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Release: Alpha Version 9.6

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Hi Squaddies,
 
The time has come to hit the streets of Narva! Alpha 9.6 is upon us, and a new map isn't the only thing in store for you! Are you locked and loaded?
 
Aww, yeah, that's right: squad locking makes its debut in this patch. Not only can you fortify your squad, Riflemen are now capable of deploying sandbags. Everyone else is capable of destroying them... and maybe a few other deployables too. Dig in!
Version 9.6 is now available via Steam. 
 
Please always reset your appdata in the game settings on every new build!
 
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Full Changelog

Gameplay

  • Vehicle claiming can now be done with only 1 person around the vehicle, as long as there are enough people in the squad. This is especially relevant for remote claiming, as players no longer need to send back two people to grab that empty logistics truck that saves your team.
  • Squad now get a vehicle claim unlock at 2/4/6/8 squad members. This combined with the above allows players to make more dedicated vehicle squads. Please make sure you remember to transport the rest of the team with all those APCs!
  • Changed round start-up timers to 3 minutes of preparation time (previously 2 minutes) to help squads get formed and Squad Leaders coordinate before round start.
  • Resupplying or requesting kits from an ammo crate now expends ammo resources from the FOB depending on the kit requested/resupplied. All kits cost 25 ammo points to request or resupply (regardless of missing equipment -- do not spam it unless you need it). Exceptions are as follows: UGL, Raider, and Scout cost 50 to resupply. Light Anti-Tank costs 75 to resupply, and Heavy Anti-Tank costs 100 to resupply.
  • Deployables are now able to be damaged by weapons and thus destroyable. Boom!
    • Sandbags are able to be damaged by all explosives as well as 14.5mm and above.
    • HESCO based deployables are only currently destroyable by the IED, or through heavy bombardment by mortar. This includes US and RUS MG bunkers made out of HESCO. This includes US and RUS MG bunkers made out of HESCO.
    • Ammo boxes are quite fragile and vulnerable to most things besides small arms.
    • HABs from all factions are only currently damageable by IEDs as well as mortars, but only through heavy bombardment of mortars. Useful for disabling spawns from afar.
    • Radios are now damageable by a few select ranged weapons. No ranged weapon is able to quickly destroy the radio avatar of the FOB, but they can hurt it through prolonged fire, thus making it vulnerable if exposed. It is currently vulnerable to the weapons you would use against armored vehicles, HEAT rounds, HMGs, cannons, big explosions, and mortars. Taking down a FOB is still a team effort! Furthermore, Radios now have damage stages so you can keep track of destruction from ranged weapons. You can use your shovels to heal it back up again.
    • Emplaced weapons can also be damaged now. Similar to radios, this will require the type of weapons you normally employ against vehicles.
    • Vehicle repair stations are similarly vulnerable to anti-vehicle weaponry.
    • Razorwire is only destroyable by explosive weapons.
  • Riflemen finally get something the other classes do not! The ability to deploy a single line of sandbags to lightly fortify temporary positions. Each Rifleman can only ever deploy one set of sandbags. (The old one will disappear, similar to IEDs.) Sandbags are still buildable in unlimited numbers by your SL at a FOB. This applies for all Riflemen classes with iron sights and red dot sights. Riflemen sandbags are not stackable, but SL placed sandbags can be stacked. 
     
    sandbags.jpg
  • FOBs no longer passively generate ammo or construction points. Please keep your logistics trucks safe and be sure to give lots of love to the brave drivers! A freshly deployed FOB still starts with 100 ammo points and 200 construction points.
  • All armored vehicles no longer take splash damage from Heat-Lance type weapons (RPG-7 HEAT, RPG-7 Tandem HEAT, SPG-9 HEAT, RKG-3, M72 LAW, 40mm HEDP). This means that you need to hit a direct hit on the vehicle to damage it. Up until now, hitting the ground next to a vehicle did a significant amount of damage to it - time to make those rockets count! Unarmored vehicles such as trucks and technicals still take splash shrapnel damage from these weapons, but significantly less than from a direct hit.
  • Ammo crates now cost 200 construction points (was 300). TIP: This allows quick rearms in the field for a few soldiers in critical need of bandages or ammo. Left unsupplied, this FOB will not generate any new points, so think about taking the FOB again afterwards to blocking the team or giving away the FOB and associated tickets.
  • The bare M2A1 Browning and NSV Tripods are now 250 construction points (was 350). Their bunker counterparts are now 450 points (was 500).
  • The Dshk emplacement is now 200 points (was 350). TIP: This will enable you to deploy it off of a fresh FOB, but please be cognizant that left unsupplied ,it will only have a limited amount of ammo as well as attract enemies to its location. Remember to take down the FOB when you do these hit and run tactics.
  • Unarmed HESCO bunker has been reduced by 50 construction points.
  • Militia sandbag bunker reduced to 150 construction points (was 350).
  • Ladders reduced to 100 construction points (was 200).
  • Vehicle Repair Stations have been reduced to 1 per FOB.
  • SPG-9 is now limited to 3 per FOB (was previously limited to 2).
  • Added a HESCO equivalent fortification for Insurgents and Militia in the form of a line of empty oil barrels filled with dirt and gravel. Costs 200 construction points and limited to 6 per FOB.
  • Added another magazine to the M110, also brought up the SVD to have the same number of total rounds as the M110.
  • Slightly lowered the G3A3/G3A4's felt recoil.
  • Lowered sway motion on all binocs.
  • There is now a slight delay for dropping supplies from a logistics truck to a FOB.
  • Added "mercy bleed" to last flags on AAS.
  • Capturing the enemy team's last flag will incur an accelerated bleed to the enemy team: 50 tickets per minute.
  • Note: Due to time restrictions this will be updated with a different timer in a future update to better suit the intent.
  • Added additional logistic trucks on medium to large maps that only had one logistics truck.
  • Additional motorbikes have been added to the expanded Al Basrah map. Additionally, some motorbikes are now permanent recurring spawns.
 
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Effects

  • When throwing a smoke grenade there is a tiny delay before it starts emitting smoke. This means that it no longer marks your exact location as a target when it should be obscuring it.
 
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UI

 
squadlocking.jpg
 
  • The wait is over! It is now possible to lock squads. We urge veteran players to not lock themselves away from the community at large, especially during times of influx.
  • You can no longer join a locked squad, and trying to join a full or locked squad will now return you to the role select screen.
  • New Spawn selection list next to the map, which lists all the possible spawns and allows players to easily identify where to spawn. 
     
    spawnlist.jpg

 

  • New Player Stance and Vehicle Engine indicator icons, that show what stance your character is adopting (standing, crouching or prone, as well as which way you are leaning), and if you are in a vehicle the indicator would also show whether or not your engine is on. 

 

stanceindicators.jpg
 
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Mapping

  • Narva!
    • AAS v1, Invasion v1, and PAAS v1 have been added.
    • Experimental: Invasion v1 has been updated. Defenders can no longer capture flags taken by BLUFOR.
    • Experimental: Due to "mercy bleed" on last flags, additional "end match" flags have been added to the ends of the PAAS lattice. 
       
      narvaaasv1.jpg
       
      narvapaasv1.jpg
       
      narvainvasion.jpg

 

  • Al Basrah Update
    • All gameplay layers have been changed to new layouts.
    • Experimental: Invasion v1 has been updated. Defenders can no longer capture flags taken by BLUFOR. 
       
      albasrah_aasv1.jpg
       
      albasrah_invasion.jpg
       
      albasrah_paasv1.jpg
    •  
    • Additional motorbikes have been added to the expanded Al Basrah map. Additionally, some motorbikes are now permanent recurring spawns.
  • Added "mercy bleed" to last flags on AAS.
  • Added additional logistic trucks on medium to large maps that only had one logistics truck.
  • Removed cardinal directions from Yehorivka flag names.
  • Attack and Defend markers have been removed on Invasion layers to reduce confusion on the Experimental Invasion layers for Al Basrah and Narva. If we decide to move forward with the new Invasion mechanic, additional work will need to be done to code in new attack/defend functionality specifically for Invasion layers.
 
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Bug Fixes & Optimizations

  • Fixed an issue where the shield on the Dshk machine guns didnt stop bullets. They now stop small arms again, and offer limited protection against heavy calibers.
  • Fixed an issue where all unarmored vehicles were not behaving as intended. They now offer limited protection against small arms for the driver and any other occupants fully enclosed inside the vehicle. You can still shoot out the infantry in there but they will be a bit more resistant to small arms fire.
  • Fixed an issue where the M939 truck was almost bullet proof to small arms fire.
  • Fixed several lean issues on Gorodok Invasion v1.
  • Fixed a lean issue on flag Papanov in Fools Road AAS v3.
  • Fixed RCON bug with Listplayers command
 
Have fun storming the castle!

Offworld Out.

Edit:
Alpha 9.7 hotfix changes:
  • Fixed collisions on several buildings on Narva and Basrah to prevent glitching
  • Fixed "Gamma" flag zone collision and time to cap on Narva Invasion v1
  • Reduced bleed on "Alpha" and "Bravo" flags on Narva Invasion v1
  • Temporary Militia logistics truck spawn on Narva Invasion v1 moved back
  • Added temporary spawn for Insurgents on Al Basrah AAS v1
  • Fixed Sumari missing/displaced static meshes
  • Fixed incorrect mortar damage issue on HABs
  • Fixed destruction effects on INS and Militia HABs
  • Fixed SL hex menu not being centered on mouse position
  • Flipped stance indicators horizontally

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Should remove all resources from the FOB. Now you're going to have people dumping FOBs and ammo crates, then digging them up to rearm in the middle of nowhere with no logistical support.

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These are awesome updates! I mean, even a small thing like a rifleman being able to build a fighting position is great and realistic!

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Can I have a question so all rilefamn get sandbags?

Still believe squad locking should be limited tobhow many players on on your team so if your team has less then 20 on your side you shouldn't be about to lock your squad other wise your end up with too many squads of just 3 people new players will end up squading leader new players I ge stated my considers on this matter jur look at my posts I think this could seroiys damage how many people what to play squad with out mates I understand why people what locked squads but I don't see how locked squads fots in with Teamwork as your stopping people working together or you can set a limit of how manybsqiada can be locked at at minimum 4 players 

Squad leader

Medic

Rifleman

And one surpport role

 

The maps look good and the update if you are going to keep locked squad unlimited then increase squad bsizes to 12 as don't forget maps will get bigger and so will servers the 3 extra roles could be 

Fire team leader

Ammo bearer

Automatic assailant rifleman

Or as I stated bon another feed helplo opertaers etc butblimiet these special roles like heli to one per team that must be agreed by comander and squader leaders

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  • Vehicle Repair Stations have been reduced to 1 per FOB.
  • Added "mercy bleed" to last flags on AAS.

Yes!

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39 minutes ago, Tartantyco said:

Should remove all resources from the FOB. Now you're going to have people dumping FOBs and ammo crates, then digging them up to rearm in the middle of nowhere with no logistical support.

That's the point, it takes time, lowers situational awareness and generally leaves you exposed and noisy. It's fine how it is. Besides, the majority of players aren't competent or organized enough to keep everything supplied they barely manage to do it on a few servers as is lol.

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1 hour ago, Tartantyco said:

Should remove all resources from the FOB. Now you're going to have people dumping FOBs and ammo crates, then digging them up to rearm in the middle of nowhere with no logistical support.

 

Totally agree with this one... I would much rather see the basic rifleman carry ammo if the problem was lack of ammo in the field. I'm assuming it's a placeholder for now, so not a huge deal, but I will feel kind of weird deploying a radio (instant) then deploying ammo (instant), rearming 3-4 people, digging both up, doing it again, then making our way to the next objective... 

 

Aside from that though, great changes!

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Gonna be cool with locked squad so you can make 5 man teams without issues.

 

As a pub player i'm kinda worried about the 75point cost of rockets, its hard enough to get people to pick the class over sniper or the sniper MG when able.

Getting 

 

About freaking Taim infantry got bags to fill with sand hehe

 

Its really cool blowing up sandbags, im just worried some of the lesser factions gonna get a real stomping cause of this.(More than they already do)

 

I was so used to crouching all the time to check my stance...

 

And finally as a pub player please throw invasion in the bin, its clunky and worst of all unfun. Use the time to fix the broken INS gameplay after the no fob rule blunder.

 

Narva looks amazing!.

 

Voice out.

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5 minutes ago, Voice said:

Gonna be cool with locked squad so you can make 5 man teams without issues.

 

As a pub player i'm kinda worried about the 75point cost of rockets, its hard enough to get people to pick the class over sniper or the sniper MG when able.

Getting 

 

About freaking Taim infantry got bags to fill with sand hehe

 

Its really cool blowing up sandbags, im just worried some of the lesser factions gonna get a real stomping cause of this.(More than they already do)

 

I was so used to crouching all the time to check my stance...

 

And finally as a pub player please throw invasion in the bin, its clunky and worst of all unfun. Use the time to fix the broken INS gameplay after the no fob rule blunder.

 

Narva looks amazing!.

 

Voice out.

Small squad is what will ruin squad tho the idea of squad is teamwork small teams ofbsqiads willnkot work you miyutbas will he in a bigger squad with more kits and be a firetem leader 

 

1 hour ago, Daytrader said:

Great update, and what castle :)

In narva there is castle it says onaonaps wiki

 

1 hour ago, Mister Skippy said:

GREAT UPDATE!

But where is the FPS optimization?

And may i ask isn't 3.3 GB too much for an update?

Seems big but not seen anything to do with optimization in update mate

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9 minutes ago, Psyrus said:

 

Totally agree with this one... I would much rather see the basic rifleman carry ammo if the problem was lack of ammo in the field. I'm assuming it's a placeholder for now, so not a huge deal, but I will feel kind of weird deploying a radio (instant) then deploying ammo (instant), rearming 3-4 people, digging both up, doing it again, then making our way to the next objective... 

 

Aside from that though, great changes!

I agree if they made squad up to 12 members add roles ammo bearer and automatic assignant rifleman and fireteam leader  it would be able to do so however with addingvtanks and help etc the two roles I just mentioned could be limited to 3 per team or per 40 players on a team then the other squads could have a pilot and a tank driver as most maos surpport 80 and some nearihg 100 this could he possible

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Posted (edited)

I love how this game is turning out to be! But, this is the first update that includes something that I really don't like; The Rifleman with the sandbags.. I think it takes away from the realistic aspect bc somebody in your squad is carrying around a "wall of sandbags". I think a very small and limited ammo bag would have been better, like in PR. It's more "realistic", gives players a good reason to play as Riflemen, and would actually be helpful on the battlefield.

 

Edit: Maybe instead of placing sandbags, they could place a small ammo box similar to  the ones placed at FOBs, only you can't request kits off it.

Edited by C-Money314

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Posted (edited)
45 minutes ago, C-Money314 said:

I love how this game is turning out to be! But, this is the first update that includes something that I really don't like; The Rifleman with the sandbags.. I think it takes away from the realistic aspect bc somebody in your squad is carrying around a "wall of sandbags". I think a very small and limited ammo bag would have been better, like in PR. It's more "realistic", gives players a good reason to play as Riflemen, and would actually be helpful on the battlefield.

 

Edit: Maybe instead of placing sandbags, they could place a small ammo box similar to  the ones placed at FOBs, only you can't request kits off it.

 

Whats unrealistic about a wall of sandbags? You can easily fit that in a day pack. The sand bags aren't full when you carry them haha

 

Patch looks great. One step closer.

Edited by IronComatose

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Not sure why there was a decision to give the rifleman a sandbag line instead of a limited supply ammo crate :/ 

 

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I don't know about that HDD-space fix for patches that was supposed to be in 9.5 Hotfix, and thus keep down the required space for future patches.

 

Tried to update Squad today, and despite the patch being 3.3 GB I couldn't download it through Steam with 19GB free on my SSD because of "insufficient disk space". Since one can't relocate games to another drive if they need to be updated I had to uninstall the game and download it from scratch.

 

Thus it appears as if that fix doesn't actually work.

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5 hours ago, Tartantyco said:

Should remove all resources from the FOB. Now you're going to have people dumping FOBs and ammo crates, then digging them up to rearm in the middle of nowhere with no logistical support.

 

3 hours ago, Psyrus said:

 

Totally agree with this one... I would much rather see the basic rifleman carry ammo if the problem was lack of ammo in the field. I'm assuming it's a placeholder for now, so not a huge deal, but I will feel kind of weird deploying a radio (instant) then deploying ammo (instant), rearming 3-4 people, digging both up, doing it again, then making our way to the next objective... 

 

Aside from that though, great changes!

Hmm, I also have a mixed feeling about this. Let's see how it pans out.

 

 

 

Quote

Effects

When throwing a smoke grenade there is a tiny delay before it starts emitting smoke. This means that it no longer marks your exact location as a target when it should be obscuring it.

As a medic: "Thank you!"

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This update looks amazing. This is the kind of update I've been waiting for. More strategy and teamwork! And Narva looks to be a nice big map, my favorite.

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Thanks for the update. The only thing that really bothers me is the new hud icon showing your stance. Seems pretty unnecessary and not worth breaking immersion by having another thing on the hud. The best option would be for us to have the option to toggle all hud aspects via the options screen. Darkest hour/red orchestra did this well. If you wanted you could remove all hud in that game and even select certain hud features to toggle. 

Thanks for the hard work.  

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please for the love of rifleman please give them ammo bag. 

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Very, very, very excited about this! It's great to see that Squad is now doing its first attempts at changing the meta with simple gameplay changes and rebalances. I imagine logistics squads will now become truly necessary and teams will be forced to be more organized. Also I think Narva looks just fantastic, just like the Al Basrah update. PR and Squad's maps always had something special about it, you could tell how they were designed to look like real places instead of Hollywoodian setpieces. This gives the maps a very nice atmosphere that you get in other games. One thing I'd like to ask though: the Eastern side of the river of the Narva map is empty and indeed it looks like it has a road that just abruptly ends. Considering real life Narva borders Russia, I'd like to know if in the future the map is also going to get updated to include a little bit of city to represent Ivangorod, the neighbouring Russian town, or maybe simply a border/customs office of some sort? It just looks kinda weird that the road goes on in a realistic fashion in the other extremities of the map, but that at the Eastern side it just ends abruptly.

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