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Found 28 results

  1. Royal Tank Regiment -- Fear Naught The Royal Tank Regiment is currently looking for lads who enjoy team work and communication to join our milsim community. Our group portrays the Royal Tank Regiment during World War II and Modern Conflicts. We offer full rank progression , real tactics, and specific job roles. Available Roles ARMOUR Armoured Corps Officer Armoured Calvary Crewman Armour Engineer Tank Crewman Vehicle Mechanic INFANTRY Infantry Officer Infantry Soldier Specializations Machine Gunner Designated Marksmen Mortarman Combat Medical Technician How To Join: https://goo.gl/XkAmv2 Discord: https://discord.gg/KBVnCuh
  2. Hi everyone, I'd like to start this by saying that I took heavy inspiration to make this from "Aragorn89," the creator of the forum "APC'S Guide For Dummies," go check him out. Instead of focusing on APC's and the basics, this will cover what I categorize as the "heavy vehicles," along with accompanying light APC's This thread will cover all of the basics, advanced tactics and pros, and cons of a variety of vehicles. The Following Vehicles will be covered: BTR-82A/BTR-80 MTLB (30mm IFV conversion) T72B3 M2 Bradley IFV M1A2 Abrams IAV Stryker APC To start, we'll begin with what I argue, is the most superior faction in terms of vehicular combat and effectiveness, which is the U.S. The US holds an overwhelming amount of vehicles, that vary from armored "mine resistant" vehicles to IFV's and tanks. Starting from the most basic APC, we have the Stryker. STRYKER APC (Intro) The Stryker while is real life is very versatile, in game it wields a CROWS .50 cal, not uncommon for lots of American vehicles. The Stryker is best used in fir support, that ferry's troops throughout the map. This is one of the biggest advantages the stryker has that unfortunately isn't used. It's very important that if you are using this vehicle, you should ferry your squad, or other infantry and cover advances or provide fire support. The Stryker also wields very decent armor, as compared to the Russian counterpart APC, the BTR. Pros of the Stryker: Armor succeeds the ones of most Russian vehicles Has the potential to kill any Russian vehicle besides a T72 Can ferry over a full squad Very fast for its size Available on almost all US layer maps Quick respawn and an expendable ticket vehicle Cons of the Stryker Gun does not succeed the Russian 30mm cannon on most of their APC's Somewhat bulky Cannot damage tanks Best Usage of the Styker: Since the stryker is an APC, it should be utilized that way, on big maps such as Yehorivka, its best to pick up troops from a point that has been captured or assist in a retreat to ferry troops to advance to another point or to a fallback point. You CAN use its gun against almost any vehicle, but be aware that it may take a while to kill something like a BTR. Avoid direct engagement with enemy vehicles unless you know you can win, such as a flank or direct engagement with a 14.5 BTR. Utilize CROW's built-in range finder and drop reticle for the most precise shots. 2. M2 BRADLEY IFV: IFV'S are the main crossover between Tanks and APC's. IFV's are best utilized in a multi-role scenario. While the Bradley a certainly haul many soldiers, it shouldn't be your sole intention. However, at any chance, you should ferry dismounts when going into a point. The Bradley is armed with a 25mm M242 gun, that fires HE and APFSDS rounds, capable of killing any vehicle in the game potentially. While also wielding a coaxial gun and 2 BGM TOW Anti Tank Missiles. (Picture Missing) https://www.baesystems.com/en-us/product/bradley-fighting-vehicle Pros of The M2 Bradley Very good armor against 30mm rounds and RPG-7's. Gun is very versatile and extremely powerful. Includes a third seat which is a commander seat Over 6 infantry dismounts Cons of the M2 Bradley Very slow, especially compared to even Tanks and other IFV's. Bulky target Sound and tracers make the vehicle very obvious to spot. Only wields 70 rounds 25mm APFSDS The engine is easy to hit, thus making it EVEN slower. Best Usage of the Bradley: While the Bradley does remain slow and bulky, it is one of the most capable and versatile vehicles in the game. The 25mm of the Bradley exceeds the capabilities of the 30mm placed on the BTR, most likely due to it probably firing Depleted Uranium rounds. Because of this, the vehicle is best used as a troop carrier especially at the start of the game, that once dismounts the squad can provide effective anti inf and anti vic fire. The Bradley also comes equipped with TOW missiles, capable of killing T72's. An experienced TOW user can kill a T72 in one shot if it is ammo racked. However, these missiles should not be used reliably in a range closer than 200m. DO NOT use the TOW against INF. The Bradley is best used in duality with another vehicle such as the M1 Abrams. With this combination, a variety of anti-infantry and anti-vehicle measures can be succeeded. The Bradley's front armor, not counting the engine hitbox can withstand all 30mm rounds and roughly 6 LAT hits. The Bradley wields a third "commander seat" which can designate targets for the gunner (lock gunner on to commander's view), by holding space. It is best to use the vehicle with a full three-person crew. Some small but IMPORTANT tips for the Bradley It is wise to not use TOW missiles against light vehicles such as transport trucks, unless very far. The 25mm AP is capable of killing a T72 with enough shots, IF and only shot in the rear. The Bradley can be one shotted from the Kornet, (not to be confused with the T72's Refleks ATGM). Always push into a FOB and points slowly scouting out for Kornets Since v12, the Bradley is nearly completely safe from any 30mm. 3. M1A2 Abrams: Tanks are where the real fun begins in vehicle combat. As a tank, you have the most advanced armor on the battlefield. Tanks can provide anti-vehicle support, Infantry cover, and as a vehicle, they provide the main fighting source on the battlefield. The M1A2 currently in squad has the best armor available out of all in-game vehicles This tank is equipped with a powerful 120mm cannon that fires APDSFS along HEAT, (High Explosive Anti-Tank) not to be confused with HE/fragmentation. The Abrams. Pros of The M1A2 Abrams Spectacular armor; is 100% lat resistant to the front/Half of the side armor Gun is immensely powerful Has 4 seats, including a commander seat and an extra 240b seat for the loader Very speedy and quick considering its 70-ton size Commander seat holds over 400 rounds, nearly twice the amount of the T72's Auxiallry sights make the gun extremely accurate when combined with the range finder Holds 40 rounds of sabot and HEAT, (20 each) which has the potential to take out an average of 20 enemy vehicles, (disregarding a scout car that takes 1 hit and the T72 that takes multiple sabots) This is more than nearly 7 times the amount of vehicles the Bradley can take out with its 25mm AP gun. Is completely resistant to any BTR/BDRM/MTLB, regardless of the type of gun. Cons of the M1A2 Abrams A very large target, especially compared to the T72B3's Size Loader seat is very exposed, even more than the open top .50 on an MRAP The turret is visibly separated from the hull, making it a vulnerability. Is very loud due to its Jet turbine engine, (Why it's so fast) Best Usage of the M1A2 Abrams Because of its amazing armor, combined with its fast speed and strong gun, this vehicle is arguably the strongest threat on the battlefield. However, because of its downsides, its very important you utilize this vehicle in the best way possible. Despite the gun of the M1A2 being so powerful, it still takes 2 hits to kill BTR's or MTLB's regardless of the Abrams ammo type. Speaking of the ammo type, it's a common mistake to confuse the HEAT with HE. While the 120mm HEAT can be used as anti-infantry with it's explosive radius, very similar to HE frag, it can also destroy any enemy vehicle besides the T72. For the T72, you must always use the AP Sabot rounds, but this is the only scenario where this would be relevant to use it over HEAT. Because the HEAT can destroy everything but tanks and is a very versatile weapon, it should almost ALWAYS be wielded unless the enemy tanks have not been destroyed, or they are close to respawning, which on average is 15 minutes. The commander seat of the Abrams, the same as the Bradley's functionality, has a .50 cal CROWS, that can lock the gunner onto a target by holding space. Alternatively, the gunner can alternate to the commander's designation by holding "E." The sighting of the Abrams is incredibly crucial for shooting accurately, especially under 200m and over 700m. Using the range finder, which is at the bottom of the screen displaying a number. While using this number, correctly adjust to the correct mildot with the corresponding number. For instance, if my range finder on an enemy tank displays 789m, and I have APFDS loaded I will correct the shot to the “800 or “8” mildot. This way, I can ensure my shot will hit. ARMOR: Its best to recognize your most vulnerable spots. First of all, when engaging enemy tanks from the front, your most vulnerable spot is your lower armor plate that sticks out slanted where the driver sits. Generally, enemy tanks can’t damage you from the front anywhere but there. Second, since you are invincible from LATS to the front, and pretty much the side, you should always watch your back, as LAT’s can seriously hinder your mobility if they hit your engine from the back. If you ARE fighting against a T72, always hit its lower plate. Under these circumstances, as long as he doesn’t hit you multiple times before you get a sabot in, you can guarantee a kill to the enemy tank. 4. T72B3: The T72, or the MBT of the RU faction in SQUAD is certainly a versatile and dangerous vehicle to deal with. With a overwhelming amount of weaponry, combined with its rather small stature, it can effectively deal with almost any vehicle on the battlefield. The T72 is equipped with a 125mm gun that fires APFSDS and HEAT, along with yes, HE frag. The 125mm is no stronger than the gun of the Abrams. The tank is also equipped with a Refleks Anti-Tank self-guided missile system, which sounds great, but is very difficult to use compared to something like the Bradley’s TOW missile, and it is also quite weak against enemy tanks. Pros of The T72B3 Fires a variety of ammo including HE and ATGM’s Is fast and maneuverable like the Abrams Holds a crew of 3 with “Hunter Killer” tech for the commander just like the Abrams. Good armor overall. Cons of the T72B3 ATGM’s are very hard to use at anything closer than 250m and do not do much damage against tanks. Unlike the Abrams, is vulnerable to LAT from the front in certain spots. Shitty rear armor can be destroyed by the Bradley’s 25mm Commander’s Kord MG only holds 200 rounds Kord MG cannot range find, nor have accurate mildots. Can be destroyed by the Abrams even if the T72 gets more shots on. No extra seat Only has 10 HEAT Best Usage of the T72B3: ALWAYS USE STABILITY BY PRESSING Z. Despite the T72’s flaws, its still an excellent vehicle, especially on bigger and open maps like Talil. If you are clever with the vehicle its certainly not impossible to kill enemy Abrams. The best thing to know for this tank is that your missiles are not best used against enemy tanks and at close range. For an accurate shot, you will need about 300m between you and your enemy. While its fragmentation is a nice upgrade compared to the Abrams, it means you will get less HEAT ammunition for enemy vehicles and only around 10 HE frag. The best use for the T72 it to always be beside your other T72 or with a 30mm BTR searching carefully for tanks, and wiping infantry with frag ammunition. Like the Abrams, its range finder will correct your shots at the range if used correctly. It's important to recognize your armor is weaker, and you will have to get a jump an Abrams hull to kill it. 5. BTR-82/A 30mm: A previously amazing and capable vehicle has been slightly toned down after V12. The 30mm is a fast and effective killing machine that can ferry troops while providing infantry cover. Pros of the BTR 30mm Very fast Effective infantry gun Fires HE and AP Can haul more than a squad of troops Very fast respawn time Expendable; 5 tickets EXTREMELY good turret stability Cons of the BTR 30mm is very hard to destroy enemy vehicles with Very loud gun Can’t damage enemy tanks Weak armor BEST USAGE: While the BTR is certainly not a bad vehicle, its lack of quality ammunition makes it hard to deal with enemy vehicles, and it also drains ammunition very fast. You should always use it as a troop carrier before you use it as a vehicle killer. You can’t damage enemy tanks so if you see one, run the **** away. That's it! Expect more from this thread in the future. I’m debating on opening a discord for vehicle tactics and usage, so if you are interested, PLEASE tell me. Thanks!
  3. British tank?

    The British Army could do with a tank. Challenger 2 would be correct, but would that be OP?
  4. I have been running tanks ever since they arrived on the scene. My crew and I thought we had everything figured out and under control after just a few rounds,however battle after battle has left us all,more and more puzzled. The first 3 or 4 rounds of squad that we played that involved tanks,we were able to figure out that the T72 has amazing front Armour,and can normally take on an Abrams as long as you angle the tank down,and hit the Abrams in the front center plate. We verified this by playing as the Abrams for some time. We also concluded hitting a T72 in the rear,side,or lower center front plate,could wreck it in short order. So every thing is fine right? We know each tank has weaknesses and strength,this is perfect. Wrong. It was some time later,after 12 or 15 rounds we started running into an anomaly,every now and then,we would meet an Abrams that seemed to have totally different Armour weakness zones. For instance,the "eye" of the tank (where the gun mounts to the turret) is normally a weak spot,and could render the tank dead after a few hits,was now bouncing shots right off it. At first we thought this was due to the attack angle E.I. us being to low to impact solid. But it continues,and after using Kornet launcher extensively,I noticed the same issues there. Some times I can kill an Abrams with 2 rockets,other times it takes 5 or 6. As far as I can tell the angles are not an issue,and if the explosion graphic can be trusted,I am hitting the same spots on the tank. This is frustrating,because it seems to be random,and takes away from the skill of tank fighting,when suddenly a tank is much stronger,and you have no way of knowing until you engage. Going to the firing range is no help,as the tanks there seem to have no Armour at all,and can be killed extremely easily. So I have to ask if this is intentional? Has anyone else noticed this? Is server health a big part of it? Where can I get a true read out of the tanks Armour profiles? is there a plan to normalize tank impacts in the future?
  5. IRL sights go black when tanks fire. This is to keep the gunner from going blind from the extremely intense brightness of the flame of the gun which is basically as big as the tank itself for an instant. It takes maybe a second or so until you can see through the sights again. Also there is no shaking going on as you fire. It takes more than a little gunpowder to rock sixty tonnes of armour.
  6. Turret traversing has definitely improved in a sense that anyone that tries to change their mouse sensitivity sky high will be faced with a deceleration mechanic to stop players from twizzling the turret 360° like it's some kind of toy. ha! What players are facing now is the lack of mouse pad to keep traversing the vehicles turret, which results in lifting the mouse up and over the mouse pad over and over again. When out of zoom mode the A and D keys could be used in conjunction to traverse the turret with the mouse. I would imagine A+D would be used by players to traverse the turret for larger movements and the mouse for adjustments and aiming. What you think?
  7. Realistic Tank aiming suggestions

    Will sight/aiming on tanks be realistic in the future? I hope. I can't speak for the Abrams but I was a gunner for the Leopard 2 MBT so I can tell you how that works at least. I suspect the Abrams to be very similar. Basically. Aiming with a tank is not hard. It is very easy actually. Even on the move. The sights are mounted on a mirror that can move instantly long before the turret has started to move those 15 tonnes. This is all good. Now once you have acquired a target, the first thing you do is press a button to fire a single laser shot. This gives you the distance, in numbers at the bottom as is visible in Squad already. However, please note that this eye-dangerous laser isn't active all the time so the distance will not always be visible and move up and down when you aim at things. There is actually also a reason for this and that is because there are things that warn for lasers, but more importantly you don't want a target being missed because it drives behind a tree close by, right? So, first you take measurement. Then comes the second part. You aim exactly at the middle of the target. Actually between the turret and the chassi if it is a tank. Then you press the button and YOU ALWAYS Hit basically. If it is a stationary target and measurement is correct, even in the move you are 99% going to hit it spot on km away when pointing the cross hair EXACTLY ON TARGET! The computer does all the calculation for so you don't have to aim above or anything like that at all. Now comes the third part. In case a vehicle is moving and you have already done your single range measurement with your laser, what you do is to follow the vehicle with the sights centered mid target at exactly the same speed the vehicle is moving - ALWAYS CENTERED, then you press AND HOLD a certain button which tells the computer to calculate exactly how much in front of the vehicle the gun should shoot in order to hit the vehicle. If you do it right and the vehicle is moving at a constant speed, your cross hairs centered all the time, you will basically always hit as well as long as the vehicle is not moving to fast towards or from you, which would change the distance thus tell the computer to aim too far in front, or too little in front of the vehicle. Distance is absolutely crucial here maybe more so than for a stationary targets because if it is a fast moving vehicle sideways, it will have moved quite a distance before the round hits, compared to a stationary target where the time to a hit is not an issue, only the height above the target that the cannon should elevate to. The round will land when it lands, so to speak. Now it would be really cool if you could implement at least one button for firing a single laser round showing the distance at the bottom, automatically adjusting cannon, i.e. the user don't have to compensate upwards. It would also be cool if you could implement that second "hold-to-follow" button to let the cannon auto adjust where to aim by holding it down. Please note that it is not mandatory to use this function. If the distance is correct, you could aim in front of the vehicle as well manually, but it would be much harder. So, 2 buttons please! Only one mandatory to use. Don't say it will scare of rookies because rookies are already scared off by the much more complicated mortars in such a case. Plus it is actually easy to learn and fun too do it the real way. Also doing it the real way should be rewarding I think. Please note that running and gunning will still be possible of course. For the second button I would suggest a quirk to make it work better with a mouse. This is because when using a mouse you have to constantly move your hand which reduces precision A LOT. In the tank, instead, you turn the controller thereby telling it to keep turning by the amount of speed you want, so to speak. Like a steering wheel in a car, you don't constantly have to move the steering wheel, right? So what I would suggest is this: First you use the mouse to follow the target matching the speed of the target by moving your hand, then you press and hold button 2 to keep the sights MOVING at the speed and direction you had when you started pressing the button, thereby disconnecting the mouse input so to speak. If you would want to readjust you could just release the button and follow again with your mouse then press and hold again to rest your hand while the turret keeps moving. This would be the closest match to the real deal using a mouse I believe. Just a few suggestions. Thanks for a better and better game!
  8. Currently gunner in armored vehicle has ability to discharge smoke grenade. But in real life, commander has that ability. Just remove ability from gunner and add to commander. This will make commander more usable and force people to use armored vehicle as 3-man team. 3-man as a one armored vehicle is more authentic too.
  9. THEMAL/ INFRARED

    Anyone know anything about developing the vehicles thermal vision?? In my opinion the game will remain crude until they implement it.
  10. Hi, all. In my honest opinion, the next tank added should be T-55 because it perfectly fits to Militia and Insurgents. It is found in many modern conflicts like a Syria, Ukraine, African civil wars as the simpliest using tank. Also it would be unfair to leave Irregular factions without any tank. Also, It has a simple shape. There are lots of blueprints on Internet and it would be easier to create by 3D Artist than T-90 with a lots of small details. Definitely, It will bring more realism to the gameplay
  11. Main Battle Tanks (MBT's)

    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 !!!!!
  12. I don't about y'all but I had to share this, I believe it could be a good addition in the future for insurgent forces when MBTs and large caliber canons are implemented. Terrorist and insurgent factions lack most conventional weaponry such as a fleet of tanks or other armored vehicles. I feel that this could add game play and balance if need be for the future of Squad, when trying to match up less advanced insurgent and terrorist factions against big strong and well equipped factions which naturally have the advantage. Outside of actually giving terrorist and insurgents tanks, which would kind of contradict their natural capabilities seen in the world. This example shows that terrorist and insurgent factions resort to innovative means of leveling the battlefield when they are denied access to the same technology and infrastructure of their adversaries. It is not expected that militants, terrorists and insurgents who lack any industrial infastructure be able to posses and maintain something like a IFV, or MBT. As an alternative I present you with these photos. I hope this post inspires the developers and if they did not know about this technology existing think about it for themselves, and how it could tie into the combined forces aspect of Squad, keeping true to the factions real life nature and allowing these smaller less equipped factions to match heavily armed adversaries in the theater of conventional warfare in future 50x50 game modes on larger playing fields. Also in the wild there are most likely many more adaptations of weapon systems to pickup trucks and other common civilian vehicles across conflict regions today which may also have a place in Squad's future. Thank you for reading, have a great day. Source: http://www.americanmilitaryforum.com/forums/threads/3rd-world-modified-military-vehicles.1572/page-7
  13. Well, I feel like it's confirmed for the future of Squad that there will be 'heavier armour' involved. And personally, I cannot bloody wait. Having a relatively realistic, modern military tactical FPS, with excellent graphics and aesthetics, and then being able to crew an MBT? I can already feel tear coming from my eye the moment I see a 120mm cannon fire and kick up huge dust clouds... and the sounds... Enough of the orgasmic thoughts. Onto my question; The one thing I think will ruin it for me, personally, is if they do not add tank interiors. I feel the role of a tank wont be firing the cannon at every possible moment, gunning it at high speeds and always being engaged in combat. I feel there will be periods of scouting and waiting for the right moment, or the right targets, if OWI play their cards right. I don't feel like this will be very immersive if we're constantly sat staring through a computer screen, it would be great if we could zone out for a second to take a look around the interior of the vehicle. And maybe, possibly, turn out of the vehicle too if we were a driver or commander? (The gunner can't turn out, and I doubt we will have a role for a loader as that will just be dreadfully boring ) So, as stated, will we get tank interiors? To give us something pleasing to look at, to give us the immersion we need and want when driving a 60+ tonne vehicle around a dusty battlefield eradicating targets with unnatural force. I mean, this is all based on a big 'IF', being if they add MBTs in the future in the first place.
  14. Anti Tank

    I personally think that the anti tank weapons currently are way too overpowered seeing how fast you can get killed if you are in a vehicle. anti tank weapons are heavy and are not easy to keep still for a longer period of time. I personally would like to see improvement on it, perhaps adding more weapon sway which you can stabilize briefly (like a ''really'' heavy sniper rifle), or giving missiles the chance to bounce off would solve this problem
  15. 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
  16. Model : T-90A MBT

    Not sure its right forum but it fits theme of the game
  17. 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
  18. 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.
  19. Top 5 Vehicles For Squad

    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 :)
  20. 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.
  21. Tank Controls

    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.
  22. 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
  23. 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
  24. Tank Barrel collisions

    Herro, Simple question/suggestion, will there be barrel collision boxes for armor?
  25. 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?
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