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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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Found 17 results

  1. Thought I would create a thread with some thoughts and feedback. First, good job team on creating a great game, this is by far my favorite FPS, and I've played FPS's since the first Wolfenstein. I've read and watched many of the topics, but not everything so forgive me if I repeat anything. Things I think are great: - Keeping the Game Communication based, and not letting turn into another 360 no scope fest (we already have plenty of those) - Your attentiveness to the community and taking suggestions and feedback, many times I've though "I wish X was in the game" and then boom, next update its in the game. - The teams ability to keep the gameplay balanced is fantastic as well, good job on that. - Squad has some of the best Vehicle game-play in any shooter, and it seems to improve with every version. - The addition of modding support. - Fantastic job keeping hackers out of the game, I can't think of too many times anyone was caught hacking (with one exception I will cover) which is pretty unheard of in these kids of games. - Vehicle Repair role and engineer I think is a great idea. - Dragging injured players is a great idea, but may be overshadowed by adding the ability of anyone to bandage a player so they can move. - Thank you for finally adding a knife =) Things I think are badly needed: - Players peaking the opposing teams FOB locations are a real issue (cheating) and is starting to kill the game. Switch teams, having a friend sit on the opposite team, or using another computer/squad install and just sitting in unassigned players are all methods people are using to do this. I would say its ruining 50% of public games and has become a real issue. You get all your FOBs dug up as soon as you place them, or they wipe your FOBs in a 3 minute window. You can fix this by only letting squad leaders see the locations of FOBs and only if they have at least 3 players on their Squad. Or you can just have the FOB labeled "attack FOB" or "defense FOB" or let squad leaders name them when they are placed, so people know which one to select and spawn at, but which are not shown on the map. Most players ask "where do you want me to spawn" anyway. - The future Engineer role, or the Crew-members need to be able to flip vehicles, or dig them out (not just destroyed vehicles) flipping a truck on a huge map or getting stuck on a rock is frustrating and kills the game especially on certain large maps (helis may fix this), same with burnt vehicles blocking your path when there is no other way around (which I know you are considering). - I think the dev team needs to reconsider ranking, specifically for Squad leaders. Squad is popular and there are a ton of new players all the time which is great, however, the game is won in the first 3-5 minutes of a map. When you have 3 or 4 squads out of 5 still in main base because everyone joined with a noob squad leader, and those leaders cant figure out how to enter a vehicle, the game is over before it started. People need a way of judging who is going to be a good squad lead so they can join that squad and start the map right. Hours played would be something you could list next to a persons name. - The dev team needs to institute a voting system so you can forfeit a map, or maybe vote on the next map. You could make this a server selectable option. When the invariable 3-4 bad squad leads lose the map in the first 5 minutes, and everyone is stuck on a team that is losing beyond hope for the next 20-30 minutes or more, people tend to just rage quite and it kills the server. Voting to forfeit, and/or choosing the next map would fix this and lots of games have done this in the past with great results. - Ticket bleed needs to continue to be refined. Right now, there is really no reason to attack an objective when there is little to no ticket bleed as it will cost you more tickets to attack than you will gain. This fact slows the game down too much and most of your team ends up complaining. Pace is important, so is motivation. A little bit of social engineering and incentivizing goes a long way. - Deployables need to protect the player using it more. Right now people don't use machine gun nests and such very much because you just get shot out of them in 5 seconds. You spent so much time developing them, people should be able to use them. Particularly, the machine gun bunkers should really be impervious to small arms fire. It should take a grenade, RPG, IED, or another vehicle or gun emplacement to take one out. This would VASTLY improve the communicative and tactical nature of Squad, as you could setup real defenses, and the opposing squad would have to choose to attack from a different direction, or try and RPG it, or call up a vehicle to take out the nest/bunker and would add another tactical/comms level to the game play. Just rushing in would result is your team just getting chopped up by the machine gun bunker. Keep the same number of deplyables, 2 is enough. Militia machine guns with the armor plates on them really need to cover the whole body, or wrap around more. You should need to get an angle on it to take out the user. Insurgency Sandstorm got this right with their vehicle guns. Also consider this on the militia/terrorist technicals as right now they mainly just serve as troop transports since the guns are useless. - Squad leads need to be able to draw arrows or lines on the map in a limited way (to prevent trolls). We need to be able to direct players and other squad leads on directions in which to attack or travel, kinda like drawing football plays, or circle large areas with enemies (or lack of enemies). Make at least two colors, Red and green. This would also help when playing with international players who maybe don't speak the same language. - Servers need to be able to use custom maps and players should be able to download them when they connect to a server. Lots of other games do/did this. Keeps the game fresh and the community engaged/excited for new game-play. There are lots of great mods and maps being made, but not many people play them as the player count is too low since its difficult to get them installed and find servers. Features I think would be great to add, or maybe voted on: - The ammo bags are sorely needed and its great your implementing them, but I think you should think hard on making players spawn with 2 mags, it may slow down the game-play too much. Perhaps make it so if the nearest FOB has ammo in it, you spawn with a full kit, if its empty, you spawn with 1/2 full kit. You could reduce the spawn ammo points used to something low like 5 or 10 points. - Players, or the members with the ammo bag, needs to be able to pull ammo out of the vehicles, I think your already working on this which is great. - US/Brits/Russians need IED's/C4 or or something similar to counter the terrorists. This is great for breaching defenses/ taking down FOBs. Also, maybe adding anti personal mines / trip wires in a limited way (lets say scouts have one). - US/Brits/Russians need a scout role with maybe different features than the militia ones. - Squad leaders need to be able to grant someone the ability to place deployables and built. Engineer role could do this, or maybe a new 2nd in command role or similar. Often times their is always one guy would really wants to build, if the squad lead is always doing it, the team gets anxious as your the only guy with the ability to drop rallies. - AK iron sights hold back those teams too much and are difficult to use (both in game in IRL lol). The green dot sight is a great addition, but with the US/ brits having a lot of great optics, its still pretty unbalanced. Adding a few more reds dots to the different militia roles might help, like the medics. - Add stun grenades / Flash-bags? - Vehicles still cost to many points, needs to be re-balanced. This could be server selectable. Generally speaking, whichever team uses the most vehicles loses. Noobs kamikaze them, which makes squads leaders not want to authorize them, and hence they sit in main. Just figure out what the average amount of kills people get with each vehicle on a run and then set the ticket cost to just above that. - The number of rockets the US LAT gets needs to be reconsidered. - Figure out a way to incentivize defending an objective on public servers / doing logi runs. No one ever wants to defend or do runs. Ranking would fix this. - Consider making, or getting the community to make, training videos for new players on how to play (I did see the forum post but noobs wont read them). SCUM did a great job of this with their explanation videos of the features in the game. Overall the game is awesome and keep up the good work. If I had to only pick two things for the dev team to work on it would be stopping FOB peaking and adding vote forfeit. Hope this information is useful to everyone! Thank you.
  2. 1000 player servers

    Noticed this video when looking up 1000 player servers. Can this be used in Squad to get 1000 player server? Interesting stuff they doing, what you think?
  3. We're all nervous with the influx of new people this game will bring. We're afraid that too many new people who do not know how to play could ruin the experience for everyone. It might be possible that on the opening day of the open beta, there could be servers completely filled with people who have no clue how to play, and who do not use teamwork in any way, shape or form. I have an idea on how we could minimize this possibility. We could have a "training" game mode which would still be 50 v 50 PVP, but where veterans would automatically be assigned a squad of newcomers, the veteran would be the SL of course. This would allow for people to experience teamwork through a competent SL who would encourage communication, introduce players to gameplay mechanics, etc. Of course this would require many competent Squad Leaders. To ensure that we would have enough of them, I propose community events during the alpha phase to form as many new SL as possible. This could be coupled with community created instructional videos on how to be a good squad member, squad leader, infantryman, tank operator, etc. What do you guys think?
  4. =IP= Squad Recruiting

    Intellectual Property =IP= is currently looking for more players to join us in battle in Squad. We welcome both experienced and new players under the condition that they are mature and willing to play cooperatively. =IP= Is a small international multi-game community, focusing on games that promote teamwork. We have our own mumble server, which we use for group communication. If you are interested message use on Discord, or Join our Mumble VOIP server, or message me on Steam. SilentgunnerJohn View our Group page (request invite by Discord in our New_IP_Recruit Channel): https://intellectualpropertyip.blogspot.com/p/connect-with-us.html Videos: http://m.youtube.com/channel/UCqTM898BC2JW-_KNzViz3xQ
  5. Had this semi foolish idea hanging around in my head for a while and decided to share it here Mostly when im browsing the server lists nowdays it seems like more servers have 72/80 people with 8 reserve slots however hypothetically speaking if there are 4 or 3 people that belong to the whitelist playing on a 72/80 server it means that theres 4-3 extra slots that normal players couldn't join now i get that whitelist spots are for certain members to join in groups when the server is full but maybe people belonging to the whitelist should occupy their own slot so that games could get to higher numbers of people so make it so that its like 68/72 (4/8) so that whitelist people take up their own slot? that way you can get up to 72/72 (4/8) instead of just 68/72 (4/8) like in the current system so yes this would mean the reserve slots would get filled up more quickly and admins would have to be careful who they give the reserve slots too and every server should have a admin slot for admin cam only in case the server is full AND all the servers are filled up
  6. So I am starting this thread not to drum up WHY the game got toxic quickly over the last few months, but how do we fix the issue to bring back old players and educate the new ones of the quality of community? I've put in about 1000 hours of game play from December 2015 to roughly November 2016. I know many people have put in way more and quit playing for the same reason I have. Once the free weekend last fall occurred and a slew of new players entered the game things seemed to go way downhill in terms of community friendliness and quality of teamwork. I've tried playing several different times on different servers (that were available) since last fall and I just can't get past the players. It seems like old players and new ones are quick to jump down each others throats, troll, tk, and be verbally abusive. This isn't just a personal observation either. I have a group on my friends list for players I've played squad with in the past that were great teammates and quality members of the community. That list is around 150 people from all over the world. I think on average i see maybe 2-4 people playing squad throughout the day and typically they don't play very long. This used to be 20-30 on average playing any time in the day. When I ask them about the game they say "it's too toxic," or "i just can't play that game anymore." I know i miss playing squad. What measures are in place to increase teamwork and decrease the level of trolling and player abuse going on? Can we see some sort of SL vote kick feature? Maybe a time in requirement for important Roles? Some form of team vote kick for tker's as Admins often kick the wrong people or make the issue worse. Some form of mute feature to end players trolling others in local or in squad chat. Can we see changes in the conquest "every point can be captured" style map it seems awful for teamwork and every server I've joined with it playing never works together. A commander role with some sort of vote into the position from the other players. This might help squads work together more. Possibly a pre-named squad list you can join or edit the name of such as "engineer, fob support, forward observation, assault, defense, etc."
  7. Hello Devs, I noticed there are 80 player official servers these days and I was wondering if you could let me know how can that be achieve? Is there something in the server config which I can edit? Regards, topper
  8. I was playing late with some friends on SquadOps.gg's server and there were 1 full squad on both teams, however there were still hundreds of tickets to play with. My suggestion would be to have a cap ticket amount and the ticket amount changes for the amount of people the server starts with. Just an idea to think about that I brought up to the admins of SquadOps.gg and they thought I should bring this up to you guys and see what you think about it. Thank you and have a nice day. Your's truly, [FV] | Al3xso.
  9. 20r Gaming Community Public Squads Thursday 10/11 EU evening To celebrate the start of the Free Weekend, and the influx of new players to the Squad Community, 20r is organising a 'Public Squads' event on their server. On that evening, 20r members will engage themselves to set up squads open to new players, and people looking for a teamwork experience. Those squad leaders will be open to all questions from players, give tips and advice about gameplay, and in general try to give people an impression of what Squad has to offer when people play as a team. Everyone is welcome to join us on our server, be it as a new player that wants to learn, or as an experienced player that wants to help out by creating good gameplay that will leave a good impression on newcomers. If you have any questions, feel free to ask. See you there!
  10. Why 9 player squads?

    Why? Right now most server run 70(+2) player servers. Maximum is 72. That's 35(36) players per team. With 35 players that's only 4 squads of 9 players, one of which has 8. It's usually 3 ok squads and the last that has 0% organisation - leaving 3. This game wants cooperation teamwide between squads right? With only 4 squads there's not much you can do with that. In my opinion with the current maximum players 9 players is too much. Maybe when(if) Squad reaches servers with ~100+ players, 9 player squad would make sense. Right now? I don't see the logic too be honest. 7 players maximum seems to me, be the logical number. Is it because of realism? If so, is that really a thing that you need to emphasize realism? Have you tested any other squad sizes?
  11. Idea that was well received during a match yesterday. While the ambient sounds from FOB radios are nice, it would be cool to have the teams actual communications play through FOB radios. Perhaps the ambient sounds would play when there are no active player comms Could also add an interesting dynamic where enemy players can get some intel when within a certain range (very close) of the radio Unfortunately, just like any chance for proximity based hearing of voip (regardless of the team you are on), is probably too easy to circumvent long term with players just avoiding the ingame voip (via mumble, teamspeak etc)
  12. Are all of the player Base that Really Play Squad really that into a Alpha-Stage game? Can You really Bring people to pay $$$? May I ask this To the community too Help Build a Player Base Based on Language Skills Rather than Killer Instincts? Honestly I am Die Hard Rider and Not to mention Street Wise. I just want some of these questions to be answered so I can Understand the game a bit better, This is not a troll Scene nor a Crazy Guy on Flakka I am curious to find out what Stands in front of SQUAD for Better Player Base to be build? Does Project Reality Still have SQUAD involved? Are we Still Using Modern Arsenals from Project Reality and Implementing on SQUAD? What Does the Player base who Alpha Test 200 Hours a week Get against 25 Hour a Week Players (Can a Difference Be Build?) One more questions- Are we still being offered the 50V50 Style from Project Reality? I suppose if any of the content that is in works is valid, Then SQUAD should be given a chance to Start off with Open Offers to the community for a Career.
  13. Opinions On A Ranking System?

    You may think by me making this post that i actually want a rank up system. Well you would be very mistaken as i don't want a ranking system in SQUAD as even though it gives more of a 'pull' (to come back and play) its just not what i'm looking for in this game. I could go into detail as to why im sick of most games now having a rank up system but this post is directed to the community to see your thoughts and opinions on the matter to help out the dev team. Please reply with thoughts below - Thank you Daruth "see you in battle!"
  14. Old models can be new ones

    So i found these while i was going through the forum and i was wondering if these still exist and if they do are they textured in the OCP camo? I know that the US forces are going to be redone at some point but if these do exist still is there any chance we can have them ;) I personally would LOVE! to see these 2 used sm082 & sm041
  15. Alright, I feel that many will bash on this, but I'll stand up to the plate. I am a player whose mainly played games in smaller squads. This is usually with closer friends that you have known and make a GREAT team. Always covering each other, AS WELL as other Squads, defending, attacking properly, or even flanking around (since it's a smaller squad, it can be done easier) the enemy to help another squad move forward, or to simply help clear up the area, or even their base. I have also ran larger or normal size squads in other games and it was alright, but sometimes many people use the mics and it's harder to communicate properly, as well as hearing the in game effects. I have used the squad leader chats (talking from squad leader to squad leader) in some games, and it works. I'll mention I can take my SMALL squad around for a flank, for the larger squad just suppressing the enemy, and it works well (most the time ). But because of some of the issues, I choose to play in smaller squads with closer friends. Our squad still becomes a team squad in sense of helping the team out and other squads, no matter what size they are. Now, you may be thinking "Oh, he must be a sniper" or "Oh a squad full of snipers" False. I'm usually a class relating to engineer or support, my friends are usually medic or a standard rifle class, and RARELY, we'll have a sniper. It just depends on the situation NEEDED. Now, I know this game is HUGE on squad play, I get that. But what about smaller sized squads that actually contribute very positively to the overall team, as well as their well-being? The team can have large or small squads all contributing in many ways, as long as it's done properly. Can a smaller size squad get SOME sort of options? Anything relating to spawning, or minor base building, or maybe just everything costs more resources since it's a smaller squad? Anything would help. I'll let the bashing begin lol especially from the "hardcore" PR players whom when I played last wouldn't tell me how to press ONE key , but instead yelled at me to look at the manual. xD Developers, I'm more looking for a response from you guys. I just hope there are some options to cover a wider player base.
  16. So there is a new build.. not much new but some server fixes etc. And now im only in server with 10 people or so. And think most of the guys are asking them self why arent more people playing the game.. Is it because of:? - bad performance on your pc? - lack of new content? - not many player playing it? - bugs? - you didnt know? lack of annoucement or advertising. - just no time to play it? or any reason you got.. Maybe explain it so devs and the community know why people arent playing it so the devs and community can make the servers full and test the shit out of this game to make it more awesome!
  17. When a player connect for the first /second /third time on Squad server, it's possibly for he to have a help like this (example):
×