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Found 53 results

  1. Greetings fellow Squadies, we don't discriminate size here, everything goes, so pull out your Derringers or heavy machineguns. Let's see your owned firearms! No airsoft, please! ;D Feel free to post the make/model and accessoires for the ultimate gun nut discussion. Stay safe and keep low!
  2. Weapons

    Hey I didn't find anything abaut the US Army M4 rifles, but can u guys please change it to Burst/Semi and the militia to tave Automatic/Semi - Or maybe remove the M4 rifle from militia, and give it to the Insurgent faction. Will the M16a4 rifle aviable in the game, maybe change the US Army to USMC? Maybe more questions later
  3. Hi squads, i have a duobt. Will there be flashlights for weapons, and lights on vehicles for night maps? And night vision goggles? On the other hand later I will have more telescopic sights for the weapons? There are very few, I understand that is still developing, but there will be more variety of telescopic sights in the future? And finally on some maps they should eliminate the fog completely.Or can not reduce it by other issues? A Greetings.
  4. U.S. Army Anti-Tank

    Howdy everyone, I wanted to propose a new weapon for the U.S. Army faction. The Carls Gustav. The U.S. Army has utilized the Carls G in recent years and has made itself a favorite amongst the troops in current and recent conflicts. The Carls G IS a weapon system used by regular infantry. Benefits that the Carls G has over the LAW is that it's a reloadable weapon while the LAW as we all know is single use. It also has varying munitions that match the opposing faction's RPGs such as HEAT and frag munitions. I believe the Carls G would better represent a more modern anti-tank and anti-personnel recoilless rifle than the LAW does in game. However I'm not advocating the removal of the LAW, just the addition of the Carls G for those larger conflicts in game IE Russia GF vs U.S. Army. This next idea is for a completely different topic but I'll throw it in here as well... I can see the LAW being another secondary weapon for the U.S. Army grenadier. He only has ONE just like a standard infantry man would be realistically carrying, but it would give him anti-vehicular fire power alongside his standard grenade launcher. While the true anti-tank role would be reserved for the Carls G. I also know that the Carls G has modern air burst munitions that can be set to detonate at certain distances. I can see this as being OP but that's for everyone else to discuss and decide. I would love to hear the communities thoughts on this! Thanks! I can't add pics or URLs so youtube Carls Gustav and check it out on images as well!
  5. 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.
  6. Sight picture, quality of life

    After some time in the firing range as well as live multiplayer combat I have come to find using certain projectile weapons, especially those with heavy projectile trajectory arcs (and relatively lower velocities), to be difficult to utilize effectively and consistently at range. I have seen many threads about weapon zeroing and can tell that a lot (if not all) of the small arms in this game are zeroed to a reasonable distance. However for anti-tank roles there seems to be no built-in zeroing, which greatly limits the ability of the operator to obtain a clear sight picture before firing at longer distances. I haven't been following developer comments about real-time zeroing for players in-game, but I would like to suggest a hard-coded rocket propelled grenade launcher zeroing of at least 100 meters (preferably 150 to 200) in order to improve operator quality of life. I am aware Squad is not aiming to be as close to realism/simulation as the Arma series, but I believe it would be reasonable to ask for the ability to see your target before pulling the trigger when engaging within the weapon's real-world effective range.
  7. Weapon Loadouts

    All basic riflemen should be able to choose between RDS or ACOG (4x scope). Allowing for simple scope choice with your weapon kit. IE: LAW fire support, attach ACOG instead of RDS. Current infantry all have ACOGs not just a small portion of the squad (In real life that is). The DMR weapon kit under fire support should have a ~10-12x scope and silencer, (or at least the option to choose those). Any possibility of making this a reality?
  8. I know this has been discussed in other threads. After looking through several forums and searching repeatedly I couldn't find an established thread on the subject. Perhaps we don't need so many similar forums???? Anyway, as a bunch of people have noted, the sight picture when ADS is wrong. No one who expects to hit their target holds a weapon out at arms length. Scopes & sights are supposed to ASSIST aiming not make it harder. Right now, while some people have amazing aim that defies my understanding, the majority of us find a target and try to aim but end up shooting in their general direction. This does not match the tactical nature of the game. In fact it goes against everything else in the game. I hope this will be changed, and significantly. The sight picture when ADS in Squad, currently, looks nothing like any type of weapon handling I have done and I've fired a lot of different weapons.
  9. This is collected feedback and our opinion of what is needed (most fitting) to be added or revamped in Squad, to make it into a more polished product and to create a more tactical environment which supports and gives more importance to kits within the squad, and also because of that has a higher emphasis on teamplay. Basically the goal is to create "tactical" environment with gameplay mechanics, not just communication. Currently the game suffers from easy shooting mechanics (lazer shots ie. pinpoint accuracy for miles with ironsights) and fast paced ground traversal with infantry. This effectively is counter intuitive to tactical environment goal, because these arcadey gameplay mechanics do not support its teamplay environment. Keeping in mind that some of the features or animations might come with future update, I will still list those as this is aimed to be an open conversation, and also our long term concerns already, since we are playing Squad from beginning (before steam and after steam release). To make Squad more polished and finished product (listed in order from more to less important): 1.) Weapon collision animation. 2.) Weapon low ready position. 3.) Working bipods. 4.) Body position stances (CTRL + Mouse Wheel) example: https://youtu.be/ggvqnQAB6Fw?t=7m51s (Even if new animations fix the shooting over walls and windows, body stances should still be introduced. As they are needed when not close to an object sometimes and also they are becoming a standard in todays tactical shooters) 5.) When leaning to the sides character weapon should stay parallel with vertical axis, instead of 45 degree weapon lean like it is now. 6.) Ability to lean weapons on objects for better stabilisation (or so called weapon resting feature) 7.) Fireteam functions. Ability to mark teammates with colours, or something intuitive along that line. 8.) Make text chat smaller and in the corner of the screen, currently its obstructing the view, and in that regard its annoying. Maybe even an option to disable the chat altogether would be perfect for people who do not to watch at wall of text every second. Another solution is: make a small white message envelope icon and put it in the top left corner of the screen, when somebody types something in the chat, bellow envelope a number should appear. If there was 2 messages sent in text, bellow message envelope should be number 2 representing those 2 unread text messages. To view them press TAB, to close text press TAB again = solution. ***First three are absolutely critical. Currently the game looks very silly while everybody is aiming downrange all the time, every time a friendly looks at you he is aiming at your head like you are his hostage. To allow for more teamplay "tactical" enviroment in squad by improving gameplay mechanics: 1.) Make it so we are unable to sprint in water. 2.) Make it so we are unable to climb almost 80 degree steep hill. This will allow for more tactical environment instead of arcade fast paced, don't-need-to-think where and how to move, because we can move anywhere fast (currently very arcadey). 3.) Make bleeding more severe. If shot to the leg or chest or arm, make us unable to sprint like we are in the middle of the olympic competition or unable to aim properly if shot in the arm etc. 4.) Make FOBs more important. Attach them to the Flag Cap system. That FOB placed within the flag radius (not capture cadius!) will serve as a firebase ie. secondary flag/cap within a flag. In order to fully capture a flag you would need to capture that Firebase. Make FOBs buildable only if logistical lruck drops supplies on the ground. Also ability to move those supplies with infantry carrying it. 5.) Ability to share ammo between teammates. Rifleman class ability to take extra ammo (ammo bearer) for teammates and for LMG/HMG gunner. 6.) Being able to pick up weapons and ammo from your fallen teammates. 7.) Do an overhaul of bullet ballistics, make it possible for us to adjust the distance on ironsights and future scopes, grenade launcher sights. (This feature will make squad look more a finished and polished product aswell) 8.) Dragging wounded teammates (Confirmed, but still is on our list and is worth mentioning... ) 9.) Ability to switch to secondary weapon quicker, even during mid-load/reload animation or during any other animation. 10.) Introduce the (unnecessary) missing melee ability. 11.) Make HMG and SPG emplacement more user friendly. Example, if the 50 cal has already been loaded and cocked, there is no need for cocking animation if you get on the gun 2nd or 3rd time etc. 12.) Make it possible for the gunner to rotate/move the gun while reloading it. Make 50 cal and Kord HMGs have more wider arc of fire. 13.) Make HMGs more deadly and feared for approaching it frontally. Just a tad little more zoom and more cover for the gunner aswell would help that. Because now, most often the gunner is a sitting duck, with either no cover or insufficent arc of fire. 14.) Make a paperwire into a razorwire. Make sure we can build razorwire right next to each other like we could in the earlier version, so the enemy can't just walk inbetween 2 razorwire emplacements because there is a gap inbetween. 15.) Engineer class. Equiped with razorwire cutters and equipment for mining and demining AT and AP mines. 16.) Make vehicles have areas on them where they are weak. Armor penetrations, ability to track future tracked vehicles. Penetration system, armour and angle values. 17.) Healing/reviving inside of vehicles & ability to drag and put wounded teammates inside vehicles. 18.) HMG kit with M240 bravo for US side, and equivalent of kit for Russian, Militia and Insurgents side. 19.) Being able to tow stucked vehicles with a truck or armored car. Features that will make Squad more user friendly: 1.) Option to lock a squad. 2.) Little HUD sign when rally point is ready to be deployed again (Similiar to PR "Rally point armed and ready to deploy"). This sign should be as small as possible, to keep the screen clean. 3.) Mute a players microphone function. Bugs that require fixing ASAP: 1.) Being able to stay underwater indefinitely. 2.) Wheeled vehicles doing flips in the air. Things that now seems to be canceled but were in Kickstarter: 1.) Jets - not only would it bring the game value and standard up, it is crucial for true 50v50 combined arms warfare 2.) Snipers (would be possible and would fit ingame with revamped ballistics) Last thing is FREELOOK with full TrackIR support. Very useful for pilots, tankers and drivers. Also for infantry, just one scenario, you find yourself prone in the grass, enemy all around you, you do not want to move your whole body to look around because you would easily be spotted, instead just move your head around. This is crucial. By the way awesome job we cannot praise you enough for this: The positive feedback can clearly be seen on this video . And also in this thread: http://forums.joinsquad.com/topic/3412-free-look-trackir-support/ We have compiled this feedback together from almost everyday playing Squad, we didn't come up with all this yesterday. Please keep it civil in your responses, our goal is not to sound overly aggressive in this post, but at the same time we wanted to explain every feature and why it supports another feature or gameplay mechanic. Feel free to post more suggestions. We will/might add more suggestions to this post in the very near future. And in the end, we hope somebody from the Developer team will take time and read this, in detail, and hopefully consider it. ~S~ Yellow Ants unit
  10. I've bin searching for this topic on the forums and reddit etc, can't find anything about it so feel free to correct me. But one thing i have bin missing from Sqaud is the option to change the gun from from STD to ALT that is in PR https://puu.sh/u0re7/dee47dad91.png Since it is really nice to have the option to remove say only the optic on a gun in that specific roll. personally speaking i just do not use optics, as much as i can avoid it. One reason is that i just like iron sights, and the other is because it takes a lot of space on the screen. And it gives you big blind spots if you are not aiming down sight with optics. Example when not aiming down sight: https://puu.sh/u0swe/795361d7ed.jpg https://puu.sh/u0srj/266fe905c9.jpg https://puu.sh/u0syn/fceb1018c4.jpg So if it is not planned already, i'm suggesting bring back the option on few of the rolls to have a basic rifle with no optics. Example for rolls who i can see it useful for SL, gren, medic, LMG
  11. AGS-30 for the Russian Forces

    There are slick emplacements for a lot of these weapons, this weapon may already be in the works and I might not be aware of. But is there any chance that the Russian AGS-30 would make an appearance? To those that don't know what this weapon is, it's basically the Automatic Grenade Launcher emplacement variant for the Russian Federation. It's known for its high rated speed.
  12. From what i had played, and excuse me if this had already been changed, but selecting weapons with the scroll wheel sometimes kicks you off after a timer and can lead you to select the wrong weapon/item, which could have bad results if an armoured vehicle was coming up the road and you pulled the HE rocket instead of the AP one. This can cause problems with some newer/slower players who might need to have a longer look through the menu to identify the item they want to select. My suggestion to change this, is to keep the menu permanently up until the left mouse or other select items are pressed, wherein the equipped item would swap to the one you had selected. If in a situation of panic, holding the right mouse button would both cancel the menu and also allow a player to aim down sights without major penalty. Waiting to hear what you think of my minor suggestion~
  13. I'm sure these Weapons have been suggested before. However it would be good to see these Weapons added. I also have an idea to make them different from just another machinegun added to the game. The MAG58 and M240B have adjustable rates of Fire. Though for the game, they could be kept to the 600Rnds per min. But have an enhanced suppression effect on all three Weapons to make them more Manuever Support Weapons. Cheers lads.
  14. From the threads I've been reading people are really touchy about weapon sway, zoomed sensitivity, and headbob. To begin this "rant" I should note that I do understand that everything is kinda hacked together at the moment and is all subject to change. I believe that we need zoomed/scoped sensitivity. Realism be damned, Playing PC games gets you used to a specific sensitivity. As of now the sensitivity "changes" when zooming in making it very difficult to get used to aiming which isn't raising the skill cap, it only makes it more random and frustrating. The general method of scoped scaling is 1.0 That means if your scope zooms in 20% then your sensitivity slows down 20%. As of right now it's "broken" by not having this mechanic you zoom in 20% and your sensitivity doesn't change which means it would actually be 20% higher. Your mouse movement feels like its snapping around a grid jumping a few pixels in each direction when you try to barely move it. The current view bobbing for zooming in is very strange and inconsistent. When you are scoped your gun sways around randomly in every direction unpredictably. You might be breathing heavily running a short sprint but your gun isn't fixed to your head. Your head moves around while your scope is steady. I'm not saying weapon sway is a bad thing but it adds this clunky randomness which I think defeats the purpose. I think it needs a smaller radius it can sway within and not drift so violently from side to side, rather it should either be moving fast consistently when you've got low stamina or slow consistently when you're high on stamina. I'm sorry to jump all over but I needed to bring this up. If anyone is confused by my crazed ramblings I can record a few current examples and Create a proper scoping mechanic and what I'd believe to be an ideal amount of weapon sway that feels realistic while not removing too much control from the player. I'll do it in UE3 if I can.
  15. The militia is the most underpowered faction in the game. I really like to play this faction, infact i play it almost every time it is possible to do so. But when the alpha v8 has come, and i saw that they made a new texture for terrain in my fav map "OP First light" i was like WTF? Not just it looks horrendous (it resembles my first tries to make a game in Unity3d when i had no clue about terrain texturing whatsoever) but it clearly favores american team, as it is nearly desert looking (really? pine trees growing on desert??). Plus the grass doesnt fit the setting at all. It was good as it was in v7. Not to mention that Militia didnt get the new G3 rifle. Yes, i know the reason why the middle eastern insurgents have lots of them, but that doesnt mean european or other militias do not have it. My next argument is armored vehicles. American team is more than capable of crushing the militiants into ground when they just drive straight to storage site with both of their HUMVEE's. Militias with the pickups dont stand a chance. The solution to following problems is simple: - Revert to realistic textures on maps such as First light - Add a rifle chambered for RIFLE cartridge for the militias that is commonly available. Like 2 slots in squad that can have a SVT for example (SVT is pretty common in eastern europe, where i predict the militias are fighting) - Add an BTR-60 for Militia or have them spawn more pickups.
  16. Having played the game for a while i have frequently noticed a problem with firing positions, I feel like a great addition to squad would be the addition of extra firing positions. Some extra firing positions that could be implemented are... high prone (to see over grass or slight hills), a sitting position, and or a low kneeling position. Other stances could also be added into the game. With that smoothing out the transitions slightly would be nice as well. I would also see it useful to add resting guns on low walls and other supports for reduced weapon sway. Firing positions and resting weapons on different surfaces for support could go hand in hand. Resting weapons could also be used for bipods. Not only would this add more accuracy but could help contribute to stealth tactics as seen when people try to go from prone to kneeling to see over low grass, and getting picked off because they sit up too high.
  17. Since we have the ability to reload non-empty magazines and place them in a reserve pouch, it would be useful to have some sort of indication of which magazine you currently have loaded on your mag counter hud. This could be in the shape of either a minimalistic white arrow pointing to whichever is loaded or some other sort of indication. While it is pretty easy to tell what mag you're using after the third or so tactical reload, once you've been alive for awhile your entire ammo HUD turns into a rainbow and you don't know whether you're on the red or green.
  18. Minor Changes to Consider

    So, changing from rifle to pistol is a little clunky, seems like he has to switch the weapon on and off of safety.... Last I checked, we're in a war zone, and my finger is my safety. Here are some things I would like to see in upcoming updates for the game. Usage of the Bipod on the LMG's. Long Range optic for the marksman class. ACOG's and aimpoints, maybe even 552 EOTech. Increased ammo capacity. I'd also like to see some night time version of maps, and night vision come into play. But then the amount of players playing the insurgent side would bitch and complain cause they don't have NODS. And also because the game is in ALPHA, I don't know if the devs have this planned or what. It would just be nice. But those 4 points I mentioned above are things I'd like to see implemented soon. Let me know what you all think.
  19. Okay, I'll post a stat unit in a minute when I find a server that isn't full/disconnecting people. A few things I've noticed in the last ~10hrs of Squad. Depending on the server, vehicles run very choppy. FPS has tanked, which is a widespread issue. I don't know how many other people suffer from this, but when playing my gun won't shoot, I often have to click 3-5 times before it will fire a single shot. I know it's not my mouse, it's brand new and I also play Insurgency and other games. In Single Fire, the gun plain won't shoot about 5/6ths of the time I click. In Full auto, once it does decide to shoot it's fine as long as I hold it down, but initiating another burst is subject to the same problems as single fire. It doesn't seem to affect single-shot weapons like RPGs and while the pistol was laggy, it still shot (albeit with some delay) each time I clicked. These issues need to be resolved, the game has been fantastic and I'm excited for vehicles - even if people have no clue how to use them properly yet / leave all the teams assets abandoned all over the map >_>
  20. First of all I should explain the name of this topic. As we all know, crowdfunding system has a big influence on development process. A long time ago devs presented first iteration of this game for Kickstarter. It offered to player a big wasteland, a couple of guns and a lot of fun. After more than year of development devs have all gameplay systement at overhaul stage, cause they needed at least the most primitive prototypes of everything this game will have in future. Let be honest, nobody want to buy promises, OWI understand it, that is why even Pre-Alpha was a really entertaining and fun to play. Today, when OWI had a solid core of devteam, decent auditory and money, they can breath free and start to make Squad the way they really want it to look and feel. Animation system overhaul? Check. Deployment system overhaul? Check. UI overhaul? Check. Vehicles? Check. Did we forgot something, something valuable for shooter? I think yes, we forget about actually shooting. Experience of some members of OWI let them make firefights as they should really be. Single fire, covers, effective distances, crouching and prone, all these aspects exist, devs have reached their goal. But they did it the same way, they simulate movement of human. Is human possible to get over the thigh-high fence? Yes, it is possible in reality, it is possible in game as well. But nobody like the idea that you actually should jump over this fence, for months people were asking for vaulting, collisions and other things, nobody was really surprised when devs started to talk about animation overhaul. The goal has been reached already, players can run, get over obstacles, crouch etc, but nobody likes how this goal was reached. You don't need to hire advisors to reach out how to vault and walk As I said, realistic combat experience was almost reached too. But like other systems, for this moment we can see, how poor look these methods, which were used to reach this goal. It is normal for me to think that current shooting system is placeholder too, like animation and deployments, but it is not so obvious for average players, who are not as experienced as devs or not the biggest, but still major part of community. But I'm worried, cause devs are going to tune and balance this primitive system and haven't mentioned this system will have to be reworked. I'm sure that shooting is the most critical part of every shooter, doesn't matter what this shooter promote, teamwork or deathmatches with railgun. Squad promotes realistic combat experience, not simulates it, but current mechanics is too clunky and unattractive even for arcade shooter. Honestly, it is unrealistic like BF/CoD and uncomfortable like Arma in the same time. Some people say current system is challenging and still playable, say that people who complains about it just don't want to learn. It is not true, I can shoot accurately, kill people and have k/d more than 1, although I mostly play as Medic and heal and revive people 90% of my time. I do it not because I like to play as Medic or nobody else want to play as Medic. I just want to play this game, but I absolutely dislike to shoot in this game. That is why I made this suggestion. I love this game, love almost all aspects of Squad and I trust devs. But shooting system totally pisses me off. I'm not a programmer, but I think that information collected by myself and other people could be useful and may fin its place in the game core. I copied the main part of suggestion from another topic not to annoy people, but cause it is me who should show the suggestion to devs, not the devs should lurk for it on forums. I tried to wrote it as clearly as possible and I hope I will get clear and deep answers. Thanks. DISCLAIMER: Guys, please, stop repeating devs statements. We all agree that firefights in Squad should be slow paced like in reality with range of effective fire decreased due to map scale and poor monitor resolutions. Most of you are not even try to read what people suggest, you already have answers like "it is not milsim" and "gameplay over realism". Please, stop, this type of answers is worthless. We all know we play the game. But we don't want this game to be as clunky, weird and uncomfortable as milsim. We want more convinient, more smooth shooting mechanics, considering many factors which can affect effectiveness of shooting. If you think that overblown recoil and sway are the best and most accurate mechanics - sorry, it is your problem. In that case, please, stop to prevent us from suggesting these things, because you just don't understand what we are talking about. I think devs choose the wrong way to reach right goal, current solution looks too primitive, although, it may be well tuned and balanced. I know, that current devs solution may be placeholder, cause a lot of other mechanics which can affect shooting are not implemented yet. About behaviour of firearms Lets start with accuracy, because it is the main reason why people misunderstand each other when talking about weapon mechanics. Ability to hit the target consists of two aspects, accuracy of shooter and inherent accuracy (thanks @trotskygrad). The main difference between PR and Squad is that in PR so called deviation is simulating exactly grouping, this cone of spreading starts from the muzzle (center of camera actually). Of course, you can control the angle the of cone by changing stance, ADS and other measures, but projectile trajectory staying unpredictable within this cone. Squad mechanics are far more advanced, deviation for firearms was removed (Squad is not benchrest), instead of exaggerated grouping we have sway, which is supposed to simulate player's bahaviour, while technical parameters of gun stand unchanged. As I said, it is the big step to the directory of realistic representation of shooting. This parameter is the back end of the shooting and not the main question of this discussion. Next things affecting weapon handling are gun operation and construction. In our case (AR-15 and AK), it consists of two major aspects: a) angle and difference between axis of recoil impulse and stock, b) impulse of moving parts (light bolt carrier group of AR-15 and heavy bolt carrier group with piston stock of AK). AK-74 without muzzle has significantly higher recoil than AR-15 without muzzle. This aspect could be represented by these "curves" of recoil patterns, mentioned by Sgt.Ross. Please, notice, I am talking about single fire, but even in full auto higher rate of fire of AR-15 doesn't make it much less controlable then AK-74. Additionally, we should not forget about returning of the bolt carrier group, which has its own impulse that drags your gun forward. "Reset" of muzzle caused by overcompensating impulse of the body, because it is impossible for our reflexes to set perfect time and force values to compensate every force put to us. About weapon handling And finally, it is time to talk about the most unreliable, most unstable component of shooting mechanism: about shooter. Devs already have focused on it, they added sway instead of deviation, making accuracy more dependable on shooter. Unfortunately, it is the only one parameter which was radically changed, other aspects were replaced with exaggerated recoil due to the next goals: slower firefights and decreased distances of engagement. How recoil is connected with speed of gameplay? Higher recoil takes more time to return barrel on its place, on bigger distances player additionaly may lose small target, because it can be overlayed by parts of gun model. It becomes even worse due to hard-lock of system head+gun. While ADS our camera literally sticks on stock because of cheek welding. It is not really accurate, usually when you are shooting, movement of the sights doesn't really affect the position of your head. In Squad camera is moving with gun and that is another reason why Squad shooting feels and looks clunky. Now about recoil and muzzle rise or muzzle flip (thanks @VarenykySupreme). Yeah, some guys mentioned that to control recoil in Squad you need to drag gun down, like you are doing it in real life. Yeah, you actually doing that, but YOU DON'T COMPENSATE the main impulse of recoil! You compensate main impulse with your body, cause gun forces you to move back, not up. It looks like you need to compensate vertical impulse, because lower part of your body is fixed on the ground and recoil impulse is coming perpendicular to your upper part of body. You need to compensate recoil not by dragging gun down, but forming a fixed stance and leaning forward. It as another aspect Squad is ignoring: you always have a right stance. Of course, there is penalty while you changing position, but it doesn't cover all situations. I'll write about it later. What does your weak hand do? While shooting It compensates the torque of your body, caused by difference between point where recoil vector is put to and mass centre of your body. Next aspect: focus. Yeah, it is all right about breathing, heartbeating and imitation of real "focusing". But in Squad you have unlimited focus. Why? Because the best moment to shoot is the time during 3-5 seconds after you have calmed your hands and gun. The gun is heavy, every next second make it harder and harder to keep aim, hands starting to tremble. You just can't stand for 10 seconds, then "focusing" for 5 seconds, then wait until focus will be regenerated and focus again. You just can't hold a 3-4 kilos rifle and hit targets with the same accuracy for minutes. And after every shoot you need to put force to compensate recoil, so it is additional consumption of your "handling" stamina. Current sway is like tides, predictable and smooth, it is not hard to shoot with it, but it looks and acts unrealistically. About hip fire. There is BIG DIFFERENCE between hip fire and non-ADS. Just look in game, what do you do when you press RMB? Your camera lean to the stock. You already handle the gun ready for shooting, you just don't look through the sights. That means you can't aim propery, and this is the only major difference between ADS and non-ADS. Yes, as MotherDear mentioned, there may be some recoil penalty, because your non-ADS stance is more relaxed as when ADS (current animations don't show it), but that penalty is nothing compared to inability to control the direction of your barrel. ADZ will provide it. There is no hip fire in game, because player ALWAYS keep rifle in pre-shooting position while standing. The next problem I think can't be resolved so easily until new animation system will be implemented. It is about player's body position while shooting. The point is that you can't make 360 and shoot with the same accuracy, but not only while you are actually turning. Even if you stop turn your torso without changing position of your feet, your spine is still curved and you can't compensate recoil with full effectiveness. You need to change your stance even if you haven't totally turned around to keep the decent level of accuracy. Horizontal recoil. Yes, it can be compensated by muzzle brakes, but it is still exists, because of different positions of hands, impulse of rotating bolt and other. All these things affects shooter's ability to shoot fast and accurately enough to hit the targets on the distances above 100 meters, like the devs want it to be played. What I suggest: 1) Reduce sway, recoil and make it closer to the real values 2) Tie camera position off sights while shooting and desyncronize patterns of sway for gun and head. Second one could be really low and almost hidde, but it will compensate the reducing oof whole recoil. 3) Add progressive sway/tremor while ADS which is slightly increasing after every shoot. It will slow the temp of firefight and will encourage people to change stance to prone or crouch. 4) Change the pattern of sway. Reduce sway, but add micro tremor to make it more unpredictable, but still effective for engagements up to 150 meters, progressing of tremor will prevent player from standing shooting on long distances (see 3) 5) Add slight recoil penalty for turning on wide angles, when new animation will be implemented and player will be able to turn his torso withough changing position of feet. It will prevent players from fast 360 shooting. Or add non-cosmetic misalignment and hard cap on turn rate. 6) Add Aim Dead Zone. It is the most vital part of shooting, it will prevent non-ADS shooting even more effective than 2x recoil, it will help to make sway while ADS and will work perfectly with 5. 7) Add little horizontal recoil. It will help to prevent people going full-auto on long distances. Why do I suggest it? Because shooting is the MAIN mechanics of this game, it is the main way for player to interact with game world, because Squad is shooter first. It will help to keep the combat on the level devs desired it to be, but will make shooting more smooth, realistic and skill depended. Comments and feedback appreciated, want to hear opinion of experienced shooters and, hopefully, devs. I'm not sure I listed all of the things which can help, feel free to add your opinion and experience to my suggestion. UPD: Added feedback from comments.
  21. List of Weapons and Vehicles

    I couldn't find one, So here is a list of weapons and vehicles for Squad. A bit of speculation on the vehicle part but just basing it on common vehicles in syria, ukraine and russia. If anyone want to post screenshots of the individual items, i'll put it next to it in the list. If anyone has any other confirmed things that would be lovely. Infantry weapons Currently Ingame Future Vehicles Emplacements: Future Infantry Weapons:
  22. Hello Squadies, Once vehicles are implemented, I feel it will be necessary to add in adjustable iron sights feature to the RPG and M72(just like from BF2 PR). This would allow infantry the capability to accurately engage vehicles at farther ranges. I'm sure this topic has been discussed before, but I do want to create a discussion on how the introduction of vehicles will change the game. My second question is, do you think the developers are planning to implement ATGM emplacements anytime soon after the vehicles?
  23. M-240B and PKM

    Hi Team any updates regarding M240 AND PKM weapon implementation.