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Hey Squaddies,
 
Welcome to the August Recap! We've got some of the fresh cuts from the upcoming Alpha 12 to show off today! And heads-up, Offworld is off on a company holiday right now, but we'll be back fully recharged, team-built, and ready to take on the world again.
If you see some goons with Offworld Industries logos around Italy, don't be afraid to say hi! (Or run -- we're coming for your rally.)

 

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SquadChat with Axton and Chance

We don't want you to miss us too much, so be sure to check out the latest SquadChat to hear the sweet, soothing tones of Axton and Chance. We chatted about mapping, getting into the industry, and took your questions.

 

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Alpha 12 General Update

We're in a stage now which we call "hardening" where all major features going into the next version are locked down and we're searching and squishing bugs as they come. Internal playtests have also started in order to put these new features and gadgets through their paces. This process will take some time as there have been a lot of new additions to the game that will need to be properly tested and polished, but we believe that it'll be a major upgrade to the game that you the player should be accustomed to with each and every new alpha version of Squad.

 

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T72B3


 

 

We've finally managed to get the Russian counterpart to the American Abrams into the game and in testing. The T72B3 will be the main battle tank for the Russian ground forces, has a 3-man crew (Driver, Gunner and Vehicle Commander) and features a stabilised 125mm smoothbore cannon fed by an auto-loader.
 
The cannon can fire a dizzying array of different ammunition types ranging from armor-piercing sabot rounds to high explosive anti-tank, anti-infantry fragmentation rounds and even the 9M119M Refleks anti-tank laser-guided missile. In addition to this large arsenal to its main gun, the gunner has the usual 7.62mm PKT coaxial machine gun and smoke grenade launchers.
 
In comparison to the Abrams, the T72B3 is a much lower profile tank, almost 2/3rds the height and weight. Its autoloader is slightly slower than a human loader, and also presents a vulnerability with the ammunition stored directly below the turret.
 

The Vehicle Commander has control over a 12.7mm Kord machine gun in the cupola and has access to the turret's smoke launchers if need be.

 

kord_t72.jpg

 

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User Interface

The user interface has made even more strides since last time we showed this off, and we're going to show just how many new features we've added to the command experience.

 

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Command Menu & New Map Features

We're introducing a new "Command UI" interface which is accessible by all players. This features a large widescreen map and filter buttons that allow you to do things such as toggle player icons to be their roles, toggle FOB radius circles, viewing the map icon legend and a few other quality of life features.
 
You have the ability to highlight any squad member or team member from the Squads list and they will be highlighted on the map. You can also highlight by Squad simply by selecting the squad's header from the Squads list too. In addition, selecting players on the map will also highlight them in the Squads list.

 

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Command Grid Menu

We've designed a new right-click menu for any players in command positions, accessible in both the Deployment and Command menus. This menu has been expanded upon compared to the old hex menu in that it has a logic now to icon and marker placement and layout, as well as allowing us to add a few more team-wide request markers that should be useful for team-wide communication.
In addition, we're adding a "Waypoint" marker system that allows players to quickly drop at least 3 team-visible markers, which include a way to identify the squad that placed that particular waypoint marker.

 

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Fireteam Organisation

Fireteams can be organised in the Squads list now by simply dragging the member you want to assign, and dropping them into the desired fireteam. You can also right click and assign them through the context menu that pops up.

 

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OWI Company Holiday

 
Our CEO finally deployed the rally point and we're all deploying for a company trip roughly during the first week of September. For this time, most of Offworld Industries will be out of office, getting to know their international teammates and plotting for the rest of the year. When we get back the fresh assault on bug-smashing begins!
 
Response times from us may be a little slower during this time, so hang in there! We will get back to you. We appreciate your understanding!

 

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We'll be back next month with more! Alpha 12 is going to be a pretty big one, so we're looking forward to getting into playtesting with you all!
 
Ciao, belli,

Offworld Out.

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Very nice! Tho to be honest, for the bug testing, why not just make another optional public beta so you have way more testers? Wouldn't that help increase the speed of finding and fixing bugs?

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Does that gesture actually mean **** you up the *** or am I confusing it with another one?

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11 minutes ago, Guan_Yu007 said:

Very nice! Tho to be honest, for the bug testing, why not just make another optional public beta so you have way more testers? Wouldn't that help increase the speed of finding and fixing bugs?

Ultimately working toward that, but getting it stable and complete enough for that to get valuable results is the goal. We've been doing some internal/closed testing recently to shake out the technical issues (e.g. voip was causing a client crash... not so hot for public testing. =) ) so we can do broader testing.

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Great recap. Loving that Russian tank. I guess soon enough we'll be embracing our loyalty to the motherland in a stabilised 125mm smoothbore beast. Rossiya STRONK!

You guys have a great holiday. Be sure to enjoy the time.


Also, leave one spawn on the rally for the Squad Leader.

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Posted (edited)

looking good, so v12 comin around october/november

Edited by cheese

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For those who wants to ask the question "why the developers using T72B3 instead of T90MS," thats because T90 tank is nothing more than upgraded version of T72 series, when it comes to basics. In fact T72B3 have many better upgrades than many of T90 series. The name T90 came out as propaganda, since at that time Russian Federation wanted to show "that they are creating modern tank to counter western tanks."

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1 hour ago, Guan_Yu007 said:

Very nice! Tho to be honest, for the bug testing, why not just make another optional public beta so you have way more testers? Wouldn't that help increase the speed of finding and fixing bugs?

Thats what the plan as we do it always, once we get to that phase.

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Wow! Excellent news my comrads! T72 is amazing! Mozerland will never forget you! 

Enjoy your vacations guys! And might you put in your plans next vacation in siberia, you are very welcome there! :)

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good job guys :D i can't wait,

is it possible for developers can add New motion in combat like " position adaptation"?

laying the rifles on  any edge surface to increase the aim+recoil stability

for E.X:

your weapon is m4

you are behind a cover  " half wall , window , rock..etc"

you click "C" button  > you lay your rifle on that object surface

** now your stability increased slightly **

like this pictures below:

supported-shooting-675x450.jpg

 

2048x1365

FN-Military-Collector-M16-M4-8.jpg

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Hey! Great work on the T72,  this is a great time to put this idea back out there if it's not already in the works:

 

 

Make sure that spent casing gets flung out the top right ''n proper!

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How will the FireTeam coms work? 

 

I was thinking along the lines of the (direct SL- channels), via the NumPad. The only key not being used is the "0", that could default to your assigned Teamleader(s). For FTL, hitting "0" on NumPad would communicate to the SL, and visa-versa.

 

This would allow each FTL to retain Squad channel for subordinates, as the system should see them as SL/FTL for that smaller unit. So if the SL hits the normal Squad channel, only his assigned unit subordinates will hear him, not the others in the FireTeams. If the SL wants to channel his FTL(s), he hits "0" on the NumPad. FTL using the squad channel will be for his direct subordinates. If the FTL wants to channel the SL, he hits the "0" on the NumPad.

 

 

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Posted (edited)

Everything looks great so far! Will the tank turrets make sounds when moving them up, down, right, and left? I couldn't hear it in the video.

 

Edited by WarEagle751

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Absolutely great work! This is nice to see tanks finally in game! Need some work on optimizaion to do.

Also would be great to see some tutorial's of implemeting basic tanks in mods, for example I want to import BF3 M1A2 and T-90 in my custom BF style mod, as possible))

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23 minutes ago, SpecialAgentJohnson said:

If they got t72 then they need Abrams as well for balance, so long time still to wait... 

You did not see the previous recaps now did you?

 

 

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24 minutes ago, SpecialAgentJohnson said:

If they got t72 then they need Abrams as well for balance, so long time still to wait... 

 

Just now, Bahrein said:

You did not see the previous recaps now did you?

 

 

I was just about to post the same thing. The M1A2 Abrams is already finished and ready for V.12

abrams_3.jpg

abrams_2.jpg

https://streamable.com/ninla

https://streamable.com/p7h03

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2 minutes ago, Bahrein said:

You did not see the previous recaps now did you?

 

 

Yes but it was strange they didn't mention it this time. It probably means there is still work to do on it. 

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