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Found 25 results

  1. Well after 50hrs of playing V13 have to say even with the server crashes and minor bugs I'm not going back. Any others feeling this way.
  2. With the changes in V12 -- increased map sizes, vehicle torque, FOB locking, persistent ammo, etc -- logistics has become a nightmare, ruining the fun and pacing of the game. It's particularly bad on public servers when people don't want to spend 10 minutes making a logi run up a steep hill, when they'll just get blown up and waste the effort. However, while most players don't like driving a logi all match, most don't mind a quick trip for supplies every once and a while. Solution: Player-built supply FOB's. The core of Squad is player interaction, so I think it's important to make sure the focus remains on teamwork, communication, and player driven actions. It still needs to be a fun game to play in both public and organized matches, and players aren't going to stick around to grow the community if they aren't spending most of the play time talking with squadies and shooting stuff. The idea is to make logi runs player-driven, short and sweet, but still vulnerable to ambush and supply chain scarcity. Supply dumps can be built at FOBs, which slowly generate supplies. They must be at least 1000m away from active flags, 600m away from mortars, and 1000m away from other supply depots. These numbers should be examined but I think they're a good starting point. This shortens supply runs on large maps and maps with crappy geography/steep hills, but still requires teamwork and planning to execute. This will encourage supply fobs to be built in areas where it makes sense: major cross roads, easy access, defensible, etc. However, mortars can't be spammed with free ammo from the supply dump, it still takes a logistics network to supply them, and supply dumps are placed far enough apart to prevent easy exploitation. This can also be used to keep old FOBs behind the front line relevant as the team advances. Logis get dragged from one base to the next and run between the current FOB and the previous FOB. Need supplies? Spawn at the previous FOB and pick up the abandoned logi there. Then fill it up at the supply depot and drive it forward. Getting pushed back? Dig up the Supply depot and move it back. Then build mortars to replace the supply depot and shell the enemy advance. Advancing quickly? Dig up the mortars and place a supply depot, then build a new forward FOB. Points generate slowly so you still have strained supply lines while teams are advancing quickly, and if the defending team is holding out against heavy assault, close supply points may run low and require longer supply runs to more distant points. Squads can also go behind enemy lines to make logi runs more treacherous/longer as trucks need to drive further back to avoid ambushes. Also, SLs will have to try and hide supply dumps once helicopters are added so that they don't get nuked from orbit
  3. Hey folks, I'm frequently getting the error "Out of Video memory trying to allocate a texture" after some minutes of playing. Anyone else encountering this error after the new patch? Playing on epic. Changing the graphic settings didn't work so far... Had no problems in v11... Rig: i7 8700k RTX 2080 SSD 16 Gig RAM Logfile entry: [2018.11.11-10.34.19:395][552]LogD3D11RHI:Error: Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed at D:\BuildAgent\work\caab4109d9ff6c5c\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:441 with error E_OUTOFMEMORY, Size=2560x1440x1 Format=DXGI_FORMAT_R16G16B16A16_FLOAT(0x0000000A), NumMips=1, Flags=D3D11_BIND_RENDER_TARGET D3D11_BIND_SHADER_RESOURCE Thanks for any help!
  4. I already made this post on Reddit but I will make a more complete version. I lately realized how powerful unopposed tanks can be and how important the first tank battle can be for the next 30min of the game. the only good counter against a tank is an other tanks.infantry hold anti-tank weapons don't deal a lot of enough damage to kill a tank they they can only be used to make them less effective by taking out components this gives tankers the ability to get very close with the enemy infantry. This allows them to take down FOB's this makes attacking very difficult if your team has the armor disadvantage. defence will also become a problem if the tanks get the possibility to clear out the objective if you build a good FOB this should not be a problem. ATGM's are the most effective at long ranges and but aren't really useful as a defensive tool since you need more than 1 shot to kill a tank you will probably get killed while reloading at close range. my main problem with this is that 3 people have a very big impact if the fun of the 40 other people on the enemy team. possible solutions are: ATGM vehicles: A lot of vehicles currently in game have variants that can carry ATGM's these vehicles would work like a mobile ATGM FOB and can be used by the tank squad. the Bradly can sort of do the job but at the same time it needs to transport and support infantry and it only has 2 missiles what is very limited. Buffing LAT and HAT: Make portable AT weapons more deadly at the side and rear of a tank they should not do a lot against the front. this will discourage tankers from getting to close to a FOB. make it easier to damage components and add more of them like tracks this will completely immobile the tank so if they get stuck inside the enemy FOB good luck repairing. Attack helicopters: I heard people saying that attack helicopters should fill this role but I think they may be to powerful they can be countered by AA but what is going to stop them from sniping from 3KM away with ATGM's at the same time they will have very good anti infantry capabilities. Lower tank respawn timer: not all the nerfs need to be against tanks, tanks counter tanks so if you can get the counter out quicker the enemy has less time to use its tank against infantry witch is my main problem with tanks at the moment they get used as anti-infantry when they have no vehicles to shoot at. buffing ATGM's: lowering the ammo cost for firing one but still not keep it high enough so it doesn't become a sniper rifle giving bigger FOB's a second TOW can be an option but only after it has spent an X amount of building points so it won't be an option to put to ATGM's on some mountain. I want to see tanks as an tool to kill other vehicles at short to medium ranges not to do WW1 like unsupported tank charges to disable enemy defenses so the cavalry can save the day. There biggest counters will be long range ATGM's and infantry hold AT weapons at close range and urban environments.
  5. Thank you for watching, feedback always appreciated!
  6. I used to get 100fps average @ 3440x1440 Ultrawide with all settings maxed out, I just played my first 2 games since v12 and my FPS was anywhere between 50-100 but constantly fluctuating massively, I assume this is a v12 thing as nothing has changed my end? My other games still perform flawlessly. Spec (for reference): CPU: i7-7700k GPU: Evga 1080ti SC2 Hybrid (Driver 416.94, not the latest because BFV ran like shit on the latest one) RAM: 16GB Corsair Dominator Platinum 3200MHz SSD: Samsung m.2 nvme I was hoping to get back in to Squad over the holidays but if it's behaving like that that'll put me right off.
  7. My game has consistently been crashing since V12. When a game finishes and a new one begins I spawn in and have low frames. My frames are then fine for a minute followed by a huge 20 second lag spike. Once again my game is fine then it suddenly crashes to desktop with no error message. I have uninstalled and reinstalled the game as well as cleared my user cache data via settings in game, neither has helped. My graphics are set way below what my PC can handle. Pre V12 my game was fine.
  8. V12.1 Performance

    Am i the only one getting worse performance in V12.1? In V12 was everything smooth... I cleared my cache, even deleted the Squad folder from %appdata% My Settings in V12 running just fine: Resolution: 2560x1440 Now i have to lower alot of settings to have the same result, for example: turn off Ambient Occlusion, lower the Super-Sampling to 1.25x and lower Effects to Low My Specs: - CPU: Intel Core i7 8700K (OC'ed: 4.8GHz) - GPU: Asus GeForce GTX 1080Ti ROG STRIX GAMING OC - RAM: G.Skill 3200MHz RIPJAWS V 32GB (4X8GB) DDR4 - SSD: M.2 Samsung 960 Pro 512GB NVMe(running OS) / Samsung 840 Evo 250GB(Running Squad) - OS: Windows 10 Pro
  9. Hello Last two night I had play some squad v12, everything look good except few stuttering then and there. But my major problem is when I try to connect to game server, my computer tend to stuck and sometime will restart itself(very rarely) This are thing that I already try: 1. Uncheck full texture cache 2. clear caching After V12 hotfix yesterday the problem still persist maybe I can send some logs or screenshot of my systems for troubleshooting? thank you in advance here's my spec: OS: Windows 8.1 - 64 bits CPU: I5-4420 RAM: 8GB VGA: GTX 1060 with 6GB ram HDD-SSD: Squad install on SSD(can't remember the model name) PSU: Jaguar 750+
  10. I use a low mouse sensitivity as a lot of gamers do to improve accuracy, so my hipfire mouse 360°/cm in Squad is a bout 45cm which means even with "Vehicle Sensitivity Multipliers" set to "2x" the turrets are extremely slow to rotate, to the point where I wouldn't be effective at all in a turret at any fast moving targets or switching between targets quickly. My mouse DPI is 1000 and my in game sensitivity is 0.15 so I tried setting a DPI of 8200 on my mouse DPI switch buttons for use just in turrets but even then the movement seems faster but there seems to be some sort of mouse acceleration/slowdown feature that just makes it all feel weird, is this intention for realism to stop people just quickly snapping to targets and owning everyone? If so I totally get that as it'll balance out vehicles and pretty much force them to sit back somewhere and take time to aim on targets, just wondering if I'm missing something? I don't want to be the only person sat there with slow turrets. Admittedly I've been on a break from Squad for a while but I'm sure turrets didn't behave like this on v11.
  11. Update V12

    Uninstalled. I'll be back after a few weeks, give them time to fix the update issues related to connecting etc. Spent more time on the load screen than playing. Estimates below 15% Chance of connecting to Server successfully 25% Chance of getting to In Game Load screen after connected to Server 35% Chance of Game time after passing In Game Load Screen 80% of Time waiting for above to pass successfully before Game Time I hope they learn from this when releasing an broken update and attempting a cash grab after a free weekend.
  12. Hello everyone, as the title says i can't play the game since the latest update. It used to take quite a while to start the game in V11, but it worked nonetheless. Now, after the V12 Update, it takes me 10 minutes to get to the main menu. I tried joinig multiplayer matches, but i always stay stuck in the loading screen. I gave it up after more than 20 minutes. I already tried verifying cache via steam, but that didn't change anything. And yes, i unchecked the preload textures option, I updated windows just yesterday, I updated .NET Framework. I checked my anti virus and firewall to not cause any problems. Why even should they ? It worked just fine last week, so it must be related to the patch. I can get to Jenses Range though(although that takes ages). (btw. i run the game on low-medium settings in 1600x900). I hope someone has a solution to this. Greetings, Lux System Specs: Windows 7 Professional 64 Bit Nvidia Geforce GTX 950 (2GB dedicated VRAM) AMD FX 4100 Quad core (4 x 3,6 ghz) 8 GB RAM 500 GB Sata 3 Hard Drive (WD5000AAKX-00ERMA0)
  13. Hello Squad Devs I'd just like to make a quick suggestion regarding v12. I've noticed that as an FTL I'm unable to hear communication from my SL when he/she is giving me orders. I have to pretty much be right next to them in order to hear the order. Can you please add the ability to have FTL members only chat with the FT they're in on the radio and make the squad channel only available for FTL's and SL? I hope this make sense. Regards, madmax9021
  14. Bug Help me out!!!

    Hey, I just updated squad to v12 on steam. When click Server browser the game start lagging on menu as the list goes on and get more bigger. Thus, the pointer of mouse is not movable on screen. Also when load any map after struggling, the game takes too long on loading and kick me out because of "time out", no clue what to do or how to solve it! Except Server Browser all other things works fluent and i am getting 30fps easily. But can't get into map. Also tried graphics with low settings abd cleared cache as well. Need help!
  15. It is kind of actually 'Thank you' message to Dev team and community for improving performance with V12 update. I can finally play the game without any stuttering what so ever (8GB RAM & 6GB VRAM & FX 8320 OCd CPU). It came as a blessing on me. I purchased the game in 2016 and could only played couple of times because of the serious stuttering almost every second. Never had more than 40 fps even with lowest settings possible and that made me leave the game multiple times. But now it's a bliss. More than 50 fps all time with lowest settings. BTW the tanks are awesome to drive and hope to see the helis and spaa(self-propelled anti-aircraft) soon. Still I want to address some issues which is making me uncomfortable and want these to be managed soon. First of all - the loading time. I am facing this since the purchase. It takes so much time that when I get to start a round, squads are already filled and don't get much of a choice except make own squad or stay unassigned. That's pain in the ass because I don't get to drive a vehicle or man the cannons. Point to add, when turning on 'fully load textures' game loading time increases noticeably huge (which is expected), but the 'server timed out' message after returned backed to main window after long (really long!) wait is so much frustrating. Even though there is no noticeable stuttering anymore but sometimes an awkward yet deadly stutter happens when there is a enemy in front me inside 5 meter and I'm aiming down sights. That exact moment it happens and enemy kills me even before get to fire any shot. Please take a special notice on this one because bit of a headache. It's hard to close combat with that issue. Next thing I think many would agree with me. 'The unbreakable small objects'. There are many small prop objects set inside the compounds and when driving vehicles sometimes gets stuck to them and can't be unstuck anymore. This is discouraging who loves to drive. I would suggest to change those objects into either destructible or non-collidable. Same goes for the small plants. As far I know small plants can't stand even against small vehicles like humvee or trucks but here it does and it's kind of unrealistic. Why not plants fall down to ground when collide with heavy object or from the blasts. That is a good physics. Last thing is the death window. It's fine with darkened view but don't you think the hearing capability would be dimmed when you're bleeding and lying on ground . I have noticed that when in death window the sound around body perfectly normal and has no effect on hearing - it's crystal clear. But that doesn't happen. When you're seriously wounded, even a strong person would hear dampened with head-spins. Even though the game still has long way to go but I'm not losing hope. Please do not disappoint the community and the community would not disappoint in return. Thank you and Semper fi.
  16. The round we played with Sgt. R. Taylor on Talil reminded me a lot of a singleplayer mission from Battlefield 3 campaign featuring story about Sgt. Miller. Decided to make a highlight of that round. Hope you'll like it.
  17. Wow, it's a gorgeous video, you guys must be so prowd! Absolutely stunning.
  18. I've played a lot of V12 during the last weekend and I like the new features like RAAS and the tanks but some of the new stuff turns out to be really annoying and should never have been implemented in this game. Calling out enemy positions in Squad channel is sometimes quite tough sometimes depending on your location as you always have to find spots you can refer to. This can be hard at times but is something that you can definitely learn and improve by just playing the game for longer than 2 hours. This new kind of ping marker for everyone takes away a huge amount of the game's most important thing - Communication. It just results in players saying things like "enemys / FOB on my ping" and makes the game even more casual and accessible by reducing the overall learning curve, which wasn't really necessary. In general the new UI changes are unneccessary and just too much, the map gives too much information now, like FOB circles, FOB supply point stats and more which destroys the immersion at least partially. Leave those things to the players! Let them talk! The only good thing I see about that is, that the Squadleaders role gets a little relieved by that. But the Squadleader role was always stressful and that's something you should be able to live with and also something that you can improve by doing it more often. Squad is already accessible enough, it just looks like the devs are desperatly trying to acquire more potential buyers by making those kind of changes, but this ruins the game for those who love the game for what it does best - Teamplay & Communication!
  19. Hi, with new v12 bipod bug occured. Can't place it on flat ground surface anymore....Not always, its like you gotta move around to find some place for bipods. ps Thx for v12, its awesome!
  20. So first off, i have about 800 hours in game. I personally think you have taken a step back in game play with this V12 Play test. My reason for saying this is... 1) Gun play has taken a step back. Feels like v10 gun play (which was horrible) 2) The Suppression system is so bad you get shot from ghosts. 3) Persistent ammo is terrible, i could see if your fob had the ammo and you spawn with the ammo. But spawning on a hab that has ammo and not getting it is a horrible idea. 4) The new Hab system is a horrible update. It takes 0 skill to take on an enemy hab now. 5) The Sounds in game have taken a step back from V11 as well. Good things i like what you did with V12. 1) The face lift on maps. (even though i wish we still had storage on Yeho) 2) The Tanks (obviously because we have ALL been waiting for those) 3) New updated weapons 4) More seats in the logi! huge plus! I think you were onto something great with V11. If you were to add and update the maps in V11, add the tanks and new vic's and fix the current bugs we have in V11 you would have something AMAZING...
  21. So if the game is going on the path of "everyone can revive" a downed man. Can we at least make the bandaging (I'm aware the dev's made it longer) even longer? I guess 15 seconds for non medics would be enough? And 8 to 10 seconds for field medics. My purpose is not actually for realism (apart of it is), but this is about to balance the pace of gun fights from the last patch. Before the patch, it is a huge struggle when you die. You have to wait for medics to get you up and rally point re-spawns are limited to 9, unlike the wave respawn in v12. So what I like about the system before is, it changes how gun fights work. Players are much needed to be more careful in the field, and firefights don't last too long in non-FOB areas. So im not really against to the "anyone can revive" I actually like it. Just make the revive timer longer so it balances out how firefights work from the previous build. Because right now, revive systems are too easy and overpowered.
  22. Is it possible to update the game logic and how it attributes TEAMKILLS for mines? Currently, if a player runs over a friendly mine the teamkill(s) get counted towards the scout that placed the mine. This is an unwarranted penalty to the scout. Especially, when/where the mines are marked on the map for friendly players. I've even seen cases where people intentionally run over the mines. Sometimes, causing scout to be automatically kicked from server. This is broken logic. Here's the suggestion: Change the code logic to attribute the death as a suicide (to the player that runs over the mine) If there are passengers in the vehicle, the additional deaths are then team kills (attributed to the driver, not the scout). Benefits of change: Encourage vehicle drivers to check map for friendly mines. Assigns additional passenger deaths to driver accordingly, as the responsible party for passenger live(s). Prevents abuse by penalizing the abuser, not the person playing the role as expected. Thanks,
  23. V12 Public Test

    Any word on when we will see a V12 test that lasts longer than a few hours?
  24. Can't we have v12 alpha test until the final v12 release like Insurgency: Sandstorm is doing with their Beta(until release of the game), with updates and stuff, so we can all enjoy and test it? It's free labor... i think it would a great help for the Devs and people would feel much more involved in the game, and would mean a much more polished final release of v12 with our feedback and bug reports, etc... And of course this idea would continue in further versions.
  25. holding shift allows us to control the vehicle speed a little, but how about allowing us to manually do it? like any racing game? anders would have a lot work to do