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Found 63 results

  1. Couldn't help but notice that the damage radius on frag grenades and mortars is incredibly close. After trying to kill myself with mortars and grenades, it seemed like I was within 30 meters without taking any damage what so ever.
  2. I am over all very impressed with everything in this game, from the intensely detailed graphics to the accurate look, sound and feel of all equipment in the game. The reload animations for small arms have a serious, nagging problem though. He always checks the goddamn chamber. WHY? You do that shit for RANGE SAFETY! You will never ever see someone do a crisp safety check on their weapon after reloading down range. At a qual range, absolutely. They're required to. But this is just silly. I know it doesn't slow down the reload process all that much, but it still does, and it's totally out of place. PLEASE please please scrap that shit, my butt hole tenses up with annoyance every time I see it.
  3. weapon animations?

    Howdy fellow Squaddies, just had a thought on my mind after playing some EFT. With the excellent weapon animations in the the game, i was wondering if we would see some alternate reload animations. Maybe even see a tactical reload animation, with it being a quick reload, but the expense mag not being put in the dump pouch or plate carrier. I also was wondering if we could see a magazine check or chamber check. To be honest the same constant reload animation somewhat breaks my immersion a little bit.
  4. As we can see in the new recap, there will be some really good looking new models for the insurgents that will replace the current ones. In my opinion they look really good and I can't wait to see them in the game. But they are very Iraqi-looking and a lot of the maps currently in are Afghan styled (stereotypical low clay walls, poppy fields etcetera). They are perfect for the Al Basrah map, and the upcoming Fallujah map, but I wonder if we will ever see different models for the Afghan maps. Of course, this isn't really very important and I understand if devs want to hold off on it. Devs said that they didn't want to do current politicalized events, which I think is a smart decision of them, so they won't be Taliban. What the devs can do is just keep the insurgents name, but use a different flag for the Afghan mapped ones, to avoid any politics. Or if they really want to use a different name they can just change it to "Rebels", "Mountain Insurgents" or "Irregulars" or something else generic. Also a quick note before you start reading: sometimes I talk about which weapon should be for which class but the devs said they will redo the inventory system so probably also the weapons choosing system, which will probably make multiple options available aswell, so you might not want to pay too much attention to that. Now to the interesting part: There is quite a bit of difference between Iraqi and Afghan insurgents, most obvious the clothing (Afghans aren't Arabs, people!!!). Afghan fighters look like this (not all of the pictures are Taliban): While the Iraqi insurgents look like the ones from the January recap (again, really good job on them). There is also a difference in the weaponry. Afghans got the AK74 from the Afghan-Soviet war, and the AK74 isn't really common at all in Syria and Iraq. Even Russian soldiers currently in Syria often use AKM. But a weapon that is common in Syria and Iraq that isn't in Afghanistan is the FAL, often with a scope. I think for that the Levant faction the AK74 should be replaced with a FAL and the scoped AK74 also replaced with a scoped FAL or scoped G3. Also, despite the AK74 being "somwhat" common in Afghanistan it is still a really rare weapon, and a status symbol for higher ups in the organizations. I think that the AK74 should become a squad leader weapon for the Afghan insurgents and changing the scoped AK74 for a scoped G3. But this is really a dev decision. G3 is produced in Iran and Pakistan so it is quite commonly found with insurgents in Afghanistan. Now the really fun stuff: Enfields. It is not the 80s anymore of course, so they aren't as common anymore, but I really think it would add some flair to add the Lee-Enfield rifle. They used to be really common during the Afghan-Soviet war but have since been a bit replaced by newer weaponry, but the Enfield is still found in Afghanistan today. I think this should be used for scout class and perhaps a scoped version for the marksman. Now what I think is the most important change to the Levant Insurgents is the M16 rifle. M16s have become incredibly common all around the Levant nowadays and we see them everywhere. Much less so in Afghanistan. A lot have been supplied to US-alligned groups in Syria and of course supplied to the Iraqi army, and a lot of these have been stolen by insurgents. Of course also a lot have been captured from US military. I think that a M16 should be a limited option for regular squad infantry and perhaps for Squad Leader. Grenadier option with 203 might also be somehting the devs could add. TL:DR: 2 factions, Afghan Insurgents and Levant Insurgents. Different models and a slight differentation in weapons, FAL and M16 for Levant, Lee-Enfield and AK74/AKS74u for Afghan among others.
  5. Weapons of the BAF?

    So with the news that the British armed forces are nearly complete, I can't help but wonder what weapons they'll be using. Obviously the standard rifle will be the SA80, but for the auto rifleman, would they have the L86 LSW (extended SA80 with bipod and more rails) or would they have an FN Minimi? I think it would be cool if there was a choice for both, knowing that there will be two available AR kits in v10, one in riflemen and one in specialist, maybe the British will have the selection of the LSW for the rifleman AR and the minimi for the specialist. Aside from that what kind of AT do the brits use? I'm pretty sure they use the M3 MAAWS to some extent, but that's not really on par with the current in game AT systems. Maybe the ILAW?
  6. Hello squadies.Just wondering if were going to see more weapon systems added in the future? Ex. the AT4 replacing the LAW. Maybe the suppressor for the US' marksman rifle, which is what is used majority of the time. thanks.
  7. Anti Tank

    I personally think that the anti tank weapons currently are way too overpowered seeing how fast you can get killed if you are in a vehicle. anti tank weapons are heavy and are not easy to keep still for a longer period of time. I personally would like to see improvement on it, perhaps adding more weapon sway which you can stabilize briefly (like a ''really'' heavy sniper rifle), or giving missiles the chance to bounce off would solve this problem
  8. We need the ability to be able to pick up dead players weapons. Wether this is only for your faction is debatable but preferable I feel. Case in question. Our squad came under attack from an enemy BTR.. our AT guy was killed before he shot the vehicle and our medic was also down. Why cant one of our team pick up the AT and fire it the vehicle? and if I run out of ammo and am at the front line, why can I not pick up weapons from dead players? even if it is just nades and extra ammo. I genuinely feel that would add a lot to the game. //Thoughts?
  9. I know it it not a huge issue once you have played for a long time, but for new payers identifying the character models can be difficult. Occasionally I still tk on some of the maps. Can models be placed in Jensen's range showing the a factions and different classes? This would be of great interest I feel to a lot of people. This modded range has 2 museums, I know Jensen's have the weapons as well. It looks great and really is a fantastic showcase, especially the grenade range. I found the vehicle section particularly useful. Knowing your BTR, from your Stryker.. very nice. If the character models were lined up showing different classes and factions, this would go a long way to helping a large group of people. (I feel) Sample of FORT MEADE the new modded range.
  10. 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!
  11. 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!
  12. 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
  13. 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.
  14. The damage system needs some work. Torso shots should be a 1-2 hit kill depending on where shot, head 1, legs and arms should be more of a bleed out if hit. And if hit in the legs it should cripple the person indefinitely making them slower and if hit in the arm aiming in takes slightly longer. Also weapon sway should be reduced a LOT...I have shot many weapons in real life and I can defiantly hold a rifle steadier than a soldier in this game even if I'm tired...and have the option to set weapons on objects to steady them. Sprinting should be a lil faster and when tired you should not result to a walk it should be a slower sprint like in Red Orchestra 2. There also needs to be separate sensitivity options for aimed in vs hip. Oh also on the aiming note you should be able to focus indefinitely no matter what. And everything else is just polishing up. This list is a must inorder for this game to be good. I have no doubt it will do well either way but with these adjustments it will exceed.
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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
  20. 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
  21. 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.
  22. 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~
  23. 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.
  24. 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.
  25. 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.
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