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Found 119 results

  1. FREINDY WALL OF TEXT INCOMING! GET INTO COVER! I love the new ammo system. It really makes it possible to starve out a heavily fortified FOB if the enemy is unable to keep supplies flowing in. I find myself taking my squad to disrupt supplies and cutting off reinforcements more often than going directly in to the meat grinder that is a HAB attack, and If my squad succeeds it means the FOB will get starved of ammo and my team can move in and destroy it. I think this strategic level of play is what I love most about squads gameplay right now. For me it has never been the kills, or score, but the slow play of trying to stack the odds against the enemy team by denying enemy recourses, splitting their efforts and keeping my squad alive. At the end of the round the stat I rate my success as a squad leader is the amount of casualties taken, haven’t managed to pull off a clean sheet yet, but that’s the dream/challenge. (And for those you you how read this as me playing as a behind the lines commando unit. You are wrong. I usually play really close to the objectives, but with a mindset of controlling enemy movement, supplies and drawing their attention to make room for my team to move in rather than trying to go for the kills or caps myself, usually every other squad is rushing into cap already). I really like the change that anybody can revive, cause it keeps more players on their feet actually playing the game and contributing rather than in “hold spawns” loop, watching the map. I made some notes for suggestions/ideas while playing way too much squad this weekend. Hoping for feedback. Bugs: 1.) BUG! My keyboard layout/language keeps changing at seemingly random. It’s key under the escape key that I have bound to command map and it keeps changing from § to ‘ to ö. Strangely § and ' are keys that are in that location in some keyboard layout, but ö is on the other side of the board in my native Finnish layout. Still trying to figure out what causes this, but it seems to happen most frequently when entering/exiting a vehicle and placing a rally/buildable. This bug is also present in Post Scriptum so it could be a bug in the engine? Sometimes F1 also gets randomly assigned to § , ‘ or ö Map: 2.) Hold for map keybind. This would be such a big quality of life improvement for me, since I keep checking the map constantly, I hope it could make more players more map aware and help with getting more accurate enemy markers on the map. It should work like any the hold to bind, so map is only open for as long as you keep pressing the button 3.) I’am not a big fan of the UI for marking enemies on the map. Would rather have a radial menu on the map (It used to be a radial menu?). Also would love to be able to mark anything from the SL radial menu. Maybe have the middle “point of interest” button could be a kind of sub menu that you can cycle with the mouse wheel with all possible markers available. Also having the buttons in “mark enemy” submenu cycle with mouse wheel. The mark enemies menu arrangement feels kind of wonky for me at the moment. Most of the time I need to mark enemies quickly, but in the menu the 12 to 3 o'clock position that I hover my mouse over when entering the menu is for marking a FOB, which is the marker I use the least. I would suggest a new button placement, with mouse wheel functionally to scroll tough every marker of that type, in a clockwise order starting from 12 as follows: Infantry, armor, FOB, vehicle. And the middle of the mark enemy submenu we could have (with mouse wheel scrolling) all of the request markers. 4.) I would love to be able to place lines and arrows on the map. I don’t want to be able to draw on the map, because public servers are a thing, but to be able place attack arrow and defend lines to help me better coordinate my squad and team. These would only be accessible trough command map. The interface could work like this: Pick a line/arrow tool, click to place staring point or said line/arrow, the line orient towards the mouse and keep following the mouse unitl clicked again to lock the direction and place the line/arrow on the map. Lines/Arrows could have a fixed length or be user definable with a reasonable maximum length to make it harder to draw certain body parts all over the map. 5.) I’am hoping we get topographical commander map at some point. It’s sometimes really hard to see elevation differences on the map. Would also like if the commander map would clearly define forests from fields. 6.) I feel like we need a new zoom level in between fully zoomed out and the next zoom level in. Full map is too wide and one zoom level in I feels too zoomed in. Mechanics: 7.) The new ammo, revive and rallypoint systems are truly amazing gameplay mechanics to give players a chance to be alive more than before, but not begin able to mount attacks without proper supplies, it begin easier to get people back up also really helps with squad cohesion. I think the next step might be to make spawns a resource like ammo and building mats with a cap of 40(?) per FOB. The only problem might be that if spawns are ferried by a logitruck a behind the lines supply disruption might become too powerful, a possible way around this might be giving fobs passive spawn resource regeneration, this would take some weight off logi squads so they don’t have to do that many runs to cap off the spawns on defensive FOBs. Maybe something like +2 spawns a minute if no-one has spawned in 5 minutes, so defensive FOB's would get fully loaded with spawns in 25 minutes with no logi effort. If implemented someone need to come up with a formula of how much ammo/building is one spawn. Maybe 10 spawns = 1000 supplies? Maybe logitucks always carry 10 spawns + room for 3000 supplies. 8.) The rallypoint system is really good, but could still maybe be improved upon. Rallypoints could have a limited amount of spawns to force players to pull back from an attack if they are in danger of running out of spawns on their rally. This could cause a new dynamic into the game where every attack doesn’t end in a wipe, but rather sometimes in a disengagement or a rout. I Think a full squad worth of spawns for one rally could be a good starting point for experimenting. 9.) The amount of rallies could also be limited and cost ammo to recharge, I feel like 3 rally points would be enough before SL needs to get a refill from an ammo source. 10.) Played a couple of rounds of Post Scriptum and I really liked the way bushes and water slowed your movement down, creating natural chokepoints on the map. This is quite similar to my earlier suggestion thread about having different movement speeds for infantry depending on the terrain, but just adding this feature and making walking faster when on roads, could be a nice middle ground. 11.)Taking on a really steep incline should also slow down movement speed to create natural barriers. 12.) I feel like this has been discussed before, but I think you should be able to pack up buildable weapons, if shovelled down they should return building materials to the FOB. This would allow squads to react to enemy flanks and keep enemy armour guessing where the TOW is located. Ofcource there is the problem that in theory this would allow players to dig up HMG’s to build up TOW, but I believe the time it takes to dig up a couple of emplacements and the fact that you are trading them for a TOW is enough of a penalty. UI and quality of life: 13.) I’am having a lot of trouble adjusting my mouse sensitivity. When I get everything adjusted the way I like in game my mouse is moving extremely slow in menus and on the command map. Would it be possible to have one more sensitivity slider for command map and ui? 14.) Don’t know if the UI scales with resolution (playing in 1920x1080), but I feel the left side of command map and spawn menu is starved for space on the vertical axis, with a full squad open to see their kits, you don’t have any room to view see any of the other squads with out scrolling. So the suggestion is to have the UI use more of the horizontal space for example, have squad members in two columns in the same space one squad member uses now with SL taking up both columns. This way you would get a nice symmetric layout and save some vertical space. In a perfect world this would auto arrange by fire teams, with alpha on top. I know some people are gonna dislike this, but I don’t really need to what gun someone is wielding, for me only name and kit would be enough. This could maybe be an option in the settings, to give players (me) choice to see or hide the weapon in exchange of seeing more info about your team. 15.) As a squad leader I would love to be able to box select squad members on the map and assign them to a fire team. Since a lot of the time squad cohesion breaks down at some point and you kinda have to make fire teams up as you go. Vehicles: 16.) I really like playing a squad that has an attached apc, ifv or mrap. Only problem is that all vehicles with open turrets, getting into the gunner seat is a death sentence, since the enemy know exactly where to aim as soon as you start firing. Would really like it if the gunner had a chance to take cover inside the vehicle, but still maintain some visibility, so you could suppress the enemy with the MG, and when they start returning fire you could take cover and wait for them to shift their fire off you again. This could make the MRAP and FV432 a little more viable choices as for infantry support vehicles rather than just battle taxis. 17.) Vehicle gunner views seem quite zoomed in even when zoomed out as much as possible. Don’t know if this is realistic or a design choice to force players to run vehicle with a crew of three, but I would love to have a bit more zoomed out view in the gunner seat. I’am also a big fan of the suggestion of binding unzoomed turret rotation to WASD and keeping zoomed in controlled by the mouse. With the exception of commanders view, which could be controlled using the mouse even when zoomed out. 18.) I bet this is already in the works, but vehicles really need a reverse camera (for those that have one in reality) or a view looking back from the driver window or rearview mirror. 19.) I bet this one is also coming , but I wish jumping off a moving vehicle would cause damage, don’t mind friendly vehicles running over you not doing damage, but I feel like vehicles should stop to unload passengers. 20.) When playing with vehicles every now and then due to bad driving, going off road or just bad luck vehicles get stuck on the map. This creates some amazing experiences where you need to to defend the precious vehicle from an incoming enemy while you try and get an other squad with a vehicle to come and try to unf*ck your ride. The process of actually ramming the two vehicles together until both are free or stuck is quite immersion breaking. In Post Scriptum you have the ability to reset vehicle, but I think, just pressing a button to reset a vehicle is way too easy. I suggest that you should be able to reset a vehicle, but only if you have an other vehicle in close proximity. Idea begin that the other vehicle can tow the stuck vehicle out of the ditch. This would promote teamwork and hopefully less vehicles and tickets will be lost due to stuck vehicles and no more need to ram stuck vehicles. The best interface I came up for this would be to have a person “pick up” the vehicle and place it down like a buildable within a radius originating from the original position of the vehicle or the position of the vehicle not begin picked up to make sure you can actually get it back on the road. With this interface there might be a need to figure out way to stop people from carrying tanks up a ladder to rooftops. Limiting the radius to 5 meters could be a good place to start. One way of adding and extra layer of work to get your vehicle back on the road could be either using shovels to pick it up, or needing shovelling to make it enterable again after the relocation I want to give big thanks to everybody working on the game, some of you maybe even since 2004. PR and Squad are one of a kind games, you have truly come up and mastered a new genre of gameplay mechanics! Thank you for the countless hours of PR and the countless hours of squad yet to come.
  2. 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.
  3. So with A12 coming along and the introduction of fireteams coming as well. As well as major assets such as MBTs, I think it should be time to discuss how vehicles should be fitting in to a team. Should we go full PR style and just have one squad that claims all vehicles through server rules (or possible ingame implementation)? Or should we have vehicles like IFVs and APCs be attached to squads to form mechanized units? Should there be an option in the squad creation to make a squad dedicated specifically to assets? Should assets be in their own little squads and linked to whatever vehicles it's attached to and is available? (I prefer this idea as it would allow people to play together in the same tank without one squadleader technically owning all the tanks and being a **** and kicking all the people he don't like). Should IFVs and APCs be able to attach themselves to infantry squads for proper coordination? (assuming a vehicle has its own little squad assigned to it as mentioned above).
  4. The Yearly Crewman!

    So you join a casual game of Squad and you feel like you finally have what it takes to handle a combat vehicle. You create a squad, you grab a partner and decide to take the biggest beast of them all, the BFV (Bradley Fighting Vehicle). You start the engine and roll into the map, eager to kill your opponents! You settle on a hill and watch the horizon, hoping to see the enemy and blast them out of the ground. Next thing you know... BOOM! You just got hit by a rocket, but you don't know where it came from. You frantically search your surroundings but see no signs of the enemy, so you tell your driver to get you two the hell out of there. Just as you're turning around to retreat... BAM! You find yourself at the menu screen, baffled as to what the hell just happened. You're embarrassed, but you are also discouraged. So out of frustration, you quit the game. ___________________________________________________________________________________________________________________________________________________________________ We've ALL had this experience at some point in Squad when crewing a vehicle, it's very discouraging and it never feels good. But do not worry, my friend! If you're looking to become an effective crewman, you've come to the right place. So sit back, relax, and feast your face on this article. HOW TO BE AN EFFECTIVE COMMANDER 1. ALWAYS HAVE A MICROPHONE - I cannot stress this enough. You are not a commander if you do not have a microphone. You are the voice of reason, you are the one who gives out orders, you are the leader! How can you possibly do these things when you can't even talk? Get off your chair and go purchase one for $20 or less, it's not that hard, my friend. 2. COMMUNICATION IS KEY - An effective vehicle commander is always talking to his crew members. As the commander, your duties are to call out tangos, communicate with other SL's, and to always keep the map updated. Keep your messages short and simple with your crew members, ESPECIALLY with other SL's. 3. KEEP YOUR COOL - As a commander, your experience in a vehicle will not always play the way you expect it to go. In fact, you must never have expectations in the first place. If things go wrong, be patient and be positive. You can always try again (that is if you have enough tickets, otherwise you're done)! But most importantly, try understanding your errors after getting wiped out and try to not repeat them. 4. YOU GOTTA KNOW WHEN TO BAIL - Trust your guts! An effective commander knows when it's too dangerous to proceed an attack or a defense. Calling a retreat can, in some cases, determine the fate of the whole game. I highly consider this! To be even more specific about this, if your vehicle health is below 50%, you should totally head back to base for repairs. Trust me on this, you cannot afford driving around with half your health. 5. USE YOUR MAP - I already mentioned this on #2, but I will remind you once more. Use your damn map at all times! You have to know where you all are heading and you need to mark enemy positions. It'll not only benefit you, but it will the entire team as a whole. HOW TO BE AN EFFECTIVE GUNNER 1. ALWAYS HAVE A MICROPHONE - You get the idea. No talk means no coordination. No coordination means you're screwed for all eternity unless you start talking. 2. CONSISTENTLY SCAN THE ENVIRONMENT - You are the literal eyes and ears of your whole crew, you can see shit and you can hear shit. Always keep 360 degree awareness when gunning and call out tangos the moment you see one. 3. USE THE RIGHT WEAPON FOR THE RIGHT TARGET - I have had so many cases where a gunner uses HE rounds to engage an enemy vehicle and many other cases where a gunner use AP rounds to engage infantry. Let me try to make this as simple as possible for you; AP/SABOT rounds are meant to be used against armor or trucks, even techies. HE rounds are meant to be used against soft targets such as infantry and emplacements. The coaxial gun is meant to be used ONLY against infantry, preferably when they are dangerously close to your vehicle. TOW missiles are meant to be used ONLY against vehicles, preferably when they are EXTREMELY far away (this only applies to the Bradley Fighting Vehicle and emplacements). 4. CONSERVE YOUR AMMUNITION - As a gunner, your worst nightmare is to run out of ammunition in the middle of an engagement. To combat this, always use short-bursts when engaging enemies, this is especially important when conducting attacks from a long distance. In other words, only shoot when necessary and make your shots count. 5. ALWAYS COMMUNICATE WITH YOUR CREW - Got to #1. HOW TO BE AN EFFECTIVE DRIVER 1. LISTEN TO THE GUNNER/COMMANDER - Your ability to listen to your gunner/commander literally determines the fate of the crew. When told to move, MOVE. When told to stop, STOP. As a driver, you actually perform the most important role of the vehicle. 2. KEEP YOUR EYES PEELED - As a driver, your keen-vision is limited to only the front of the vehicle. It may be inferior to that of the gunners, but that doesn't mean you can't see anything at all. If you see something creeping up from the front while your gunner is facing another direction, you better call that shit out. 3. THE SHIFT BUTTON - When climbing uphill, it is said that holding down SHIFT will assist your vehicle with climbing. To this day, I personally do this on a regular basis, but I am still not sure if it is true. Either way, I highly suggest you do this when necessary. ___________________________________________________________________________________________________________________________________________________________________ VEHICLE LIST AND THEIR BEST INTENDED USE LOGISTICS - Logistical vehicles are meant to be used to transport supplies from your main base to any friendly FOB. They are extremely vital and should never be lost. Always use the safest route, even if it means a long road trip. TRANSPORT TRUCKS - Transportation trucks are meant to be used for, obviously, transportation of players. They are extremely useful for motorized infantry squads. Speed is your strong-point with trucks, use it to your advantage. MG TECHNICAL - Machine gun techies can be used both defensively and offensively. When defending, their mobility can be useful for switching positions. On the offensive, they can be used to decimate infantry squads, but this doctrine should only be applied from a distance, the lack of cover for the gunner and driver poses a great danger from incoming fire. SPG TECHNICAL - SPG techies are strictly intended for anti-vehicle warfare. The vehicle sacrifices armor for speed and for a powerful SPG-9 Recoilless Gun that can pack a serious punch. Although it can be use fragmentation rounds against infantry, mobile anti-vehicle warfare will always remain as its strong point. ARMORED TECHNICAL - Sacrifices speed for armor capable of stopping most small arms fire, only protects the driver most of the time. M-ATV MRAP/BRDM-2 SCOUT CAR - These light vehicles are strictly intended as scout trucks. Their speed and descent armor make them deadly support vehicles. Their armament can engage both infantry and lightly armored vehicles. Do NOT engage heavy armor when crewing one, it will take a miracle to survive. STRYKER/MT-LBM/BTR-80 - These are APC's (Armored Personnel Carriers). Their intended use is the safe transportation of players using heavy armor that can stop up to three rockets, providing passengers with effective cover against small arms fire. They are armed with a heavy machine gun turret that can decimate enemy infantry. In some occasions, they can be used in scout roles or support roles. M2A3 BRADLEY/FV510 WARRIOR/ 30 MIKE - IFV's (Infantry Fighting Vehicles) are heavily armored combat vehicles equipped with powerful anti-vehicle weaponry. They are, obviously, best used in anti-vehicle warfare and nothing else. They can absorb the harshest of damage but are very easy prey when used incorrectly. Some, like the M2A3 Bradley, are slow and engages the enemy head on with heavy armor as cover. While others, such as the BTR-82A Aka "30 Mike", are very fast and perfect for conducting ambushes, but are less armored than its counterpart. ___________________________________________________________________________________________________________________________________________________________________ ANTI-VEHICLE WARFARE TACTICS I'll make this short and simple! 1. SHOOT AND SCOOT - Don't stay in one spot forever! Once you open fire, everyone will know where you are. So you better get the heck out of there once you are done shooting or else you're getting a one way ticket to the menu screen. 2. ENGINE NOISE - Some people don't realize that the engine noise from a moving vehicle can be heard from miles away in the game, even when you're standing still. Please cut the engine every time you stop, it can save your life. 3. HIGHER GROUND - Almost everyone knows that having the higher ground is the greatest advantage. Use it! You will become an unstoppable killing machine. 4. FRONT ARMOR IS THE BEST ARMOR - When engaging other vehicles, always make sure your front glacis is facing the enemy. Your armor is strongest in the front and weakest in the rear. One rocket to the ass and you're dead. 5. AVOID URBAN AREAS - Please avoid entering urban areas, it will always result in the death of your crew. The only times you should be inside an urban environment is with infantry support to reduce or even eliminate the possibly of enemy anti-tank weapons from reaching you. 6. BLEND WITH YOUR ENVIRONMENT - Trust me, it works sometimes. It's worth a shot! ___________________________________________________________________________________________________________________________________________________________________ Well, that's all I got for you guys! This is all I know about how to be good at using vehicles. If you have anymore tactics or tips I didn't mention, please write them in the comment section! Other than that, good luck in the battlefield! - Shipidge
  5. Mirrors don't seem to work in Post Scriptum, and and appear unusably blurred in Squad. Could we please have workin mirrors on vehicles as a graphics option, set on as default...possibly with a range of detail quality stepping steps? ^^ Vehicles need to reverse at times and the current mirror settings really hamper the driver from being able to do this to any reasonable level of ease. Please make it an option... Cheers P.s. I would post direct to Post Scriptum but they use discord when forums imo are better, and Squad is the base of PS... cheers o7
  6. 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
  7. In the title. It’s a bit confusing to me that the more modern vehicles in game do not have the driver periscope that Project reality did ( and even most older vehicles had a no-zoom 360 periscope that allowed the driver to act as a commander/drive better) This gives much more situational awareness to the crew and allows an experienced driver to call out targets for his gunner. Maybe that’s what the devs are going for; making it easier to sneak up on heavy armor. However it kinda just leads to new guys getting spanked and losing tickets much faster. Even if it had to be a third position for a commander, that would be fine. And potentially no thermal sights, that is understandable. however in the current state, the heavy armor feel a bit too blind, and make driving the “bitch job.” Not a lot of new players are going to want to use armor if they can’t gun, especially if you don’t have any expirience, the better players will just say “okay, you drive then.” At least with the Periscopes you’re could call targets and feel like you were in charge of survival, this was further made better by the third position machine gun on tanks. You could swap to that position and still lay down fire. tl:dr — to make heavy armor feel better and not have a “bitch job” (driving) add the 360 traverse periscope back to the driver for situational awareness/calling targets. please feel free to add stipulations to make it balanced. Aka no thermals, limited viewing angle (can’t look directly behind), can’t zoom far, ect.
  8. Vehicle reset feature

    Ok so i was playing some squad last night and I was driving a btr and drove over a tiny rock which inturn flung my vehicle on its side. I thought " no big deal ill just use the vehicle reset feature." Then i remembered i was playing squad and not post scriptum... DEVS why isnt this a feature yet?? If your games physics are crap pls put in little fixes like these.
  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. Real quick I know the Dev's have a road map for development already and I am not a game Dev so I don't know how hard the things I suggest would be to implement or if they are already underway and also just gotta say Dev's you guys are doing great on development so far So I played the weekend playtest of Post Scriptum and it made me realized how much I want Squad to be more slow paced and more punishing like PS and Project Reality. I have seen threads of people complaining about the recoil saying its too punishing in V11 and just complaining about things that make the game harder. As where I want the opposite I want the recoil to be even more punishing and etcetera. I don’t know the dev’s vision for the game but from the Squad Q&A from a while ago they seem to be riding the fence on making the core game harder. Or at least that how I saw it. Anyway why not just add a hardcore mode for players that want an experience more like PS/Project Reality. HARDCORE MODE SUGGESTIONS *Weapon Recoil* Changing the recoil so you physically have to adjust for the recoil like in PR. Its slows down the pace of the game a lot and can make for some really sweet prolonged fights. Also it keeps people from just blasting away instead of taking aimed shots. I have done it multiple times, standing up in a field just clicking the mouse as fast as I can and spraying guys down around 150m away post V11. Most of the gifs wont show on the page im not sure why https://imgur.com/jo9qIji https://i.imgur.com/1YElFTY.mp4 VS https://i.imgur.com/FAGgN64.mp4 https://i.imgur.com/okMHuZS.mp4 https://i.imgur.com/8RxS4eV.mp4 https://imgur.com/HEDCQNR Its still controllable and you can full auto sorta accurately its just not point and mash your mouse. *Bandaging* The bandaging should take longer in my option not just a 3 second animation and you're done. A game I think that dose this well is Rising Storm 2. https://imgur.com/a/PzbLuyd Also just like in PR if you get shot and bandage yourself it should heal you a bit and slow the bleeding but not stop the bleeding completely. For that you need to see a medic to completely stop the bleeding. That way lone wolfing is seriously punished and the squad sticking together is encouraged through game mechanics. Also it gives a very satisfying feeling knowing that if you shot a guy that he is forked up even if he got away. https://imgur.com/a/nKLsguC *Rally System* In Post Scriptum there is no rally's and I love it. It makes the people wait for the medic instead of just burning through the rally like paper. And people play like their lives matter because if you die you gotta run...far. But there is the spawn vehicles in Post Scriptum to balance that. So instead of a static rally that stays until a enemy finds it or the spawns are used up just copy the system in PR. You can put down a rally but as soon as the SL moves 100m away from the rally it disappears. So people don't rely on it like a FOB but you can keep the squad together. Maybe add a timer on it as well so people don't expect the SL to just sit on the rally. *Damage* Having to shoot people 3 times twists my panties. So in this said hardcore mode upping the damage people take would be nice. Also because of Post Scriptum I am quite fond of the head shots being non relivable. For me it was enjoyable part of the gameplay. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SUGGESTIONS FOR THE BASE GAME *Dedicated Armored Vehicle Squads* Squad NEEDS premade dedicated vehicle squads just like in Post Scriptum. I play squad leader a lot, and when my squad needs a pickup or backup and I talk to the other SL's to ask for a ride or for some support from armor they them self's the SL's are not in the armor and its some guy lone wolfing it in their squad and we never get the support because I cant communicate directly with the crew. Same thing goes for when I make an apc squad and another squad has an apc and we try to coordinate. Its almost impossible because if its a infantry squad with armor usually the SL of that squad is not in the vehicle. ANNNNDDD another thing I noticed is that people are scared to take out the APC's or because the inf squads are busy doing infantry things and don't use them. So a lot of the matches we just have 3 APC's sitting at main the whole game. But in Post Scriptum its night and day compared to Squad in this aspect. I can talk directly to a squad dedicated to tanks and give them information that helps win the game and support infantry. Also warn them of enemy armor instead of having to play a game of telephone then watching are BTR get bent over by a Bradley because they couldn't hear me. Another thing about armor squads is that its really hard to hear your crew. So If you get in apc, tank or whatever it should automatically deafen the engine and the sound out side. Kinda like if you had a tanker helmet on. Also if you model the helmets for the crewmen kit that would be really noice. *CROUCHING SYSTEM* If you have played ARMA 3 or Escape From Tarkov you know they have a crouching system in which you can choose how low you want to be to the ground. So you can shoot through holes that you usually cant. Or just peak above cover enough to shoot without standing completely up and getting murderized *FOBS AND SHOVELS* Personally I hate that one lone wolf with any kit can find a FOB and single-handedly destroy it with a shovel. I think you should need a special class with C4 or some type of explosive to destroy the FOB. I remember seeing a shotgun that was being modeled a long time ago is the breacher kit making a comeback from PR? gimme gimme gimme *AFK kicking System* People in servers just chilling for 30 mins and that have not spawned from the start of the game or joined a squad should be kicked. That is all my good Sir's keep up the good work Dev's! Oh and PS. Can the American Army get a woodland camo? Or is that what the Army actually wears in the woods? They are like beacons of light compared with the Russian camo on forest maps.
  11. Maybe you guys already have it in works, but I humbly want to suggest for you an idea how to make "4 crew Abrams M1A1" work. I believe having 4 crew Abrams is not only possible but should be in the game. How and why? Simply due to the fact that Loader's hatch on M1A1 by default comes with its own machine gun mount of 240B and gun shield. Game wise this means triple of independent firepower. So the loader in M1A1 will not be useless player, sitting in the buttoned up turret, but act as independent extra force multiplier besides Tank Commander's CROWS and the gunner. Imagine the amount of firepower this can lay. And perhaps having that "Extra M240B gunner" i.e. loader this will provide "Passive haste Bonus" for M1A1 like "20% reduction in loading time" for the main cannon. T72B3 should obviously already come with such bonus due to autoloader, but because it does not have the hatch for extra "Light version of gunner" it will not have 3 independent weapon hardpoints on it. So looking at it game wise, you have two different player doctrines closely following to real life ones. - T72B3 trying to put out superior Main Cannon/Coax firepower, while M1A1 trying to put out superior independent firepower. Just add another perhaps unpopular opinion. Rebel factions should be getting subpar but less costly in tickets versions of their own (Rebels factory stock T72 with no upgrades) and Insurgents T-54/55 and in larger numbers. Likely being half the ticket loss when combat destroyed in comparison to T72B3 and M1A1 tanks. This way, Insurgents and Rebels will have realistically access to worse technology as they are supposed to, but also in the way better because they can field more of those tanks without fearing huge ticket drains. Think about it. - Two T54/55s or two Cold War Era T72s for the cost of One M1A1. That's the whopping crew of 2 tanks vs 1 and should be interesting like WWII era tank duels of Shermans vs Tiger or Panther. One superior tank but can be overcame with good planning or outgunned based on player's skill. This will be game level of the recent tank movie with Brad Pitt "Fury" levels.
  12. How To Not Suck at Squad - Finished version for V11 Last repost I promise!
  13. please disable being able to turn on vehicles during staging phase way too many people driving in circles and running people down, plus it would be more organized and add more to adrenaline during the initial battle
  14. 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
  15. Personally I think the crewman should be changed to only have a knife, sidearm, bandage and binos. I will break down my reasoning for each part of the kit and why I believe it should or should not be part of their kit: Knife - Everyone should have it, it's not really effective but allows someone to technically continue fighting without ammo, at a highly reduced effectiveness. Bandage - Every soldier should be able to stabilize them self until a medic arrives. Binos - This allows the crewman to exit the vehicle and spot enemy infantry/vehicle targets for the gunner. I would only use this if very far away from the targets and hopefully in the future the diver can simply open their hatch to peek their head out and use their binos without exiting the vehicle. Until then, this is a good substitute. Sidearm - Along the lines of the knife, every soldier should be able to defend themselves. A simple handgun allows them to do so, but not so effectively that they can really participate in an infantry squad as infantry. They could kill someone who pushes their location, but they would really want to switch kits if they cannot use their vehicle any longer. Rifle - Crewman do not need this. A rifle makes them too effective and similar to a rifleman kit. If they exit a vehicle, they are essentially just as combat effective as a rifleman, which can make them too likely to abandon a vehicle and continue on as a crewman. Their kits are basically identical, only missing the barbed wire and sandbags I have yet to see people use. A kit used by infantry should have an advantage over the crewman in infantry combat. Grenades - This is similar to the rifle, they just don't need it for their role as a vehicle driver/gunner. Shovel - Crewman should not be building things, they should be focused on their vehicle. VRS's should be created by the infantry squads at the fob. My reasoning for these changes is to lock crewman into a vehicle driver/gunner role, and make them not want to get out of the vehicle. If they do get out of their vehicle, they should be a severely reduced combat effectiveness and want to change kits ASAP. If crewman had less equipment, they would be more likely to "go down with the ship" or drop the vehicle off at main or a fob, so they could change kits. Abandoning vehicles at these places is totally OK in my mind as they are places they can be repaired and other people can spawn there and use them.
  16. Project Reality had a really simple and helpful vehicle asset screen that displayed the vehicles for both teams including the quantity and their respawn times. Would you like to see something similar in Squad? Yay or nay? Personally, I think it would be extremely helpful if it was taken one step further and included their ticket value.
  17. How to Not Suck at Squad Compilation - Imgur Album. Basics, SL, Medic, Defense, Offense, Vehicles.
  18. 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 !!
  19. VEHICLE CLAIM

    So, like in Project Reality, before the round even starts, Squads would be created signifying which vehicles they would claim and how only that squad would utilize it. I don't want it exactly like Project Reality, but I am hoping that in the upcoming updates there will be vehicle-dedicated squads and they would have priority for that vehicle. I'm specifically talking about heavily armored vehicles like Tanks, 30m vehicles, armored fighting vehicles, etc.. Adding dedicated squads to these types of vehicles allows squads to focus on their role in the game. Often times I find infantry squads that try operating Styrkers and coordinating with their infantry don't communicate effectively, as opposed to a 4-man squad solely operating two strykers. Please tell me what you think, and add in anything you want regarding this! Thanks!
  20. 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.
  21. Current Alpha-stage: Driver view ports are ineffective and inhibit gameplay. MTLB: Lives up to its shitbox name, has a robotic like spasm from viewport to viewport. Stryker: Feels like a cask mixed in with a dog's anti-bite neck collar. BTR & BDRM: I am looking at still-art, in a war-zone. Coming from Project Reality (not an ARMA player), 90% of the time you'd find me in an APC Squad as the designated driver. And with the recent introduction of vehicles in Squad, I'd like to pitch in my two cents on the current state and needs of vehicle gameplay. In PR, the gunner, and sometimes the driver, had the ability to accurately range and bear a target. As well,two-man vehicle crews were enforced by the game: rest and warmup time for the turret, no one-manning, better viewpoint mechanics for the driver. Most of these aspects are missing from the current alpha, and the introduction of an advanced viewport system would be a good first step. As a driver, I need the ability to communicate direction bearings and spot targets for my crew. We need to be able to pivot our heads from viewport to viewport in a smooth, linear, fashion. And in the case of the Stryker, BDRM, and BTR: there needs to be a vehicle-interior mechanic where the driver can "lean" to different viewing angles when constricted to a single viewport. Spotting targets is also a huge component of driving, if I am equipped with binoculars I want to use them inside my vehicle. Similar to giving more functionality to SLs, there needs to be more form and function for vehicle crews. So please, discuss .-. Synonymous Posts:
  22. 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.
  23. 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
  24. 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.
  25. 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.
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