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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 13 results

  1. Mortar

    I would like to discuss possible mortar changes that benefit the overall behaviour of the mortar operator and their victims. First of all, I would like to share what I like and dislike about the current mortar's and why I think a change is needed in the first place. The concept of indirect fire can be an effective option to suppress the opponent position or to force that the inf/vehicles need to get in cover or reposition. That said the one thing that a Mortar operator can't see is the target area itself and often need a scout at the frontline. But the main issue is that you can't miss your target if it gets marked thanks to the pinpoint accuracy and even without a mark you can still be pinpoint effectively thanks to third-party website/apps. Thanks to the pinpoint accuracy the infantry doesn't care/worry about the incoming mortar fire if the first shell didn't hit their position because they know the second and third one will miss as well and the mortar just getting ignored/ridiculed. To be honest that brakes some of the immersion, at least for me and some friends with the current mortar's and that why I would like to discuss some changes. I would like to suggest that the mortar fire gets some more impact in the field and in the mindset of the victim's that they get more worried about incoming mortars but not to a point that is ridiculed. Therefore I will provide some nerfs and buffs at the same time that the whole system stays balanced. The overall fire rate and accuracy should be decreased that we can increase the impact/splash radius of HE and the general upkeep. The smoke output could be simply increased and adding airburst would add more variety to choose from for engaging certain targets with the mortar. My initial suggestion's in short For the mortar itself - Mortar magazine from 3 to 1 - Decrease fire rate to ~6-12 RPM (~5-10 sec reload) - Increase ammo cost per shot to ~75 - Add more deviation, less accuracy ~25m radius/50m diameter where the shell can land For HE shells - Increased killing radius to ~34m - Increased bleeding range ~51m - Increased slightly wounded range ~60m For smoke shells - Increase the smoke output by ~x2,5 per shot For airburst - That just something on my personal wishlist. Airburst is a shell type that explodes mid-air for more effective against infantry in the open but less effective against structures and didn't penetrate the armour of vehicles. The increased splash radius with v13 was much needed but wasn't enough or do you think otherwise? I would like to hear your opinions especially if you play a lot of mortar or being on the opposite receiving end.
  2. Vehicle damage smoke is a bad way to indicate damage the way it's implemented right now. It cripples crew visibility (i.e. impossible to engage in direction of smoke source), client performance, stays forever long after damage, visible through objects and annoying for operating crew in general Audio for 5% damage is loud gas leakage sound is annoying as well Possibly switch to another way to indicate vehicle damage e.g. texture modification? Maybe move smoke source away from view of driver/gunner, especially when it's not engine, and make it disappear after some time BTW Abrams view behind is obscured by camo net, impossible to even observe in that direction
  3. Got A Light?

    Medics and their smokes are like 2 peas in a pod, except you throw the 2 peas and now you're just an empty shell. So i'm sure medics used to have more than 2 smokes (Correct me if i'm wrong) and sure I love those 2 little peas, but often I find myself needing both for just 1 or 2 casualties. So lend us a smoke this Christmas, it might just save your life. (Also applies to cigarettes #Smokingkills) #Hollowpeaman
  4. Just a simple suggestion/question if nothing, can we expect Coax MG on the 30mm BTR/MTLB to be added soon & usage of smoke discharges on APCs. It would come in handy for people that are into supporting their squads with Vehicles. Also we're expecting tanks in future updates so can we expect that as well as part of defense mechanism for those vehicles in order to ensure greater suitability on the battlefield ?
  5. Prone!

    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.
  6. I remember going back to say v6 and before, smoke was effective, it looked good, was great for cover and concealment. In v9 and in recent versions the smoke is terrible, why has there been such a step back in terms of smoke? It's useless now. All standard smokes are only good as signal smoke. They are no good for cross streets or hiding troop movement now, and they seem to be playing at x100 too fast with smoke particle disappearing way to fast, with very very little spread. What happened? I use to love using smoke in squad to move and cover your approach,? now never use smoke, what happened? 6.40 < Old smoke. Also shows how scopes used to look
  7. Smoking tyres

    Just thinking militia and insurgency are missing smoking tyres. Could be a nice small addition.
  8. In keeping with the realistic philosophy of the game, I request that ammo crates have a limited number of ammunition, explosives, smokes, bandages, etc... If a team wants multiple ammo crates, that is ok as it makes sense but there should be a limit to the contents. The limit should be determined by the FOB, not the ammo crate so as to prevent people from exploiting this by simply deploying multiple crates. Multiple crates would simply draw down the FOB ammo crate content counter for each item type as they are consumed. The behavior should be that the only way to replenish the ammo crates would be from a logi supply run. When a logi drops off supplies, the ammo crate content counter for the FOB should reset to full with no resource cost and of course, no overstocking from multiple logi supply runs. As to how many should be allowed of each type... I'm not sure. That would be best turned over to the community to discuss.
  9. First of all I would like to make clear that my suggestion should not be used to make any other change in the current set-up besides the initial suggestion. I would like to see that a under-barrel (only smoke) launcher would be added to the Squad leader without the explosive grenades. Right now the the Squad leader has colored smoke grenades, but they have a horizontal dispersion pattern resoling in covering the enemy and not physically marking friendly and enemy positions without covering them. The use of that tool wouldn't make the tactical map less useful, because the smoke disappears and can be seen by the enemy, other than at the tactical map. The under-barrel (only smoke) launcher is a better choice for marking positions because of its vertical dispersion pattern, which doesn't cover the enemy and because it has once higher vertical dispersion pattern, it can be seen over walls. A lot of people don't realize that when you are relating information of enemy positions or movement to a fraction of your team or a other Squad that is not at the same position as you (lets say at your left or right flank), you have to calculate or they have to calculate the information (W-(XXX)) to be usable to use it, because for them the enemy's are (N-(YYY),...). In the game right now there is a lot of friendly fire (like in real life), but that could be changed (like in real life) with colored smoke grenades, in-game the better choice to do that are smoke grenades that are fired from the under-barrel launcher. This addition would minimize confusion and friendly fire on the battlefield (Realize that not the whole squad is lucking at the tactical map all the time and that a physically marking relates that information to everyone in a fraction of a second - that is specially good in a intense fire fight !). PS.: I wouldn't change the grenadier in any way, in my ayes he is a great second in command because of his under-barrel smoke grenades ! Picture: http://steamcommunity.com/sharedfiles/filedetails/?id=674961131 Whats your reaction to that ?
  10. Interesting Smoke Sound Bug

    I already made a bug report about this and included the video, but I thought I might as well post it here too. Smokes make some interesting sounds on different terrain.
  11. CONCEPTUAL PICTURE When an explosion occurs (anywhere), the air surrounding the explosion is instantly pushed away. All this mess ends up looking like a little moving "pile" of smoke going out from the explosion. In a room, the air is like stuck, and since it's not deformable (like the water), if an explosion occurs inside a room, it'll "flee" through any kind of way that makes the room permeable (no room can be impermeable anyway), like open doors and windows. It's like squeezing a wet sponge : the water will eject through any ways (like between the fingers). We're not really squeezing the room here , but since the explosion pushes everything away from the inside, it's doing the exact same thing. So if the air runs through the windows and doors, there will be a bit of smoke and dirt going through those ways as well, and that's precisely my suggestion for Squad : a bit of particles of smoke ejecting through the windows and doors, from the inside to the outside, of the room an explosion is occuring in. The effect could have different shapes and sizes, depending on the explosion's intensity (small for grenades, huge for tanks shells). However there will have to be a distance limit to assign to the particles in case the door/window is too close or right in front of a wall, so that the smoke doesnt glitch through it.
  12. Insurgent Smoke

    I think it would be useful for both teams if the Insurgent´s smoke grenade had a different color. Limited to one color as is now. But having a different color than those of the US. So any color besides blue, red, white or black. Maybe green for their flag or yellow for more visibility.
  13. Since smoke screens will be a quintessential part of Squad, I thought I'd make a thread about it. Here are all of the potential methods of deploying smoke screens that I can think of. Handheld smoke grenade40mm smoke grenade round from a handheld launcherMortar smoke shellsSmoke by vehicle (Smoke grenade or generator) Do you think all of these should eventually be in Squad? You may notice that one of these doesn't really fit in with the rest. That would be the 40mm smoke grenade launcher rounds. Those don't actually exist. The closest thing to them are Ground Marker Rounds, and those certainly don't make effective smoke screens. This is why 40mm smoke grenade launcher rounds should NOT be a part of Squad, and so the deploying of smoke screens should not be one of the grenadier's roles (Conversely, it is in PR). It would make sense for Ground Marker Rounds to be in Squad, though. The primary method of deploying tactical smoke screens in REAL military operations is via mortar/artillary. I think this should be reflected in the gameplay of Squad. There should be a notacable difference between smoke screens laid by handheld grenades and those laid by mortar rounds Also, hopefully the game will be able to handle lots of smoke without the framerate going south. If that's not possible, then Squad should stick close to how PR handles the deployment of smoke.