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Alpha 16 Test + AMA + TwitchCon!

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Hey squaddies!

 

As we mentioned on Friday, the time has become to test Alpha 16! Please note: Choppers are in their first release and will continue to be developed with the help of your feedback! Expect some bugs, rough edges, and some antics, to be sure.

 

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ABRIDGED A16 NOTES

SYSTEMS

  • Added Helicopters. Helicopters are an exciting new system of transport that brings about a new dimension to the battlefield, literally. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles much like how heavy vehicles require dedicated Crewmen. 
  • Added Helicopter Tutorial. Helicopters require a degree of skill and practice in order to operate effectively, so we’ve provided a tutorial that takes you through the basics of piloting, the interface, and even a special time trial challenge course! (Complete with rings!)
  • Added a Soft-Boundary system for all layers that feature helicopters. This new boundary system is improved in that it gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter, making helicopter travel far less punishing than if they were to immediately crash into an invisible wall.

VEHICLES

mi8s_spawn_branded-700x394.png

 

  • Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers, not including the pilot, copilot, and 2 crew-chiefs (door gunners). It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies.
  • Added the UH-60M “Grouse” for the US Army and British Army. This medium-lift helicopter can carry up to 9 passengers, not including pilot, copilot, and 2 crew-chiefs. It is armed with 2 window-mounted M240H machine guns, suitable for some light degree of protection. It carries up to 1000 points of supplies.
  • Disabled all vehicle engines being able to be turned on during the staging phase.
  • Fixed FV432 APC being stuck in 1st Gear at all times.

DEPLOYABLES GAMEPLAY

  • Shoveling down friendly radios no longer cost tickets.
  • Fixed Radio health not blocking spawning when damaged by anything except destruction by shovel.

MAPS

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  • New map: Mutaha. Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland.  The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Initial map layers include AAS, Invasion, RAAS, Territory Control, and Skirmish.
  • Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts and Yehorivka map layers.
  • All map layers that have helicopters now include main bases with helipads that can repair and resupply helicopters.
  • Narva optimizations.

 

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KNOWN ISSUES

There are a few known issues with the helicopter flight model right now. They will be fixed as development proceeds. They include:

  • Gunner view occasionally flipping upside down. (Presumably, these gunners have gazed into the Sphere too long.)
  • Possible to see through fog in some occasions.
  • Vehicle engine sound delayed after getting out of the vehicle and the engine shutdown playing upon ignition.
  • Collective is maintained when the tail rotor is disabled. (Cartwheels!)
  • Some textures may fail to render or appear black.

ASK US ANYTHING

We’ll be holding an AMA on the JoinSquad subreddit THIS Friday (September 27), starting at 1 pm PDT. Want to know more about dead-dead? Curious about what it takes to lead an indie game to release? Want to know how Fuzzhead keeps his hair looking so awesome? Be sure to drop in and get the answers!

Head over to the r/JoinSquad subreddit to get subscribed.

TWITCHCON

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Are you headed to TwitchCon on September 27th? Come visit the Offworld Industries crew at Booth #1963! We’ll have folks there all weekend to answer your questions, as well as discuss Squad and OWI technologies in general. Be sure to check your swag bags too. =) You can always join us in Discord in the meantime as well!

OFFWORLD OUT.

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Lovely update, loads of great things and the new map is totally boss. It's like a generation kill episode.

 

Bulldogs don't need crewman? Also appears their detracking mechanic doesn't work.

 

choppers are very cool, nice tutorial, seems that my joystick throttle can only do 0% or 100% collective tho, not sure if it's that my joystick is ancient tho.

 

No vehicles on during staging - good move.

 

New sounds, lovely!

 

Noticed a new effect for some smoke grenades, nice stuff

 

Seems to run slightly smoother on my rig too

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Those cans should be secured on the UH-60. Excited though!

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Like the handling of the helicopters. The problem is the Logistic part. 1000 supplies is still balanced VS the Logy 1500 supplies isn't ! But this isn't the big problem ! Here we are again the Devs and there god intentions again ignoring the game mechanics. The helicopters will not be used as intended so long they can carry construction supplies and won't be anything else as flying Logys. Why should  you carry troops when you can set up 6 and more FOBs in such a small time. When those FOBs are up your team will be able to spawn anywhere on the map, so please Devs enlighten me why should you transport any one when you can enable your whole team to spawn where ever they want and at the same time, because of the spawns decide that game in your favor ? Makes no sense to me, but maybe it is just because I am a Logist !

 

Btw. We are talking here about the purpose of the helicopters based on the current specification. That they can be countered has nothing to do with the purpose based on the specification of the helicopters.

Edited by ExpressDelivery

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3 hours ago, Blackburn [OP4] said:

Hello! New to the forums not the game. What time/date can we start flying helicopters?

11h ago ! You need to download the test client from steam.

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Uhm, I'm not really happy about the policies to "close" this version hosting only to offworldindustries, but it's your choice :D

Edited by Maverick87Shaka
Updated

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Its a public test that's  supposed to find bugs what's wrong with that??

 

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I can't even work out how to update ?

Edit: scrap that - worked it out.

Edited by Seamus

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3 hours ago, Smee said:

Its a public test that's  supposed to find bugs what's wrong with that??

 

Nothing is wrong with that sentence, but if you enable people create custom server and let the squadron play together and test it, you'll get for sure more feedback than what you can receive locking this version behind OWI servers.

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Posted (edited)

After trying the heli's for a bit... I found that the one thing that I was struggling with was that there is no option to invert the mouse fort he heli.

As someone who got use to the inverted mouse from other games this is really a big deal for me.

Hope you will add that option soon :)

 

Other than that.. the gameplay feels and looks really good.

thanks for the hard work! 

Edited by Mr.kongo
spelling correction

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I can't wait for this!

 

  Interesting that the British will be using the UH-60M for the time being. Is this a placeholder for a helicopter in British service and, if so, which helicopter are you guys considering given you have multiple, but very different, options?

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I like the map in the helis/choppers (since when became helos a word?) and would like them in other vehicles as well... Even insurgent use navigational devices (like Tom Tom's) ... 

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