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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
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      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
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      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.
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Found 3 results

  1. M249's recoil is too strong, feels like you keep in hand flaming potato but not machine-gun. due to recoil machinegunner is the most useless kit in game, even if shoot lying. I dont know why you continue to make strange decisions, may be you have not reference videos or you made it for balance, in both cases it don't makes game better.
  2. LMG

    Team we are waiting for PKM and M240 LMG's. Support class soldiers is missing this great fire power in the game. My vote for LMG to implement in next update.
  3. Reload animation design

    I'm an animation whore. I literally judge FPS games based on the quality of their reload animations. Squad has done an excellent job, for some weapons more than others, but I want to put forth a few ideas that I think would improve current animations and benefit future ones. Before I plunge into an example, it's worth clarifying what makes a reload animation good in the first place. In my opinion, the highest quality reload animations are those that are realistically slow while not being snail-like, so there's still a sense of urgency to them; those that portray the weight and size of the weapon being reloaded (namely the way the weapon jerks and sways during the animation and the angle at which it is held); those that use a unique pattern to accomplish the steps of reloading a weapon and break away from the usual "weapon held straight, mag out, mag in, pull charging handle"; and those that feature a brief "bonus" animation, whatever you'd like to call it, that benefits realism (for example, checking the ejection port on the M4 before removing the mag). An example of a weapon in Squad whose reload animation ticks those boxes pretty well is the PPSh-41. The animation is slow enough to feel deliberate yet still feels paced, it conveys the feeling of a comparably light and compact weapon (the PPSh-41 is short, and with a 35-round mag weighs in at just over nine pounds), it features a unique reload pattern that makes the animation more interesting (removing the mag, grabbing a new mag, turning the weapon sideways and pulling back the charging handle with new mag in hand, then inserting the new mag), and features that brief "bonus" animation (after inserting the new mag, there's a half-second where the player seems to make sure it feels secure in the mag well). Now with all that said and done, I'd like to discuss some actual suggestions. For the sake of time I'll limit them to one weapon, or rather one type of weapon, that being heavier weapons equipped with a bipod. Currently this means the M249, but in the future it will also mean the M240, PKM, and PKP. Reloading when crouched/standing. Lower the weapon so it's pointed at the ground in front of the player's feet (~30°), and so the stock is resting on his chest. Right hand holds the weapon, left hand conducts the reload (given the angle of the weapon, the left hand could release the feed cover, push it, and let it drop open rather than pulling it open). Reload complete by pulling back the charging handle (I find it's more satisfying when this occurs at the end rather than the beginning of a reload). Right hand swings the weapon up a bit, left hand catches it and brings it to ready position. The player's head would follow the animation, so you actually see what you're doing. I think this animation would result in a more realistic, weighty feel that better reflects the 249's 22 pounds than the current animation. Also, when reloading the weapon while it's using its bipod on a surface that still has the player crouched/standing (like a low wall or window sill), the animation where the weapon is brought up and its bipod folded would naturally occur first, followed by the reloading animation. Reloading when prone. Drop the weapon so it's resting on the ground propped on its bipod. Both hands conduct the reload. Reload complete by pulling back the charging handle. Right hand returns to the grip while left hand rests on top of the stock, and the weapon is brought up to the player's right shoulder to ready position. You should not be able to move during this animation. Because the player can leave the weapon on its bipod and conduct the reload with both hands, the reload would be faster, which would encourage players to fire and reload from prone. Just my two cents for now.
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