Jump to content
  • Announcements

    • Merlin

      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
      Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof), religion, politics,  etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
      If there is doubt, the Moderation Team can decide whether a topic is considered illegal.   §5 Attitude towards Squad and the Development Team
      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
      Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs.   §7 Forum structure & Search
      Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
      Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense.   §8 Thread Titles
      Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted. Strange or abnormal Unicode characters should be excluded from thread titles for the sake of being distracting and unnecessary.
      §9 Thread Capitalization
      Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here. 
        §10 Images in posts
      When posting images, mind the following restrictions:
      .gifs will be allowed and may be removed by Staff if deemed necessary.
      Maximum size for images is 1280x1024.
      Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
      Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge.   §11 The use of BBCode
      It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings.   §12 Complaints of Server/Admin Abuse Reports of server/admin abuse will not be posted publicly. All reports concerning this type of behavior should be place in the appropriate sub-forum. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ All posts made outside of this area will be be removed.   Section II: Reporting & Moderation   §1 Reporting Posts
      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
      Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments.   §2 Reporting Moderators
      Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules.   §3 Respect Squad Team members and Moderators
      Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly.   §4 Bans and multiple accounts
      If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
      You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.

Search the Community

Showing results for tags 'system'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Found 15 results

  1. So as you all know the sound system WILL get overhauled in the hopefully-not-so-far future. I made this thread so we can maybe somehow "help" the devs and give them suggestions on the sounds and such. First off, here is a video, although with blanks instead of real rounds (Real rounds are quite louder than a blank) showing off how gunshots should sound in an urban environment: Loud and echo-ey: Now, on the other hand, we have INCOMING fire. SONIC CRACKS. These are missing from the game. This is not as great of an example but I could not find any better. Very loud pops and cracks, like a whip cracking inches from your ears. We also have distant sounds. I feel as if they are too quiet. An explosion 100-150 meters already sounds relatively quiet and distant, when in real life, a distant explosion would be approx 400 meters. Here's a good example of distant sounds: Keep in mind that ALL of the examples I gave are in URBAN environments, so this would be fitting for Basrah and Narva, but not for maps such as Logar Valley. I know the sound designers know much more than all of us combined, and are striving to make sounds as realistic as possible, but I hope we can also contribute with a few examples.
  2. Hello I am a console gamer and I have recently noticed that consoles don't have ANY realistic war games. And I am looking to buy a computer solely to play Squad. Now, Me being the noob I am I know nothing about gaming computers and laptops and I'm looking for advice on whether or not there is a laptop/desktop that has and or exceeds Squads system requirements that is READY TO GO without having to buy a certain graphics card or something along those lines. Ill reiterate once more I'm a noob and I don't know jack shit about building a PC. If the Squad community can help me so I can get into the battle ASAP that would be awesome. Thanks! PS Please email me at: [email protected] [email protected]
  3. sorry for my bad english. i am in 80 players server and 2 btr and 2 truck in base but all players moving cant use vehicles because squad leaders not know how to use leader class.and this is vehicle system useless. if nobody use vehicles why vehicles have in game ? i can understant btr have claim need 3 guys.but why hunwee need 3 guys ? and logic truck ? i am in game i always see humwess and in humwess 2 guy(one gunner , one driver) and logic truck using for trasport not logic to fobs. i love this is game but we have vehicles and still we must run to objective and in big maps we must go too long distances and thats boring.after we reached objective one bullet kills.we must run again to objective. System all players must be play training and in this is training teach basics.if hi complete basic trainig gets. basic training medal.if he completed all trainings squad medal or something. and servers can request squad medal or basic training medal basic training medal : only play jensen and training or not request rank servers , and cant use cars vehicle training medal : can drive vehicles and be a gunner squad training medal : all class unlocked i think this is system can imporve i only write proposal.
  4. Happened again, single shotted insurgent twice in upper back with m4... but no hit reaction or stamina effect at all.. so what does he do? Instantly spin dive on the ground to full auto me. But with the broken hit system, I somehow still didn't die after getting hit multiple times. And a teammate killed him. 1) he shouldn't have been able to spin dive after taking damage (maybe new animation system can fix that) 2) two shots to back should have dropped him 3) when he shot me, I should have died. There are many times I have been hit and seen pink mist and still haven't taken damage. -I hope the new animation system can address this. But the monthly recap didn't mention it.
  5. Squad System Requirments

    I know there are system requirements on the steam version, but most of them on games are some what inaccurate. I have an Intel Core i5 4590 3.3Ghz. I was wondering if that CPU will be enough to run this game at decent at least 60fps and at least on medium settings. My GPU is more than enough to run it at high, but i'm not sure about my CPU. Hopefully i'm posting this in the right forum section lol. Thanks all.
  6. Dale here, please read further.
  7. Opinions On A Ranking System?

    You may think by me making this post that i actually want a rank up system. Well you would be very mistaken as i don't want a ranking system in SQUAD as even though it gives more of a 'pull' (to come back and play) its just not what i'm looking for in this game. I could go into detail as to why im sick of most games now having a rank up system but this post is directed to the community to see your thoughts and opinions on the matter to help out the dev team. Please reply with thoughts below - Thank you Daruth "see you in battle!"
  8. After seeing all these posts about kit and loadout systems and resource based spawning etc. I came up with an idea to combine alot of these suggestions together into one large working system. Of course ths idea is still fresh and would need some help from you guys to polish it out but let me just sum up the things i thought of. Btw pardon my english if i make any mistakes. First when a map is voted for there will no longer be the old kind of layout like in pr where it says "inf" or "alt" etc. Instead it tells us a number of "command points" which i'll cover later on. For example: "fools road 300CP" or something like that. After that the map will start to load and before we enter the spawn screen we enter a new screen which i call the "command screen". In this screen a commander can be chosen for example by voting or perhaps by server admins etc. If no commander is chosen then this is fine but i will first talk about the next thing. In this "command screen" the points i talked about earlier (CP) can now be spend on different kinds of troops from a list of units with all kinds of different stats, specialisations and equipment which could then form the layout and construction of that team. For example: - 60CP spent to unlock units from the 30th aerial service support. (which unlocks blackhawk choppers for transport and has some more logistical bonusses perhaps) -80CP spent to unlock the 11th raiding squadron. (which unlocks assault squads to be deployed. -60CP spent to unlock the 15th reconaissance platoon. (Which unlocks sniper teams and light scout infantry) -80CP spent on the 3rd tracked support company (which unlocks certain apc's ) Now a team has spent 280 CP from the 300 CP they had. This spending can be done by voting for certain units in the command screen and when a CO has been selected he will have a higher voting influence then the rest of the players. The same could be done with squad leaders but they then have to be selected in this command screen as well. You can however vote on multiple units for example a maximum of four units per team member. Then after a timer ends the average of all the votes will be automatically calculated and set up your team layout for the following match. The units that can be voted on and the limits they have can be decided by the server admins or game developers to make sure a team is balanced and not only consisting of CAS squads. Then when the round starts only these pre determent squads can be selected when creating a squad from a dropdown menu. And in the pre deployment phase a SL can drag and drop his squadmembers to his desired role in the squad menu Now this makes it possible for squads and teams to be totally different since it is now possible to have for example different kinds of infantry squads like a recon squad which for example has a max of 5 soldiers are faster in movement, more concealed, silenced weapons, more binoculars etc etc but may also be limited to only a few kits like 1 medic, rifleman, 2 marksman, 1 officer, 1 breacher. While on the other hand if an assault squad is unlocked it has a max of 9 soldiers with different pros and cons like more armour, more assault rifleman a lat kit etc. Etc. Multiple types of squads can be unlocked in the command screen as well as later in the game to have a more dynamic game, remember those 20CP we had left? Well they can be used for new unlockings later in the game when this team earns a certain amount of points by performing certain tasks like taking out enemies or capturing bases. Now the CP might also be used to "upgrade" the existing squads or buying support elements into the game like: uav's or jdams. Now the individual assets can be bought with "manpower" (MP). MP will be gained over time automatically as well as CP, MP can also be increased by performing certain tasks within a squad. However CP will have an overall value in the team and can be used by voting in the command screen later on in the game, while MP will be gained per squad and can be used by those squads to buy certain assets depending on what role the squad has. Now this system can be developed even further together with this suggestion http://forums.joinsquad.com/topic/137-integrated-squad-and-kit-loadout-and-restriction-system/which makes it possible for you to customize your squads in a limited way as a squad leader to your likings without changing the core of the squad like: an assault squad SL may choose between having 1 lat and 1 ar, or 2 ar's for example. This is as far as i've come right now with this suggestion. I could go on about this for hours but i think i've put alot of ideas on the table. Let me know what you guys think and if any of this could be possible in a fun and balanced way.
  9. Will Squad be available on mac?

    So I play all my computer games on a mac, Blasphemy I know, but I have been looking into Squad quite a lot and really do want the game. But nowhere have any of the devs mentioned that it can be played on a mac. If any of those who may know or any of the devs stop by please let me know cause i will buy this game in a heartbeat if it is on mac. So please some tell me?
  10. I had this idea several years ago for Arma 2 ACE and figured I would also share it here. I have always had an issue with the way reloads are handled in FPS' in that they provide the user with no choice in the way they want to reload and are pretty unrealistic, usually you are stuck with a slow animation in the middle of taking contact... it sucks. With this system the player will be able to make the choice in what reload they want to use in any given situation, giving thought and depth to reloading. Have 4 different types of reload and animations.1. (By Pressing R Once - Magazine Not Empty - Long Reload) Soldier pulls out magazine from vest and does a tactical reload and replaces magazine in vest(Can be refilled with loose ammunition, magazine is in inventory for later use {Also +1 Round})2. (By pressing R twice {or more} - Magazine Not Empty - Fast Reload) Soldier drops magazine from weapon on to the ground and inserts new one (Used magazine does not go back into inventory {Also +1 Round} - In game object, can be picked up)3. (By Pressing R Once - Magazine Empty - Long Reload) Soldier pulls out magazine from pouch and does a tac reload and replaces magazine in dump pouch - Uses bolt catch or racks bolt{Dependent on weapon} (Can be refilled with loose ammunition, empty magazine is in inventory for later use)4. (By pressing R twice {or more} - Magazine Empty - Fast Reload) Soldier drops magazine from weapon to the ground and inserts new one - Uses bolt catch or racks bolt {Dependent on weapon} (Used magazine does not go back into inventory/dump pouch - In game object, can be picked up) Anywho, can't wait for this game!
  11. Note: Obviously the nomenclature should be adapted to properly describe their appropriate situations. I personally don't know what people call a good SL, or a bad pilot, so please excuse any silly names listed below. The scoring method is what is important here. Most people can't seem to make up their minds on the value of scores. They are important, incredible, bad, distracting, elitist, etc.. What I have here is an idea that is possibly creates more of the same issues, but can absorb a little of the impact. Yes, it can be elitist, and you are elitist to think so. It grants people the ability to not only see what and how the player did, but also the way they played, to a limited degree. To those who go and look it up, they can find true information on what the name meant. To the rest, it's a vague indication. The number of kills through an OP vehicle like a tank or apc, or even a kit like autorifle, etc. are generally going to be higher than the rest. That's nice, but their performance is the real question at the end of the game. The numbers themselves can go into the numbers catalog somewhere where you and others can bask in the specifics of your glory. During the match, however, maybe you only get see your grades when you die. After the match, everyone gets to see each other's full grades. The grades could easily be A, B, C or what have you. The system here captures the grades into something with enough information that people can tell what you did without all the "gory" details. A good example of this is the teamwork score in PR. The numbers can easily go into the thousands, but what was it that you were doing? That's why I chopped the most important parts into "titles" that are assigned to players at the end of their stints. --- 1. "Traditional" score is never available to the player. It's just a pile of numbers and is merely a means to evaluate the player's actions in-game. 2. The partial score is seen to the player, when he dies, as a name title (as devs infer). The median score is shown as a name title to everybody at the end of the match. It is the analysis of all the player's partial scores, only showing the values that are most predominant. If the player was mostly medic, but ended up playing as SL at the end, the player would be titled as a medic. 3. This is what the score looks like: MuffriDer: Iron "Hunter" Tactician John Doe: Furious Warlord --- How it works: There are three components to the score. Three names. 1. The first name is an adjective. It is divided into categories: Commander, officer, grunt, griefer. For every category, an adjective is created describing each of these charateristics: Offense, defense, support, recon. CommanderFurious (aggresive) Iron (defensive) Generous (logistics and support) Watchful (recon) 2. The last name is a noun. It is divided into as many categories as there are kits and assets in the game. For every category, a noun is created describing 5 levels of excellence. OfficerWarlord Strategist Tactician Sheepdog Horse-GroomRiflemanWolf Point-man Trooper Drone GrasshopperMedicSavior Healer Lifeline Band-Aid QuackSniperAssassin Culling Threat-Multiplier Potshot OpossumHATTitan Predator Rocketeer Tourist Soft-Target 3. The middle name, or "callsign" is a word describing his teamates' view of him. A teammate can click on the player's name and choose only one vote from one category. It can be positive or negative. The votes cover teamwork, communication, discipline, kit/asset skill, etc. Whichever category garners the most votes, is displayed as his "callsign". If the player hasn't received any votes, no "callsign" is displayed. Each category has five levels of excellence and works as shown above. --- MuffriDer: Iron "Hunter" Tactician = A commander who was mostly defensive, a "Hunter" callsign (haven't gone that far), and that the commander was mediocre. John Doe: Furious Warlord = An aggressive commander who was a superior officer. He hadn't received any callsign (public opinion).
  12. So I'm well aware that the game is in pre-pre alpha. And many things still need to be worked out before polishing out or optimization even begins to come into place. However, this concerns me a bit as a backer who has proudly dished in $100. Are there any general minimum system requirements that you guys believe or know could run SQUAD? Nothing specific, just broad overview. I know UE4 fares well with a broad range of machines but I need some reassurance. It would suck if I back it, yet I struggle to play/test it. Here are my specs: Before I put it down. I currently run a laptop as I'm on the move often. Please refrain from derailing the topic into flame wars about what's better or not. Believe me, when I settle down, it's all self built desktop rig from there. OS: Windows 8.1 HDD: 1 TB + 24GB SSD (Hybrid Drive) RAM: 16GB DDR3-L 1600 MHz Kingston CPU: Intel Core i5-4200H 2.8GHz (Turbo 3.4GHz) GPU: Nvidia GeForce GTX 860M 2GB GDDR5 (mobile equivalent of the desktop GTX 750Ti; almost par to par the same)
  13. Something i always found missing in PR was a better way to maintain formations within infantry squads. since from my experience this is something infantry uses heavily on basically every organised army i thought that squad could provide an easy way of doing this. some of my ideas: - a menu in the game (something like squad management) that let's you set up and customize your own infantry or vehicle squads and formations. Just a simple screen that lets you click and drag the different soldiers and/or vehicles and roles onto a template which shows their position, their arcs and what role they have and lets you name this formation (like: File, Staggered file, Extended line, Arrowhead, circle etc.). So as a squad leader you would be able to select this formation (the same way construction is in the game right now) and then will show all of your squad members the formation you have selected in their hud and will show every squad member a little marker in the hud that floats around the landscape which is a bit faded (like in arma) that you will only see when you are within formation range of the squad leader (a range also the squad leader can select) which shows you what your position should be and what arcs you should have. - also within this menu i thought it would have to be possible to set up templates for a complete squad (or maybe even a platoon) in which you would be able to customize the sizes of your squad limited to what the devs ofcourse find balanced for a team. i think this customisation should be possible since different countries and use different set-ups for squads which they prefer (some use 8-10 man infantry squads and some use around 14) cause recon squads mostly only have a few men inside it with lighter gear and assault squads have the heavier gear and more men so more firepower. i think this idea would really boost and improve teamwork and boost the whole ''Squad'' principle since it is really hard to maintain and hold formations and organize squads when you don't have a 180 degrees field of view, i personally don't like a too crowded hud since it most of the times takes away a part of realism but just a little marker will boost the way squads will start operating and that will boost the realism in the way squads work and operate on every spot. attacking with your squad and all sprinting in the same direction in some weird blob formation and not knowing where your marksman or your machine gunner is heading? or attacking with your squad and moving in a almost perfect extended line perfectly organised for the best superiority in a firefight? please let me know what you guys think of this and if this would be able to be done inside squad and let me know if there would be ways to improve this.
  14. Deployables

    Sup' lads, With the new modular building system coming up, I just wanted to make sure we've got everything in that we want. I'm pretty sure the devs have thought this through rather well, if so i'd hope to see confirmation of these being added. Distance - I hope that we will be able to change the distance between the object preview and our character. Rotating - Speaks for itself, pretty sure this will be in though. Height - This option depends, ArmA has issues with objects floating 50% above the ground, and being able to change the height rotation etc really helps with putting down structures.in a realistic way. Snapping - Snab an object to another object, the way i'd see it is that every object for exame the simple hesco is a cube, a cube has 6 sides, so maybe put a snap point on the left,front,right,back, and top. Objects like roadblocks will only have an option to snap objects left and right etc. Objects groups - For example the hesco's, putting them down one by can become a little annoying when you're building something big, so maybe have the hesco menu option extend another option that lets you put 3 down in a row at once etc. I have to take a quik break, feel free to add anything that i've missed and let me know what you think.
  15. Logistics System?

    What kind of logistics system do you guys aim for in Squad? Will it be more like the one in BF2:PR with crates, or a completely new one? Thanks for the great effort, Micro
×