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Found 113 results

  1. 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.
  2. THEMAL/ INFRARED

    Anyone know anything about developing the vehicles thermal vision?? In my opinion the game will remain crude until they implement it.
  3. 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.
  4. 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.
  5. How To Not Suck at Squad - Finished version for V11 Last repost I promise!
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. How to Not Suck at Squad Compilation - Imgur Album. Basics, SL, Medic, Defense, Offense, Vehicles.
  11. 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 !!
  12. 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!
  13. 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.
  14. 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:
  15. 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.
  16. 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
  17. 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.
  18. 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.
  19. Quick Question: Does insurgent motorbike require SL to approve claim?
  20. 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.
  21. 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!
  22. 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
  23. 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.
  24. 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
  25. Are technicals now rocketships?

    Found this interesting feature the other day, loving the new vehicle physics
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