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Search the Community: Showing results for tags 'release'.
Found 11 results
Looking at how far Squad has come I've started wondering how close we are to having a "mostly feature complete" version of the game. Helicopters were the farthest stretch goal on Kickstarter. With the exception of mortars and IEDs I'm not sure what is left to be added to the game. I want Helicopters but if that has to come from a mod I'm fine with that. So what do you think? Beta soon?
RaTzo posted a topic in General DiscussionDisclosure: I'm a Squad fanboy. I clashed with the Devs early in development because I hadn't yet learned to trust they would stay on course. OWI has proven to be a unique development team and so I have a unique view of them. I now give them the benefit of the doubt on everything. The popup info panels, and something about the way player names now come into view just looked polished to me. I can imagine new players this weekend finding these to feel like a finished product. Lastnight I played Squad on @ChanceBrahh's map and suddenly everything I knew Squad could be just was. We were a fairly well organized squad with some great players. On any other map we would have been unstoppable, and we had been up until this map. On Al Basrah we were being defeated constantly. I was a Medic, which is a role I'm very familiar with and generally excel at. When playing medic you simply have to trust the rest of your squad to keep you safe while you get other people up. Smoke, and clearing the area yourself only goes so far. Well our squad of very good players was scattered and overwhelmed by the long sight paths and vertical positions. We stopped moving like a squad and started moving like a pack of individuals. The squad leader who is a good SL started changing priorities constantly. We were overwhelmed and we were not taking control. The other team didn't have better players (well better than me, but not better than the rest of my squad) they used tactics and beat us in our heads. It was astounding as it was happening. I hated it but I was also delighted at the same time. I did eventually rage quit because it was getting ridiculous and it was nearly 11:30pm my time. My wife was sleeping 10 feet away and so my urge to yell explicatives was not going to serve me well. On Al Basrah the old saying "Slow is clean, and clean is fast" needs to ring in the minds of every player and most importantly in the head of every SL. Conceal, cover, move. Distract & flank. This is not Battlefield and Al Basrah proves it. I hated every minute of it, but I love it. Excellent job everyone.
Hello together, I’m really eager to see the sniper and spotter special kits included in Squad. Is there any progression is this regard? Or are even rough timetables out there, describing until when we will see them on the battlefield? Many thanks, v0id
Hey, I just posted this on the GOG forums. I really want a DRM Free release of Squad if Possible. Please at least consider it. If you need to know more about GOG Feel free and post in the thread that I made about the game. Some people will be more than happy to answer questions about GOG and GOG Galaxy. When you guys are ready - Here is the link for the submission page for GOG. Here is what I posted - - HeadClot
Can't believe Rainbowsix/siege released their beta today. Just like buses been waiting for Squad for weeks and then two games at the same weekend. They must be so threatened but the thought of Squad moving forward. either way Happy gaming all.See you on the battlefield this weekend.
Valmont posted a topic in General DiscussionWhat do you guys think would be a good "initial" state of the game to be released in its different states of development first for testing and afterwards? I will give a few ideas here and then update them according to feedback. PS: Schedules and items in this list are completely Fictional and based on community toughts and wishes and not facts expresed by the devs. This post is all about what the players think would make "good enought" releases for them and not what will happen in reality nor what is planned by the devs. I will try to keep the items as doable a posible thou, no point on wishing and the making notes on imposible features specially if they don't fit the gameplay the devs aim for. Beta 1 (Basically all that Squad already has but more polished) (Scheduled for mid 2015): - 2 factions (done) - 5 classes (done) - At least 2 assault Rifles, 1 shotgun, 1 machinegun, 1 submachine gun (SMG), 1 Sniper Rifle for each faction. (done) - Basic Explosives (done) - Prone position - Basic Vehicles like Technicals, motorcycles, Humvees, Quads, Transports etc (30% done) - 2 maps (70% done) - Suppression effects - VoIP (done) - Squad Management UI (done) - Basic Commo rose (done) - Basic Map UI (done) - Basic Healing Mechanic (done) - Rally Points (done) - Stamina System - Basic FOB Deployment (done) - 2 Classic Game Modes (AaS, CnC, Insurgency etc) (50% done) As of 05/06/2015 12 out of 17 items can be infered by gameplay videos to be (done). We could speculate by that measure that arround 70% of the first public beta build is completed. Beta 2 (Scheduled for late 2015): All included in Beta 1 plus: - More Deployables like Mortars, Gun Emplacements etc. - Advanced Healing Mechanic with body dragging and animations - Weapon resting - Basic weapont attachments and customizations - Bypods - APCs, Tanks - Day/Night Cycles - Dynamic getting over obstacles system - Variable Height when aiming (like insurgency, you get your head a little higher while aiming down the sights so you get to cover better while not aiming) - At least one additional game mode Release Version 1.0 (scheduled for early 2016): All included in Beta 2 plus: - Inventory system with weight encumbrance. (You move slower and get tired faster if carrying heavier/more gear) - Weapon customization using the inventory system (you can add silencers, different scopes, grenade launchers, AP Ammo etc) - Resupplying from crates or re-arming mortars etc using the inventory system. - Improved Deploying Assets/Building interface perhaps using the inventory system (Squad leaders have available assets/buildings shown in their inventories) these items do not show in the inventory if the commander/server has not allowed them. When positioning an asset/building the Squad leader should be able to rotate it to have it looking at the right direction before placing it. - At least 2 Urban Maps - 2 more factions (Russian and British are the most requested) - Transport Helos and perhaps Basic CAS - 5 Game modes (AAS, CnC, Insurgency, Escort the VIP, Search and Destroy etc) - Detailed Map UI with order issuing and drawing - Commander assets, interface etc. - Logistics/resources system Version 2.0 (Post Release late 2016 or early 2017) All included in the Release version plus: - Fully featured CAS - Fast Ropes (Moved up as suggested ) - Night Vision, Grappling Hooks etc - Flashlights, flareguns and other stuff for night time. - At least 6 Maps of different play styles and different locations like Russia, Middle East, Western and Eastern Europe etc. - Full modding support including SDK - General Engine Optimizations, smart use of GPU, CPU, All CPU Cores, SLI and getting more FPS and the best latency posible. - Ai and Coop Modes - Ai Insurgents in Insurgency Mode - Virtual Reality Support - Steam Controller Support - Lazer Beamz - From here an on the focus could be on balance and adding maps and factions but of course not as many as PR as that would take years.