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Found 19 results

  1. Wouldn't it be nice if they eventually developed an American Militia...?.... full of blue-jeans, tennis shoes, velcro vests, flag hats, imported AKs, old AR15s, and tapco SKSs......? Either way, i would like to see an unconventional US forces, irregulars... or even contractors/mercenaries...
  2. Yay Alpha 9 is here! Just make sure you're shooting at the right BTR! Russia and Militia have BTRs now. The camouflage paint pattern is different however. Remember to check your map before you let the RPG fly. (Not sure why the Militia BTR gun is sunk in the model in local) And a reminder on their tickets values here
  3. Why did you change the medic weapon of the milita faction? The AKU was much more precise and enjoyable to play. And it was one of these guns that play much different from other AKs and now even more people play kind of the same weapon and tbh the aks74 is complete trash and destroyed a lot of my fun playing as medic. Please give us an option to get the beautiful aku back for the milita medic so we can all have fun in this game again
  4. The US and Russian factions usually have the upper hand against the Militia, for one simple reason. Vehicles. Say what you will about the M4A1 or woodland EMR, but the HMMWV and BTR-80 are the game-changers when it comes to fighting conventional factions. So, how to address this dilemma? Uh... BRDM-2 anyone? Implemented right, the BRDM-2 would help to balance the Militia faction while retaining asymmetry and realism. Compared to the BTR-80, it has the same 14.5 mm KPVT as its primary armament (making the devs' job a bit simpler), while having somewhat thinner armor and a smaller carrying capacity. I would give it the same ticket value and respawn time as the CROWS and set the limit to one BRDM, though perhaps two on vehicle-centric maps like Yehorivka; technicals should still be the primary source of vehicular firepower. Furthermore, the BRDM-2 opens the devs to a world of variants, including ones mounting anti-air or anti-tank missiles. BRDM-2s have been used for decades in conflicts all over the world, most recently in the War in Ukraine, a region where the Militia faction is hypothetically set.
  5. Hi ya, i really like squad so much, its far better then BF series but only one problem. the militia clothes is strong black which can be spotted easily for example the U.S army use desert clothes in the desert and the militia use strong black clothes,when i play as U.S army i can easily spot militia from far distance easy and not just desert maps but also forest map also. when i play as militia i can't hide myself in the forest or desert because of my strong black clothes i get easy spot especially when militia comes in group. i really hope you guys chg the militia colour uniform. keep rocking dev
  6. I'm surprised I didn't find a thread about this! I dunno about you guys but as my two favorite factions (such nice weapon variety) I'd love to see maps that pit the Insurgents and Militia against each other. It might seem a mite contrived, but we do have maps with Militia in the Afghani maps (for some reason, even though their dark green outfits make them stick out even more than Insurgents). It's not like this game relies heavily on some kind of cohesive narrative. What do you guys think? Do fast-moving techie duels and abundant AKMs sound as fun to you as it does to me?
  7. Simple: implement the ability to team switch to all available teams and spawn in as Militia and Insurgents. This might not be possible if the two team limit is hardcoded, so an alternative would just to implement an alternative menu option for irregular firing ranges. This seems like a really basic suggestion but I couldn't find it using search, so if it's already on the roadmap I apologize.
  8. The militia is the most underpowered faction in the game. I really like to play this faction, infact i play it almost every time it is possible to do so. But when the alpha v8 has come, and i saw that they made a new texture for terrain in my fav map "OP First light" i was like WTF? Not just it looks horrendous (it resembles my first tries to make a game in Unity3d when i had no clue about terrain texturing whatsoever) but it clearly favores american team, as it is nearly desert looking (really? pine trees growing on desert??). Plus the grass doesnt fit the setting at all. It was good as it was in v7. Not to mention that Militia didnt get the new G3 rifle. Yes, i know the reason why the middle eastern insurgents have lots of them, but that doesnt mean european or other militias do not have it. My next argument is armored vehicles. American team is more than capable of crushing the militiants into ground when they just drive straight to storage site with both of their HUMVEE's. Militias with the pickups dont stand a chance. The solution to following problems is simple: - Revert to realistic textures on maps such as First light - Add a rifle chambered for RIFLE cartridge for the militias that is commonly available. Like 2 slots in squad that can have a SVT for example (SVT is pretty common in eastern europe, where i predict the militias are fighting) - Add an BTR-60 for Militia or have them spawn more pickups.
  9. Hello! Dear DEVs, I hope you’ll solve all performance problems (thank gods, now I have more reliable CPU). But I found new problems, which I think would be solved also: 1) Vehicle stuck. BTR has 8x8 wheel formula and he can’t stuck in the fence with 0.5m height. Anyway would be great have a tow truck, which can pull the vehicle - for example, MTLB for RAF. 2) US infantry superiority. US army now has better rifles than in past (amazing control) and BEST camo in all terrains. Maybe time of assymetric warfare has come? Delete from RAF optics and give them disposable anti-infantry RShG-2. There is another way to assymetric – give extra-GL kit for RAF, this staff extremely popular in conflicts, which RAF had. Militia also needs to be correct with camouflage suits. Remove this shitty woodland-style pants – they are very bright to all terrains (wood, desert, fields). For example, old–style “flora” is pretty awesome camo. As you know KS-23 is a police shotgun. Much militias were in police and they have access for police-arsenal on controllable territory. If you want KS-23 to be in game — try to give it for Militia’s medic (for example). 3) Unrealistic arsenal for squad. Pls, remove from RAF AKS-74 – this rifle uses only by National Guardians (Internal troops in past). Russian Army has AK-74M in service and squad members hasn’t a side-arm, include SLs, medics, machine-gunners and snipers (marksmen in your terminology). 4) I think yall know about unable to use bunker with m2a1. 5) Maybe separate of radial-menu can be more comfortable? 3D-spot for another key, and RP and FOB for T-key.
  10. My idea for a US-specific militia to fight National Guard, and militarized police forces. Being a militia, I really hope that character customization feature is added sometime because there are lots of camos and accessories. <font size="6">Militia:<font/> <font size="4">Infantry:<font/> It's safe to assume most of their rifles would be converted to full-auto. Squad leader" Loadout 1: MOE AR-15 with foregrip and Eotech or LRP mounted Aimpoint micro, and PMAGS. I see both. (Let's ignore the handguard length difference.) Loadout 2: (For more long-range play.) Something like Daniel Defense's V11 rifles but with an ACOG and maybe a B-5 stock or something similar. Don't judge me, I've seen stuff like that before. Pistol: The glock 19 is the most popular concealed carry gun in the US. I think it would be an appropriate sidearm. But the M1911 is just popular in general. Unique appearance: Plate carrier will include pistol holster and magazine pouches for pistol. Optional cowboy hat. Can be brown leather or a more desert color. Gorgeous facial hair options. Rifleman: Loadout 1: AR-15 with carry handle and iron sights. Loadout 2: AR-15 with A4 upper and StrikeFire on rail. Loadout 3: AR-15 with carry handle, scope mount and 4x20 AC10838. Loadout 4: AKM with polymer handguard, rails, M4 stock, and waffle magazines. Automatic Rifleman. Loadout 1: ARES-16 (without that ACOG). Loadout 2: Stoner LMG (with bipod). Marksman: Loadout 1: Okay, so a marksman's AR-15 is an AR with a 20-24" barrel; a quad-rail, free-floating handguard; a "precision-adjustable stock" (PRC); a UTG or a there-has-to-be-a-better-name-for-this-thing panther-style grip; a bipod; a 20 round magazine; and something similar to a Vortex Strike Eagle scope. I've seen many use smooth tube handguards as well. I came up with this build based of the most popular equipment for a DMR-15. I can't show a rifle with these exact modifications but here's some reference photos to help visualize and also gun pr0n. Loadout 2: M14 with the same scope. Unique appearance: Optional ghillie hood with a few camouflage options. Like desert, grassland, woodland, etc. Ghillie hoods only cover the top half. Grenadier: M16A2 style AR-15 with an M203. Unique appearance: A grenade belt. Sniper: M24. Unique appearance: Same as marksman, ghillie hood. Sapper: Americans love to barbecue. So we're bound to have plenty of propane tanks lying around. And I can't help but think that in the event of a citizen vs. government civil war, the militants would resort to IED's. Propane IED's would be used against infantry. For vehicles, an ANFO bomb. Civilian: Does what the PR civilians did. Or whatever the devs have planned. He'll wear a white t-shirt and jeans. Maybe a little bit of facial hair. Frag grenade: M61. Smoke: Knife: M9 bayonet. Appearance customization for all classes: Woodland: 2nd generation ERDL, forest MARPAT, and multicam. Desert: Desert MARPAT, tricolor desert, multicam and this one sandy camo that I've seen but can't find the name of. Edit: It's ATACS arid, I can't believe no one ever told me. Grassland: Urban: UCP. Customization features for all militants (Unless you're wearing the ghillie hood, you won't be able to put on some headwear.): Shemagh can be worn covering face and head or just face. Will have pattern for desert and woodland. Boonie, baseball cap, or the JonTron (flat top hat.) Can come in any listed camo. Tactical sunglasses: Maybe some boot and glove customization. Feel free to suggest. That concludes the Militia infantry section. <font size="4">Vehicles:<font/> M998 Humvee: These Humvees are a bit different than normal humvees. The "back" is taken off an usually replaced by a woven covering. They almost always have 3-color woodland camouflage but some are available in the desert scheme. Deuce and a Half: A WW2 truck still sees some use today. Used as transport and logistics truck. Pickup truck: The pickup truck, an American icon. Durable and capable of carrying loads, this can serve as transport and light resupply. A version with a .50 on the back would be nice. Large pilothouse boat: A boat with a closed cabin for the driver. Larger ones look like they may be able to hold an entire squad if they cram in there. Charter boat: Due to much larger size, charter boats will be bale to accept a .50" or 2. Emplacements: Flexible, twin 50 cals for anti air. And then of course the standard barricades, fort, single 50 cal, etc. <font size="6">Police:<font/> <font size="4">Infantry:<font/> Squad Leader: M4 with EOTech and foregrip. Sidearm is a Glock 17. Breacher: Will have the same stuff as a PR breacher would. Or, again, whatever the devs have planned. Loadout 1: Remington 870 with pistol grip and that sort-of M4 stock. Shotgun will have option for beanbag ammunition to subdue civilians. Loadout 2: M4 with EOTech. Grenadier: M32 grenade launcher and M4 with EOTech. Unique appearance: A grenade belt like the one for the militia. Vehicle Crew Member: I'd assume most crew members would be issued a pistol but that wasn't the case in PR and I don't think it'll work like that in Squad either. The crewman will get an MP5. Unique appearance: I can't find a picture of a police vehicle crew, just their head poking out the driver cupola. But from that, they seem like a regular LAV crew but I'd assume with black camouflage. Marksman: Mk110 SASS with bipod. Unique Appearance: Marksmen and snipers can both be seen wearing either just a balaclava or a black baseball cap with "POLICE" written on it. They'll wear the standard kevlar helmet too. Sniper: Remington 700 with bipod. LAT: M4 with EOTech and AT-4. The police don't have AT-4's but I'm 100% sure they'd upgrade in the event of a civil uprising. Everyone else gets an M4 and EOTech or doesn't exist. (Automatic rifleman, HAT, etc.) All classes get handcuffs. Frag grenade: M67 Smoke grenade: M18 Knife: M9 Appearance: A plate carrier with Deltoid armor. It's like sleeves for a plate carrier. On the sleeves, there will be a patch of the police force. And of course the backwards US flag. They'll wear military boots, forest MARPAT pants, and and olive drab-looking t-shirt. A black kevlar helmet is a must. <font size="4">Vehicles:<font/> Lenco Bearcat: An armored car with gun ports. MRAP (armed): Sticking with the idea of police upgrading, imagine a 50 cal on that turret. MRAP (unarmed): It doesn't even have the turret. M113 (unarmed): M113 (armed): Again, the same as above with a 50 cal. LAV-150(?) (unarmed): LAV-150 (armed): With a whopping 90mm cannon. One of the main heavy hitters of the police forces. LAV-300(armed): The LAV you saw earlier in the infantry section was an unarmed LAV-300. Usually this LAV is armed with a 90mm cannon but for balancing, I think we should go with the 25mm version. This will be the other main heavy of the police forces. RHIB boat (armed): With a 50 cal. AH-6 Littlebird (unarmed): AH-6 Littlebird (CAS): Armed with 2 miniguns and 2 7-tube rocket pods. Emplacements are standard stuff. But no TOW launchers. <font size="6">National Guard:<font/> <font size="4">Infantry:<font/> Carbon copy of US Army faction but with ACU and AT-4's for the LAT. And no ugly FAST helmets. <font size="4">Vehicles:<font/> Humvee (armed): Humvee with 50 cal turret. LMTV: Logistics and transport. M2 Bradly: M1A2 Abrams: UH-72 Lakota: Light transport and scouting. UH-60 Black Hawk: AH-64 Apache: CH-47 Chinook: Am I missing something? I seriously cannot find anything on naval craft for the NG. And I know the Air National Guard has F-16's, 15's, and A-10's but that would be OP AF. Leave your own suggestions and criticisms.
  11. Hello, fellas. As you know new US soldiers will be very authentic and pretty nice. Also I like these rolled sleeves and open faces. I'm from Russia, but I don't like play vs RAF in SQUAD )))). If we are talking about desert maps, this uniform is fine — not very hiding, but not very bright. Guys, I guess RAF not authentic even in uniform. I suggest to change RAF soldiers: 1) Clear face without any mask. 2) Rolled sleeves to some kits (maybe random). 3) Uniform are aging, but digi-flora is equal from soldier to soldier in SQUAD. It needs to be changed. This text was written after Fool's Road and Gorodok.
  12. What insurgent/militia weapon from Project Reality do you want to see in Squad? Note that I haven't included weapons already in development by OWI. If I missed a weapon you want, state it in the comments. I personally want to see the PKM, however the DP-28 and Vz. 61 are close seconds. The MAT-49 is also to die for... sorry, I have a thing for SMGs...
  13. Militia Faction is not only Donbass rebels, but in present time they are most actual prototype. I propose to add in game few units in "Specter SKWO" camouflage. In the beginning of Donbass conflict it was very common camouflage pattern of rebels.
  14. Current squad system is more convenient for US-like army structure. And this is a way to unbalance the game. I'm proposing concept of 2 factions structures: Militia: - max 5 players in squad; - except SVD all kits already available after 2 members in squad - this is mobile and strength power, as it knows; - random RPD/RPK/RPK74 machinegun; - some of Eastern AK clone instead AK74; - any bolt-action hunting rifle; - 1 RPG18 also knows as MUHA; - random SKS/AKM for rifleman; RU forces: - max players 12 in squad; - 2 riflemen with RPG26; - SL haven't an optic kit, but have a reddot sight kit and haven't a sidearm; - 1 PKM or PKP (no RPK74 anymore, plz) with 200 rounds (if I'm correct already in army use); - 1 SVD; - 3 riflemen with 3 hand grenades, one - is impact fuze. - 1 RPG. - 2 GL - 1 Medic (it is bad to balance, but true for authenticy). samogon, can correct this structure, but I think it is most correct structure.
  15. In my opinion the current implementation of the Insurgent and Militia factions feels too iterative, with the Militia faction simply feeling like a more varied version of the other. Currently the only gameplay difference between the two is that the Insurgents have a higher ratio of AKMs instead of AK-74s while the Militia have some 5.56, scopes and grenade launchers thrown in the mix. Currently the Dev's plans for these factions is a bit unknown. For weapons we know that the Insurgents will be receiving IEDs, a PPSH-41 is near completion, a PKM is somewhere in development and some of the developers have shown an interest in battle-rifles. In terms of vehicles I've read that the Militia will be receiving some armoured vehicles, perhaps like the MTLB, and there will be several different kinds of technicals with various weapons and levels of improvised armour. So with that limited development information I want to give some of my own ideas about how these factions could be made separate and interesting. WEAPONS Currently the Insurgent faction is reliant on close range combat due to the fact that the majority of their arsenal uses 7.62x39mm, in my opinion this is a good and interesting trait of the faction. However, this means they only have two choices in long range engagements; to retreat or dig in, which can result in hopeless positions where they either give up ground or dig in until the enemy bombards them into submission. One way to aid the Insurgents in long range engagements would be to give them Battle-rifles without optics in the same capacity as the current Insurgent AK-74. Because weapons like the FAL and G3 use 7.62x51mm rounds they retain power at long range, but by not equipping them with any optics they are still limited in their effectiveness at engaging enemy at distance. This would result in the Insurgents having a greater defence against long range targets since they would be able to effectively return fire, but lacking optics means that battle-rifles do not compromise the faction's reliance on close range for offence since they would still be at a disadvantage in regard to target acquisition. Militia on the other hand are in a good position at the moment with their core of 5.56/5.45 weapons, so instead of giving them battle-rifles I believe those weapons should be exclusive to the Insurgents along with IEDs so that the Militia retain their pseudo-conventional army play style. VEHICLES Without vehicles actually being in-game this is a more theoretical suggestion. Knowing that there will be several kinds of technicals as well as tracked armoured vehicles in the cards for these two factions it's important to separate their intended vehicle play-styles to insure both factions are interesting in this regard. In my opinion Militia should receive tracked vehicles like the MTLB, whereas Insurgents are given 'heavy' technicals; heavy meaning armoured and/or sporting a heavy weapon like a ZU-23 or SPG-9. However, Regular technicals, meaning basic utes (pick-up trucks) with a .50 cal or lower on the back should be available to both factions to compliment their exclusive vehicle classes. Giving Militia tracked vehicles would result in the faction gaining the ability to employ proper mechanised infantry, again supporting their pseudo-conventional play-style, and allow those vehicles to provide fire support from close ranges due to their armour. 'Heavy' technicals for the Insurgents would result in that faction relying on highly mobile suppression to cover infantry and allow them to close the distance relatively safely. Because techinicals can never support enough armour to match those of tracked vehicles they would have to rely more heavily on their mobility for defence, so these vehicles would have to keep a large distance when providing fire support. That's all I've got for the moment, if anyone has any other ideas about how to make these two factions distinct and interesting please let me know.
  16. So I noticed that in one of the Monthly Recaps and the "Kalashnikovs are comin'" thread I saw a lineup of AKs, including the AKMS and the AKS-74. I searched some stuff up and it was said that the AKMS and AKM would be selected at random for people who picked the AKM classes just for aesthetic diversity. As for the AKS-74, the Monthly Recap or Closed Alpha Build mentioned that it was added to the Militia. Sooo I went in-game and saw that none of the kits seem to sport the AKS variants. Are they removed from the game? Will they make a return any time soon? Or is it the same with the Founder Skin issue that led the skins to be taken off the game? After all, the models were made, the textures were applied and the animations were complete, it wouldn't be much to reintroduce them, no? It wouldn't be a pain to balance since they can just perform identically to the fixed stock counterparts, it would just be for aesthetics since unconventional forces don't seem to have "standard issue arms". Sorry if this was asked :P
  17. My Very Own Squad Militia Trailer https://www.youtube.com/watch?v=S3MHY_YAGfI Im not really good in Youtube, so-to-say so any comments, tips or tricks are most needed ^^ and well recieved :)
  18. So I just had a great match of territory control on Sumari Bala with Militia vs Insurgents, we lost but it was an amazing slog. The squad I was in was tasked with taking the North of the map, and we did just that but sadly the rest of the team couldn't get a foothold in the south. By the end we were making a last stand in the police station and it was a blast. I know a lot of people are more interested in conventional armies battling each other, but for me irregular forces fighting is what I love and I'd like to hear about any good matches of Militia vs Insurgents you've all had.