Forum Rules 07/06/2016Introduction 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
Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof) etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
If there is doubt, the Moderation Team can decide whether a topic is considered illegal. §5 Attitude towards Squad and the Development Team
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
Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs. §7 Forum structure & Search
Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense. §8 Thread Titles
Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted. Strange or abnormal Unicode characters should be excluded from thread titles for the sake of being distracting and unnecessary.
§9 Thread Capitalization
Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here.
§10 Images in posts
When posting images, mind the following restrictions:
.gifs will be allowed and may be removed by Staff if deemed necessary.
Maximum size for images is 1280x1024.
Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge. §11 The use of BBCode
It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings. Section II: Forum Signatures §1 Signature Dimensions
To avoid clutter, please make sure your signature (if you choose to have one) does not exceed the following size limit: 350x150 pixels. Your signature may consist of images, user bars and text elements, as long as the total size does not exceed 550 x 200 pixels. A small tolerance will be given, but any signature larger than the limit may at any time be deleted without prior warning. If you are not sure whether your signature is acceptable, please PM a moderator. §2 Signature Content
All rules of section 1 fully apply to your signature. We will remove signatures or parts of signatures without notice if they violate the forum rules, and infractions may be given. §3 Animated Signatures
Please refrain from using animated .gifs as signatures, they distract and clutter the forum. Section III: Reporting & Moderation §1 Reporting Posts
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.
Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments. §2 Reporting Moderators
Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules. §3 Respect Squad Team members and Moderators
Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly. §4 Bans and multiple accounts
If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.
Search the Community: Showing results for tags 'prone'.
Found 15 results
When you're prone you should just stay prone no matter what you're doing. Its so frustrating when you throw a smoke and try to go prone, but you can't and then switch to your gun to go back to prone. On top of all that sometimes your guy just stands up even though you just hit the prone button. Solution: You should be able to do ALL actions while prone. It'll just clean up the game play IMO. No more accidental pop ups in the middle of a crucial fight.
Hello Soldiers, It seems like every time I get/see a fire fight more players go almost insta in prone and some return fire. Will there be some sort off animation for going in prone? For example: stand to prone 3 seconds crouch to prone 1.5 seconds walk to prone 2 seconds but adding sway to the aim run to prone 1.5 seconds but adding even more sway to the aim How do you people experiens this? Greetz Hashimoto_nl
This may be part of the overall input problems, but I was in a one life op with SquadOps and a friendly ran near me and my character left prone without my hand on the keyboard. Not sure how or why but it got me instantly killed. It's a pretty new keyboard, Corsair K70 RGB only a few months old, clean it regularly with the keys off with rubbing alcohol. Likewise, many times I will try to fire a burst or full auto and it only fires a single round (despite their being an A near the ammo count and the ability to full auto at other times) edit: If someone has a better spot to put these bug reports (and possibly a github repo or other development opportunity to contribute to) let me know.
braidenmataroa posted a topic in Feedback & SuggestionsHaving played the game for a while i have frequently noticed a problem with firing positions, I feel like a great addition to squad would be the addition of extra firing positions. Some extra firing positions that could be implemented are... high prone (to see over grass or slight hills), a sitting position, and or a low kneeling position. Other stances could also be added into the game. With that smoothing out the transitions slightly would be nice as well. I would also see it useful to add resting guns on low walls and other supports for reduced weapon sway. Firing positions and resting weapons on different surfaces for support could go hand in hand. Resting weapons could also be used for bipods. Not only would this add more accuracy but could help contribute to stealth tactics as seen when people try to go from prone to kneeling to see over low grass, and getting picked off because they sit up too high.
MusicNote posted a topic in Feedback & SuggestionsI think it would be great if Squad handled prone differently than most other shooters. http://imgur.com/a/eenTa Allot of FPS games on the market had problems with player models' legs clipping through walls. Rainbow Six siege resolved this by having the player switch positions when his legs get close to wall (feet forward),but I think squad can try something new that you don't see in any other fps. Games like Max Payne 3 and Metal Gear Solid V had an interesting way of handling prone. When looking around,your torso rotates,and your legs stay right where they are. Your view will be sideways when turning to your sides and you'll elevate yourself slightly when turning around. If you're prone and your feet go too close to a wall,your character will change positions,putting his feet in front of him. A rolling mechanic would be nice too. Arma 2 players had to roll to put out flames on their uniform in the event they catch on fire. Very useful after an ied explosion.
Just a few thoughts, Enemies should not be allowed to be close enough to spawn camp main base. I typically cannot stand from prone into a crouch position, i have to sprint to get out of it, and it gets me killed behind walls. A lot of the walls are very difficult to climb over, even with full stamina at times. When one squad places a rally point directly on an FOB, there is no TAB mechanic to be able to select the FOB to spawn on if your in another squad. Instead you just are not able to spawn b/c the rally point overlay takes precedence and thinks you're trying to spawn on it. K thnx. Oh, and Vehicles plz!
SILENTMP posted a topic in Feedback & SuggestionsGive us more structures, trash and such laying on the ground to provide cover while being engaged.
Didn't see the dev pinned post for this one. Noticed this one while watching a Twitch live stream near the H8 KP5 area - outside of the blue container at Rail Docks. While the person was getting healed, he turned to look at the medic who was prone and saw the medic's body was below the mesh with only the top of his helmet visible. At the railway cars, if you are prone under the railcar and try to throw a grenade, you can raise up into the car itself. Also if you are prone and either stand or crouch, you will glitch into the car partially and are now stuck.
If you are leaning/peaking around a corner and go into prone position you will stay leaning/peaking until you stand up. It can be a little frustrating when you're in combat and attempting to shoot at an enemy after you go prone.
PsychoChicken posted a topic in Feedback & SuggestionsHope they are going to make prone movement audible for other players nearby otherwise I can see an entire squad doing a mass sneak attack on any flag in a poppy field
RaTzo posted a topic in Feedback & SuggestionsAs has been discussed a lot, putting prone in the game will make players able to hide in a number of areas very easily. While that can be the point of prone I think because of the nature of the game it could change the game into "hide & seek" which wouldn't be preferable. I'd like to see prone cause things like poppies be bent so that when I look over the field I can tell something or someone is there even if I can't see them. It gives them short term concealment in the midst of a firefight but it doesn't allow them to simply lay there until we happen to hit them with a random grenade or stumble on them. Another solution would be to not put prone in the game at all - shock!! hate!!! the whole forum says "Kill him!!!!" - but do what someone has already suggested. Combine crouch with lean to give someone complete concealment while also making it very hard for them to do anything but hide. There is a toggle crouch but no toggle lean (thankfully) so it keeps someone busy just to be doing this move. This would allow people to hide, but it would be a pain to do so... so that kind of balances out.
When will prone position will implemented? And, because this is essential for strategy management when shooting, moving, etc. , if this will available on Closed Pre-Alpha? Or maybe Dev have some plan for it? (like, Closed Pre-Alpha not implemented yet, but maybe Pre-alpha or EA) What's the working progress regarding to prone position right now? Maybe you can tell us? Or it's still a secret? And please, iam not demanding to "Hey, give us the Prone right now!!" , but i just wanna know about prone progess status, since i don't hear any update regarding this.. Thank's EDITED : removed the unecessary thing that doesnt make sense
Hello fellow Squad community members! I have been watching quite a few videos (but perhaps not enough, depending on the answers I get), but is the prone position not available within Squad? In all the videos I have watched, I see a lot of crouching and running, but no one in prone position. Is this because it has not yet been implemented into the pre-alpha? I assume this to be the case, but can someone confirm? For reference, I have never played Project Reality, but spent a good deal (800+ hours in fact =P) playing BF2 where the prone position was available so I suspect the Project Reality mod. would also have used it. Apologies if this has already been covered. I did a quick search on the forums on the topic, and although I found a few hits relating to the word prone, I never found anything definitive.
I'd like to start off with saying how happy I am to see a successor to PR come around. I had played PR from v0.4 to 1.0, and closely followed development. With the particular names I see moving over to this project, and an already existing proof of concept in UE4, I have extremely high hopes for Squad's future. In my opinion, I think that there should be a strong focus on creating a solid infantry game first and foremost. Based on the goals the development team has mentioned, it seems like they are already on this path. I think we have a huge opportunity here to make the infantry game more detailed and rewarding. I see a few scattered topics about gameplay in the suggestion forum, so I thought it would be nice to have a bit of a mega-thread that attempts to create the "big picture" for what the community would like to see out of Squad's infantry gameplay, and really refine what people would like to see. Since Squad is the spiritual successor of PR, I'll be approaching this from the angle of building off of the base gameplay from PR. I'll separate these into a few key headlines, and suggest both overarching goals and individual methods of accomplishing them. I'll be focusing solely on the gameplay as an individual infantry, avoiding higher level topics like squad organization, communication, etc. Body Articulation Finer control over your character's body and stance is becoming more commonplace in tactical shooters and adds a fair bit of depth to how one can approach certain combat situations, especially CQC. Leaning is an obvious one that's basically par for the course of being a tactical shooter these days but I think we can definitely accomplish more. I will point to Arma 3 for this topic, as I believe it is currently the reference to beat. If you're not already aware, Arma 3 has an array of options regarding your stance. Of course, it has the standard Stand/Crouch/Prone stances, and torso leaning with Q and E, but it also has a stance adjustment system, utilized by holding control and pressing your movement keys; pressing W/S will cause your character to raise/lower their stance, and A/D will cause your character to step out to the left/right, as a step lean. As with many things Arma, it can be a bit clunky at times, but most of the time it's a very welcome addition that allows for more effective use of cover, and frees us from the need to have chest high walls everywhere. Squad may not need quite the full array of options, either. Cutting some of the less useful stances (like low prone, side prone, and sitting) could save animation time without losing too much from the system. Streamlining the controls and making it a bit more fluid would also be a welcome change. There are also a variety of options for movement in Arma 3, including sprinting, jogging, and walking paces, as well as a "tactical pace" between walking and jogging with weapon shouldered, meant for CQC. Depending on the movement values the devs adopt we may be fine with the standard/sprint paces we have, but in case they have a tough time finding a happy medium they might want to consider a tactical pace, which would give the benefit of more stable weapon handling. I'd also like to make quick mention of the ability to turn your head. Being able to scan while on the run or check your surroundings while keeping your aim trained on an area—It makes a big difference in being able to keep up your situational awareness, in my opinion. Weapon Simulation It's a great feeling to know we have finally gotten away from the restrictions of the outdated BF2 engine, and with that it's high time we graduated from the deviation system. I think the natural progression to this is implementing weapon sway, but I think it's important we set some goals of how it should function to ensure that it benefits rather than hampers gameplay. It's imperative that we allow the weapon to no longer be glued to the center of the screen; the movement and recoil should be able to cause the sights to shift without being tied to our view. I also think it's important that we approach sway with a very light touch. Constant idle sway leaves players feeling like their character is drunk, and we should be considerate of how weapon stability can be deteriorated cumulatively based on different factors. When at rest, sway should be very minimal, such that engagements under 100m are almost unaffected by sway. Ideally, I believe that sway should not ever be allowed to get to a point where it would significantly hinder one's ability to engage in CQB fighting. Recoil can both shift the sights and increase sway, such that taking slow deliberate shots allows for more accuracy over fast firing. Movement and low stamina can of course affect sway as well. It may also be important to have the ability to brace your weapon on the sides or top of obstacles, which would allow a player to overcome sway for precision shots at range. It'd probably be beneficial if this was automatic rather than requiring it's own button to engage. There is also the possibility for a "steady aim" function that can temporarily give increased stability under stress. Deviation can still be used with a sway system where needed to balance weapons and keep them from performing outside of their class. Sniper rifles can have a significant sway penalty for being fired from unsupported positions but have very low deviation allowing them to be extremely precise when braced, while rifles can have a balance of both allowing them to be effective at medium ranges but unable to be precise for extreme ranges. This allows for a braced weapon to have no sway, but still not be pinpoint accurate at ranges beyond their capabilities. On to ballistics. I figure this is already been thought about, but definitely would be nice to see some more appropriate bullet trajectory work being done, especially making sure the scopes and sights reflect these trajectories more closely. I won't harp on that too much, and will instead turn my focus here to bullet penetration. A consistent and intuitive penetration system can improve tactical options and create a better distinction between cover and concealment. Not being able to dispatch enemies hiding behind thin wooden pallets can be extremely frustrating, as is doing no damage to an enemy because your bullet clipped the very edge of the wall he was peeking out from. Having a consistent penetration system allows for more flexibility in firefights, allowing you to dispatch or flush out enemies that choose weaker cover, and keeping pressure on enemies you are suppressing. It also offers new balancing options for weapons, with larger calibres being able to do more damage through cover. Backup sights were an awesome addition to PR. It would be nice for weapons that didn't have a real CQB sight to be "sighted in" this way, like using the top of the scope as a fuzzy aiming point; it gives the benefit of a walking movement speed and gives a better feeling of your virtual weapon's pointing in lieu of being able to feel where it's roughly pointed. Bonus points will be awarded for scopes not magnifying the outside of the screen. Some advanced reload options might be nice, such as a dry vs tactical reload. Being able to check how many rounds remain in your magazine would be nice as well; it could either show a full number or give a more vague indicator, like the magazine feels light or heavy. Combat Wounds and Aid It would be nice to have a bit more immersive effects to being wounded in game. Passing out into incapacitation states could disable or reduce the ability to talk, cause their vision to become darkened and blurred, and their hearing to become muffled. Making it nearly impossible for dead men to give away intel on their killers would be a great improvement to gameplay. Being able to have separate wounds on your body could improve immersion as well; Being wounded in the torso could make it more difficult to aim, being wounded in the legs could hamper your movement. The medic can heal wounds and remove these effects, but being wounded in a firefight could make you much less effective until you can reach safety. Having a UI element to show where you're wounded could give a bit of meaningful feedback on your current state. Field dressings can actually stop bleeding now, so you can't spam field dressings and be fully healed. Being able to drag wounded teammates out of danger to heal them would be an absolutely huge feature. Nothing was weirder than walking about blind as a bat and playing marco polo with a medic to get to safety. Equipment There are already a lot of suggestions regarding load-out customization, and it's a pretty great idea. However, I would like to instill the Squad team with the idea of an inventory. It would allow players to carry supplies for others, like being able to carry extra rockets for your LAT, or more belts for your LMG. Players could change their load-out based on the situation at hand if they had a supply crate available. There could be a maximum weight limit, though it wouldn't necessarily have to affect player's stamina. There can still be loadout templates so that new players don't have to figure out what to grab, but those looking for more flexibility can trade out items and customize to their heart's content. Conclusion Thanks for reading. Let me know your take, and let's try to really refine these ideas and create a big picture for what we hope for to see out of the infantry gameplay in Squad. I truly hope we can make Squad have even more depth and immersion than we could previously achieve with PR.