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Found 3 results

  1. The Wrench -- October 2018

    Hey Squaddies, Tanks, guns, users interfacing, and TAAAAANKS! As you all know, November kicked off nicely with the release of Alpha 12, but the SDK hasn't quite made it out yet. We've got an update on that and more, as the modding community has been hard at work in the last month. Let's dig in! 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. Alpha 12 Modding Update StrangeZak, the mastermind working on Modding 2.0 and the SDK, had an update for us regarding the A12 SDK release. Some of you may have noticed the release of Alpha 12 caused some mods to break in some ways, which is due to a lot of systems changing: UI has been rewritten from the ground up Map has been rewritten from scratch to increase speed Inventory has been improved upon. (A hotfix will expose this to blueprints.) LODs had to be remade Changes to the replication system related to CoreState Vehicles were changed for vehicle penetration and damageable components Turrents were changed for stabilization While no firm release date has been provided, the A12 SDK should be coming out pretty soon. (Be sure to comment with your best three weeks joke in the discussion thread!) Modding 2.0 will NOT be included in the initial release but will enter a testing shortly after the release of the SDK. The hope is to release before the end of the year, pending testing results. Thanks for the update, Zak! Troopers Mod Once you're done checking out the fan-made trailer above, it's time to welcome Troopers Mod to the fray! With the release of Alpha 12, instant fan-favorite Troopers no longer needs a beta branch to get your bug blastin' on. Let's check out some of the recent additions they've been working on. Game Mode: Novobor Hive Hunt: Wayfarer Peshkov is compromised and it's your mission to save the ship! Scaling Bug Spawners: Easier for 1-15 troopers with max spawns after 15. New Fortifications: Build your base, survive the waves, do your part! New Deployable Item Meshes: Ammo bags and short metal walls have hit the field! Hive Eggs: Destroying eggs disables spawners for a short time. Use it wisely! Would you like to know more? Join up on their Discord and do your part! (* Service does not guarantee citizenship.) Donbass Regional Airport Update by [|56|] West This ambitious project by [|56|] West has already seen a few mentions in previous Wrenches, but it's always a pleasure to check out some recent updates to a very modern map. It will be a Militia vs. Militia map (Well, that's a new one for sure!) featuring slow-moving mechanized forces of MTLBs and T-72s clashing at the airport terminal, outlying farms, and villages. French Foreign Legion Mod by Tactical Collective Modding These fine people of Tactical Collective have got a lot on their plates and we love to show their updates! Legion is currently working on expanding the map towards their 8x8km target and a lot of custom buildings and items have been added to it. The character continues to be worked on by Izzir and they scanned the Frenchest face they could find for it! South African Border War by Springbok_ZA Teased in the past, Springbok_ZA is back at it and working on his South African Border war mod, let's hear it from him: We're all looking forward to exploring territories and tactics that don't often find their way into video games. Thanks for bringing us to a new corner of the world! Squadder by SquadModder The name is the game with this submission by SquadModder. Inspired by the classic Cannon Fodder series, SQUADDER aims to move Squad functionality (movement, vehicles, deployables, capture zones, and gameplay) into a top-down perspective. He is also thinking of other RTS ideas to implement and we're looking forward to seeing how they take Squad in new directions! Ju-Quran Hill by bestpony It's always great to see a bestpony submission in our forms and this time he is working on a historic battlefield! Called "The Verdun of the East" by its White Army defenders, the fortifications on Ju-Quran Hill near the village of Volochayevka was the site of a decisive battle between the Red and White armies in 1921 immortalized in the song По долинам и по взгорьям. (Best known in English as "Partisan's Song".) Death and Duty Do you like space? Do you like hammers? What about war? How do you feel about numbers larger than 39,999? Well then, this mod should be right up your alley! Moving Squad into a whole 'nother universe, the team have just released a nice development log on the development of their assets and levels. Check it out! From around the world and into new ones, it's been a pretty sweet month for modding. With the release of the A12 SDK on the horizon, we can't wait to see where the modding community will take us next! Want to help make next month's Wrench just as good? Submit your project using this form! Squad Modding Hub Management Team Out.
  2. October 2018 Recap

    Hey soldiers! Now that the Halloween sugar rushes are wearing off, it's time to unwrap the Recap! With the periodic technical tests going on, many of you have had a chance to see some of what Alpha 12 is bringing to Squad (Spoiler: It's a lot.), but how do you get the whole overview? Well, we've compiled the list of changes and, without further ado, the full changelog! Full Changelog Gameplay Rally Points (RPs) are now set to Wave Spawns. When a Rally Point is deployed, a timer will begin to count down from 60 seconds continuously. Dead squadmates can select the Rally Point, hit the spawn confirmation, and will spawn when the Wave timer hits 0. Minimum time to wait is 20 seconds. For example, if the Rally Point timer is at 15 seconds when you died, you will have to wait until the timer resets and reaches 0 again. Rally Points now have unlimited spawns Persistent Ammunition has been implemented for infantry. Spawning at the Main Base will always spawn you with a full ammo loadout. Soldiers spawning on a FOB or Rally Point will spawn with the same amount of ammo they had when they last died. Even if a Soldier expends all ammunition, they will ALWAYS spawn with a minimum of 2 bandages and 3 rifle magazines. If a Soldier swaps kit while in Deploy screen he will spawn with the above minimum loadout. This ultimately means that players respawning at a Rally Point or FOB will need to seek resupply before going back into the fight. Infantry Rearming now costs only as many ammo points as you used. You can see how much it will cost to rearm in your inventory sidebar. A rough guide: Rifle Mag: 2pts Bandage: 5pts Frag/Smoke Grenades: 10pts AT Rocket: 50pts HAT Rocket: 100pts. All Riflemen now have ammo bags. Place them on the ground and any friendly player can rearm from them. A limit of 100 ammo points per bag exists and players can only have 1 ammo bag in the world at any time. Rifleman can have only 1 ammo bag in their inventory and pick up the ammo bag again at any time. Sandbags are the only item that cannot be rearmed from ammo bags. Field Dressings (Bandages) are now the tool to revive incapacitated teammates. Any soldier can use a field dressing to revive a downed teammate. Equip the field dressing and left-click and HOLD on the incapacitated teammate to revive them. The Medic takes much less time to revive, while all other roles take much longer. Field Dressings are still used to stop bleeding. Revived players have very low health and cannot regenerate stamina until they have some healing from a medic, which will dramatically affect their ability to perform in combat. FOB spawns are now disabled when 2 or more enemies are within 30 meters radius of the HAB. If the enemies leave the 30m radius, is killed, or incapacitated, the spawn point is re-enabled. FOBs now have a max capacity of 20,000pts for Construction and Ammo each. Random AAS map layers introduce a mode where the flag layout will differ each time with a variety of flag objective combinations. Normal AAS layers will still have the normal static flag layouts. Suppression will affect the way you take incoming fire now. When being shot at, incoming rounds will interrupt your aiming by increasing the amount of sway you experience. The more rounds fired at you, the more suppression you will experience. Larger caliber rounds will generate more of a suppression effect on you. You will not experience suppression if the fire is coming in from less than 10m away. Friendly forces will not be able to suppress you. Added physmat dependent rolling resistance for vehicles. Wheeled vehicles will roll much better on asphalt than on mud or snow. Wheeled vehicles are more affected by this than tracked vehicles. The lowest resistance is on asphalt, concrete, and solid wood. Gravel comes next, then dirt and grass. Sand and snow are where you're really starting to suffer. Lastly, mud has the highest resistance and is terrible to drive on. For non-off-road vehicles, this change will have a significant impact on their ability to zip across maps at insane speeds and help to promote the use of roads. All Vehicle drivers can now use "SHIFT" (Default) key to maintain the current gear. E.g., Holding "SHIFT" while in 1st gear to drive slowly with the infantry, or to have high torque for hill climbing. Systems Added World Origin Rebasing. As a player moves further from the map's "origin point," there is a subtle but exponential increase in tiny deviations or "scope jitter," especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely. World Origin Rebasing essentially repositions the origin of the world for each player dynamically to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags. Implemented parts of the new system CoreState that will allow for less load on server and client CPU. Bullet penetration system has been updated to be more reliable and allow for things like exit penetration effects and penetration through multiple objects and surfaces. Improved accuracy on detecting when to update the soldier movement component. Roles and Weapons New Weapon: RPG-29. A Heavy Anti-Tank role for the Insurgents. This weapon complements the lighter RPG-7 system, firing a huge 105mm tandem warhead projectile with more accuracy and further ranges (500m) than the RPG-7 counterpart (150m). New Weapon: FAL. A 20 round capacity gas-operated battle rifle from the 1950s. While it is characteristically similar to the German G3A3, aesthetically it is a different beast altogether and it can be found on the Militia Squad Leader, Militia Medic and Insurgent Fighter roles. New Weapon: L22A2. An ultra-short carbine variant of the L85A2 series. It is designed for vehicle crewmen and sports a significantly cut down barrel and integrated foregrip. New Weapon: SKS PU-1 3.5x Scope. A SKS with an old PU-1 optic mounted on the side. This old WW2 era sight can be ranged out to 1000m and almost turns the SKS into a low caliber designated marksman rifle. Available to Insurgent and Militia Scouts and Squad Leaders. New Weapon: RPG7v2 PGO-7 2.8x Scope. The RPG-7V2 package adds the PGO-7 2.8x optic to the launcher, for both Russian LAT and HAT roles. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types. New Weapon: M4 Classic Handguard M68M. For the Militia Squad Leader, a M68 has been mounted on the classic iron sights carry handle for much better target acquisition in CQB. New Soldier Characters: All Crewman roles have new unique soldier characters with helmets designed for operations in vehicles. Squad Leaders and riflemen can access scoped rifles at 3 players (with another scoped rifle available at 6 players) in the squad. Projectiles now decelerate over distance. As a consequence, optic sight reticles have been tweaked to account for this change. In general, weapons have a slightly flatter trajectory for the first few hundred meters, but dramatically drop off. Tweaked third person weapon locations for almost all weapons. Tweaked gunshot sounds at various ranges for the AK-74, AKM, M4, G3 series, PKM, and M240 GPMG series. Tweaked the look of the M68 Aimpoint, giving it a proper tube-like effect when looking through it. Widened rear sight apertures and brought the sights on the G3, AK74, AKM and RPK series closer to the screen, making it easier to acquire a target when sighting with these weapons. Redid audio on the Field Dressings and added an additional part to the animation when reviving other players vs just stopping the bleeding. Vehicles Damageable components have been added to all vehicles. All vehicles have now a damageable engine compartment and all applicable vehicles (typically IFVs and Tanks) have a damageable ammunition storage compartment. Damaging the engine will cause the vehicle to lose its max speed and have severely hampered mobility while destroying a vehicle's ammo storage will deal critical damage to the vehicle and typically would lead to total destruction. Crewman kits now have a Repair Toolbox that can be used to repair Vehicle Hull and Vehicle Components. Left-click and hold on any vehicle that has been severely damaged. The Repair Toolbox will only repair vehicle Hulls back to 25% health and Vehicle engines up to 50% health. Repair Toolbox will not repair beyond that, so you will have to bring the vehicle back to Vehicle Repair Depot to get back to 100% fighting strength. Smoke Generators are available to almost all tracked and heavy wheeled vehicles. These are available to the driver and give the ability to quickly deploy a smoke screen from the exhaust pipe that trails along with the vehicle. This can be used as a means of retreat for the vehicle or as a way to cover infantry in an advance. The engine must be turned on in order to use the smoke generator, which produces 30 seconds of continuous smoke with a full load. Turret Stabilization has been implemented on all vehicle turrets that have them in reality. This means the M1A2 Abrams, T72B3, BTR-82A, MTLB 6MB 30mm, M1126 Stryker CROWS, MATV CROWS and Bradley IFV (with the FV510 and KPVT turreted vehicles being the exception). Players will need to turn on stabilization upon entering the gunner or commander seats of these vehicles (Default: Z). When stabilization is turned on, the gun will attempt to stabilize its orientation independent of what the base vehicle is doing as it is moving, as well as compensate for recoil. Hunter-Killer Feature: For M1A2 Abrams, T72B3 and Bradley IFV Gunners and Commanders in stabilized turret; they have the ability to designate and slew to each others' views. Pressing "Designate Target for Gunner" (Default: Spacebar) will force the other crew member to turn to what you are looking at and "Set View on Designated Target" (Default: E) will turn your own gun to what the other crew member is viewing. This system is intended to strengthen the bond between gunner and commander and for the commander to properly prioritise targets when in combat. New Vehicle: M1A2 Abrams, a US Army Main Battle Tank. This tank has a 3-man crew (Driver, Gunner, and Vehicle Commander) and comes equipped with a turret-stabilized manually loaded 120mm smoothbore cannon capable of firing armor-piercing sabot and high explosive anti-tank rounds. 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. New Vehicle: T72-B3, a Russian Main Battle Tank. This tank has a 3-man crew (Driver, Gunner and Vehicle Commander) and features a turret-stabilized 125mm smoothbore cannon fed by an auto-loader. The cannon can fire an array of different ammunition types ranging from armor-piercing sabot rounds to high explosive anti-tank, anti-infantry fragmentation rounds and even the 9M119M Refleks anti-tank laser-guided missile. In addition to this large arsenal to its main gun, the gunner has the usual 7.62mm PKT coaxial machine gun and smoke grenade launchers. In comparison to the Abrams, the T72B3 is a much lower profile tank, almost 2/3rds the height and weight. Its autoloader is slightly slower than a human loader and also presents a vulnerability with the ammunition stored directly below the turret. New Vehicle: FV432, a British Armored Personnel Carrier. The FV432 is a heavily armored APC that can carry up to 10 passengers, as well as the driver. The vehicle has a turret mounted .50cal M2A1 Browning manned by one of the passengers. Commander seats have been added to the Bradley and Warrior, allowing another vehicle crewman to act as a third pair of eyes for the vehicle as well as having the ability to launch smoke grenades The Bradley IFV gunner now has a new ballistic reticle to help aim shots over long distances. The M2A1 Browning CROWS gunner also has a new ballistic reticle to help aim shots over long distances. Rocket Artillery Technical has been improved with the spread of the rockets tightened significantly and the velocity increased greatly. Desert textures have been added to all British vehicles to have them better blend into their combat environments. Additional seats have been added to all Logistics trucks in an effort to combine the properties of the transport trucks and logistics. The total amount of supplies these trucks can carry has been increased to 3000. Decoration in the form of ammo boxes, ropes, infantry gear, and camo-netting has been added to almost every vehicle to give their look a bit more life and character. Camera shake and blast damage have been added to large 25mm/30mm autocannons. Don't stand too close! Recoil is now visual for all autocannons and HMGs. What the player sees as recoil is induced by camera shake from the firing action. Driver can now see how much ammo points in total the vehicle requires to be fully rearmed with ammo point cost is displayed on the speedometer. The Gunner can also see how much ammo points in total the vehicle requires to be fully rearmed, displayed in the inventory sidebar. Vehicle wrecks have been improved visually, allowing for the orientation of the turret and gun to be preserved at moment of death. Deployables New Weapon Emplacement: 9M113 Kornet ATGM. A laser-guided anti-tank guided missile for the Russian forces. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly in battle. Emplacements will start empty and unloaded upon finishing construction. This means the player upon entering will start the reload cycle if there is enough ammunition from the FOB to draw upon. Sandbag and Razor Wire Emplacements are now more resilient to fragmentation projectiles. Mapping New Map: Tallil Outskirts: This map is based on Tallil Air Base and its historic role in the South Iraqi region during the 1980s Iran-Iraq war, the 1990s Gulf War, and as a joint Iraq-U.S. airfield today. The most predominant features are its massive aircraft bunkers and defensive positions surrounded by mostly open sandy desert, rocky outcrops, and villages. The map's focus is on vehicle-based combat, but infantry squads that work in conjunction with armored units will find great success on the battlefields of Tallil. Map Update: Yehorivka: Expanded the playable area to 5x5 km, which opens up a lot of new possibilities for new gameplay layers and completely new flag areas to fight over. The Storage Site area has been replaced with smaller profile villages and hamlets. In addition to accommodating larger vehicles, we're providing more cover for infantry with new points of interest and better forests and ditches. Map Update: Belaya Pass: Changes include lessening the snow coverage, adding more foliage for concealment when maneuvering between flags, and also roughening the terrain to give more opportunities for cover when crossing open ground. Map Update: Kohat Toi River Valley: The main base in the northeast has been moved back and reconfigured so that vehicles can't take advantage of the high vantage point and aren't subject to danger immediately upon leaving main. Also, the original scrubland trees have been replaced with a newer, more collision-friendly variety. Map Update: Jensen's Range has been overhauled. The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track, and a 1.5km open range with elevation for vehicles New Skirmish layers have been added to a variety of maps including Tallil, Narva, Kohat and Yehorivka. Perfect for seeding servers or low population gameplay. Operation First Light has been retired from the official map rotation. User Interface A new Team Selection Menu has been added upon joining a server. This has information on the map, game mode, as well as the factions from which you can choose. The Deployment Menu has been completely overhauled visually. There is a separate tab called Role Loadouts for players to choose their role, but also to preview the role inventory and character model. Fireteam organisation has been added. Fireteams can be created dynamically by the Squad leader dragging and dropping players from the Squad list into their desired fireteam, or via right-click menu. Fireteams are hidden by default and are a totally optional feature for those wishing more control over their squad. Fireteam leaders do not have a special kit: they are just a designation that the Squad Leader can give to any member of their squad. Fireteam leaders will be able to place (and delete) their own fireteams Move, Attack, Defend, Observe, Build commands via the Command UI map screen and the 3D HUD T-menu. Squad Leaders have the ability to override Fireteam leaders markers with their own squad-wide order marker. (Visually distinct from FT specific order markers.) Squad leader can see and place all Fireteam markers, Fireteams see their own FT marker and the SL marker. Each of the four FTs is color and letter-coded, with the VOIP and nametags reflecting the appropriate FT assignment. The Squad Leader map menu has been updated to a more sensible design with better tooltips and options to put down order markers for your Squad and Fireteams. More types of request markers (I.e., requesting ammunition, or requesting reinforcement, etc.) are also available. Squad Leaders can now put down a team-visible Point-of-Interest marker that designates the squad that put it down, as well as its grid coordinates. A new Command Menu has been added (Default: Capslock). Command Menu has the largest map layout. In the future, this will be used for commander functions. We want to continue building these tools to encourage Squad leaders working together, as well as encourage the use of the Command Menu. FOBs now have the ability to show the amount of construction/ammo points they have, displayed above the FOB icon. FOBs also can now display their buildable radius and the radius at which they exclude each other. In addition, Squad Leaders can now place a "Request FOB" marker which will display via 2 yellow dotted circles, the build diameter and exclusion zone diameter of that potential FOB location. "Map Filter" buttons above the map that can be turned on and off to best suit the current needs. Players will have the option to view all player markers on the map as their appropriate role's icons. Players who are not in command positions (I.e., not Squad Leaders or Fireteam Leaders) have the ability to ping the map by right-clicking. This ping has a cooldown of about 6 seconds and can be used to communicate map positions to anyone in the squad. Moved the grid display of mouse position next to the actual mouse cursor on maps that allow for mouse usage. All minimaps have been updated for better definition of roads and structures. Roaming Map ("M" Map) now has mouse-wheel zoom functionality. FOBs and HABs that have their spawns blocked now show that state on the map. Added a timer countdown to next map load at the bottom of the scoreboard at the end of the round. Bug Fixes Fixed a performance hitch whenever certain animations were called that required a holding pose. (E.g., Holding a grenade before throwing it.) Fixed healing and bandaging animations not playing in third-person for other players. Fixed no Crewman kit warnings not showing sometimes. Various fixes for Steam Inventory items. Fixed some animation popping on the AK-74 series and the M4 series. Fixed hand going through the scope during the PKP reload animation. Miscellaneous Localisation (Partial) for the following languages has been updated and added: Arabic, Brazilian Portuguese, Bulgarian, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Romanian, Russian, Simplified & Traditional Chinese, Spanish, Swedish, Thai, Turkish and Ukrainian. Different versions of Jensen's Range are selectable via the menu, depending on which faction you want to try out. Added Message Of The Day (MOTD) for servers. Configurable by MOTD.cfg in ServerConfig of server installation. Wow, that's a lot of changes! We'd like to offer a quick reminder that some of the above values may change during testing, so be sure to give us your feedback. As some of you know, testing is on-going with the intent to expand as soon as we can. If you've made it all the way to the end, go get yourself some R&R! You've earned it! Offworld Out.
  3. 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 transcription 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 . (~40mb.) 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 Fuzzhead, Gatzby, and the tragically beardless Nordic. (And maybe one or two more lurking. =)) Formatting: Text in italics generally represents an OWI representative or a summary of several. Normal text is typically from a community member and may represent the opinion of their community. Begin Transmission CoreState and World Origin Rebasing CoreState is a new system that has been developed during Alpha 12, and one of the reasons for the length of alpha 12 development. It allows us to turn on and off systems that we don’t need with more granularity, such as disabling very distant updates from other soldiers. This should help relieve some client and server CPU issues. World origin rebasing: the further aware you are from origin, the more scopes jittered. You can get some more insight into what origin rebasing is in this thread: https://forums.unrealengine.com/community/work-in-progress/81424-pull-request-world-origin-shifting-in-mp BB | Oηι Ѕнιηовι: Will it also increase client side performance on the game thread for CPUs? OWI: Yes, it should. Suppression Alpha 12 features the first iteration of the suppression system. Suppression currently includes an increase to tunnel vision increased and some aimpunch under heavy suppression. Currently there is no friendly suppression, intentionally, because it makes playing with a squad an untenable experience. There was a bug in the recent playtest that caused suppression not to impact players within 50m, even with enemies. Suppression does scale, with small arms being the least suppressive. More shooters, or larger calibres, cause more suppression effects. BB | Oηι Ѕнιηовι: Are you affected by bullets that whizz over or passed you within a certain radius? What is the radius? Do bullet impacts count? OWI: Every bullet within 10m of a soldier, regardless of impact or flyby, will cause suppression. [RedCoats] BLITZ: Will HE suppress? OWI: Yes, as far as we know, HE (from vehicles, as they are ballistic) should have the same suppression effect. Explosions will likely still do camera shake. BB | Oηι Ѕнιηовι: Will explosive damage radius from non-ballistics ever be figured in? OWI: The values currently in need to be playtested. There are different values for different calibres. Camera shake is fairly significant, but if it’s not enough, we can look into additional explosion events. We don’t want people to be able to just stand next to an explosion and not be impacted. salt. Steez: Any chance of keeping a minimum range in to keep CQB viable? OWI: Already at 25m. Persistent Ammo Persistent ammo is the system wherein you spawn with the ammunition as you died with, unless you spawn at main base. You will always spawn with a minimum loadout, so no soldier goes in unequipped. BigJimmyHD: Are you thinking about bandages refreshing on respawn? OWI: Right now, you get both bandages back. Medics get three. We can consider tweaking the amount. We wanted to be cautious with that -- running around bleeding sucks. We’ll probably never have it with no bandages on respawn. You will always get a minimal amount of ammo, currently three mags, or two ammo boxes, and anyone who gets a pistol also gets a pistol magazine, so you will never spawn in with nothing. [S_Fr] Blocks: Did you consider add HAB as a resupply so you don't have to search for an ammo Box? OWI: We’ve been more thinking if you automatically resupply if you spawn, if the HAB has supplies. But that would not make it into a12. We’ve added a confirmation that will help inform you if you will need to rearm on spawn as well. salt. Steez: Consider raising the bandage count, especially considering how frequently players trade shots. It could get bogged down, especially as you frequently tag someone once and have to rebandage, then you’re reviving people. OWI: Noted. Medics do carry 8 bandages now, instead of six. BB | Oηι Ѕнιηовι: Will there ever be partial reloads and ammo priority? (e.g., mags over smokes.) OWI: We want full ammo granularity in, but it may not be in alpha 12. The implemented granularity is partial in that that each item has a cost. Partial rearms are on the to-do list. It is something we need for that system to be fully fleshed out. BB | Oηι Ѕнιηовι: Will there be any prioritization? OWI: Yes, if we get it in initially, it’ll probably be our own logic. Something like bandages, then mags, then grenades -- just as an example. Ideally, we’ll have a full inventory system that allows players to choose what they want to rearm when they spawn some day. For now, we’ve added the ammo cost number to try to help manage rearms. Spawning Changes In the Alpha 12 test, but HABS and rallies had wave spawning. HABs having a wave mechanic was a bug in the test; they are unchanged from a11. The upcoming changes include: two enemy soldiers within 30 m of a HAB will disable spawning. Rally points will have infinite waves until destroyed or replaced. One soldier within 30m of a rally point disables it. The requirements to place a rally will remain the same as A11. BB | Oηι Ѕнιηовι: Why lower ticket cost on radios? What stops spam? OWI: We do eventually want to change the way FOBs work, but weren’t able to get all changes implemented in Alpha 12. If we see that 10 tickets isn’t enough, that can change, but we do want to encourage FOB building. There’s a “soft cap” on supplies, 20,000 ammo points, same for construction per FOB. Fuzzhead would like to see a limit to the number of fobs on a map once we change the way they’re deployed, but that will not be in A12. salt. Steez: If the FOB overrun mechanics don’t work out, will you consider another system? OWI: FOB overrun bugs will be getting focused on this week. We do want a more robust system, but the current one was to make sure it would work. Something like the flag cap system could be possible. Tartantyco: Make logistical costs of placing too many fobs too high rather than a hard limit. [S_Fr] Blocks: Will vehicles have the same effect as soldier? So, if you rush a HAB with an IFV with 2 crewmans, you disable the spawn enemy HAB. OWI: Soldiers inside a vehicle will not block spawning. You must exit the vehicle for the FOB overrun mechanic to take effect. BB | Oηι Ѕнιηовι: What is the exclusion radius between FOBs? And build radius? OWI: 300m, 150m build radius |R-B| Calvin Harris: Will firing out of vehicles be possible? OWI: We’d love it, but kind of a lower priority. |FA|Xtremeb3: Why 30 m to disable habs? Will it scale? Sumari, e.g., is very small and it’s very easy to disable a HAB. OWI: It’s not currently scaling to map size. Maybe a game mode where you can adjust ranges for smaller populations, but we’re currently really focused on 4K maps. Smaller maps may be better with smaller populations. Feedback noted! [CCFN] TIllomaticus: Will the wave spawn timer ever be public? OWI: We’re going to keep it hidden (only visible to dead players) right now, but we would like a better display. It’s likely we’re going to see timing become less of a factor with the upcoming changes, but we’ll see in practice and make adjustments. We’re trying to take some emphasis away from the numbers game and put it more toward staying with your squad, working together. The information being hidden is a bit of an initial test as we watch player behavior adjust to the rally changes. Currently a work in progress. ‘ BB | Oηι Ѕнιηовι: A spawn grace period of up to five seconds after the timer would be more forgiving, offer a little more player control, and prevent frustrating easy kills. OWI: We’re not going to implement that initially, but we’ll definitely consider it. Rally points should be deployed with a little more sense and, paired with the overrun mechanic, we’re thinking rallies should see less camping. We do want to avoid people spawning to die immediately. [RedCoats] BLITZ: Has there been any discussion of changing the rally point model or static so someone can’t just lay down and wait for the spawns? OWI: Currently, no plans for that, but with the 30 m radius, you’ll have to spot it and not get close enough to destroy it. If we see it’s a major issue, we’ll consider changing it. [BB] Arctic Fox: How do people spawn on a rally? Are they clumped or spread out? OWI: Same way you spawn on a rally now, if 7 or 8 people were to spawn at the same time. Spread out. It is editable, to a point, but we have to be careful not to glitch into walls, etc. Again though, the changes should prevent the frequency of this happening. salt. Steez: You can destroy HABs with HE from vehicles now? Is that intentional? OWI: Yes. Vehicle Components and Repair The first iteration of the component system is in, featuring two components. All vehicles will have an engine, some vehicles will have ammo storage. Hitting the ammo storage will either destroy the vehicle or, if the vehicle is protected against it, destroy ammunition. Destroying an engine causes vehicles to slow to a crawl, but they can still move. Components can be repaired with a repair kit. Repair kits will restore some mobility (i.e., faster than the crawl), but a repair station will be required to restore full speed. Similar for ammo storage: if it is damaged, you will need to repair for full capacity. Components are located in realistic positions on vehicles. There are effects for ammo cooking off and the crew has some time to escape the vehicle. Turrets and tracks are high priority for the next release. [S_Fr] Blocks: Since tanks are here, will regular factions get mines? OWI: Currently, no. They will remain a unique part of the irregular factions for now. |FA|Xtremeb3: Fuzzhead mentioned the ammo compartment has health. Is there any RNG aspect alluded to in the last recap? OWI: If you hit the ammo compartment, you hit the ammo compartment. Penetration counts too. If it penetrates the armor, it’s all about the hits points of the component. There’s no “1-in-20 chance to destroy it.” BB | Oηι Ѕнιηовι: Do mines one-hit kill everything but tanks and IFVs? OWI: We haven’t been through the logic of every vehicle yet, but the MRAP will likely be an exception to that. Larger vehicles more or less set on fire, mostly dead, and smaller vehicles should be instantly destroyed. BB | Oηι Ѕнιηовι: To clarify, will IFVs, Tanks, etc, get a mobility kill once tracks are in? OWI: Yeah. Things will be better going forward for mines, but that’s not in Alpha 12. BB | Oηι Ѕнιηовι: In tanks with sabot rounds, what’s the point of HEAT rounds? OWI: HEAT will do more damage to a light vehicle, as well as infantry. There is a fragmentation round on the T-72 that is better for infantry. End Transmission And that took us a little beyond the hour. As always, a huge thank you to those who attended. We really appreciate your time, attention, and well-thought responses that help make Squad an even better game. There's also a user-created bullet point report on the feedback roundtable on reddit, if you're looking for a quicker summary.
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