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Found 101 results

  1. Vehicles: Controls - steering.

    Hi all, This is directed at the appropriate Dev - or someone who already has knowledge about Vehicles and their controls, and mucking about with them. I have not looked at the vehicle control stuff yet but assume i can work much of it out, however i would like to ask before i go to too much effort and hair-pulling, weather having more than one set of steering controls is possible in UE4. I would like to impliment a dual control steering option for all vehicles, like that used in JO and other games, where you use the Mouse for fine control and the Keys for "hard" turns. The vehicle bit that accepts steering control input would accept both Mouse and Keys, via an 'OR'. So steering with mouse until hitting a key to get around that tight corner up ahead, and if not using the keys then defaulting to using the mouse. Of course when you use your FreeLook button, the mouse would go-freelook and you would rely on only the keys for steering, until dropping the freelook key and thus returning mouse control for steering. Mouse steering with on-demand Key steering. Mouse Keys | | \________ "OR" _________/ | control Is this possible? Cheers! .LJ
  2. POINTS-BASED ASSET ALLOCATION SYSTEM Just went over the post as vehicles have just been released, and thought I'd update it. The objective of this system is to create an asset distribution system that allows greater access to required assets, gives teams the ability to dynamically shape and react to a changing battlefield situation, while maintaining a reasonable presence of assets on the battlefield. Points Resource The points resource is a system exclusive resource that is passively accrued by players and used solely to purchase vehicle assets. The points resource is divided into three types: Squad, Crewman, and Pilot. Points Pools Each player has three pools, one for each of the Squad, Crewman, and Pilot points resources. The starting and minimum value of these pools is 0. A maximum value may be set. Points are not interchangeable between pools. Points Accrual To accrue points, a player first needs to be part of a squad. Once the player is part of a squad, he will accrue points into one of his three points pools based on his kit selection. Selecting a Crewman or Pilot kit results in the player accruing points in those respective pools. Selecting any other kit results in the player accruing points into the Squad pool. Points are only accrued while a player is spawned in on the map. Players who are dead or have not yet spawned in do not accrue points. Players with Pilot and Crewman kits can only accrue points while within 100m of a Purchase Area, or while operating an owned asset. The default accrual rate is 10/sec. Points Expenditure Squad points can only be spent by a Squad Leader with an Officer kit. The Crewman and Pilot points can be spent by the players who have accrued them while those respective kits are equipped. Squad points can be spent on light vehicle assets such as trucks, lightly armed APCs, and jeeps. Crewman points can be spent on all ground vehicles not in the Squad category. Pilot points can be spent on any aircraft. Joint Purchase Multiple Crewmen or Pilots can combine their pools to purchase vehicle assets. All involved in the transaction then count that one asset as their active asset, with all reductions and penalties that involves. Purchase Areas Vehicle assets can only be purchased in designated areas. These include helipads, hangars, and parking areas within respective Main Bases, but can also include captured objectives, such as airfields, and deployable structures. Active Asset Limit An individual player can only have one active Crewman or Pilot vehicle asset at a time. A squad can have multiple Squad vehicle assets active at a time. An active asset is one that is still on the battlefield, including any immobilized or abandoned vehicles. Active Asset Accrual Reduction When a player or squad has active vehicles assets, the rate at which points are accrued is reduced, based on the type of asset. For Crewman and Pilot assets, low tier, low risk assets impose a greater reduction than high tier, high risk assets. For Squad assets, a flat reduction of -3 is imposed per active vehicle asset. Loss Penalty When a vehicle asset is destroyed, players receive a penalty to their points accrual based on how long the vehicle asset was active before being destroyed. A 0 accrual period is applied based on how long the vehicle remained active. This is calculated by dividing 20 by the time(in minutes) the vehicle spent on the battlefield(20/6=3,33. Penalty applied for 3 minutes, 18 seconds). From 20 minutes on, a flat 1 minute penalty is applied. During this penalty time, the player accrues no points. If a Squad vehicle asset was lost, this penalty is applied to all squad members. If a squad loses multiple Squad vehicle assets at the same time, the penalties are applied consecutively. If a Crewman or Pilot vehicle asset was lost, this penalty is applied to the individual(s) who purchased it. The penalty in full applies only to the points resource pool of the vehicle asset lost. The penalty is not applied if the vehicle is destroyed by team damage. Carried Negative Penalty The 0 accrual period is applied to other resource pools at 50%. ----- This system would allow teams to decide their own vehicle layout instead of relying on pre-set vehicle compositions by map layer, drastically increasing the gameplay variety derived from individual maps. The division of the Points Resource into the Squad, Crewman, and Pilot Point Pools encourages players to stick to their roles, as does the relative reduction imposed by the Active Asset Accrual Reduction and Carried Negative Penalty. A Crewman can’t simply use his Crewman points to get an Apache, and an Infantry squad can’t suddenly turn into a tank division. Players operating low-risk vehicle assets won’t be able to accrue large resource pools that would tempt them to splurge on high-tier vehicle assets that they feel they can just waste, either. The passive Points Accrual encourages and rewards asset conservation. In concert with the Loss Penalty, the players who keep their assets alive for a long time manage to accrue more points to quickly purchase a new asset after an asset loss and avoid harsh penalties. Meanwhile, the Carried Negative Penalty ensures that a Pilot who loses his asset cannot avoid punishment by simply switching to a Crewman kit and start accruing Crewman points without penalty. The various mechanisms work together to reduce and eliminate most potential for abuse, griefing, and waste, and focuses on punishing the individual players and squads instead of the team as a whole. Asset Access Squad Leaders can grant and revoke access to any individual vehicles they have purhcased, as well as seating, to any squad or team member. Crewmen and Pilots can grant and revoke access to any individual vehicles they have purhcased, as well as seating, to any squad or team member Team Asset Restrictions Restrictions on the type and number of assets available to any team can be implemented in any way preferred. Hard caps(3 tanks only active at once, etc.), a team resource pool restricting how many assets can be active at once, potentially further restricted by asset category, or any other solution preferred. “Changelog” Simplified most mechanisms by removing exponential functions in favor of flat and linear ones. Made all penalties and reductions tied to individuals. Removed negative points pool values.
  3. Hi squads, i have a duobt. Will there be flashlights for weapons, and lights on vehicles for night maps? And night vision goggles? On the other hand later I will have more telescopic sights for the weapons? There are very few, I understand that is still developing, but there will be more variety of telescopic sights in the future? And finally on some maps they should eliminate the fog completely.Or can not reduce it by other issues? A Greetings.
  4. As a frequent squad-leader I like to drive. It gives me more control over where we wind up under contact and makes sure my squad starts out exactly where I want/need it to. However, sometimes my almost 8 ton (metric) truck can't get through a small bush. While I understand that maybe a techie would get stuck/tangled. It doesn't make sense with a truck that size. Even less so when it comes to a freaking Stryker or BTR. Same with the tracked vehicles. So, what I propose (if it's not way too complicated) is to make it so the bushes (depending on size and type) let certain vehicles through without collision depending on their weight and possibly even speed and type. This would not only make realistic sense, it would also make tactical considerations, route-planning and vehicle selection more relevant in-game. Especially in more heavily forested maps during flanking maneuvers. Lastly, please vote in the poll at the top of the post, it's one click and about 3 seconds of your time. It will at the very least give an indication to devs about wether this is actually desirable or not. PS: I get if this wouldn't take huge priority but it's one of my pet-peeves so to speak that sometimes gets really annoying after getting stopped dead in my tracks by a child-sized bush while transporting an entire squad to the objective in said 8 ton truck, especially at the start of the round where speed is vital. I'm not even sure if this engine would permit such adjustments to physics/collision. However if it does, I would be forever thankful! PSS: Not talking about destruction of bushes etc. since that would most likely be waaay too complicated to get working in this engine.
  5. Steering wheel control

    Hey Yall, I'd like to hear the input you have. This suggestion is about driving vehicles. We all know the "Tap, tap, tap, tap" you have to do while trying to make gentle turns in Logis, BTR, etc? I don't know about you but I find this pretty uncomfortable. I personally don't find vehicles very fun to drive simply because I don't feel like I have enough precise control over them. I was thinking rather than pushing left or right for a full turn, it might be nice to not have the steering wheel return to 0 without player input. So, lets say full left is -100%, middle is 0 and right is 100%. The player trying to make a long left turn would turn the wheel till it sits roughly around -20%, the logi makes its nice smooth turn, and then the player pushes right and recenters the wheel at 0 to continue down the road. An issue with this I can see is difficulty getting the wheel perfectly centered after turning, resulting in people swerving left and right trying to recenter their steering wheel. Maybe anything between -5% and 5% should resettle automatically after a few seconds? Anyways, just a thought that i'm throwing into the ether. Thanks! P.S. Sorry if this has come up before.
  6. Quick Question: Does insurgent motorbike require SL to approve claim?
  7. I would love to have a bit of variety considering nations. I would love to see more countries fighting in Squad with their own type of weapons (and maybe even vehicles). Example: France, they have the famous Famas F1, they could have the VAB or the VBCI as their vehicles or the Humvee. Example 2: UK, they could use the L85A2/L22A2, as for vehicles they could use the Jackal/Coyote or the normal Humvee. Example 3: Denmark, now i know this is quite an unusual nation, but it would just be so cool to see some scandinavian countries in war games, so far i haven't seen a single scandinavian country in a war game before. Denmark could use the M/10 rifle (I Know its a canadian/US rifle) as for vehicles they can use the normal Humvee or some other infantry fighting vehicle. I know it doesn't have to be just in Europe, these were just the ones that popped into my mind. There could be asian countries aswell and middle-eastern countries. I would just REALLY appreciate it if you guys would take my suggestion into consideration.
  8. Hope you enjoy this ear/eye/etc/gasm cinematic footage of a russian 3 vehicle squad. We'll be posting videos frequently on that YT channel. Feel free to comment here or in the video if you have any suggestions or thoughts. Thanks! Espero que disfruten este video orgásmico, vamos a publicar seguido videos en ese canal de YT. Buscanos en Steam si quieres jugar con nosotros. Comenta acá o en youtube si tienes sugerencias o lo que sea. Gracias!
  9. This is collected feedback and our opinion of what is needed (most fitting) to be added or revamped in Squad, to make it into a more polished product and to create a more tactical environment which supports and gives more importance to kits within the squad, and also because of that has a higher emphasis on teamplay. Basically the goal is to create "tactical" environment with gameplay mechanics, not just communication. Currently the game suffers from easy shooting mechanics (lazer shots ie. pinpoint accuracy for miles with ironsights) and fast paced ground traversal with infantry. This effectively is counter intuitive to tactical environment goal, because these arcadey gameplay mechanics do not support its teamplay environment. Keeping in mind that some of the features or animations might come with future update, I will still list those as this is aimed to be an open conversation, and also our long term concerns already, since we are playing Squad from beginning (before steam and after steam release). To make Squad more polished and finished product (listed in order from more to less important): 1.) Weapon collision animation. 2.) Weapon low ready position. 3.) Working bipods. 4.) Body position stances (CTRL + Mouse Wheel) example: https://youtu.be/ggvqnQAB6Fw?t=7m51s (Even if new animations fix the shooting over walls and windows, body stances should still be introduced. As they are needed when not close to an object sometimes and also they are becoming a standard in todays tactical shooters) 5.) When leaning to the sides character weapon should stay parallel with vertical axis, instead of 45 degree weapon lean like it is now. 6.) Ability to lean weapons on objects for better stabilisation (or so called weapon resting feature) 7.) Fireteam functions. Ability to mark teammates with colours, or something intuitive along that line. 8.) Make text chat smaller and in the corner of the screen, currently its obstructing the view, and in that regard its annoying. Maybe even an option to disable the chat altogether would be perfect for people who do not to watch at wall of text every second. Another solution is: make a small white message envelope icon and put it in the top left corner of the screen, when somebody types something in the chat, bellow envelope a number should appear. If there was 2 messages sent in text, bellow message envelope should be number 2 representing those 2 unread text messages. To view them press TAB, to close text press TAB again = solution. ***First three are absolutely critical. Currently the game looks very silly while everybody is aiming downrange all the time, every time a friendly looks at you he is aiming at your head like you are his hostage. To allow for more teamplay "tactical" enviroment in squad by improving gameplay mechanics: 1.) Make it so we are unable to sprint in water. 2.) Make it so we are unable to climb almost 80 degree steep hill. This will allow for more tactical environment instead of arcade fast paced, don't-need-to-think where and how to move, because we can move anywhere fast (currently very arcadey). 3.) Make bleeding more severe. If shot to the leg or chest or arm, make us unable to sprint like we are in the middle of the olympic competition or unable to aim properly if shot in the arm etc. 4.) Make FOBs more important. Attach them to the Flag Cap system. That FOB placed within the flag radius (not capture cadius!) will serve as a firebase ie. secondary flag/cap within a flag. In order to fully capture a flag you would need to capture that Firebase. Make FOBs buildable only if logistical lruck drops supplies on the ground. Also ability to move those supplies with infantry carrying it. 5.) Ability to share ammo between teammates. Rifleman class ability to take extra ammo (ammo bearer) for teammates and for LMG/HMG gunner. 6.) Being able to pick up weapons and ammo from your fallen teammates. 7.) Do an overhaul of bullet ballistics, make it possible for us to adjust the distance on ironsights and future scopes, grenade launcher sights. (This feature will make squad look more a finished and polished product aswell) 8.) Dragging wounded teammates (Confirmed, but still is on our list and is worth mentioning... ) 9.) Ability to switch to secondary weapon quicker, even during mid-load/reload animation or during any other animation. 10.) Introduce the (unnecessary) missing melee ability. 11.) Make HMG and SPG emplacement more user friendly. Example, if the 50 cal has already been loaded and cocked, there is no need for cocking animation if you get on the gun 2nd or 3rd time etc. 12.) Make it possible for the gunner to rotate/move the gun while reloading it. Make 50 cal and Kord HMGs have more wider arc of fire. 13.) Make HMGs more deadly and feared for approaching it frontally. Just a tad little more zoom and more cover for the gunner aswell would help that. Because now, most often the gunner is a sitting duck, with either no cover or insufficent arc of fire. 14.) Make a paperwire into a razorwire. Make sure we can build razorwire right next to each other like we could in the earlier version, so the enemy can't just walk inbetween 2 razorwire emplacements because there is a gap inbetween. 15.) Engineer class. Equiped with razorwire cutters and equipment for mining and demining AT and AP mines. 16.) Make vehicles have areas on them where they are weak. Armor penetrations, ability to track future tracked vehicles. Penetration system, armour and angle values. 17.) Healing/reviving inside of vehicles & ability to drag and put wounded teammates inside vehicles. 18.) HMG kit with M240 bravo for US side, and equivalent of kit for Russian, Militia and Insurgents side. 19.) Being able to tow stucked vehicles with a truck or armored car. Features that will make Squad more user friendly: 1.) Option to lock a squad. 2.) Little HUD sign when rally point is ready to be deployed again (Similiar to PR "Rally point armed and ready to deploy"). This sign should be as small as possible, to keep the screen clean. 3.) Mute a players microphone function. Bugs that require fixing ASAP: 1.) Being able to stay underwater indefinitely. 2.) Wheeled vehicles doing flips in the air. Things that now seems to be canceled but were in Kickstarter: 1.) Jets - not only would it bring the game value and standard up, it is crucial for true 50v50 combined arms warfare 2.) Snipers (would be possible and would fit ingame with revamped ballistics) Last thing is FREELOOK with full TrackIR support. Very useful for pilots, tankers and drivers. Also for infantry, just one scenario, you find yourself prone in the grass, enemy all around you, you do not want to move your whole body to look around because you would easily be spotted, instead just move your head around. This is crucial. By the way awesome job we cannot praise you enough for this: The positive feedback can clearly be seen on this video . And also in this thread: http://forums.joinsquad.com/topic/3412-free-look-trackir-support/ We have compiled this feedback together from almost everyday playing Squad, we didn't come up with all this yesterday. Please keep it civil in your responses, our goal is not to sound overly aggressive in this post, but at the same time we wanted to explain every feature and why it supports another feature or gameplay mechanic. Feel free to post more suggestions. We will/might add more suggestions to this post in the very near future. And in the end, we hope somebody from the Developer team will take time and read this, in detail, and hopefully consider it. ~S~ Yellow Ants unit
  10. Relatively simple: the BTR can't be rearmed without being in highest elevation (near +60°), or atleast with a tremendous amount of effort and time. This would be a nice hint for every surrounding soldier, if the maingun is highly raised. But it would be necessary to force a manual reload via key "R", like the gunner would do it manualy. An automatic reload would look stupid and could be totaly annoying during encounters. If the gun is not near the highest elevation, lets say atleast +50° before pressing Reload, the duration for reloading is heavily increased, marked by a red "R" in the ammo circle.
  11. steering weels system is not realistic. there is a delay between the action and the reaction of the steering weels, thats mean when we are driving any vehicle and we steer left or right by using the arrows the weels takes fraction of sec to follow the command, its not executed directly and thats make the driving system soooo hard and not realistic at all. you can keep the feeling that all the vehicles are heavy by controlling the throttle behavior but steering shouldnt have the same algorithm. pls fix it we dont have to start steering before the turn comes up. regards
  12. Are technicals now rocketships?

    Found this interesting feature the other day, loving the new vehicle physics
  13. Firt I want to make clear I really have trust in the developers and I really think those guys have the potential to make the game one of the best military shooters ever. I appreciate what they have done so far but IMHO they should reconsider the role of vehicles in the game. Before you stop reading please ask yourself the question did you ever play a game of squad in which a single BTR or Humvee survived the whole or at least 3/4 of the round? Second: Do you really fear vehicles ? When you are on patrol with your squad and an enemy combat vehicle suddenly appears do you think **** we are doomed or do you even care ? Some people might share my opinion others might not but I think vehicles are more or less useless and weak except on Yehorivka and maybe Kohat Radio. No matter whether the answer is yes or no, ATM Light-Anti Tank (LAT) has some major advantages in comparison to vehicles. The main reasons are : ( If you are lazy just skip to D spawning system cause this is the most serious problem!!) It is very easy to avoid vehicles since it is not really possible to go offroad with them cause they alwas get stuck on small trees stones edges n stuff like this. So most of the time vehicles are forced to stay on roads and drive forward or backward, especially on Chora and OP First Light, which makes them very vulnerable for LAT-Soldiers. Infantry can easily go everywhere, so it is not really hard for them to avoid or even ambush them. Infantry can hide behind nearly every corner or bush, this makes it even more easily for them to avoid or destroy APCs and vehicles in general. Cause of their size it’s pretty easy to crack them with LAT. The rocket does not even need to hit directly cause HEAT has some kind of splash damage. In comparison if you are a gunner in a BTR or CROWS you have a very restricted point of view and it is pretty hard for you to spot enemy soldiers. It is hardly possible to kill an enemy while they or you are moving. Please keep in mind it is really no problem for enemy LAT to sneak behind a vehicle and attack it from a hidden position. The spawning system gives infantry the most advantage. Infantry can spawn on nearby fobs and Rally Points. So in theory a huge amount of LAT can spawn and attack APCs or Humvees with their rockets. As a gunner of a BTR or Humvee you cannot kill every f...ing single one of these LAT soldiers. Cause of the reasons I mentioned before, LAT can strike from nearly everywhere. A rally point hidden in a forest next to a road gives LAT a save position from which they can flank and attack combat vehicles, sooner or later you are going to lose your vehicle no matter how good your aiming skills are. If you lose a BTR or Humvee you gonna lose 16 - 30 tickets and a new one is only available in main. You die as an LAT-Soldier no problem !!! Your team is going to lose just one tiny ticket. Just wait 20 seconds and try another attack, the second benefit of dying is that you always start with a fully loaded rocket launcher so you do not really have to care for ammo. This is the main reason why LAT has a major advantage in comparison to combat vehicles. It is very attractive to attack vehicles because the enemy is losing up to 30 tickets. Unlike reality no one really fears the consequences of dying, the game does even encourage you to play aggressively and maybe die in an attack because each time you die you get a fullly loaded rocket launcher!! I know you can always retreat to repair your vehicle, but why should you? It takes lots of time to drive back to main base or a repair FOB and back to frontline only to be confronted with antother spam of HEAT rockets !! You are more usefull and have more fun if you go on foot. Bearbeiten Do not get me wrong I like the idea of Infantry being a real threat to tanks and APCs but in this game combat vehicles are not a real challenge for infantry. ATM they are just nice to have but they are not really game changing. They just die too quickly to have significantly impact on the game. (Possible exception Yehorivka) I suggest 5 solutions to make the game more balanced Reduce LAT-Kit to one KIT per Squad !! Make vehicles ignore small trees and bushes, increase their ability to go offroad in general Give them the ability to use smoke to cover the enemy field of view. The devs already programmed smoke grenades so this should not take that long. Give them thermals. I know this is a sensitive topic in the community and some of you may consider them unfair, but keep in mind how easy vehicles can die and how short they survive in this game. If you do not want thermals, at least increase their zoom optic so it is easier for the gunner to spot enemies. BTR or CROWS could also stay a bit out of danger with better optics. I really would like to hear what the developers think about this, it would also be cool to know what real life soldiers say about how modern military forces use BTR, humvees n stuff. It really took me some time to write these lines, so feel free to discuss but if you do please behave yourself and do only post serious comments. Thank you for reading this !!
  14. Ok so lately I've been seeing more and more vehicles flipping over and getting destroyed for what it seems to be arbitrary reasoning. This usually happens a lot with technicals, but when it happen to a BTR which is 30 tickets it can be quite disheartening. Here's a video of me crawling along a riverbed when my BTR sees a rock and decides it had enough (plus some 'bonus' footage)
  15. Well, a really weid thing occured to me. My BTR flips while standing and not moving. Anyhow it seems like there is an invisible spot i cant walk into. After calling my squadlead to try to sandbag flip it again, he just says for him its normal. So he sits in and my BTR synchronized back again. Besides that for my Client the BTR was burning, but serverside it seemed fine.
  16. Usually I would upload this on steam but my video card died a few weeks ago and the community here is much more cooperative. 1)Most important rule : Do not rush with them!! Of course they have armor and you are protected from small arms but due to their size they are very easy to spot and pretty vulnerable to LAT and maybe more upcoming AT in the future. Therfore it is absolutley necessary to stay as far away as possible from enemy troops. I konw most ot you players want to make as many kills as possible, but like in real life the survival of your vehicle should be your utmost concern!! Always think twice before you move your vehicle closer to the frontline, always keep in mind you are an attractive target and it is not that hard to shoot an RPG on you. Saftey first !!Your survival should be more important than a few kills! 2)Vehicles are SUPPORT units NOT ATTACK units, so they belong in the background. Their role is to provide cover fire from LONG distances for the attacking troops. Footsoldiers always go in first while, vehicles stay back to support them. Do not use them agressivly and never use them without good infnatry support. 3)Combat vehicles in squad carry heavy weapons and due to their caliber they are deadly even on long range. Some vehicles even have zoom. So in general their main advantage is to fight from wide distances. On an open field you can easily use this advantage and gain fire superiority. In an urban area or in a dense forest you cannot use the range of your heavy weapons to keep AT and infantry at distance. Vehicles might dominate an area with wide field of view, but infantry is the king in cities and forests. Infantry can move more freely here and hide behind every possible bush or inside buildings. It is easy for them to avoid vehicles or ambush them. Keep it distant and avoid fighting in urban areas, or areas areas with dense vegetation. If you have to fight in a city stay on long straight roads and always make sure to have infantry backing you up. 4)If you absolutely have to go closer to the enemy, keep driving do not stop (not even too shoot) so it is at least a bit more difficult for LAT to shoot you. Minimize the time being close to the frontline for example just to unload troops. But in general you should avoid getting close to enemy lines, only do this in an emergency or if your team is about to win soon and loosing tickets does not matter anymore. 5) When you are hit do not stay on one point and dont try to find the LAT soldier, he might be closer than he should, sneaking up somewhere behind you. First drive away and then try to locate him from a safe distance. Keep in mind you are faster then them and it is more difficult to hit a moving target. 6) The damage of rockets depends on the distance between you and the gunner but in general a BTR can take up to 3 Rockets, Humvee can take 1 or 2 and technicals can take 1 Rocket before they explode. Of course heavy MGs also do damage. Always count the rockets do not wait for the last one finishing you. If the situation is getting critically get outta there. It is more wisely to repair your Humvee or BTR to fight another day. 7)The more repair stations you have the faster vehicles get repaired (Not sure that is still true). Therefore it is wisely to build a fob right at the beginnig of the game in your mainbase and build some additional stations. You have unlimited supply here so it does not matter. You can also place"just repair" FOBs closer to the frontlines or in the centre of a map so vehicles do not need to drive back the whole way to main base. This strategy allows them to return to the fight more quickly. 8)My favourite: You can also use them as static defense fortified behind sandbags to defend a FOB with just a few soldiers. It is very cost effective cause you just need a few sandbags and unlike a HMG you cannot take out the gunner so easily with small-arms, BTR CROWS gunner is completely protected from them. Fortified behind sandbags it becomes more difficult to hit a vehicle with a rocket. Second unlike HMGs you have 360 degree of view so they are really powerful if you want to defend a FOB !! Save construction points, just build sandbags instead of HMG 9) Communication and teamwork is vital in this game therefore always share information with your squad and work together, this improves the effectiveness and survivability of both your vehicle and your squad. If gunner and driver work together each of them can scan a different perimeter so the gunner does not need to scan 360 degree. I hope you like my "little" guide and can help me to improve it. If you want to add something or wish to discuss something, feel free to do so. But stay polite, it really took me some time to do this !!
  17. MRAPS?

    are we going to see MRAPS? seeing as the HUMVEE is obsolete in the U.S Military and no longer used in combat operations. Why not just make the MRAP instead of the HUMVEE and Crows system?
  18. Currently, sitting in one spot with an AK74 prone is many times more effective than standing up as an exposed target in the back of a techie. I believe a shielded techie machinegun was in PR, and I hope it is introduced in Squad too- because the current one has very little use other than wasting a ticket for the guy standing in the back and another for the lightly armored vehicle itself... The tactic is obviously supposed to be "keep moving"- but (for the majority of players) no matter how hard you try you will either run into something, go so fast you can't hit jack shit, or get instantly killed/shot a couple times and bleed out by someone hiding out of sight. This is coming from plenty of experience and observations from both sides of the situation. I'm thinking having shielding such as this, and possibly some sort of buff to either the techie's speed or climbing ability to make it a more versatile ambush asset as opposed to the traditional armed vehicles of the other factions.
  19. Vehicle recoil

    I looked around to see if anybody has made a post on this but I was surprised to see it was only very lightly touched upon. Upon bigger vehicles being implemented i'd like to see the rock and rolling back of vehicles when firing heavy weapons i.e. a Abrams rocking back from firing a shell a terrorists pickup truck bouncing around when using the mounted AA. Here's an example of this
  20. British army

    Hello guys, i just want to drop here this webside: http://www.army.mod.uk/equipment/equipment.aspx (I think) This is the official British army webside and it shows the equipment of the regular British army (Well, SQUAD is about regular troops and this web is perfect because it shows everything that the devs need to put into the game). It shows clothing, weapons, vehicles, etc. I post this to help the devs to implement correctly the British army (At the end of the day they are devs and not weapons experts), so maybe it can help them and also it gives you (squad player like me) a overview to what to expect about British army. If there are some orthography errors is because I´m not a perfect english speaker. Thanks
  21. Edit: 2016-10-05 http://joinsquad.com/readArticle?articleId=58 I just want to have a thread with all the confirmed vehicles that have been announced. Images, links and development status. I'am gonna try to keep this post updated... Help me if I have forgot something. M1151 Enhanced armament carrier Link: http://en.wikipedia.org/wiki/M1151 Status: In game Source: https://www.kickstarter.com/projects/offworldindustries/squad/posts/1247366 Minsk 400 Link: https://youtu.be/DRFS_As0by0 Status: In game Source: http://joinsquad.com/readArticle?articleId=10 Ural 375-D Link: http://en.wikipedia.org/wiki/Ural-375 Status: In game Source: http://joinsquad.com/readArticle?articleId=28 MT-LBM Link: http://en.wikipedia.org/wiki/MT-LB Status: In game Source: https://www.kickstarter.com/projects/offworldindustries/squad/posts/1255636 MTLB W/ .50cal turret Link: http://en.wikipedia.org/wiki/MT-LB Status: In game Source: http://joinsquad.com/readArticle?articleId=58 Technical Link: https://en.wikipedia.org/wiki/Technical_(vehicle) Status: In game Source: http://joinsquad.com/readArticle?articleId=38 M939 Truck Link: https://en.wikipedia.org/wiki/M939_Truck Status: In game Source: http://joinsquad.com/readArticle?articleId=52 BTR-80 Link: https://en.wikipedia.org/wiki/BTR-80 Status: In game Source: http://joinsquad.com/readArticle?articleId=90 M1126 Stryker ICV Link: https://en.wikipedia.org/wiki/Stryker Status: In game Source: http://joinsquad.com/readArticle?articleId=135 MAN Support Vehicle Link: https://www.youtube.com/watch?v=x4CXPyOSrGQ Status: In development Source: http://joinsquad.com/readArticle?articleId=112 M-ATV MRAP Link: https://en.wikipedia.org/wiki/MRAP Status: In game Source: http://forums.joinsquad.com/topic/1518-hmmwvs-need-to-go/?p=30329
  22. Helicopters

    This may be an ignorant question so I apologize in advance. I was a fan of PR and it is the main reason that led me to buy squad during their kickstarter campaign. I have been really looking forward to helicopters being added to the game. To be honest I have only played the game a small amount since I have had access. But I was wondering if anyone knew when helicopters would be out. Thanks TLDR: When are helos coming?
  23. Have noticed an increase of first flag rushes, The extreme was last night on Gordok BTR rush for militia first flag, joined to the delight of BTR / stomping miliitia. To the point that Russia capped everything. A slow starting pub side tends to need more time at the start to get going . Sumar has US doing crazed Mosque rush too and insurgancy to market. These rushes require organised players which pub sides dont have. Staggering spawn might mean more chance for pub based game not being fought on starting flags. And the demoralising effect it has on game play. This happened for a time with PR. Can we get staggered armed start. Timings Logstistic first Techs & Hummers 5mins AFV 10min Armour 15mins It's not the new larger maps its the crazed middle sized maps that have rushes. I just think it destroys game play. Perhaps stop any ticket bleed till half way through round time. Happy gaming
  24. It feels frustrating not to be able to fully look around and behind oneself when sitting in a vehicle. No matter where I am in the vehicle, I should always be able to look behind me.