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Found 28 results

  1. My Personal Ideas and Adjustments for Game Play Mechanics by Doctor Hammer With the current iteration of Squad in the B17 phase I feel like it's a critical moment for game play mechanics before introducing Version 1.0. With this post I hope to create a healthy conversation concerning the game play mechanics and to highlight my own ideas that I strongly believe will be positives to the game. Lets begin! Spawn System Commander The Medic Class Those are all the ideas I have for the game right now that I think could be super beneficial and make the game more fun, some ideas more thought out than others, but that's okay, at the end of the day, I just wanted to put those thoughts out there and create a conversation about those possible changes. keep in mind these are ideas are just ideas, not absolute solutions. I am proposing some of these things in the hopes good adjustments to them would be made, and a conversation could be started. I think we all want the same for squad, a teamwork based game that supports communication and tactics. Thanks for Reading! Doc
  2. Helicopters & Rallies

    After playing around with the new helicopters, I've thought of some suggestions that could be applied to both the current conventional forces and the irregulars. The suggestions come from numerous play time in Squad from Kickstarter till now, PR, Battlefield and Rising storm. Situation Firstly, I understand why the game play choices were made during the development of Squad when vehicles were still in development, however now with the faster transport for larger maps and factions having equal balance in conventional force roster, I think that permanent rallies should be removed. Having rallies as a consistent spawn point takes away from the ebb and flow of combat, with no real defence, attack, silence and more of a run gun element without much silence, no real transport and less squad to squad game play. I spent a whole game as a helicopter pilot ferrying supplies (which is totally fine, it's what you do!) but not once as a transport after the initial rush, once squads placed their rallies, they were mobile from that point as it was a home brewed spawn. The issue with this is the fast paced flanking, where you eliminate a defence or counter attack but instead of having a rest, recoup and combat flow you become bogged down in a wave style attack, the same can be said for FOB's except their rearms from logistics, their large nature makes them easier to find. Feedback from taking a FOB also has that heroics game play that feels rewarding, I rarely know I've destroyed a Rally and often can keep looking for a while longer. Front lines exist less and more of an on point swivel even when large engagements are underway, which makes sense, but the ability to give up, spawn and run in from a different angle with such speed (even if it does take a minute+) is very different to the more tactical approach and slower movement. Since helicopters and now armoured transport is a thing, removing rallies persistence would better enforce team play and a slower style of game play, or at least force squads to work more with each other, compared to currently infantry and infantry, with heavier assets doing their thing. Who should get permanent rallies? Irregular forces are out gunned, out... well everything right? But that works for their play style. They are nimble, swarm and disappear style of game play. Previously this has been done in games by including tunnels within the map, however as players recognise and learn from playing each side, the Blufor forces know the tunnel entrances and choke points of the Opfor through months of play. This completely erodes the intention of playing as a foreign inva... peace bringer with less knowledge of the land. Battlefield Vietnam did a really cool concept to defeat this, they allowed the Opfor to 'place' tunnels with a kit, essentially these were mobile spawn points. Since this fits their style without giving a predictability, allowing Militia and Insurgents to utilise the permanent rally feature would be a neat way to keep them buffed (future conditions through testing could be applied, such as needing to rearm to place another one, akin to the ammo bag style of the riflemen) Conclusion I understand this approach to conventional forces would slow down their game play and potentially make it easier to steam role pub games, however like similar games with a dedicated player base, the general knowledge does get learn't over time and then from there, the base of standard is built. I do miss the times we would spend in game with a slow approach, chatting shit on a defence flag getting to know my squad before all hell broke loose, having to survive in a chaotic situation and then if you made it through, dumping a rally for those who couldn't be revived and then chatting, planning and having the silence to think and also actually become a bit nervous. Was it a Fob? Should we advance and try to get more info? Was it a Rally?? Or those amazing moments of flying in mid game in a chopper as transport, landing as the Canadian faction in the forest under smokes to get out, reinforce an already doomed squad in a desperate front approach, somehow pulling through and then, just then, a short rally dropped, then silence ensued for the next 5 minutes. As we tried to plan out the next move. Right now, you just keep running and it rarely goes without a gunshot. The trailer now states on the Steam page that it's combined arms with use of transport but that's not really the case after the first 10 minutes of setup... Thoughts please?
  3. The Rally System: Project Reality vs. Squad The purpose of this post is to clearly display the differences between the rally point system in Project Reality and Squad to foster discussion. I want to know what people like and dislike about both systems. I’ll post my own opinions in a comment. Project Reality · Squad Leader kit required · 2 squad members nearby · No enemies within 125m · Disappears after 60s unless within 300/600m of friendly FOB or APC o The range depends on the size of the map (2x2km/4x4km) · Is disabled if any enemy comes within 125m · Rearms every 60s o Overrun rally takes 5min to rearm · Players may spawn as soon as their timer runs out Squad · Does not require Squad Leader kit: o With SL kit only requires 1 squad member nearby o Without SL kit requires 3 squad members nearby · No enemies within 50m · Does not disappear automatically · Is disabled if any enemy comes within 30m · Rearms every 120s · Players must spawn in waves every 60s As you can see these systems are quite different despite sharing the same basic concepts. I’ve made some very crude graphics to help illustrate the differences in distance on both a 2x2km and a 4x4km map. Each point of origin is a common radio placement/objective area. I chose popular maps to help players visualize the distances. Fool's Road (2x2km) *Ignore 10m circle, squash radius is 30m* Tallil Outskirts (4x4km) If anything is unclear or you have questions please let me know! P.S. I realize that there may be issues with Squad that go a lot deeper than just the rally mechanics, and I'm ok with discussing those topics. However, I would ask that everyone try and keep this thread focused primarily on the rally system and what we want from it. Thank you!
  4. SDK: Vehicle Spawner: CANCELLED

    HI all, I've been having "fun" with the Vehicle Spawner lately. My hope was to modify it to enable spawning more than one vehicle at a time and to add an Allowance to limit the total number of spawned vehicles, of the Spawner - and i think i'm close to making it work. Thanks to @wasti for putting me on to needing a "Tracked Vehicle" array, specifically - i think (HA! LOL!) i've set things up correctly but still have a few nagging doubts. Below are the EventGraph and SetCanSpawn, from inside the VehicleSpawner (i've left CheckCanSpawn alone atm), and things highlighted in the pics are things i have added. EVENT GRAPH > To count, Add / Remove Spawned or Destroyed Vehicles from the Make Array. The GATE because i needed to drive the REMOVE (to pass on OnVehicleDestroyed EXE). The ARRAY to hold a count of currently spawned Tracked Vehicles. REMOVE Tracked Vehicle, via OnVehicleDestroyed EXE. LAST INDEX = total number spawned. ADD Tracked Vehicle (from the SET), and driven by the (last spawned) ?IsValid EXE. (* just realised i have to re-route ADD's out EXE) SET Total Spawned Vehicles, driven by both ADD and REMOVE EXE's. SET CAN SPAWN > Thought this might be a good place to stitch-in - the only place i could think of to definitively break "Can Spawn". 1. Decides if the Allowance has been met or not by the Total Spawned Vehicles value being less than the Allowance value <true/false>. 2. Checks to see if any previously spawned vehicle(of class) is still sitting inside the Spawn Zone (ie; not taken yet) <true/false>. If Allowance = False, then the EXE will stop - if True will pass on. *just realised i need a link to the Set Can Spawn from Allowance=False, i think (or it won't fire?) If Spawn Zone = False, then it will Set Can Spawn to False *(what Allowance should also do) If both 1 & 2 are True then the Set Can Spawn will be driven and set to True, as per normally. I've looked at this now a number of times and can't find anything wrong with it (compiles fine ...) but i'm an amateur n00b at this stuff, at best. I'm too tired to test it tonight, so if anyone sees anything i've done drastically wrong or won't work (or possibly call up things from the vasty deep...), please let me know - still not sure how/if the array will work or not ... Cheers!
  5. Just hear me out before unleashing the standard "Nyet. Meta is fine" The buddy rally created a major butth...... Was not received well. Why? Because it allowed the whole team to magically teleport from one part of the map to the other in a much more efficient way than current FOB does. It allowed bypassing the defenses. It wasn't liked for that reason. What was its goal? To cut back on the downtime in the case of the squad being left without the SL being able to create a RP, resulting with spliting the squad into the ones that are still alive, and the reinforcements running/driving from the much further placed FOB, or even the Main Base. It was put there to make the consequences of SL death less severe. So, since the Buddy Rally is definitelly a bad attempt to solve that problem, how can we do it in a different way? Quite simple. Make FTLs also be able to place the rally point. Singular Rally point for the whole squad, replacing the old one, The same as SL, following the same rules (2.5 minute cooldown, 3 squadmates, etc.) with the addition of: -SL has to approve it in the same way as vehicle claim (maybe added automatical map marker for where the FTL is putting it) If he approves, the deuce is dropped. He can be dead, he can be alive, doesn't matter. It just creates an option of sending the FTL to do it instead of SL. The time counter only starts AFTER the approval, if SL doesn't give the permission, there's no rally point and there's no cooldown. That way SL still has the full control over where they are put, and too eager yet incompetent FTLs dont hinder him. -Only the first 2 (or 1, or 1 for regular forces and 2 for insurgents, whichever version you find the best) FTLs can do that. Why? so we don't end up with "4 FTL meta", like we did with "give it to AT for rangefinding" for some time. On top of that, its supposed to be a helping hand for the SL, not an overpowered "I can always choose 4 places to set the rally" That way, when the SL dies the whole squad is not completely screwed, yet a major component of the squad has to get somewhere to put a rally there. There's no zipping around, other than FOB, which is much harder to set up.
  6. Suggestions for Owi

    Recommendation: Analyze this suggestion from a more holistic perspective. (Updated) I believe I may have a solution that would optimize the game a bit further and would definitely be more enjoyable for everyone. A) Multiple Spawn Areas: Preferably three(varies on maps & game-modes) - I suggest having an Optional: Aerial-Support base being able to be destroyed, disabled or Capturable. Main base: logistics, transport For: Squad leaders, Infantry Offensive Vehicle Base = t72, stryker, 30mm For: Crewman Kit, Engineer kit Aerial-support main-base = helicopter, drones, air-strikes. For: Commander roles, and Helicopter Pilot roles. B) Settings/System Requirements: I believe that very few actually use the motion blur so I think we should remove that and the low settings while keeping only the medium to epic settings. I also believe that we should update Requirements by replacing the "Minimum Requirement" with our current "Recommended Requirement'. Settings: Remove All Low settings and Cinematic Shadow = Medium, High, and Epic only. Remove: Distance Shadow Foliage = Medium, High, and Epic only. Remove: All Low Settings System Requirements: Ram Must be: 16gb Ram or higher GPU Must be: GTX 970 or higher CPU Must be: i5-2550k or higher C) Game-play: Ticket bleed changes Troops: Commanders cost = 8 ticket bleed Squad Leaders cost = 4 tickets bleed Normal Infantry cost = 1 ticket bleed Vehicles: Logistics, Transport cost = 15 tickets bleed Small artillery Vics cost = 20 tickets bleed Medium artillery Vics cost = 25 ticket bleed Heavy Battle Tanks cost = 30 tickets bleed Aerial(Helicopter) cost = 30 tickets bleed Deployable/Flags: Radios cost = 30 tickets bleed Captured objectives = 40 tickets bleed I would love to hear some feedback from the community as well, let me know what you think about these suggestions. Will you guys enjoy this more, will it be worse, and please be specific as to why you would disagree/agree. Thanks.
  7. I don't like the fact that the two map layers are not aligned anymore with my position in the area since A12. In the past I used to open the tactical map (the one where placing SL markers and deciding the spawn) most of the time, and the navigation map only when driving or for a quick glance during action. They were all the time centered on my position so I could quickly understand my surroundings and in case move them and zoom in/out. Now they stuck on the last position you opened them the last time and are not even synchronized between them, so if I have to check the navigation map I have to move it, and then if I want to open the tactical map I have to recenter it as well. And this happens all the times I move elsewhere and I need to look at the maps, again and again. Can we at least have an option to autofocus both the maps on our position when opening them?
  8. An analysis on what Squad should avoid getting from Post Scriptum. Post Scriptum's biggest difference from Squad----Decentralization: 1. SL no longer has any vital function for the operation of the squad, and squad itself has been reduced to a mean for players to get gears, as now you can spawn selectively spawn from a truck, which can easily move around avoiding detection. Back in Squad, often when a celebrated veteran SL creates a squad, it would be filled almost immediately due to everyone knowing the importance of SL. Not the case in PS at all, as whoever becomes the SL does not affect the other players. 2. You can be your one-man army. Because how accurate and deadly the basic rifle could be, and the general absence of optics across all but one roles, many special roles like machinegunner, sniper and grenadier are less critical for winning a fight. Also, the map design and weapon type dictate that you win by brute force of number, not by placing key soliders on key positions. Of course, one can still achieve great result if skillful, but unlike back in Squad when you can pin down an entire enemy squad with optic machineguns in a good overwatch position, and call up your team to finish them, here in PS it's all about having more people to attack/defend from more angles. Effects of decentralization: 1. Squad-level teamwork is basically gone, as now nothing requires the cooperation of squadmates. A sapper can just wonder around in the field alone, find an enemy spawn base or truck and just blow it up himself, which is almost impossible to be done alone back in Squad. This is dangerously making PS a direct competitor to Red Orc or Battlefield, which would make PS look bad considering that it is not a AAA title. Also, this game is unlikely to lead to any clan-heavy community like that in Squad, which is both a blessing and a curse, as unlike Squad this game would be much less likely to have games totally onesided due to veteran SLs going to the same faction. On the other hand, any idiot can drive around the truck and get wasted, and people may pick roles that only benefit them instead of ones that benefit his faction(like Squad SL can order his teammates to take up AT roles, I mean come on why would I even want to use the roles of Sapper or AT unless I'm a heavy teamplayer myself). 2. PS is strategically shallow due to the flat/free/open map design and spawn mechanism. No longer does it matter for veteran SLs to rush building HAB in critical spots for map control, or for the opposting team to prioritize countering such moves, cause you don't run out of tickets in this game. 3. PS is tactically shallow, because, as far as all the existing maps are considered, the types and patterns of terrain layouts are all the same, that it it basically the same experience fighting in different towns on different maps. 4. Vocal communication is useless. As players from the same squad no longer have to move together, which means that no one on the other team can assess enemy strength and plan strategically where he and his squad should be going. This means that team communication that provides intel is not as important now, that in PS you can have a great game without even talking or listening to chat. A funny bug: PS sometimes has difficulty registering hits, like there was a time when I got shot by a machinegunner and shot back, but both of us lived. He literally emptyed his entire drum on me that I can see bullets hitting all over me, but to no effect. It was only after both of us reloaded the guns that I was able to put him down due to faster reload.
  9. New Revive ability

    I don't really get the point of the changes to the revive system announced today. Enabling any player to revive fallen mates means flattening the gameplay and removing part of the tactical situation Squad is currently giving to the players. While we all agree that fun > real life, it looks utterly not realistic that anyone can simply approach someone and revive him. The Medic class reflects the specific need of deploying trained, qualified personnel on the battlefield who are able to treat wounds and help teammates. The current iteration of having anyone being able to stop the bleeding is probably the best compromise indeed, promoting teamplay (the medic doesn't have an indefinite number of bandages) and mutual help. What is the added value of a medic from now on? Maxing the health or the stamina of other people? There is little to no point in keeping playing medic; the fighting equipment is often of lower value than a generic rifleman and I expect a mass migration of specialized medics to other classes. As of today, a medic is a real asset in the team, just like all the other specialized classes (from the AT to the grenadier, to the marksman and so on). Reviving people under fire requires skills and experience; just like any other kit, it can be played by anyone but mastering it requires specialization and a bit of dedication. Having good medics can make the difference in battle, just like the fact that the tactical options changes dramatically knowing you have or don't have medics close when you are launching an assault or are waiting to be revived. On top of this, playing medic is sometimes the choice for players which are not that good in the firefighting but that can provide a consistent and priceless support to the team with their altruist attitude. They are rewarded by the fundamental support provided to the team, rather than the shooting skills. We are picking probably what is the most teamplaying kit in the game and trashing it into the bin. Is this the way we want Squad to proceed? What is next, promoting the K:D ratio over the team/faction result? Not counting that, on this basis, there is no point in restricting the AT use to the AT class only, the grenadier to grenadiers, driving heavy vehicles to crewman only...
  10. The much dreaded FOB camp by an enem y is nasty business. I humbly believe that FOB should not just have soldiers spawn in side FOB but around it and perhaps have finally placed spawn points. For example building mortar shelter near FOB should provide alternative spawn that requires both FOB and radio to be up, or on the radio. Further more perhaps if the enemy is inside the FOB it should act like neutralized spawn and simply will not allow anyone to spawn in it until enemy soldiers inside either leave or killed. This will fix the problem of spawn camping while simultaneously fix the problem of the bug where players spawn on the top of FOB bug and will decongest the traffic jams. Also I was thinking about suggesting the idea of alternative spawn. - Air Assault/Ground Assault. For US Brits and Russian factions give SLs the ability to summon transport helicopters. For US Blackhawks for Brits Merlin and for Russians MI28. The spawns meant to be temporary and therefore have to be coordinated with the rest of squad members to zip down the line before the bird takes off due to rtb or the enemy sees big bird in the sky to shoot down. This will be high risk high reward type of temporary spawn that can be placed anywhere but with obvious risk of giant helicopters hovering in one place as infantry slides down on the ropes on its side. Obviously due to refueling and repairs it will have cool down and since neither of those birds are armored, they can be relatively easy reshoot down. just to add there is already zip line skin in game aka TOW missile cable. All that is needed is AI helicopters and zip line rappelling down animations. Insurgents and rebels should have Mobile spawns since they should not have helicopters. They should work like Post Scriptum mobile spawns with Russian KAMAZ truck for rebels and Iraqi Bongo Van/Bus for insurgents. or Bongo Truck
  11. I recently came back to Squad after a LONG time away form it. My first impression when I first got the game was "meh". At one point I thought "I´m playing Red Orchestra 2 with modern maps". But v10 has suprised me and I´m quite pleased. I see the game is moving a bit towards where i´d like it to be. I AM REALLY HAPPY ABOUT v10. The animations, vault, climb jump stuff is just great. I know there are some problems with animations and medic stuff but I have faith they´ll fix it. Now, there are 2 things that I´d like to see improved. 1. NAME TAGS. Not only are they annoying but I think they provide with a combat awareness that should only be achieved by communication and realistic tactics. I know it´s annoying, but FRIENDLY FIRE is REALISTIC. There is no blue on blue because you can always easlily tell if you´re aming at a friend even if he is 300mts away from you, prone, behind 2 tree lines, smoke and inside a house!!!!!! PLEASE make name tags have some delay (3-5 secs), NOT TRHOUGH WALS AND STUFF and smoke!...and only close distance...like dunno...30 mts???.... Target confirmation is a big part of modern warfare and tags just take it away from the game. Identyfing friend from foe is a skill I want to have a part in the game. 2. RESPAWN TIME and fobs. I know they´ve increased it when the FOB is under attack (I think). I think you should either make it a REALLY long time to respawn in a fob that is under attack, or just completely remove the possibility to spawn in a fob under attack. Being new to a game that claims to be "realistic" and spawning under fire over and over again made me think I was playing COD. If you change that, sls will be compeled to plan the location of fobs and its defence. Thank you for Reading. I´d like to know your opinion.
  12. Cannot spawn nor join a squad

    Hey, I recently decided to get back to the game. So I update the game via Steam, launch it and look for a server. Problem is, I can't seem to be able to spawn on the map (click+enter or double click don't work) nor can I join a squad (or create a new one as well). I already tried checking the cache and manually deleting the AppData\Local\Squad folder but it didn't solve the problem. As somebody mentioned on an other thread, I also tried setting all the Steam inventory settings to off in game but it didn't solve the problem either. Does anyone have a clue of what is happening here?
  13. Sometimes, maybe 1 in 10, I join a server and I see all of the players on the map for a second. This includes the enemy team, which shows up as red and I can see the squad leaders and everything just like the blue markers but in red. I don't know if it's just me, and I don't use the intel, but other people might and it's not a nice bug to have lingering around.
  14. What about only being able to spawn with the recruit kit (same kit you receive when kicked from a squad, basic rifle with two mags) to emphasize joining a squad?
  15. Have noticed an increase of first flag rushes, The extreme was last night on Gordok BTR rush for militia first flag, joined to the delight of BTR / stomping miliitia. To the point that Russia capped everything. A slow starting pub side tends to need more time at the start to get going . Sumar has US doing crazed Mosque rush too and insurgancy to market. These rushes require organised players which pub sides dont have. Staggering spawn might mean more chance for pub based game not being fought on starting flags. And the demoralising effect it has on game play. This happened for a time with PR. Can we get staggered armed start. Timings Logstistic first Techs & Hummers 5mins AFV 10min Armour 15mins It's not the new larger maps its the crazed middle sized maps that have rushes. I just think it destroys game play. Perhaps stop any ticket bleed till half way through round time. Happy gaming
  16. I'd like to see some kind of mechanic that will disable spawning if someone was killed within X number of seconds and/or Y number of feet from the spawn. Obviously it's not a viable location if someone is able to camp it, so why not disable it instead of allowing summer kiddies to rack up as many kills as they can, completely ignoring the tactical aspects of the game?
  17. Hello, I cannot seem to join a squad and spawn into the game because when i click on a squad to join, or even try to create one myself, It greys out the "join" button just like i clicked it, and then it goes bright again and i am not in the squad. I tried clicking it a gazillion times and even tried several different servers. I can't spawn because i can't be in a squad. I've also tried deleting config files and validating and reinstalling, nothing seems to work. Thanks in advance.
  18. Accessing roles

    Three suggestions on how I'd like to see the accessing of roles implemented in Squad, breaking away from the fundamental PR system. 1. You cannot "pick up" kits. In PR/Squad a kit is treated as something you have and something you use, not something you are. It's treated no different than a baseball bat, or a shoe. Why? If you're a DM, you're a DM. You don't lug around a DMR and trained marksmanship skills as though they're an entity, passing them to the next person at will. Where's the realism in being a helicopter pilot one moment, and being an LAT the next? IMO, when you spawn with a kit, you are that kit. If you want to change your kit, wait until you are no longer among the living. You don't spawn as a shoe, only to drop it for something else. You are the shoe. 2. Coinciding with my first point, all kits would be selected via the spawn menu. No more taking special kits from supply crates. 3. Limit SLs to the squad leader kit. Let's assume, for a moment, that being an "AT Gunner" is a position in the sense that being an SL is a position. Where's the logic in allowing AT Gunners to be DMs, or grenadiers, or riflemen, and not limiting them to HATs/LATs? The same goes for SLs and the SL kit. Unfortunately, people don't like big changes, especially when those changes deal with fundamental features of PR. I imagine many people will look at this with a PR mentality and think "Meh". As a result, I doubt many will give these suggestions a second thought, but I'd like to see them, so no point in not throwing them out there.
  19. I was thinking about the gameplay in Squad and what I believe is wrong with it - how to fix it or why it is the way it is. I will start with a little rant / explaining followed by proposed solutions prevent the problems. The way I see it is: players are motivated to "play wrong". Let me explain what I interpret as "playing wrong". I consider it a major gameplay flaw that the game allows/encourages bezerk charges into the frontline, zig-zaging like mosquitoes and having about the same regard for their life as bezerker that nearly OD'ed on his drugs. When I break it down, I see it as two points that "encourage" this kind of behavior: Habit Motivation By "habit" I mean: other games encourage this and they do this by (perhaps unintentionally) motivating players to play like this. Now here comes the crux of the argument: motivation. (Too) Many shooters today offer game progression - the "feature" that is unlocking "new stuff", such as: new weapons or that hello-kitty-knife-skin that would make your 8 year old sister jealous. And before I start expressing my opinion on this matter too much, I just want to add: how many requests have been made to incorporate this into Squad? especially after Steam release... These games are motivating players to get as many points as possible to unlock game "features" that are otherwise not obtainable. Game companies do this to encourage players to spend more time on their game, which is fair enough for them. However, this has severe consequences on the gameplay. When one is motivated to get as many points as possible in order to get their cookie... I mean knife skin, or whatever... they are obviously looking to do this as fast as possible. And how does a game generally provide points? Kills and objectives - kills being the most quickly accessible "source" of points for a solo man/boy seeking a high points-per-hour value. So the aim for the player is to obtain as many points as he can per hour, therefore, kills per hour. Are there any drawbacks for dying? No, just a few short seconds of your time. It is much more points-per-hour efficient to seek and destroy the enemy in a sprinting fashion with little regard of your virtual life than it is to stay alive and play carefully. Who cares if you die? Certainly not the player, he will keep his points and is now that much closer to that "hello-kitty-skin". So what we end up is two teams composed of point-greedy-whores (can I say that?) that have little regard for anything but their own score. They will run around like mad things looking to "steal kills" for quick points and rage at whoever does this to them, because: POINTS! This might be OK for some very casual games, but I personally find it to be a very BAD thing. I will stay away from those games but unfortunately the same people join the "more serious" games I like to play too. That is fine by me but unfortunately the games I like, though they try not to encourage this type of behavior, they certainly don't restrict it. Let's look at Squad specifically. The best times you see how unrealistic a game is, is when you have someone who does that professionally do it all wrong. We have a friend in our group who is in the military - but man, does he play the game "wrong". We are all communicating and teamplaying, in a line-abreast formation engaging contacts in a village from prone position, a good distance away. Our friend (in the military) is squad leading. He has positioned us well and we are dealing with the enemy squad up ahead. I can see that as long as there are contacts in those buildings, our squad leader does not want to move out and risk getting injured which sounds logical. He wants to keep us alive, but this is Squad. That enemy squad has a rally point and they are spawning as quickly as we are killing them. Problem - we will never "clear" this village in this manner. Another problem - every time we kill them, they have better intel on our exact positions and gain an advantage with every engagement. You cannot solve this like in real life because they will keep spawning. The only way is to bull charge this, hope you wipe them out and move in close enough to their rally (wherever it may be) to destroy it. THAT, is what this encourages in order to be successful. Players are also used to that type of "gameplay" or behavior, so seems logical. You die from sprinting all over the place straight towards your enemy? Who cares. Annoy your nearest medic or respawn, no big deal. There isn't much motivating players not to die, as long as there is a rally nearby - so they HARASS THE SQUAD LEADER FOR A RALLY EVERY 15s!!! And when I say straight, I don't mean literally. You can "strafe-sprint", that is to say, you can sprint sideways (in diagonal) with [Shift]+[W]+[A]/[D]. You can change this mid sprint but you always run full speed. The effect is a greatly unrealistic one of a soldier zig-zagging faster than any human could ever accomplish - good luck hitting that at range with ballistics. This is another "feature" that encourages the previously mentioned style of gameplay - running and rushing like mad men on drugs. So, this gameplay encourages chaotic style of gameplay, don't wait for anybody at your rally, sprint towards your intended victims!! I find this experience to be so mediocre, I cannot consider it entertaining. I only ever play Squad with my friends, because we play together, as the game was initially intended (as I interpret it). I must add that the gameplay quality decreased to disastrous proportions on steam release. I will go ahead and assume that this is because pre-alpha gamers were mostly PR (Project Reality) players, and they were/are teamplayers. Those were nice people and fun to play with, all (or 99%) with mics. But now let's look towards the future. How do we resolve this mess? Here are my thoughts on it. Add a momentum system for sprinting. When you start a sprint, you accelerate towards your maximum sprint speed (fairly quickly in a straight line). When you change direction in the sprint, you must accelerate in that direction. Therefore, the sharper the turn in a sprint, the more you are slowed down. This will prevent those bionic-machines from zig-zagging like mosquitoes/flies. MOTIVATE a player to value his virtual life. This one I would tackle in the following way to encourage teamplay as well as better, more realistic gameplay. Increase spawn time. And I mean, really increase it. This is the VERY best way to encourage a player not to die. Think about it, who wants to sit there like a tool doing nothing whilst his friends are fighting? I would add a "squad spectate camera" so that this person may watch his remaining team fight it out. MUTE his mic, so that he may not ghost or otherwise annoy whoever he is spectating: dead people don't talk. Perhaps add a motivational text on his "death screen": "Remember: A real soldier only dies once." He will have time to reflect on this whilst he is sitting there without anything else to do. Add a "wave" system. I find annoying that players run off as soon as they spawn and solo it towards what may be left of their squad. The enemy is having an easy time dealing with one enemy at a time... So, when die: you will spawn in the next wave (for example, every 2 mins there is a new wave), so that you will likely spawn with friends. You still require to choose "spawn", but you are not cleared for spawn until the wave timer is over. There is one condition however: you must wait for 1 minute minimum. Why? To prevent a dead team member from saying: "20s until next wave" and this being a good reason to charge the enemy in a suicide run. With this solution in place, you will miss the next wave and be forced to catch the next wave. You die = you wait. You don't want to wait = don't die. This will motivate players to do anything in their power to ensure survival, and it requires teamwork. Do this and you encourage every player to do his best to stay alive, smoke the threat and retreat, seek a medic, travel long distances to resupply. No more doing suicide runs to resupply because that is much faster - it isn't with this system - so stay alive!!! Lower the number of tickets. This was one in one of the patches but you didn't fix the source of the problem, so rounds were too short. When players don't care about dying they will have little regard for their damage to their own team. When you encourage them to stay alive and thus can afford to lower to ticket count, you make every ticket more valuable. Medics will have more fun! No longer will medics be constantly pestered by idiots that sprinted to their death because they don't care - bother the medic or respawn. Instead, players will take care to survive as long as they can, resupply to ensure survival and medics will have less annoying victims to take care off. Instead, the player will more likely wait for a medic rather than wait all that time for a respawn. The medic now has the time to smoke the area, setup perimeter with friends and get him up and the downed player will gladly wait in order to avoid waiting for a respawn. I truly believe these changes would improve the gameplay. It would slow down the gameplay but - if unlike me you consider that a negative - really encourage teamplay. You always spawn together, you want to increase your chances of survival (anything to avoid death, death = waiting). And in the event you get hit, you want to be close to a medic. Waiting for a medic = better than waiting all that time for a respawn. Spawning in waves also means that when you see a soldier, more likely than not, he will have friends with him - which you must consider before opening fire. This is also more realistic as in real life: if you look left, you look right, and see no friendlies - you did something really wrong! It also means if you get killed by some lone wolf not far from a spawn, there will be a higher chance of you getting revived as friendlies that spawned with you will react to the enemy and a nearby medic will more likely revive you. When your squad has contact they can now ambush or otherwise engage an enemy squad from "safe" positions and when it looks clear, sweep and clear the area in case of survivors. The longer spawn times allow this to be the case. They know they have a bit of breathing room when they successfully wipe a squad. The spawning squad will not want to just rush to that location and risk another death but be clever about it, maybe send one scout to survey the area before committing the whole squad. In any case, I consider this to be a major improvement! Greetings, MistaX32 Edit: spelling mistakes
  20. FOB mechanics

    Reading the uprising topic as a game mode suggestion I kinda realized that I'm not discerning the point in that compared to assault and secure, which lead me to conclude that it's more than likely a question of spawn mechanics. I think as things stand there's little in way of command and control other than flanking and bunching together. I've never seen people spread out in bid to crossfire, storm or siege areas. More than anything it's about the way that FOBs work where they will spawn irrespective of what happens in the field other than the spawn que. If it were so that in order to confront FOB you'd have to do little more than to find it and begin spawn camping it than it's more likely that people would see to it that they actually secure the area around it and on opposite scale of balance actually deem it necessery to actualy situate FOB out of harms way on attack since squad on defence is less likely to explore the FOB to which end there will generally be an offensive FOB if previous FOB and terrain allows it (specifically in city based maps). What I'm pointing to is that there's little reason to get sophisticated if current FOB mechanics encourage clusterfuck of COD as apposed to say simulate what "Pentagon" would feel about the situation and thus offer up as relief. If an area around FOB is heavier on enemies or it's really just surrounded by enemies then spawns should be forbidden for another squad say en route from FOB built more like 200/300 meters away instead is actually expected to clear the enemies for it to work again, and counterbalance to that being that you may pretty much spawn instantly as in base if that FOB is rather remote from any enemies. What that does is give you an immidiate sense of what happening as apposed to rellying on your squad lead to trust a stranger to both properly assess situation and convey it with same degree of gravity to then convey it to you. On strategic level it makes it both easier to pull offensive maneuvers on the large maps where your whole squad could spawn immidiately not 300 meters away if they were wiped instead of spreading thin and on defense it makes it that much more rewarding and intense as things really may go sour therefore you'd really not want anyone coming anywhere near the FOB. So if the FOBs begin reflecting the situation on the ground I feel like it's inappropriate to lose tickets for lose of them as they're condusive to that on their own and thus have a more organic motive to protect it or not (the whole lego building thing becomes a bit more in the right order of things, as in squad leaders see less of a need to spend time away from really leading while soldiers are more so affected by what occurs when they don't have appropriate fortifications). I also think that Otherwise if FOBs must have the ticket loss associated with them because you don't wish to make this dynamic overly dramatic, than it should be supplemented by some mechanic that would make the dynamic viable while not discouraging FOB construction. In that same sense rally points should probably encourage mobile warfare where shootout across the 100th of meters are just lame if for example spawning a rally point near any FOB or objective acts as force multipliar thereby making it more so a special power as apposed to a chore for the squad lead in game without vehicles. While it is conducive to COD sort of thing, I feel like it makes it that much more a tactical thing with FOB fullfilling strategic purposes instead of both sharing reponsobilities. It fills it with more purpose and allows squads to disperse more in anticipation that SL will place the rally on any single member on the objective/FOB while letting squad leaders die now and then meanwhile for that same reason they are also usually expected to take point- to determine FOB/rally location of placement- (I'm implying that the 50 meter limitation be removed, have no cooldown penalty). This makes leads to less fragmentation where you wouldn't necesserily wish to spawn on the rally point for the rest of the squad to spawn on FOB (more so closely situated) because it may be easier to spawn on FOB without the timer. This mechanics should lead to players fighting over FOBs as much as objectives with less stress placed on SL and without obligation from soldiers to directly follow them as much as is sometimes the case on the map with storage which is my favorite. Average player will find more meaning behind spawn mechanics possibly more so then objectives thereby making the games more so interactive instead of "we will follow the SL confined by somewhat consistent spawn mechancis aspiring to complete somewhat arbitrary objectives".
  21. Future of FOBs

    I'm interested in having a discussion about how FOBs will work in the future, right now the system is very rudementary and (I'm guessing) not representative of what the final system will look like. In PR you need supply crates near you in order to build a FOB, with Squad I've heard devs talk about the actual Radio component being dropped from trucks etc. I was thinking about thow it is done in RTS games and realized that it would be pretty neat with an actual Command truck that you have to deploy in the field and then build emplacements around. When the front line shifts you could fold it back in and set up a new spawn point with it. It would of course need to be balanced by having a deployment time, and to keep anyone from moving it maybe you'd need a Squad leader kit to drive it. If you've played Company of Heroes you'll know that the British have this. It is of course also the way the MCV works in Command of Conquer, though the bases can't be re-deployed. One of the things I'm most excited about with Squad is the potential for assymetrical FOB systems.
  22. So here's the situation that was encountered last night....... Map: Kohat Toi River Valley (Daytime) Server: SFSS Game mode: Insurgency Issue Summary: cache location too close to US Main spawn point A bunch of varying clan and non-clan members jumped on the SFSS server last night to get in a few rounds. When the map rotation cycled around, the Insurgency mode popped up. First thing noticed was that the US Main had two spawn points on the eastern part of the map, and the Insurgents had one main spawn point on the western part of the map. All three spawn points were clearly marked on the map as off limits with the obligatory red circle and slash through the middle of it. The map timer completes and we all head out of our northern main. We get no further than 100 yards out of the main and are being engaged on two sides - one force is pinning us down from the SW firing NE as we head out, the second force is in the hills above our main spawn firing at us while we were pinned. Later in the round, I managed to get out of the spawn and made a long flanking run to the E, then snuck up on one of the guilty shooters - sure enough, he was sitting on his cache location with an SVD shooting directly into our main. He quickly met up with a few rounds to his noggin from my M-4 but by then it was too late for the round in total. A sound tactic in normal game play; however, this was straight out camping the main spawn. I posted several messages in all chat that to please stop camping the main spawn only to receive the obligatory "We're not" return statement. Now normally I don't really care, but this went too far. We fortunately were lucky enough to have an SFSS clan member on our squad, and asked him what the rules were for his server to make sure we weren't in the wrong making the ChatAll statement. We even had him check his map to ensure the "no kill" zone marker was on both sides' spawn points, which is was. He even agreed that what was occurring was not acceptable. Where this took a turn for the outright "ignoring the rules of the map" and the spirit of fair play (it is a game after all) was when one of our teammates was forced to spawn at the our northern main due to RP expiring before getting replenished. He spawned and was promptly greeted by two Insurgent members inside of our main spawn - they were promptly killed and gave up before a screen shot could be captured as evidence, but I'm sure if the server logs are investigated the facts will be uncovered. There were two main issues that led to this situation from my perspective: 1. The cache locations spawned too close to the US Forces main spawns 2. The insurgent forces ignored basic rules of engagement for "no kill" zones clearly marked on the map I know that creating an in-game barrier or no kill protective area is not as easy as it seems, so until that level of game play can be developed and deployed, I'll make this suggestion to new players and members of this forum for the sake of the long term viability of this game after 12/15...... In the spirit of fair game play, please refrain from shooting into an opposing forces' main spawn points. It is perfectly acceptable for you to recon the area and point out troop movements, but outright engaging the OPFOR as they are leaving their main spawn detracts from the game play and enjoyment of those involved. For anyone that was a part of the Insurgent forces employing this tactic - I encourage you to place yourselves in our position and you too would feel disappointed in the game play experience. Imagine if our team was a bunch of new players on the 12/15 day of release? This type of encounter could result in players not participating or asking for a refund. Just something to keep in mind...... Finally, I hope all server admins will take a closer look at this and make the necessary adjustments to their monitoring of game play rules.
  23. Week 7 Build 2282 Videos

    MY VIDEOS FROM LAST WEEKEND. HOPE YOU ENJOY BUILD 2282 https://www.youtube.com/watch?v=f5EsDMM3uqI&index=15&list=PL_cDJP8gPYNquwSF7pzmBLioATu4pFe-L https://www.youtube.com/watch?v=6tEg-q4GGqk&list=PL_cDJP8gPYNquwSF7pzmBLioATu4pFe-L&index=16
  24. Ok so i have a spawning bug aswell but its hard to explain but only happens when i spawn at main (or so i think) I die, i select give up. screen goes black with "dead" i have no options and cant press any keys to access anything. The only thing i can do is bring console up (~) and using the commands type to my team. after awhile ill spawn at main unable to move or anything with a blurred screen the only way to fix this is to type suicide in the console and wait to spawn again. Sometimes i dont ever spawn i can wait up to 5 mins with nothing, alt tab and game says its running fine but in game i cant do anything but type via console. No matter what i do i cant spawn so i have to type disconnect and rejoin. thats the best i can explain it. --- I also have not modify the game or changed any keys.
  25. This concept works along with another concept at this link, but can expand to work with others. Commanders should be able to control when a vehicle spawns. If he wants to spawn all the jets at once, so be it, and more power to him. Vehicles usually affect the team's tickets (or budget) whether on spawn, or as a penalty on destruction. The more abusive a commander is with vehicle spawns, the higher the chance of creating a negative impact on the team's tickets or budget. Therefore it falls on the commander to carefully choose when to spawn them. Having said that, the commander can choose when he wants to reinforce the team's vehicles. If he decides to spawn tanks over and over, that's his decision and he takes responsibility. On the other hand, he can also withhold assets from the team until an appropriate squad is available to use them. No vehicle theft from main or wasted assets. If a vehicle is needed, the commander can choose whether to give the infantry group who were stranded at main a small jeep, compared to a more expensive transport truck. There may be a heli pad, but no pilots to fly the CAS helis, so the CO doesn't need to spawn one. A squad leader needs a logistics truck, and the others have been destroyed, spawn a new one. No vehicles may be spawned outside of the main base. The vehicles will spawn at their appropriate locations. If the spawn point is blocked by a previous spawn, or another asset, the spawn will be cancelled and the CO will receive a notification. There is a catch though. Assets do not spawn of their own accord. Only a commander may spawn them. Safe guards must be put up to avoid random players going commander to spawn vehicles.