not regenerate stamina until healed by a Medic with their Medic Bag. A lot of other changes are planned for the Spawn system and we will give a full rundown of them in a few weeks time. The goal and intention of these changes is to allow for squads to collaborate in closer proximity, more often, shifting the pacing of the combat. User Interface General Interface One area we've been hitting hard for the next release is a complete overhaul of the in-game deployment menu. We've streamlined the process to such a point where new players will be directed from one point to another (joining a team > joining a squad > selecting a role > selecting a spawn point) in a logical manner. We've also integrated a system that allows you to see what is in each individual role as well as get detailed descriptions of each of the weapons and items contained within. (and as a bonus, what your character will even look like!) Fireteams We're also implementing the first iteration of Fireteams. Basically, this is a way for Squad Leaders to optionally subdivide their squad and assign Fireteam leaders, with their own order markers to facilitate on-screen communication. (However, no specific special role exists for FTLs). Fireteams have been designed to be extremely flexible in their employment, so it ultimately will be down to the individual Squad Leader how they want to run their squad, and also to give players a chance to learn leadership positions just short of the big Squad Leader role. Art and Environment M1A2 Abrams, Tanks and Gunnery We've put in a lot of work into the newest vehicle type to go into the game, and that type is Main Battle Tanks. The M1A2 Abrams while shown off last Recap in still shots is now finally moving around and properly dressed up for battle. The gunnery we have modeled does not include modern fire control systems yet, so we've opted for the use of the gunner's auxiliary sights to allow for manual adjustments at range. The Abrams also has a vehicle commander and loader's seat, both with their own cupola machine guns. The vehicle commander has an M2A1 Browning .50cal heavy machine gun mounted on a remote weapons system allowing for full 360-degree traversal and zoom capability. The loader's seat (while not required to actually load the cannon) is an extra seat on the turret with its own M240 machine gun. https://streamable.com/ninla The Bradley has also undergone some changes with the inclusion of a ballistic reticle for the gunner, as well as a seat for the commander with access to a camera with powerful day optics. https://streamable.com/powgy https://streamable.com/rbyjk Infantry-Deployed Ammunition Bags Another oft-requested bit of kit we have in the works are ammunition bags that can be deployed by the Riflemen role. These bags are deployed in order to quickly resupply their other squad mates in the field. Capable of being restocked from Main Base, FOB or vehicle-based ammunition sources, these bags will have a limited capacity for ammunition. https://streamable.com/cxwpy RPG-29 The giant RPG-29 will make an appearance as a handheld Insurgent Heavy Anti-Tank weapon, complimenting the lighter RPG-7 system. It fires a huge 105mm tandem warhead projectile with more accuracy and out to further ranges (500m) than its RPG-7 counterpart (150m). https://streamable.com/ahh78 Mapping Tallil Outskirts One exciting new map in development is called Tallil Outskirts. It is a 4x4km map based in southern Iraq and features a massive airbase with large enterable concrete bunkers and defensive positions. Most of the terrain is open sandy desert, and while a few villages dot the region, the map will showcase vehicle-based combat. Infantry squads that work in conjunction with armored units will find success on the battlefields of Tallil. Yehorivka Update Yehorivka is undergoing a massive facelift, starting with expanding the playable area to 5x5 km, which will open up a lot of new possibilities for new layers and more variation in gameplay. We have also changed out the grass foliage to a new rendering method which will improve performance. The Storage Site area has been replaced with smaller profile villages and hamlets instead. In addition to accommodating larger vehicles, we're providing more cover for infantry with new points of interest and better forests and ditches. We're also implementing a new water shader that should also vastly improve the look of our water. We don't know about you, but the world always feels better with a few inches of Abrams armor around you. A big thank you to everyone that responded to the call for assistance from real-world tankers -- you've all gone above and beyond! Offworld Out.
  2. The Wrench - June 2018

    Hi Squaddies, Welcome to the June Edition of The Wrench! Just like most of the Northern hemisphere, this month's crop of mods is looking hot -- including one that aims to change the way Squad matches run! Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome. SWCMod by salt. DevilsD and |F| Arkanoid First up, we have the SWCMod by salt. DevilsD and |F| Arkanoid. Originating with the Squad World Championship, they have been developing this mod to serve as a dynamic way of altering gameplay values, as well as significantly increasing the quality of spectating and streaming for competitive Squad matches. Long Range Advanced Scout Surveillance by Gerard (wargr) Not satisfied with peeking corners, wargr has set out to create some more high tech ways of keeping an eye on a FOB. More important, it's done from an appropriate safe distance -- way the heck away. Their next steps will be continuing to work with it in the SDK to get it into a mod format. Could it make a nice addition to your mod? Let wargr know! Squad BR Mod Update by The Squad BR Mod Team The team working on the Squad BR mod has been kickin' it into high gear this last month, hitting some important milestones. They're happy to report that loot spawners now have their own area types, meaning you'll be more likely to find military hardware in military areas, more custom art assets have been added, and the gameplay loop is almost ready! Before long, folks will be in the mod and wondering what those mysterious arrays are for... Be sure to join their Discord server to keep up on the latest news, or find out how you can be part of the team! Clearly there's a lot to look forward to in Squad modding! (Including the Modding 2.0update, of course.) As always, we're amazed by the skill and creativity of the modding community. We can't wait to see what you folks have for us next month! If you want to be a part of it next month, you can get into it right away by using this formand submit your work! Squad Modding Hub Management Team Out. Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
  3. Zusammenfassung: Juni 2018

    Hi Squaddies! Herzlich willkommen zur ersten offiziellen Zusammenfassung des Sommers! In der nördlichen Hemisphere braten die Leute vor sich hin, deswegen kommt von der Befehlsleitung folgende Anweisung: bleibt in klimatisierten Räumen und genießt eure Videospiele, wenn ihr könnt! Ansonsten dreht den Ventilator in eurem Logi auf und genießt den Nachschub. Systeme Panzerungskomponenten Seit der letzten Zusammenfassung haben wir schwer am Fahrzeugkomponentensystem gebastelt und es endlich in die gepanzerten Fahrzeuge eingebaut. Diese Neuerung führt spezielle Stellen ein, die ein Fahrzeug kampfunfähig machen können. Die prominentesten Beispiele sind das Munitionslager sowie der Motorbereich. Wenn ihr die äußere Panzerung penetriert und das Munitionslager trefft, kann das, je nachdem wieviel Schaden ihr macht, die komplette Zerstörung des Fahrzeugs zur Folge haben. Ein Treffer auf den Motor schränkt zum Beispiel die Mobilität stark ein und so weiter. Wir werden nicht aufhören, dieses System in zukünftigen Iterationen zu erweitern. Unterdrückungsfeuer Ein oftmals diskutiertes und strittiges Thema in Ego-Shootern ist Unterdrückungsfeuer. Wir spüren, dass das aktuelle System zu schwach ist und die Spieler nicht wirklich bestraft, die einer Menge Feuer ausgesetzt sind - vorallem von großkalibrigen Waffen. Wir wollen, dass das neue System, die Fähigkeit von unterdrückten Spielern Ziele effektiv zu bekämpfen, stark einschränkt. Gleichzeitig soll es aber nicht zu erdrückend oder nervig werden, auch mit dem Hintergedanken, dass es nicht leicht ausnutzbar werden soll. Dieses System haben wir während dem letzten Monat immer wieder getestet und verfeinert. https://streamable.com/wmw6x Wir haben eine "Aim Punch"-artige Mechanik (englisch) getestet und verfeinert, die euer Aim leicht vom Ziel abweichen lässt, wenn ihr beschossen werdet. Außerdem schwingt eure Waffe vorübergehend etwas mehr, abhängig davon wie stark ihr unterdrückt werdet. Denkt daran, dass dieses System selbstverständlich noch viele Anpassungen und weitere Tests benötigt. Überarbeitung des Spawn-Systems Das Spawn-System für Spieler wird überarbeitet - dazu zählen Feuerbasen, Rally-Punkte und Wiederbelebungen. Wir werden, wenn die Änderungen ins Spiel kommen ein detaillierteres Update geben, aber hier schon mal ein Vorgeschmack an was wir gearbeitet haben: "Überrennen von Feuerbasen"-Mechanik: sobald sich in der Nähe einer HAB Gegner befinden, kann an der HAB nicht mehr nachgespawnt werden bis alle Gegner tot oder weg sind. Diese Änderung sollte das "Fleischwolf"-Gameplay aus V11 ziemlich entschärfen. Spawnen auf Rally-Punkten in Wellen: Squad-Mitglieder sollten dadurch eher zusammen spawnen und nicht mehr einzeln rein tröpfeln Wiederbelebungssystem: die Bandage und nicht mehr der Sani-Beutel ist jetzt das Werkzeug, um Spieler wiederzubeleben. Jeder Spieler kann nun seine Bandagen benutzen und einen ausgeschalteten Kameraden wiederbeleben. Sanitäter beleben Tote schneller wieder als normale Soldaten. Die Ausdauer von Spielern, die wiederbelebt wurden, erholt sich nicht wieder bis sie von einem Sani geheilt werden. Es sind noch viele weitere Änderungen in Hinsicht auf das Spawn-System in Planung und wir werden euch in ein paar Wochen mehr darüber erzählen. Diese Änderungen sollen bewirken, dass Squads öfters enger zusammen arbeiten, was sich in weiterer Folge auch auf das Tempo von Kämpfen auswirken sollte. Benutzeroberfläche Allgemeine Oberfläche Ein Bereich an dem wir bereits schwer für die nächste Version gearbeitet haben, ist eine komplette Überarbeitung des Einsatzbildschirms. Wir haben das Prozedere dahingehend optimiert, dass neue Spieler in einer logischen Reihenfolge von einem zum nächsten Punkt geführt werden (einem Team beitreten -> einem Squad beitreten -> eine Rolle auswählen -> einen Spawn-Punkt auswählen). Wir haben weiters ein System implementiert, mit dem ihr genau sehen könnt, welche Ausrüstung jede einzelne Rolle enthält, und das auch detaillierte Beschreibungen der einzelnen Gegenstände umfasst. Als Bonus könnt ihr außerdem euren Charakter bewundern. Feuerteams Wir sind auch gerade dabei, die erste Iteration von Feuerteams zu implementieren. Prinzipiell können damit Squad-Leader ihre Squads optional in Feuerteams aufteilen, welche ihre eigenen Befehlsmarkierungen haben, um die Kommunikation auf dem Bildschirm zu erleichtern. (Es gibt allerdings keine spezifische Rolle für einen Feuerteam-Leader). Die Feuerteams wurden so entworfen, dass sie äußerst flexibel in ihrem Einsatz sind, was es dem einzelnen Squad-Leader erlauben sollte, sein Squad so zu führen wie er möchte. Dies sollte es Spielern ermöglichen, ein bisschen in die Führungsposition zu schnuppern, ohne gleich die Rolle und volle Verantwortung eines SLs anzunehmen. Kunst und Umgebung M1A2 Abrams, Panzer und Schießwesen Wir haben eine Menge Arbeit in den neuen Fahrzeugtypen gesteckt, der demnächst ins Spiel kommt: der Kampfpanzer. Der M1A2 Abrams, der es bereits in Form von Standbildern in die letzte Zusammenfassung (englisch) geschafft hat, bewegt sich jetzt endlich und hat sich für den Kampf schick gemacht. Das von uns modellierte Schießwesen beinhaltet noch keine modernen Feuerleitanlagen, deswegen haben wir dem Schützen in der Zweitansicht die Möglichkeit gegeben, die Reichweite manuell einzustellen. Der Abrams verfügt weiters über Sitze für einen Fahrzeugkommandanten und einen Lader. Beide Sitze haben Zugriff auf ein Maschinengewehr. Der Kommandant hat ein schweres "M2A1 Browning .50 Kaliber"-Maschinengewehr, das auf einem ferngesteuerten Waffensystem montiert ist, was ihm eine volle 360°-Sicht inklusive Zoom bietet. Der Sitz des Laders (der übrigens nicht benötigt wird, um die Kanone zu laden) ist ein eigener Sitz auf dem Geschützturm, welcher über ein M240-Maschinengewehr verfügt. https://streamable.com/ninla Auch der Bradley hat einige Änderungen erfahren. Dazu zählen unter anderem, dass der Schütze nun ein ballistisches Zielvisier und der Kommandant Zugriff auf eine Kamera mit starker Optik für Bedingungen bei Tageslicht hat. https://streamable.com/powgy https://streamable.com/rbyjk Munitionsbeutel von und für Infanterie Ein weiteres, oft gefordertes Stück Ausrüstung an dem wir arbeiten ist der Munitionsbeutel, der von einem normalen Schützen platziert werden kann. Dieser Beutel wird platziert, um Kameraden eine Möglichkeit zu geben, sich schnell Munitionsnachschub zu besorgen. Er kann in der Hauptbasis, FOB oder an Fahrzeugen aufgeladen werden, denn er verfügt nur über eine begrenzte Anzahl an Munition. https://streamable.com/cxwpy RPG-29 Das riesige RPG-29 feiert seinen Auftritt als tragbare schwere Panzerabwehrwaffe für die Fraktion der Aufständischen und ergänzt das leichtere RPG-7-System. Es feuert ein enormes 105mm Tandem-Sprengkopf-Projektil mit höherer Präzision und Reichweite (500m) als sein RPG-7-Gegenstück (150m). https://streamable.com/ahh78 Karten Außenbezirke von Tallil Es befindet sich eine spannende neue Karte in Entwicklung, die den Namen "Außenbezirke von Tallil" trägt. Die Karte ist 4x4km groß und im südlichen Irak angesiedelt. Sie verfügt über ein massives Flugfeld auf dem sich gewaltige begehbare Bunker und zahlreiche defensive Stellungen befinden. Der Großteil der Landschaft besteht aus einer offenen Sandwüste, aber obwohl auf der Karte ein paar Dörfer verstreut sind, dreht sich hier alles um den Kampf zwischen Fahrzeugen. Nur Infanterie-Squads die im Verbund mit Fahrzeugen kämpfen, werden auf den Schlachtfeldern von Tallil Erfolg haben. Yehorivka-Update Yehorivka wird gerade einer ordentlichen Schönheitskur unterzogen. Den Anfang macht die Vergrößerung des Spielbereichs auf 5x5km, welche eine Menge Möglichkeiten hinsichtlich neuer Layouts eröffnet und für mehr Variation im Gameplay sorgen sollte. Außerdem haben wir für das Gras auf eine neue Rendering-Methode zurückgegriffen, um die Leistung zu verbessern. Das große Lager ("Storage Site") wurde entfernt und durch kleinere Dörfer und Weiler ersetzt. Zusätzlich zur Beherbergung größerer Fahrzeuge haben wir mehr Deckung für Infanterie durch neue wichtige Punkte, bessere Wälder und Gräben bereitgestellt. Zu guter Letzt implementieren wir einen neuen Shader für die Darstellung des Wassers, welcher dieses um einiges besser aussehen lassen wird. Wir haben keine Ahnung wie es euch geht, aber die Welt fühlt sich immer besser an, wenn sich ein paar Zentimeter Abrams-Panzerung in der Nähe befinden. Ein großes Dankeschön geht an alle, die unserem Aufruf, Leute mit richtiger Erfahrung in und an Panzern zu kontaktieren, nachgegangen sind - ihr habt alle mehr getan, als nötig war! Offworld Ende. original Thread: http://forums.joinsquad.com/topic/33152-june-2018-recap/
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