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Found 47 results

  1. With the May 2017 Monthly Recap giving us a vast preview of new animations coming to Squad in the future, I thought I should voice an idea for medic animations. In the animation preview we saw short clips of applying bandages, but we have yet to see what will replace the current healing animation. For now it consist of the medic touching the patient with his hand and by some in an inappropriate manner followed by some lewd comments. So I had the idea that instead of magic hands healing the player, we could have a simple animation of the medic using a saline and/or blood bag to heal players. It would look something like the following pictures: https://www.jigsawmedical.com/wp-content/uploads/hires_070713-F-8769P-227.jpg https://www.army.mil/e2/c/images/2015/05/26/395708/original.jpg The animation would start with the medic inserting the IV needle, then holding part of the tube with one hand and the other holding up the saline and/or blood bag till the patient is fully healed. (Holding the tube and bag would actually put the medic in a very similar pose to the current one when you think about it) I have little to no medical knowledge, but I think this would be somewhat pseudo-realistic and feel a lot more immersive than using the force like some jedi. Saline and blood transfusion would seem to fit in the game when considering the bleeding system and healing basically replenishing the blood loss. Some issues I see with this is that it would be and look somewhat unrealistic to apply it to oneself, and then there is the issue of how it would look when healing slightly hurt players. There could be other animations for that, suggestions are welcomed. Or saline/blood bag could be used only for incapacitated players. If the you devs have other ideas or are currently working on them I wouldn't mind you spilling the beans.
  2. Can we please get individual mute buttons by each players name on the scoreboard (just like in Insurgency), instances like in the video below are getting FAR too common now. You can't get a decent constructive word in at all now at the end of most matches. Quite often squads would like to discuss whether they are playing again and/or making a new squad for the next round. Whenever I encounter mic spam in the game Insurgency I can call up the scoreboard and hit the mute button by that players name. That person then stays muted to me forever (until I unmute him/her). The way I see it if you are going to act like a child at the end of each round and ruin everyone's chance to communicate properly then your voice does not deserve to be heard be me if and when you decide to play properly and communicate in game. I've muted loads of players on Insurgency and have only reaped the benefits of it, there is literally zero downside to it. They can scream and shout to their hearts content and I simply can't hear it. Just to add, it took me 2 hours to upload a 13 second video clip to YouTube on my awful 1MB upload, my life sucks lol
  3. squad

    So, I know some of these might be far-fetched, but I just wanted to put out a few ideas. Also, I know some of these may not be highly praised, but I still wanted to add some suggestions \ 1) When joining a game while the timer is counting down have cinematic scenes (is that the right wordage?!) Where - for example- you fly by Chinook to the LZ (Start of the map) and jump out when the timer is complete. 2) Allow squad leads to claim vehicles while timer is going down so that precious time is not wasted at spawn approving vehicles (also preventing trolls and people who don't like to listen to their SL's) 3) Have next map vote option in beginning of round 4) Allow squad leaders to "disable" use of certain classes that they do not see helpful to the squad, I.E. Sniper class 5) Do not allow users to spawn at the beginning of the round unless they are in a squad/create a squad 6) Disable Weapons for the first 15 seconds of the game (to prevent trolling/team-killing) 7) Re-design Main spawns so that bigger vehicles spawn on one side and smaller on the other (to prevent possible traffic jams) Think that's all I have for now. What do you guys think?
  4. Feature Suggestion: When finding an enemy FOB radio, the SL gets the option to retrieve/translate Intel from it. This will give the SL a short amount of time to check his map for the approximate location of another enemy FOB (if it exists) as accurate as 4 keypads. Conditions: - SL needs min 2 other Squad members (to help "translate" or "decrypt" the intel if you will) on him to retrieve Intel from the Radio - Optionally, the FOB radio could then be blocked from being destroyed for 1 minute (this will make the decision for the SL tougher: destroy or gather intel, which brings more value?) I believe this will add not only much more realism (enemy radio chatter would naturally give away strategic information) but also makes finding an enemy FOB radio all the more valuable/interesting, while not altering the gameplay too drastically. Thoughts?
  5. It'll be cool to see team \ squad mates carrying or dragging a friendly who's been killed. This could be handy when a group is stuck in a building or compound and you need to drag a dead team mate to cover before you revive them. Maybe you'll have to look at them and press F? Who knows, it's a suggestion.
  6. I know this subject has been discussed before here and there but I wanted to make a clearer proposal and see what the devs think about it. I saw an awful lot of games ending in a brutal and shameless rape stretching during a very long time, resulting in a lot of people simply leaving the server, and I think this feature could fix this problem. So, the idea is to make the main base conquerable if the last flag is taken in AAS. When this happens, the losing team is given 10 or 15 minute to retake the point. When the timer is over, the flags are locked, and every player in the losing team is given one respawn ticket in order for the last remnants to get back to the base. The latter is either already fortified or fortified by the players themselves (I don't know if there would be enough time for this, ). The winning team must take the base like a normal flag and/or eliminate the enemy team. This would be, I think, way more satisfying for both teams. The losers would make one last heroic stand without being shot like rabbits during one hour, and the winners would stick to a more motivating objective. Of course, this raises other questions, like the size and design of the bases and probably others, but overall, I really believe this would make certain games more enjoyable for everybody. So what do you guys think?
  7. The new big maps are fun to play and it will take us some time to establish the most practical way to win or figure out what works or not in them, which should take 4-5 weeks I think. Rest of the maps are not affected as much as I hoped by the new changes and are still very much parallel to the linearity of the A8 strategies in regards to most practical ways. The biggest factor to break this linearity is to introduce new layouts right now since the amount of tools we are given are limited and seeing A10 will probably be released 4-5 months later, I suggest introducing new layouts like 2 months later to add some new approach to the game and essentially refresh it.
  8. As we all know Squad is a massive multiplayer online combat simulator that we all love. It would be awesome if there was player vs computer gamemode(s) where you can defend a compound or attack one, or clear a town, etc... with computer AI that would be randomly generated, and or implement a in game mission editor.
  9. I've bin searching for this topic on the forums and reddit etc, can't find anything about it so feel free to correct me. But one thing i have bin missing from Sqaud is the option to change the gun from from STD to ALT that is in PR https://puu.sh/u0re7/dee47dad91.png Since it is really nice to have the option to remove say only the optic on a gun in that specific roll. personally speaking i just do not use optics, as much as i can avoid it. One reason is that i just like iron sights, and the other is because it takes a lot of space on the screen. And it gives you big blind spots if you are not aiming down sight with optics. Example when not aiming down sight: https://puu.sh/u0swe/795361d7ed.jpg https://puu.sh/u0srj/266fe905c9.jpg https://puu.sh/u0syn/fceb1018c4.jpg So if it is not planned already, i'm suggesting bring back the option on few of the rolls to have a basic rifle with no optics. Example for rolls who i can see it useful for SL, gren, medic, LMG
  10. I have a request of a feature-addition: Multiple times I find myself annoyed not knowing, what the squad-leaders have been coordinating, prior to the set up of my own squad. Vehicle assignment, as well as movement between the squads, would be nice to know prior to entering a squad. I believe an addition of the feature, of everyone being able to listen (but not transmitting) in on SL-/command-net, when loaded in, and the count-down has initiated after map-change, would be beneficial -not only for the squad leaders, but also for the understanding of the coordination between the different teams. This feature should of course be "nulled", after the count-down has reached 0, and the round begins; meaning that you should be an SL to be able to listen- and transmit on command-net in the rest of the match. I don't know if I am the only one who have thought of this, or who thinks this needs to be implemented. I think we need this though. Thanks, VALROK.
  11. It's simple, do it like in RNL.(Resistance and Liberation mod). When you get supressed ( especially by an MG ), your hands start shaking, you can bearly aim at anything with the sights , unless you have a squad leader in some area around you to dampen that effect. I think this would be a nice enhancement to encourage teamwork and discourage lone-wolfs. Simply ease that supression effect if there are more of your squad members and/or leader nearby, this way you are adding realism and making people play tactical, and also makes sense from a logical point of view ; people get scared/frightened, and having buddies nearby helps.
  12. Created this thread after a nice discussion on the /r/joinsquad subreddit. Would like to hear additional suggestions and feedback on the ones presented here. The current icons for especially vehicles and enemy positions can be confusing. I suggest to replace these confusing graphic markers with the much clearer but slightly harder to learn NATO symbols. https://steamcommunity.com/sharedfiles/filedetails/?id=165876618 here is a quick reference guide for those not familiar with the system. These symbols once acquainted with allow for very rapid identification and familiarization with the friendly and enemy forces in the Area of Operations. For implementing this I would suggest giving players the option to choose between the NATO symbols or graphic symbols in the options menu. The game Wargame Red Dragon has a similar system and the vast majority of players from 100+ hours to people in their first few games all prefer the NATO system. Below a few examples of both systems: A second thought is the revised map mechanics, inspired by games like Firewatch which have an innovative approach to the map (see image) where it is a physical inventory item. In this way you wouldn't have a SL standing around looking at nothing. Also of course this increase the risk of looking at the map for SL's. This physical map case would be the map in a physical representation with the friendly and enemy units drawn upon it like currently already implemented. So in case the person dies the enemy would just see an empty paper like the map on the start of the round. A final thought is the revision of the display mechanics, instead of squad members' mini maps showing the individual location of teammates in other squads it would just show the center of mass of this squad. Thus pushing the need of communication and local chat communication (i'm not sure about this but would love to hear other's thoughts.)
  13. Right now, any map the US has a CROW they can utterly dominate. Many accounts of foliage no rendering at long range, different geometry so they can spot people from long range. Not to mention it's a 50 cal with a long range zoom. On a specific map (the one with north/south DC, forgot the name) The US utterly massacres militia by hitting the hills east of DC and having 50 cal overwatch over the entire map as far as the C column of grids. This is ridiculously brutal and nobody can get anywhere near the hmmvw to hurt it. When we do hurt it, the CROW takes 5 RPGs and still doesn't go down (probably a repair station nearby since it's the meta to superfob those hills to the east and completely destroy the entire west 2/3rds of the map) Can we please balance this? Either fix the rendering, reduce the zoom, or make it worth 30 tickets. It's far more effective than the BTR in just about any situation other than transporting troops, no reason it can't have the cost associated. edit: the main issue is getting shot from a kilometer or more away through all kinds of foliage (and solid cover) from something you can't even see (even with optics most of the time, you just see the tracers) it's just brutal on a whole other level and contributes to the phrase "Playing US is easy mode"
  14. From the threads I've been reading people are really touchy about weapon sway, zoomed sensitivity, and headbob. To begin this "rant" I should note that I do understand that everything is kinda hacked together at the moment and is all subject to change. I believe that we need zoomed/scoped sensitivity. Realism be damned, Playing PC games gets you used to a specific sensitivity. As of now the sensitivity "changes" when zooming in making it very difficult to get used to aiming which isn't raising the skill cap, it only makes it more random and frustrating. The general method of scoped scaling is 1.0 That means if your scope zooms in 20% then your sensitivity slows down 20%. As of right now it's "broken" by not having this mechanic you zoom in 20% and your sensitivity doesn't change which means it would actually be 20% higher. Your mouse movement feels like its snapping around a grid jumping a few pixels in each direction when you try to barely move it. The current view bobbing for zooming in is very strange and inconsistent. When you are scoped your gun sways around randomly in every direction unpredictably. You might be breathing heavily running a short sprint but your gun isn't fixed to your head. Your head moves around while your scope is steady. I'm not saying weapon sway is a bad thing but it adds this clunky randomness which I think defeats the purpose. I think it needs a smaller radius it can sway within and not drift so violently from side to side, rather it should either be moving fast consistently when you've got low stamina or slow consistently when you're high on stamina. I'm sorry to jump all over but I needed to bring this up. If anyone is confused by my crazed ramblings I can record a few current examples and Create a proper scoping mechanic and what I'd believe to be an ideal amount of weapon sway that feels realistic while not removing too much control from the player. I'll do it in UE3 if I can.
  15. So currently when someone goes down, they don't really know how long they've been bleeding/until they bleed out. Some SL's are so crass as to suggest mass suicide to redeploy somewhere else. My suggestion is the following and I think it will solve many problems currently associated with being down and wasting those ever so important tickets. Currently when you're being healed a graphic appears bottom center with a color representing status. When you're down everyone sees a ticking bleeding symbol in a similar fashion. I suggest making what's visible to everyone else, also visible to the downed player by means of putting it right where the "being healed" graphic normally is. This includes knowing when he's been bandaged (the blood drop turns to a heal symbol and the timer stops ticking around the circle) and finally he already knows when he's being healed. The above would give the downed player awareness in addition to checking for nearby medics on the map, to gauge his chances and make a more informed decision. This is technically another suggestion, but if they give up before at least half the bleed timer has passed, hit them with a 30sec penalty to their spawn timer. For people who think suicide redeploys are smart, or who give up within seconds of dying after whining medic every second, and so on.
  16. like the title says. are the devs gonna add some features that when a bleeding allies passed out, you can pull him to safe spot as a medic or any role just to add realism? happy to know if they are gonna add that , best of luck in the field mates!
  17. My suggestion is to add a engineer role that can build structures OUTSIDE of a FOB. -would spawn with build points. 300-500 points maybe. Just enough to put up some basic defenses or a single HMG bunker. -could replenish build points by going near a FOB. -would be equipped with a shovel so he could build his own defenses while the rest of the squad can provide cover or help, their choice. Cons of this role- -pointless, In alot of situations outside of a FOB you are moving too much to stop and build. - Wasted spot. As in the squad could use a grenadier or AT soldier but someone is using engineer instead. A fix to this is that the ENG role could be like the medic, not a support role. What do you guys think? (Picture not related just some eye candy)
  18. Improvised armored cars are very common to current Middle East conflict. I think some kind of pickup with armor plates would be perfect APC for Insurgent fraction. Or something like big armored truck with sponson turrets on this video:
  19. now before you say NO, hear me out. A freecam spectator mode would help out a lot of creators to make cinematic movies/shots for videos or just really pretty screenshots to show off the game. And all that without having to rent a server because not everyone can afford that. With the freecam tool to help people capture these cinematics could possibly help advertise the game through new variety of content. (ofc following that would be a normal spectator mode, perfect for also catching hackers and/or cheaters)
  20. I've seen the changelog on joinsquad.com and i had an idea for the compass. Played a little bit with illustrator and photoshop trying to give a "surrounding" effect to the compass. I think that it would help the immersion and situation awareness and also helping those who would like to have a sort of minimap of your mates without using an actual minimap.
  21. Hello guys, i got suggestion about local tallk, could you let the enemy hear our local talkings? if you think that before why you didnt do this?
  22. I have a suggestion for a variation of the current way cap zones work, which in the current iteration are relatively small, and usually around some defendable compounds. With the small cap zones that we have now, CQB becomes slightly more emphasized and speed&aggression becomes important (which I like and Im thankful that this game retains these elements). But in addition to this I would love to see some huge cap zones, which would to a larger degree reward players to seize map control and engage in mid/long-distance firefights. This type of gameplay, which some people would call "slower" or more PR-like, I very much enjoy aswell and was one of the things which drew me to games like Squad/PR. If the cap zone is large, then one would not need to always push and engage danger-close. Instead there would be more possibilites to eliminate the enemy from distance and digging in behind ridge lines and such, because you are not as much "fighting against the clock" to get to the cap zone, you are already in it, and so is the enemy despite being relatively far away from you. Rather, you are fighting for land and control over all the good positions in that area. Now, one could find a middle way in this. Some of the flags could have small/medium cap zone, just like they work already. But other "flags" could have large or even very large cap zones, which would vary up the gameplay and strategies employed on the road to victory. In the large cap zones, the team who also control a smaller, center area of the whole cap zone, could have an advantage by being able to cap more easily. Imagine there are 10 guys from each team located in a huge capzone. Normally that would cause the cap to stand still, no one is capping. But if one of the teams have managed to seize control of the small center area (some compounds or such), then they will now start capping because of the advantage, despite there being 10v10 in the cap zone. The beauty would be that its not enough to just dig into the compound in the middle and expect to cap (short term maybe), because the enemy team who now has control over everything else of the large cap zone, can now just put more and more people into the cap, and at some point they will start capping, even if its more effecient to cap when you have soldiers in the small center area. This would to a larger extent encourage teams to take area control around the center area of cap, in addition to pushing to the center area, instead of almost everyone rushing to this small area to make sure it gets capped. I think Ive heard the devs already working on new game modes, but I this struck my as something that might work so I thought Id humbly share it. Apologies if something similar has already been posted!
  23. I think it would be best to have the weapon sway when scoped as well as recoil based on a combination of things such as weapon weight, stamina, health and suppression (and obviously stance). It seems optimal to have a system where you plug in the projectile weight and exit speed to find out the initial kick then have weapon weight telling the game how much the final kick is reduced by. Another thing would be to have previous shots add up realistically based on when the kick occurs. For example if the kick happens when the gun is going back from a previous shot it will affect it differently than when the gun is going forward from bouncing off the shoulder. This system could also be plugged into ballistics for more accurate shot deviation during automatic fire. If the gun is recoiling back when the next shot happens the projectile will have slightly less energy making it fall short a very tiny bit. This is probably a little extreme and I think the best implementation would be a simplified version of my recoil system. Another thing is I prefer the style of aiming that RedOrchestra and Insurgency use because when you are scoped in your whole view isn't moving its just your gun, and you fire when your gun is on target rather than how it is now where your view has to be aligned. This is closer to real life aiming as your head and eyes are really good at staying locked on to a target. Thanks for taking time to read this.
  24. Hi, The new server browser will come but in the mean time, would a small feature be possible to mplement? Idea: When In the server browser you refresh all the server when clicking on the refresh button, if i could highlight one server that i'm interested in whit one single click, and when i hit the refresh button it will filter all the other out and refresh more quickly the single server that i've just highlighted? Daniel out.
  25. Making it so you will lower whatever you're holding by double tapping CTRL (or another key) will make it a lot easier to avoid missfires in base and make a more realistic look while patrolling and walking around. Sorry if this has been suggested.