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Found 16 results

  1. Not sure its right forum but it fits theme of the game
  2. Heyho Squadies! I really like the infantry game-play. While it is easy to learn it is pretty hard to master. It feels intuitiv but at the same time it has a realistic feeling without being overly complex. This is, as I hope, will follow into the vehicle gameplay. In this topic I would like to discuss my ideas/ hopes especially for tanks, without knowing how they played out in PR. I draw my experience out of SteelBeasts Pro PE, which is a full fleched tank simulator. Despite being a simulator, it did a lot of things correct and simple. Crew-System While I would like to see a 3-men crew-system, meaning driver, gunner and commander being playable, I would understand when it would only be a two-men-system: Gunner + Commander. In the two-men-system the commander would be the guy who controls the movement of the tank and this solution seems to be the best IMO. Commander: He "drives" the tank, can look outside the hatch, controls maybe a remote-weapon-station (if available) and gets his own optics. When he uses the optics-mode, he can bring the gun on his sight with a simple left-click on his mouse. With a right-click he can bring his vision on the current sight of the gunner. This would implement a hunter-killer-ability of modern tanks and enhances inner-tank-teamplay. Of course in this case to fire the RWS would need to be on another key, but this shouldn't be a big deal. With a press on the "prone"-key, he would get the smoke-screen up. Gunner: He shoots the gun over his optics, without the ability to look out on his own. There should be two optics available to him: The "normal" main-optics with thermal-imaging and different zoom-level and a optical-solution with a fixed zoom, no Laser-Range-Finder or Dynamic-Lead as a kind of emergency-optic. Should the tank be only be crewed by a single person, an instant switch between both position should be possible, while driving should also be possible from the gunners-position in such an instance. How to fire the gun As you have seen, I haven't written much about the gunner in the part above. Shooting a tank-gun should be more complex, than shooting a rifle. I imagine it the following way, without getting too complex: 1. The player identifies a moving target over his optics 2. With the "Lean"-keys he zoomes onto the target and brings the optic on target. (e.g. with the left-lean-key you change the zoom, with the right-lean-key you turn on/off / change the Thermal-Imager) 3. Middle-Mouse-Click: Lasering the target, when "hit" then he gets a correct echo (he gets a solid red range number into his optics), when he misses (or the laser is blocked) he gets a wrong echo (blinking red number with the measured distance). 4. Right-Mouse-Hold: Because he needs to follow the target with his optics, this way the dynamic lead is "programmed" into the FCS. 5. Left-Mouse-Click: He fires the gun... when he got everything right, he hits the target... if not, he misses. What he needs to learn is to program in the dynamic-lead correctly (when he follows the target too fast during the "hold" period, he shoots in front of it, if he follows it too slow, he shoots behind it). When he got a wrong laser-echo, he needs to either lase again or shoot with a wrong echo by adjusting the distance manually (aiming above the target). Lasering isn't constantly possible. If you would laser too fast (around lasering every second), the laser might overheat and will need a short cool-down period. After the gun is fired, the crew hears some loading sounds and then a generic voice of the loader with something along the lines "Sabot in", "Sabot loaded", "HEAT in", "HEAT loaded", I don't now the correct terms of our English friends, they might help you out here. When such a system is implemented, using a tank-gun gets far more interesting and realistic. It would even be possible to put in the different mechanics of the nations, when wished, but I think the above system would be fine as a generalization. Is the enemy dead? This is an important point for me: Everybody knows that an enemy tank is destroyed, when his ammunition cookes off (while we are at it: can we have this please) or he draws the head (his turret flies away)... but when you hit an enemy tank with an APFSDS-round, the only thing you see might be a flash, dust and a standing enemy tank... you don't know if the crew inside is completely dead, if they are only wounded, if the gunner might be even alive and shoot back... you need to wait and see... or sent a 2nd round downrange until you are sure. Thus the damage-mechanic is important: Optics, Crew, Ammunition, Tracks, Engine, Turret-Rotation, Stabilizer, LRF, ... should be destroyable if possible and cause different problems to a crew of a tank... while at the same time you could still work with a invisible "health-bar" that renders the tank completely destroyed. When a tank is destroyed it should just stay there without doing anything most of the time and only with a small chance of a cook-off or explosion (which is of course higher, when the ammunition compartment was hit). Armor and Ammunition It seems the developer are on a good way here from what I found in the forums... but please, can we have working ERA? sincerly, Thonar
  3. First off, this game is unlike any other shooter I encountered; actuallyy I have a hard time playing anything else . I want to know if the developers are panning to add Main Battle Tanks in squad because that would make my life -complete. I love tanks and if we could have T-90 or T-72 that would be amazing. Also a BMP-2 would be much appreciated with the 30 mm auto-canon please let me know so I can sleep at night !!!!!
  4. Are squad planing to add main battletanks like the t 72.I think it wuld fit in the game. In a tank you also have to have a complete crew. U have to have a gunner reloader comander driver and so on. It wuld be fun to have to have a hole crew working all together in a veacle. This wuld be a good addition both to gameplay and to the reralisem of the game. And plz dont judge me spelling, I have dyselexia and im swedish plus im only 14.
  5. In anticipation of .. hope you enjoy ;) its just a small "selection" of course anything is possible! Be sure to subscribe and leave a comment! :) cya on the field :)
  6. So I was just wondering, what are the damage models on vehicles going to be like when they come? I'm really hoping for some pretty in-depth stuff, seeing as the game is based around realism. Nothing like Battlefield's damage models, which is pretty much vehicles with health bars and the only factors to take into account is the side of the vehicle you're hitting. Maybe similair to Arma's damage models, but hopefully a little more in depth. So for instance in Arma you could disable a vehicles turret and pop one of it's tyres while the rest of the vehicle remains fully functioning. Ideally if the damage models were a happy middle in between what Arma and War Thunder has. War Thunder depth damage models would be great, but it would put way to much work on the devs, so like I said, if the damage models found a happy middle in between Arma and War Thunder that'd be great. I would be really disappointed if they had to detail and were similar to battlefield's damage model.
  7. Im writing this now because I will probably forget it later haha, and its good solution actualy. Some players are against tanks in the game because they would become over powered. I ve been thinking about this for some time. Gunner: Ussualy in games you control gun turret with the mouse, but in reallity, you dont, you have stick, like in airplanes, and it works like AWSD. What I wanted to say is that gunner should control turret this way because it would become realistic, and it would be much harder to aim. He can pres shift for faster turret movement. Gun stabilization should be implemented too. Driver: Nothing special, you should only implement fuel in the game. Comander: Ability to use binoculars from the cupola, or however you call that place from where he can peek from inside the tank. I 100% understand that tanks are not priority for next 6 months or more, but you should really consider this. What you think about that? Sorry for bad English.
  8. I was bored, so I tried to come up with an idea, and I got inspired by the Bad Company 2 trailer/teaser https://www.youtube.com/watch?v=r70Rsgu1CXI (also secretly an excuse because I suck at textures). Afterwards I realised it would take too long and I wouldn't really gain so much from it. And of course I take no credibility for the Royalty Free SFX except the synchronization, and so on blah blah blah Now I realized the video is too dark and you can't even see the grass animation and few particles. Edit: I increased the brightness
  9. Yesterday I was playing some Project Reality, and I was in the APC squad in the Yamalia map. For those who don't know, that map is composed by medium grass fields separating "islands" of taller land with semi dense tree forests on them. It is a really enjoyable map, but playing as a Heavy Vehicle driver I discovered something that I had never imagined could be so annoying and detrimental to armored gameplay: the indestructible trees. While driving in between the trees, there were some times that I tried to just run over some trees, just not to go around them and lose valuable time (very valuable in fact: my other squad mates' LAVs were engaging enemy BTRs and needed my help). I wasn't trying to run over a baobab or anything of the sort, just a tiny little tree. However, the LAV just ridiculously bumped into it (even taking damage!), and I had to back off and maneuver around anyway. So the second or third time that happened to me I decided to come here and ask you to PLEASE try to implement some way for Medium and Heavy vehicles to just run over trees, as they would in real life, just like in this video: https://www.youtube.com/watch?v=MKnB5XabdxI (it's some old soviet armored tracked vehicle just not giving a fuck about some medium-girth tall trees) or in this one: https://www.youtube.com/watch?v=2wimFnubzrQ (an Abrams saying fuck you to a pretty big tree). I'm angry at trees right now, I know you can tell, but still, I think that if this could be done it would make armor much more versatile and the overall game more immersive. Maybe I got so insistent on this tree crushing because I had played this CoD1 mission (https://www.youtube.com/watch?v=ILI5zzKsHw0) on the same day the Yamalia Tree Conspiracy happened to me, but if a 2003 game could do it, then it just doesn't seem that hard to do in 2015 now. I'm no videogame programmer though, so that's why I came here, to hear why I'm wrong and this isn't convenient to be added to squad. Thanks for your attention.
  10. I could not find a thread for tankers, so hope you don't mind making one here. Squad development looks great.. and going so fast atm! Being a big tank nut I would like to suggest to please add proper tanks and apc's. So what is in my opinion proper tank implementation. There are only three titles that did it right, so use them as an example! (Steel Beasts Pro, RO2, T34 vs Tiger) I'm a Steel Beasts Pro player and that should basically be the aim for proper tank implementation. no need to make it a sim like DCS -make it possible to control a tank solo AND multicrewable. (if that is even a word) and for those screaming that you should not be able to solo a tank.. It's not like the tanks in battlefield.. where you are basically a sniper on tracks driving around the battle field. Soloing a tank gives you a disadvantage as you have to move from one position to the other.. so a multi head crew is always more effective. (if they communicate at all) I suggest looking at how they implemented the controls in RO2.. because that is basicly how I would implement a tank. Have at least the turret interiour, as this is the place you will spend most if your time (the office) , popping your head in and out of the cupola .. when turned out able to use bino's (but vulnarable to snipers etc). And when turned in and looking through periscope you have very limited view. Don't do instant switching from seat to seat.. just do it like in RO2.. there's a delay (or animation when moving from commander to gunner seat) so you are not able to just use a tank as a sniper and spam the battlefield. The problem when you force people to use multiple people in a tank is that you always have to get people online you play with. Believe me.. controlling a tank with people who do not communicate is a nightmare. And a tank is a large vulnerable object with all those infantry with rpg's. I rather see 2 tanks with interior and 2 apc's then 20 without. I think it would be epic to finally have a great tactical framework like squad that is the first one ever to have proper tanks like Steel Beasts and/or RO2. Both are great.. but steelbeast is mainly about vehicles, and in RO2 the maps aren't that great for tankers. I know implementing tanks this way is a shitload of work.. but please.. get someone on the team that knows the few good tank games and makes it his mission to get it right in squad. Yes, I see bumps ahead.. how on earth can you get interiors for the newer models for example. And if you need help I know my way around with 3D modeling.. just let me know
  11. Herro, Simple question/suggestion, will there be barrel collision boxes for armor?
  12. Edit:- At the bottom of my OP I have added user suggested alternatives. The Controversy Vehicle spawns have been tried & failed or unwanted in tactical/military simulation type games. However, PR gameplay does actually have a unique scenario which is common which could justify the feature in a limited context. Why? Your tank is fully crewed. Driver, Gunner and Machine Gunner set out on their journey to promote peace and democracy in their tracked beast which would probably be legally defined (in American law) as a weapon of mass destruction. Jokes aside, you've spent 3 minutes travelling to where you want to go whilst telling your fellow crew the most intimate secrets of your existance due to the excrucianting boredom incurred on the taxing journey (but it's only been 3 minutes). Suddenly your machine gunner has died upon 1st contact (sounds familiar right?). Now the heartbreak begins, Machine Gunner is no longer the machine gunner: RTB 3 miles up, 3 miles down to pickup your regenerated machine gunner?Crew continue playing as RPG magnet?Squad becomes split upMachine Gunner may be forced to lone wolf for sometimeMachine gunner may rage quitCan't be bothered making way to tank from Firebase or non mainbase spawnOnly mainbase spawn available Solution Conditional Tank spawning (and for vehicles that encounter similar scenarios). Example of conditions: In tank squadwas previously in 'exposed' part of vehicle (example - turret area of the machine gun of tank)was killed whilst in 'exposed' part of vehicle (eg turret area of machine gun)Only spawns in 'exposed' part of vehicle (eg turret area of machine gun)Possible additional spawn time penalty for this feature for gameplay purposes/balance issuesPossbily limit to once or twice per each spawn of each tank (for balance)Spawn can only occur in friendly capzone once the tank has been there for 1 minute User Suggested Alternatives That the feature replicates the fact that SOME tanks are crewed by 4 and not 3 "if a tank IRL has 4 crewman, and you only have 2 players inside (driver/comander and gunner), and someone dies, the dead player should take control of one of the other NPCs until there is no more crew available." Tank SL To Deploy Rally I think maybe alternatively, you could allow a Tank SL to drop a rally whilst he is inside a tank? Or even then you could dismount, drop rally at the expense of no time at all Concept Is Present in Other Areas Of Game (addressing gripes) Shot players can be resurrected and brought to full health after being shot. Why not the tank MG gunner? SLs can drop RPs. Why can't Tanks spawn in 1 crew member (or drop RP) with added spawn conditions? Thoughts?
  13. I know that vehicles are 5 miles down the development path, but I have a suggestion for controls of the turrets. Dont enable turret gunners to control the turret with a mouse. I've played my share of BF2/3 and having that DPI adjust can really be useful in combat, but its so far from realistic its painful. Those 2 ton armored turrets are spun by regulated stepper motors. They have very fixed maximum turning speeds. This is difficult to regulate when you allow mouse input. Mouse input for guns make sense because you move small-arms with your hands directly.Arrowkeys/Numpad make sense for a tank turret because there are exactly 2 planes of motion. Yaw and pitch.A modifier for motor movement for trim-adjust (fine) would assist in exacting your aim.A keystroke is a binary input and is equivalent across all keyboards.I think facilitating the capacity for 360-noscope-turret-shots will be endorsing less calculated play for tanks, especially in urban environments when tanks are at a de-facto disadvantage for maneuvering. This disadvantage should be a crucial mechanic of the game, and preventing this is a good way to help that reality be reasonably approximated. Source Material for Consideration: Turret Turning Turret Turning Turret Cockpit/Controls
  14. https://www.youtube.com/watch?v=MmNkafvLAYU&list=PLPTK08BmHAN_foFeqJb96a4HCn0Hs8MAC&index=2
  15. Hi, I suggested this same idea to the developers of the Festung Europa game. So here we go: ----------------------------------------------------------------------------------------- Had this idea a long time ago when thinking of tank controls with keyboard. Tanks should be heavy and clumsy, and not like RC cars like in some games. So I thought why not control each track on its own and throttle on its own? This way you'd have realistic control over your tank and you could make it move more like a real tank instead of driving forward and backward and steering it like a car. I invented this control system: So with W and S you control the amount of your throttle, this way you can move really slow or fast (full control over the speed). With Q and A you control your left side track, Q making it move forward and A making move backward. And with E and D you control your right side track, like in above. Just like in real a tank now you can do fast spins and move accurately. Space bar could act as a handbreak for quick stops. Arrow buttons (or WASD) are for the tank gunner to move the turret, I think there should be no mouse control over turret to make it more challenging (especially when infantry is around). If you've played Red Orchestra: Osfront 41-45 you are already familiar with controlling the turret with keyboard only. Then if a manual ranging system is needed the Q and E keys could be used to dial in the range when in the gunner seat. What do you think? Realistic and challenging, ain't that what we all love the most?
  16. Interesting and very informative video on the first tank battle. Edit: Realized I could have the video embedded if I don't make it a link.