Jump to content
Gatzby

Alpha 16 Released

Recommended Posts

Hey squaddies!

 

 

It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done.

 

Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes:

ALPHA 16 CHANGELOG

grouse_branded-700x394.png

SYSTEMS

  • Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!)
  • Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.)
  • Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system 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. The goal is to make helicopter travel outside map boundaries less punishing.
  • Fixed the limitation that caused servers to be able to only run three mods at a time.

GAME MODES

  • Territory Control: Added a HAB hex zone defense mechanic.  When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated.
  • Territory Control: Fixed Ticket Bleed not properly replicating.
  • Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations.
  • Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes.

 

mutaha_skirmish_hip1_branded-700x394.png

INFANTRY GAMEPLAY

  • Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes.
  • Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail.
  • Updated British L129A1 DMR texture to a tan-colored finish.
  • Updated M68 CCO texture.
  • Updated TT33 Tokarev texture.
  • Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration.
  • Modified firing sounds for the M249, M9a1 pistol, and M110.
  • Fixed weapon lowering not replicating correctly to other players when exiting a vehicle.
  • Fixed player character offset when entering a vehicle while crouching or prone.
  • Fixed ADS diagonal movement not having any footstep sounds.
  • Fixed Recruit roles being able to change to Riflemen roles from deployables.
  • Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned.
  • Fixed US Army Scoped Medic having a frag grenade; it has been removed.
  • Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol.

 

hipsdontlie_branded-700x394.png

VEHICLE GAMEPLAY

  • 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 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 Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) 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.
  • Removed ability for players to turn vehicle engines on during the staging/planning phase.
  • Increased top speed on the Minsk to increase off-road effectiveness.
  • Improved visibility and artwork for the DsHK Turret Shield.
  • Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.)
  • Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver.
  • Optimized effects on tank cannon shot and APC auto-cannon shot.
  • Optimized tracer effects to improve performance.
  • Fixed T72 autoload sound playing in other vehicles.
  • Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended.
  • Fixed particles/vehicle glass shaders not blending properly with fog.
  • Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies.
  • Fixed FV432 APC being stuck in 1st Gear all the time.
  • Fixed BFV driver receiving splash damage while inside the vehicle.
  • Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets.
  • Fixed wrong impact FX and sounds for tank shells being played.

 

yeho_hip_branded-700x394.jpg

DEPLOYABLES GAMEPLAY

  • Fixed bug where shoveling down friendly FOB Radio cost your team tickets.
  • Fixed a bug that allowed infinite loading/unloading of supplies.
  • Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel.
  • Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians.
  • Fixed mortars not having extreme distance incoming sounds.
  • Fixed DShk shielded deployable having floating ammo boxes.

USER INTERFACE

  • Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan).
  • Added an indicator for when a player is bleeding inside a vehicle.
  • Added Show Full Servers and Sort by Ping functionality to the Server Browser.
  • Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out.
  • Updated Infantry Tutorial to include “Regional Training Center” on the Map Name.
  • Fixed commander chat saying DIRECT when using ALL.
  • Fixed scroll bar being too dark on the Command Map’s Vehicle List.
  • Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad.
  • Fixed Call Medic button not being initially disabled on subsequent incapacitations.

 

mutaha_branded-700x394.png

MAPS

  • Added 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. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.)
  • Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers.
  • Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters.
  • Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes).
  • Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2.
  • Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6.
  • Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing.
  • Updated minimaps for Gorodok, Belaya, and Yehorivka.
  • Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents.
  • Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision.
  • Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road.
  • Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia.
  • Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1.
  • Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents.
  • Narva: Added AAS v2, a new and improved Narva with classic layout.
  • Narva: Optimized with new landscape materials, trees, grass, crops, and water. 
  • Narva: Optimized buildings in an initial optimization pass and gave more color variety.
  • Skorpo: Improved and optimized rain weather effects.
  • Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1.
  • Yehorivka: Additional optimizations. (See previous patches for more information.)
  • Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay.
  • Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads.
  • Fixed some effects piercing through fog on certain maps.
  • Fixed various foliage types that prevented leaning and construction.
  • Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable.
  • Fixed staging zone pain volumes on Logar Valley and Sumari.
  • Fixed distant snow effects turning on/off depending on your zoom resolution.
  • Fixed some floating objects and minor visual bugs on several maps.

 

yehocrash3_branded-700x394.png

KNOWN ISSUES

  • Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update.
  • Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update.
  • Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game.
  • Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash.
  • Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports.
  • Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug.
  • Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • Occasionally Self-bandaging fails. Actively investigating this issue.
  • The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.

SPECIAL THANKS

As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing:

A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming! 

 

Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life!

SIGN OFF

You heard ’em, squaddies: we want to hear what you think. Be sure to drop by Discord, the official forumsreddit, or just keep an eye out for the next feedback survey in-game! If you’re REALLY feeling it, head over to the Squad store and get some new duds — you’ve earned ’em!

OFFWORLD OUT.

Share this post


Link to post
Share on other sites
Posted (edited)

<3

 

From this day on, Squad will never be the same.

 

I only hope maps and flag locations will get adjusted now.. And that we get rid of the smaller (and old) maps like the forsaken Logar Valley... Keep up the new standard with making maps but please please please don't have old maps in there that don't fit the vision just because someone put effort in them.. #removetheoldmaps

 

Please look at the strengths and weaknesses of current and old PR maps. This is now more relevant then ever..

Edited by MikeDude

Share this post


Link to post
Share on other sites

It's hammer chopper time, after more than 4 years. My heart is ready (aswell my parachute)

 

31 minutes ago, MikeDude said:

<3

 

Oh dang a wild MikeDude has coming back? Chopper time bring back wild and mithologic beasts aswell xD

Share this post


Link to post
Share on other sites

Can I just ask why the ability to create a Delta fireteam was necessary to be removed from the game? 

 

As a squad lead that actually utilizes all of the fireteams to divide the squad depending on roles, it's actually very useful to have the ability to create 3 fireteams within the squad. Understanding your surroundings as a squad lead is much easier when you have 3 different fireteam leads marking things on the map and calling things out instead of hearing random call outs on voice comms that have a higher capacity to cause misunderstandings. 

 

I just don't understand why something that essentially wasn't broken was removed from the game. And I'm not even sure if game developers even read these posts. 

 

Edited by PhantomOfEden

Share this post


Link to post
Share on other sites

Awesome. Mutaha plays and looks great!

 

Also it was the first time ever since the package change in v12 that the update actually really only loaded 3.8GB and installed right away without loading 12-18GB as before no matter how small the real update was!

Share this post


Link to post
Share on other sites
Quote

Fixed US Army Scoped Medic having a frag grenade; it has been removed.

Getting there, what about Scoped LAT?

 

 

Quote

Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver.

Great, now more of them will be left in the middle of nowhere.

Edited by EcchiRevenge

Share this post


Link to post
Share on other sites

Loving the update so far, but I have some feedback regarding the helicopter.

 

The flight model does take some time to use to, and is quite. unique.

The main thing I want to point out is that the current customization option choices for the helicopter key bind isn't there yet.

  1. Currently, Left Shift will always takes you into focus on instruments.
    • No options of removing this key bind at the moment.
    • This frustrates me the most, because coming from a long history of ARMA III flying(1k+hours), using left shift for collective is a hard muscle memory, and not able to bind the old key here is quite frustrating.
    • The instruments are already quite easy to see, so I don't find a need to view it closely yet.
       
  2. Roll and pitch locked into a single key/mouse control.
    • This prevents the binding of roll and pitch onto WASD.
    • Why WASD? It simulates hard pull on the flight stick for us keyboard warriors. :) 
    • With separated pitch up and pitch down, it's also easier to make the right bind for joystick/flight stick users.

That's all for now, thanks for the great work on Squad so far!

 

Best,

Kli
 

Share this post


Link to post
Share on other sites

Hmm, indeed times change with this update. This will take some time to readjust balance on some maps. But nothing super critical. Keep up the good work!

Share this post


Link to post
Share on other sites
On 10/10/2019 at 2:22 AM, PhantomOfEden said:

Can I just ask why the ability to create a Delta fireteam was necessary to be removed from the game? 

 

As a squad lead that actually utilizes all of the fireteams to divide the squad depending on roles, it's actually very useful to have the ability to create 3 fireteams within the squad. Understanding your surroundings as a squad lead is much easier when you have 3 different fireteam leads marking things on the map and calling things out instead of hearing random call outs on voice comms that have a higher capacity to cause misunderstandings. 

 

I just don't understand why something that essentially wasn't broken was removed from the game. And I'm not even sure if game developers even read these posts. 

 

This is concerning. an official reason would be appreciated.
Separate thread have been made regarding this subject aswell.

Share this post


Link to post
Share on other sites

Great patch. Lots of great new content, assets and quality of life improvements. I especially like the new map. 

 

That said, its too bad there aren't a few official vanilla servers available in each region because as usual with every new feature the devs work hard to put in the game the private hosts again feel the need to contradict it with some hodge podge of oddball supplemental rules.

 

I love the newest one "no more than two pilots per squad"... lol...

 

Needless to say, the server already has a "no locked squads under 4" rule from that particular patch. You couldn't make this stuff up if you tried. Definitely Mensa members hard at work here.

 

So not only do you have to fly a chopper but you've also got to constantly kick poor saps that keep joining your squad plus also take one of the nine available SL to SL keypads.

 

 

Share this post


Link to post
Share on other sites

Update 16.v looks fabulous, run smoother, they are some bugs that we have encountered with my group playing, we will list a few little some maybe still  from previous 15 version.

 

I love the helicopters can't wait for additional birds to be added. I did notice a frame rate drop with maps that involved helicopters not sure if that's server-side or client-side as I do have an extremely powerful  gaming machine. 

 

1. Looks like the hit box for the helicopters is outside the model when you shoot specially on the nose.

2. Still having issues shooting out of broken glass windows where as the  enemy can shoot into the windows. 

3. Looks like the collective on the helicopters is mis-calibrated.

4. Damage to the helicopter seemed to be extremely low threshold when landing but able to take a beating while flying. 

5. By pods on the LMG's don't bipod on all usable surfaces.

6. Not sure why delta fire team was removed from the game?

7. If you are a pilot and you crash with a full bird it is impossible to respawn , had to leave the game after 15 mis of waiting to spawn, not sure if there's a thread about additional time out for accidentally killing teammates that way.

8. Object issues with some bush grid E4 1 -6 not able to throw smoke or grenades through it on New Map  

 

Share this post


Link to post
Share on other sites

Choppers are way too OP in my opinion. Both speed and damage taken need to be reduced by around 50%. Anytime you look at them in a scope they do the old jr high slide show desych plus they take way too much damage.

Share this post


Link to post
Share on other sites

So after about 25 hours in v16 I have to say the game got a lot faster. Chopppers are almost invincible when engaging a full squad on a logi. When fortified a good pair of LMG can provide some protection. But the only real counter measure so far for me is to have a mrap or scout car too in my squad for protection. So their importance is much bigger now.

Choppers are really fast deploying an fob somewhere close. So you can never really feel safe and rest. I'm not sure what's my verdict but what I can say for sure choppers totally changed the way you have to play.

Share this post


Link to post
Share on other sites
1 hour ago, Mauti said:

...for sure choppers totally changed the way you have to play.

 

c263180fd10832bc6f41ef553353f70bbaf672ecb22ad1be953a3c63b7bcde0e.jpg

Edited by Slavinkje

Share this post


Link to post
Share on other sites
34 minutes ago, Guan_Yu007 said:

I found myself using buddy rally pretty much 0 times yesterday. So that is good.

Well... I gave it a try.

 

I jumped in a server, and after 20 minutes I realized that the action had never stopped. Everything was spawn here, get in cap, heal somebydy, drop one, die, spawn there attack from the other side, drop one, die, spawn at new rally. 

 

20 minutes of pure action, shots never stopped, open the map and it´s headless chickens all over.

 

On the other hand, last night there was a ONE LIFE event. I didn´t get to play but it was awesome. So vanilla is not for me.

Share this post


Link to post
Share on other sites
1 hour ago, Nightingale87 said:

I jumped in a server, and after 20 minutes I realized that the action had never stopped. Everything was spawn here, get in cap, heal somebydy, drop one, die, spawn there attack from the other side, drop one, die, spawn at new rally. 

Since i was mostly back capping, there was plenty of downtime for me, and my squad enjoyed it quite a lot.

Share this post


Link to post
Share on other sites

Have enjoyed flying, not sure if there were many tweaks between the PT version and final v16 release. I feel a reduced sensitivity on the collective which makes controlling it a lot easier and smoother. Still feel that they feel a little light at times especially on a straight approach getting in to the pendulum motion. As flying requires a bit of attention I like having the co-pilot as SL to liaise with troops, load and unload supplies and provide markers and approach angles. A nice little bit of teamwork that never really happened in PR when using transport choppers (as a pilot you could pretty much do all of the above comfortably).

 

Other changes around the place are good too, the new map is intense. The tweaked inf movement is welcome.

Share this post


Link to post
Share on other sites
5 hours ago, Nightingale87 said:

Well... I gave it a try.

 

I jumped in a server, and after 20 minutes I realized that the action had never stopped. Everything was spawn here, get in cap, heal somebydy, drop one, die, spawn there attack from the other side, drop one, die, spawn at new rally. 

 

20 minutes of pure action, shots never stopped, open the map and it´s headless chickens all over.

 

On the other hand, last night there was a ONE LIFE event. I didn´t get to play but it was awesome. So vanilla is not for me.

Agreed. Choppers are now nothing more than giant fast flying Pez dispensers dribbling out Uber Rally's and Fob/Habs with impunity. As offensive weapons they have minimal impact though which seems odd compared to the choppers in Joint Operations.

 

To be honest it's way too much overlap and redundancy to have them carry enough build and ammo for Fobs/Habs. The biggest maps in Squad are still way too small for the silly speed the choppers have.

 

I always assumed that once choppers would be implemented they would simply be simple transportation accoutrements with that would basically eliminate the need for Star Trek teleportation Fob/Habs.

 

So essentially now there are very few realistic attributes left in Squad and the respawn features have so many layers of redundancy built in that it's even more Arcade than many other similar past titles.

 

In the beginning when people dubbed the game "Walking Simulator 2016" the game was unforgiving, grueling and punishing and you paid the price for your mistakes. However, that was the elements that ironically made it strangely appealing.

 

Now the game has been so dumbed down that essentially it's a self fulfilling prophecy attracting mostly low IQ players that need be kept "in the action". All the while driving away people that want to plan tactics and strategy. Whilst certainly I don't have a problem with that concept stop trying to pretend that this game has any realistic tactical elements left in it.

 

Besides, I thought the whole purpose of migrating the game away from the Refractor Engine to the Unreal Engine was to improve the visuals but at this point the maps have had so many optimization passes done on them they actually look worse than PR. Especially the two maps I compared in PR when I played in recently; Al Basrah & Fools Road.

 

Squad has now evolved into what I now call "Baby's First Battlefield"...

Share this post


Link to post
Share on other sites

Some people just complain too much, yes there is a lot that needs to be fixed about the game currently, but can we just focus on the helis for now? Which i have gotten used to now, and actually enjoy flying in (flight model is still shit but eh).

Been flying for three matches in a row, my co-pilot being the SL placing markers and checking his map and stuff, and two doorgunners doing their job.

Only lost my heli once in those three matches, since an enemy tank managed to sneak nearby without being noticed.

Transported lots of people from place to place and supplied lots of fobs, and gave out some fire support where possible.

In fact, i'd say that our fire support helped break a stalemate in Talil's Iraqi Hangars objective.

We also snuck around the map with our heli 30 minutes before the breakthrough to build a sneaky fob behind the enemy objective and used that to quickly overrun the enemy before they could prepare.

 

Overall, helis are a blessing to this game, now most players who want to fly just... Need to learn how to fly.. Another Squad lost their heli at least 7-8 times, our heli went to main around 30 times or so in the last round, and at least 15 of those times we saw the other squad waiting for their heli lmao.

 

In the end, V16 improved the game and didn't really do anything i don't like, it's not perfect (flight model), but overall i don't actually have much bad to say about it. One thing though, buddy rallies are now useless from my experience, please just remove them, if only to test the results of having helis without buddy rallies. After all, this is an alpha right? Just try getting rid of that shitty mechanic and see how the game plays out.

 

EDIT: Kinda contradicted myself here in this post, ohwell screw it, it's feedback on V16. :P

Edited by Guan_Yu007

Share this post


Link to post
Share on other sites

Really happy with the change, my comments.

 

Pros

+ Choppers add a refreshing change to dynamics

+ Performance has improved

+ Feels a little more like PR

+ I'm not so hesitant to drive/gun vehicles now with choppers flying around (ie I'm not going to blamed for wasting)

 

Cons

+ Helicopter controls need improvement (joy and keyboard)

+ Helicopters are too fast and take too much damage (interim thing?)

+ Still getting CTD at map changes

+ Half the team are pilots now (this will die out)

+ Buddy Rally's and helicopters are now a major factor

Edited by [email protected]

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×