Jump to content
  • Announcements

    • Merlin

      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
      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), religion, politics,  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.   §12 Complaints of Server/Admin Abuse Reports of server/admin abuse will not be posted publicly. All reports concerning this type of behavior should be place in the appropriate sub-forum. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ All posts made outside of this area will be be removed.   Section II: 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 'skill'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • OWI Official
    • Announcements
    • Progress Updates
    • Frequently Asked Questions (FAQ)
    • The Official Squad User Manual
    • Development Tutorials
  • International
    • Supported Languages
  • Game
    • General Discussion
    • Questions
    • Feedback & Suggestions
    • Media
    • User Created Guides
  • Support
    • Software Support
    • Hardware Tech Support
    • Website Feedback
    • Bug Report Form
  • The Community
    • Introductions / New Players
    • Teams & Clans
    • Events & Leagues
    • Wiki Development
    • Modding
  • Game Servers
    • Game Server Info & Support
    • Game Server Feedback
  • Off Topic
    • Off-Topic Discussion

Found 2 results

  1. TLDR: Go to heading d and read from there. This topic has been discussed many a time in various different threads and on the discord, but as of yet no complete guide has been made. INTRO The core of the issue: "accuracy" in games is apparently a difficult thing to do right. Case A) BF2/PR: Random cone of spread. Universally hated because it makes no sense and leaves no room for skill of the shooter. Case B) Arma: Horrendous weapon sway, akin to everyone having Parkinson's. Achieved the intended result, but was badly immersion breaking. Case C) Squad: A realistic amount of sway, but with no other method of reigning in very high standards of accuracy. "Rifles are lazerbeams" The point of this thread is to outline a way in which the problem of weapon accuracy should be put to bed, once and for all. The fact of the matter is that being a good shot in real life is genuinely difficult -- the is a reason that sharpshooters/snipers are respected in the military. That being said, the skills are easy to learn, just difficult to master. Players of Squad are used to a highly unrealistic standard of accuracy and effect on target. I will take you through the principles of marksmanship, and show how they may be easily coded into Squad to achieve what no other game has bothered to do to date. TWO things to remember: The weapon will not always fire at the Point Of Aim (POA); and the POA will not always be where the foresight is. I will address the last principle first as it is the most important. a. The shot must be released and followed through without undue disturbance to the position Weapons do not release rounds instantaneously. There is a brief moment where the round is still travelling down the barrel, and where any movement or adjustment will shift the Point Of Impact (POI). This has knock-on effects for principles b and c. Now the interesting bit -- effects on gameplay: 1) The movement of a rifle, scanning left to right very quickly, to release a shot will carry the bullet farther to the right than the POA suggested, even if the sight alignment is correct. 2) "Snatching the trigger" is when the shot is released and the trigger finger either moved the POA before firing, or is immediately pulled off the trigger as the round is still leaving the barrel. This causes micro-disturbances in the hold of the rifle, leading to a larger spread as the POA changes as round is fired. This can easily be worked into the game -- if on semi automatic, a press and hold of the LMB will carry the shot more true to the POA. This has the effect of slowing down the ROF and making marksmanship less "spammy" and more deliberate. Another possibility is an entirely different mechanic: The releasing of LMB causes the POA of the rifle to quickly pull to one side very slightly. While this is not true to the disruption of the first round as in real life, it would still cause a slowdown in the accurate ROF for following rounds. b. The Position and hold must be firm enough to support the weapon. This one is a doozy. Self explanatory -- hold the weapon tight into the shoulder, no jankily resting on a vest or webbing where it may slip. The right hand does all the work in securing the weapon. Effects on gameplay: 1) When snapshooting (weapon at the rest, then immediately brought up and fired) -- the movement of sights and their alignment due to recoil will be greater than normal as the weapon has not been perfectly shouldered. Appears as "greater recoil" to the shooter, although the force of recoil impulse is the same as always. 2) When firing above a rapid rate of fire (faster than 1 round every 2 seconds) greater movement of the sight alignment (as above) as the weapon moves with less control in the shoulder. 3) With the advent of v10, weapons will be brought to rest when not actively used in the last few seconds. Great. Muscle fatigue is a genuine aspect of shooting, and good groupings (particularly in a standing or unsupported position) require most shooters to lower the weapon to rest after each shot (usually in non combat situations of course). The greater the time the rifle has been spent at the ready and raised, the more recoil impulse will be felt as the hold is under less control. (for all of the above, the same concept as in principle a applies: here, shots will not be going on target, and most likely will be randomly dispersed around the POA.) c. The weapon must point naturally at the target without any undue physical effort. Again, simple. If your body position is not naturally pointing at the target (you are tensing up on one side in order to bring the rifle on) then there will be two major effects: 1) As you breathe, you will see the POA shift in diagonals because your chest is expanding and contracting in the X and Y axis at the same time. Good positioning will yield breathing effects that are entirely vertical only (especially in the prone). In this respect, more "random walk" POA shifts are only seen when standing unsupported or in wind, and accuracy actually gets a little easier than now where we have more random and unnatural movements in the POA in more positions. 2) If the position is twisted or the body tense on one side, the recoil impulse will be asymmetrical and the grouping will be consistently off to one side, as in principle a. The interesting thing with this is that the animation leeks for v10 show a twisting of the torso and a delayed following of the legs for more natural behaviour. When holding a twisted position for more than a brief moment, the legs realign... but during that brief moment, the above effect would be felt. This can be seen in the fist seconds of this video. d. Sight alignment and the sight picture must be correct. Ok. Get it out of your heads that the foresight is where the bullet lands. Your weapon is not a one dimensional object -- it has length. A twisting of the weapon in relation to the eye will yield an incorrect sight picture. This is equally true for optics as well as iron sights, though the effect is less awkward to correct with the former. This is probably the single most important thing to correct. Irl, this needs to be watched like a hawk, corrected for after every round and checked before every shot. It takes time to acquire the correct sight picture every time you shoulder the weapon and aim, even just a brief moment. In automatic, weapons are not usually as uncontrollable and wildly jumping as games usually make them out to be, but THIS is the problem. This is why accuracy is much worse in automatic or rapid fire more than any other reason. Keeping a sight picture and maintaining your correct sight alignment is key -- a single mm off and the round can land multiple feet to either side. Effects on the game: 1) If you move the weapon to the right or left, you will typically lead with the barrel, then need to bring the rear aperture back into alignment and visa versa. Same for Up and down. The shouldering of a weapon will very rarely instantly yield the correct sight alignment, and it will take a very quick moment to correct, and will do so automatically. Firing then becomes a case of controlled shots, with time in between to ensure correct alignment. Otherwise, shots will be slightly off from the POA, in any axis. This is NOT the same as "random deviation", because the weapon still shoots where you tell it to, but you can see that where you are telling it to fire is not correct. It is also more consistent than weapon sway, because your arms and head are locked into the weapon tight -- it is more of a random "constant" than random "variable", only changing from shot to shot or from aiming to aiming. 2) Another reason that this is not the same as random deviation is because you can quickly check sight alignment and adjust the POA accordingly, especially when at mid/close range and getting shots off as quickly as possible. Look at the above pictures -- none would interfere with a close range hit, and at medium range they can be judged whether to be "close enough", adjusted for quickly, or deemed "too far off" and waited for to be corrected. Before you rip me apart: 1) "bla bla gameplay > realism har har"... I'm not talking about realism, I'm talking about good gameplay. Rifles are too accurate, and unless you want Arma or BF2 style systems, which are crap, this is simply another way of doing it. This is just a system that rewards skill; just a suggestion: take it as you will. 2) "its too complicated" / "squad is more casual than this milsim-y system" -- these effects are incredibly, if not imperceptibly, minor. In almost ALL cases I have mentioned above, simply taking your time before and between shots will automatically solve all accuracy concerns as your player model is self correcting, as you would be in real life. The above system would stop repeated rounds fired, with no breaks, going exactly on target with no spread. That is all it does -- it just does it without any infringement of player input/skill or weapons that have laughable spread for no apparent reason. 3) "Too difficult to code" / "too many variables" -- ok, forget 9/10 of the above, all you really need is (the) d. (Sight alignment and the sight picture must be correct). That alone would create something very equivalent to an authentic and balanced behaviour of rifles. It leaves room for skill and patience with marksmanship, while penalising trigger spammers or quickscopers or people that think that they can effectively 1 shot an enemy instantly by popping in and out of cover. I understand this will probably never be taken seriously, but I needed to point out that it is possible to do right. Especially because we all know the rifles are too accurate, yet the most common defence of them is "HAH, what, you want PR-style cone spread then?!? HA!" and it was really getting on my tits. Sorry for the essay; cheers if you bothered to read. I hope some of you are at least nerdy enough to find it interesting, if not feasible.
  2. Hey guys, if you are interested in Squad gameplays and tactics focused on individual- and team performance, feel free to check out my Youtube channel. No theories. No basics. No bullshit. I will just show how to play and set up the game in it's most effective way: https://www.youtube.com/channel/ENDGAME4K I'm currently working on 4K videos regarding: effective settings guideline (which will be re-done with every sq. version update) advanced tactics to improve your individual gameplay advanced tactics to improve your teams gameplay as squad leader I will also constantly upload POV's of full public and competitive rounds. Best, ENDGAME
×