Forum Rules 07/06/2016Introduction 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 'suppression'.
Found 7 results
So with the coming addition of GPMGs and Devs saying there will be an overhaul of the suppression system, I thought now would be a perfect time to throw in my own two cents on the subject. The suppression effect should in my opinion rely mostly on a flinch instead of weapon sway or blur effects. Giving people weapon sway when being shot at makes little sense and replacing it with a flinch effect similar to that of Red Orchestra should give the player a more direct and immediate sense of danger and also incentivize them to take cover or fall back. I know very little on game development, but from what I've seen of the new animation system I think it's possible to make different types of flinch effects. First you have the standard 'character flinch' where the point of direction the player is facing flinch to one side. I know many people do not like this idea. Then you have the 'head flinch' where only your characters point of view flinches and not the weapon. I think this is possible because of the free look system. Thirdly you have the 'weapon flinch' where only your characters weapon flinches and not the point of view. I think this is possible because if you look at the footage from the new animation system you can see the weapon recoil acts independently from the screen similar to the system in Insurgency, but only for recoil. There should be a 'suppression bar' that needs to be filled up. The way it would work is that each bullet that flies in proximity of a player adds 'suppression points' to that players 'suppression bar'. Caliber size and weapon type should give varying amounts of points. So the higher the caliber, the more suppression points, explosives even more. Also, the heavier the weapon is, the stronger the effect. A 7.62 bullet would give a greater flinch than a 5.56 bullet, .50 Cal even more so. Explosives should have additional effects such as a short blur effect and muffled sound (not affecting voice chat). This would mean that starting an assault with explosives like grenades and RPGs would give a small advantage since it would put the enemy in a short state of confusion due to the lack of audio and visual information. Bonus points should be added depending on how close the bullets are to the player. The more accurate your fire is, the better your suppression is. This would reward players with good aim, informative communication and discourage random spray n' pray. The 'suppression bar' would delete the 'suppression points' at a fixed rate, so it would constantly go down over time. If everyone in the squad that is laying down suppressive fire is reloading their weapons at the same time, it will give the enemy a small window of opportunity to return effective fire, essentially turning the tide of the firefight. The suppression effect would depend on how filled the 'suppression bar' is. For example: No effect under 25%. From 25% to 50% there would be a visual effect (similar to what we have now). From 50% to 75% there would be a 'weapon flinch'. From 75% to 100% there would be a 'head flinch'. The intention of the 'suppression bar' is to firstly make sure that the sudden eruption of a firefight do not instantly turn into a spasm party on both sides. It will also make sure that effective suppression requires team effort, good coordination and communication. Also, superior firepower would get a whole new meaning. I do not know what's in the window of possibility, but seeing the amazing work the devs at OWI are doing, I'll assume they can do most of it
Friesen posted a topic in Feedback & SuggestionsI've stopped playing Squad some time ago because of optics dominating the game and for a long time I've been asking for a tiny sway-jump suppression system that would affect your aim when bullets are flying by. I had given up trying after being told that the devs are working on it and most likely will add it to the game as it's still in alpha. So I saw an announcement for the Alpha v10 and when I clicked a youtube video about the v10 Preview The first comment straight away it says: "And machineguns won't even be at their best with V10 since there is no major suppression overhaul. They are going to be even more insane with future updates. " And it had 12 likes and now it's got 20. When we had a voting poll on the forum to have more suppression, the majority also voted for yes. So on one hand you've got majority of people that agree that optics are too OP such as it clearly shows here in this video that player is completely unaffected by the incoming bullets and thus MGs are useless at laying any fire. And yet then there's these people that completely ignore the fact that there's a huge difference between real life and a game where they basically say that laying suppressive fire should merely be a fear factor of being hit like in the response to that comment on YT. And in a computer game it completely doesn't work, in theory yes, but in practice such as in game the players won't fear of being hit and thus will continue to return fire such as shown in the video above. Here's an example of Darkest Hour 44-45 mod suppression-sway system for each bullets passing by, and as you can see it does not affect the ironsights as much, and the firefights are then more intense and dynamic rather than quick pop-pop-bam-dead, and it does affect the optics much more, making it way more difficult to aim using the optic while under fire. And this is what really bothers me, and really makes Squad unplayable for me for what it is. I saw in the steam announcement that instead they are adding more permanent zoom increase when aiming down the sights of the ironsights... When in fact this will give little to no result in the way ironsights have a chance against the optics. At best it'll increase only by 5% of chance of ironsights countering the optics. Whereas adding even just a tiny bit of sway-jump for bullets passing by would improve the chances of iron-sights of probably at least 50% to 80% more against the optics. And even still the optics would still have a huge upper-hand against the iron-sights (whenever they are unnoticed and are firing from a good position, and this is how it should be). And the optics will continue to be OP and machine guns do very little in terms of suppression unless you mean some "fear of being hit" which is bogus really, the MG gunner without suppression they will drop dead within a few seconds of firing, I've never fired an MG in Squad for longer than a few seconds, cause the optics will vritually pick anything off, even while being under heavy fire they will still pick out any MG easily... This is my only post. I'm not going to respond like all these responses on YT and the posts I've had in my other threads about suppression where they just can't stop saying "Do you have sway in real life if you get shot at?????????????" Which totally does not corresponds with the fact that it's a game, and that because of the lack of suppression mechanics, there's an unrealistic behaviour coming from it which results in an extremely laser-precision like arcadey gunplay that is in Squad. However I would appreciate a response from a dev.
In my opinion, currently semi fire mode is way more powerful compared to auto fire mode except for indoor distance, thus making suppression fire useless. Here I will make an illustration using the basic red dot M4. 1. Current status: Semi: When crunching, due to the auto-recovery from recoil, rapid semi firing will yield consistant hits on man-sized target 200ms+ like laser, therefore you can reliably dispatch multiple stationary enemies at that range. Auto: Due to increased recoil both vertically and horizontally and the absence of auto-recovery, even a three round burst could yield missed shots on target 20ms away. Trying to "suppress" someone with automatic firing is completely out of the question. Result: It is literally as simple to kill a 10ms target as to kill a 200ms target, providing that it stands still. Guns like red dot M249 is useless engaging someone behind cover due to the lack of accurate semi mode. 2. Proposed changes: Semi: Slow down the auto-recovery from recoil, add horizontal displacement (currently there is vertical displacement for basic red dot M4) of the center to encourage minor aiming adjustment for long range engagement and increase random spread over long range (currently the red dot sight is way too precise, IRL it will be inherently inaccurate over 100ms due to its design, changing it will make optic M4er equally desirable compared to anti-tank soldier and grenadier) so that it takes longer to kill a distant target. Auto: Reduce the recoil of regular M4 to that of M203/Grip M4, and add auto-recovery so that burst shots can be effective at 50ms, especially against target in cover. This will in addition make suppression firing and the guns specilized in it more uesful. Result: Improved gun play experience, now against target in cover, auto mode is actually deadly and semi mode kill speed is toned down, so that better positioning yourself to flank the enemies would be more tactically advantagous than just keeping tapping left mouse button.
DesertTigerTR posted a topic in Feedback & SuggestionsHi, my first post was about Insurgent side improvement with 11 item but not cared, I hope this will. In Project Reality and Squad both of them represents suppression effect by bluring the view only. Even suppressed player can take aim and shot accurate fires to enemy. You dont need to see your sight(because of blur) if your target is in the middle of your screen you can hit them or your fire give them suppression effect. I think this ruins the suppression system. There must be some levels of suppression for player, In first level just small blur will be fine and players can still use their weapons' sights In second level medium blur and players can still use their weapons' sights but with lowered accuracy In third level high blur and players can not use their weapons's sights only hip fire and players gain buff to their run speed a little if they have their stamina filled more than %75(Because anyone can run faster than normal when they face death, adrenalin rush), so they can run to safer spot quickly. I think, with this system suppression effects will give more realism to the game and players will rely on suppressing enemy(while some others flanking them) and use their ammos rather than preserving their ammo and trying to find a kill shot (so mobility under suppression will be essential). When the developpers give mgs and heavy mgs more suppression potential an mg can pin down a squad which what is happening in real life(or with multiple assault rifles instead of mgs). I have forgot to add Game ending suggestion sorry . In PR game will warn you with a statement "Round is Ending" so it did not end directly. Similar statement will be good for Squad too.
This isn't just another post about going insta-prone, although that is part of the picture. What do you do when you take fire while tabbing (jogging) to a new area? There are 3 basic choices: 1) Drop to the deck prone and hope 2) Take a knee and return fire. (aka RTR in the British army -- Return fire hastily, Take cover, then Return appropriate fire) 3) Keep running The situation determines what is best more often than not -- No cover and unknown shooter loc? Prone. 3 steps from a nearby compound? Keep running. Suggestion: Balance the systems already in the game to make these less "game-y" choices to make. We all know the horrors of insta-prone and its lack of penalty to accuracy. Going prone ought to be a self-preservation move, not a cheap tactic. This has been talked about at length and I am confident that it will be resolved, probably with new animations. New idea: On the flipside, tabbing to a new area may leave people with low stamina at the start of contact. What may also help the fluidity of combat is if the "stamina-floor" for breaking into a sprint was lifted when the player becomes supressed. This is entirely realistic: solders often talk about finding those "extra reserves of energy" when bullets start flying. I can personally attest to this. Moreover, from a balance perspective it opens up the option to keep moving, thus making it less likely still that people will want to just go prone and return fire. It looks/feels/plays better when ambushing an enemy squad if some, depending on their terrain, will take a knee and return fire while others will immediately break into a sprint to take more appropriate cover. Some scatter to safety, some must remain. Currently, the whole squad (unless very lucky or very disciplined to always stay above the stamina floor) can only react very sluggishly, thus making it the current meta to just go prone and return fire. I like the current stamina system. Its good and encourages thoughtful planning and discipline on the use of speed when out of combat. Briefly dropping the stamina floor, however, would give people the ability to use their last reserves instantly and improve the immediate reaction to contact. Other, more rested squads will still have the long term edge in agility and manoeuvrability. Furthermore this effect would only last a couple of seconds, and thus when you have effectively sprinted to your new cover you will no longer be able to dip into stamina reserves (as you are no longer suppressed). Nerfing prone is one only side of the coin: opening up another course of action is equally as important. Adrenaline is a powerful thing.
Rocket artillery isn't nearly as effective as it should be, and with IEDs and mortars coming in the not-too-distant future, I think the devs need to look into a better way of representing the psychological effect of high explosives by making IEDs, mortars, rockets, etc have a deeper suppression system... shock. Shock would be more disorientating and longer lasting than normal suppression. I think this would benefit gameplay, for example allowing high explosives to be employed against enemy units right before friendly units attack not only to kill, but to lower the effectiveness of enemy units as they might in real life.