Best Of
Re: Information On All Chinese Equipment
Equipment Summary (Expected)
Small Arms
QBZ95-1 - Assault Rifle
QBZ95B-1 - Carbine
QBZ03 - Assault Rifle
QJB95-1 - Light Machine Gun
QJY88 - General Purpose Machine Gun
QBU88 - Designated Marksman Rifle
QBU191 - Designated Marksman Rifle
QSZ92 - Pistol
Grenade and Launchers
DSS161 - Fragmentation Grenade
FSL02 - Smoke Grenade
QLG10A - Grenade Launcher
QLZ87 - Automatic Grenade Launcher
PF89 - Rocket Launcher
PF98A - Recoilless Rifle
Emplacements
QJZ89 - Heavy Machine Gun
AFT8 - Anti-Tank Guided Missile Launcher
PP87 - Mortar
Vehicles (Expected)
Ground Vehicles
CTM132 - Transport and Logistics
CSK181 (QJZ89) - Recon and Light Attack
CSK181 (QLZ87) - Recon and Light Attack
ZSL02B - Tank Hunter
ZBL08 - Armored Personnel Carrier
ZBD04A - Infantry fighting vehicle
ZTZ99A - Main Battle Tank
Air Support
Z-9 Haitun - Transport Helicopter
GJ-2 - Commander UAV

POW /UNARMED Suggestion
Hello,
With recent videos of POWs in Ukraine... How about this idea.
If an opposing team medic or SL revives an enemy combatant they automatically respawn at the opposing team spawn point and can't leave it. Similar mechanism could be implemented for the unarmed faction.
This way it would promote taking them as POW rather than just killing them. I see the downsides of this but it can also add a level of complexity to SQ.
Thank you
Tripple C to the P out.

Re: Only video output stops mid game
Rolled back to a much older driver (with DDU) and now it seems to work. Still not a clue what happend.
Helicopter flight model
Is there any plan on reverting or improving the flight model?
The 2.0 flight model changes rendered helicopters mostly useless. 90% of games I play the helicopters are either not used, crash enroute, or are shot down when attempting to land or hover. Most players would rather run 10 minutes than jump in a helicopter.
Re: Disable SL ability to kick players for illegitimate reasons.
The system is fine as it is. You can vote for commander. That's enough.
I can already see what would happen if a vote-to-kick system were implemented. If an SL doesn't want a particular person in his squad, he would just leave and start a new one until the offending player got the hint. This would be a waste of time.
Complain to the server host and lose all the good SLs? No SLs on a server = dead server.
Someone said that SLs are like any other role in the squad? What? Squad LEADERS are LEADERS. There is no "medic leader" or "rifleman leader". There is just one Squad Leader. A vastly different role than all the rest.
The only reason this game is fun is because of the squad leaders. It would be a poop show if everything were run by a voting system.
My suggestion would be to try squad leading. Or, ask the SL when you join if it's okay if you grab a specific kit. If he would prefer you take a different one, you can either leave that squad for another or just be a good teammate and do what your SL asks.
If you get dropped from the squad in the middle of the map, open the console and type "RESPAWN". Problem solved.
It seems like all of the frustrations that some of you have can be resolved by taking action yourself. No need to force others to take action on your behalf.

Squad Update v2.14 Release Notes
Greetings Squaddies,
With the v2.14 Update we wanted to focus on returning Squad to a more regular update cadence, with smaller updates. While we still have larger content updates on the horizon, we want to keep a steady stream of improvements and refinements coming to Squad.
A notable change in v2.14 is adjustments to the construction point cost of some deployable fortifications. The main focus however is on bug fixes both to the game and to specific maps. The Squad team is continuing to look for ways to improve the game’s performance, but that was not a focus for v2.14 and no specific performance updates are included in the release.
Please continue to provide your feedback on Squad, and all of v2.14’s changes this thread.
Squad v2.14 will be released on Wednesday, March 2nd at 19:00 UTC.
Changelog
System & Gameplay Updates
- Added a BTR80 APC variant for the INS faction with Insurgent desert camo scheme. This vehicle for now has been added to one map layer: CAF Al Basrah Invasion v3.
- Updated Razor Wire to now prevent vaulting over the posts without taking damage. Also added a lower roll of razor wire to the half built state. This allows for razor wire to be hidden in tall grass to help slow down/damage/funnel advancing enemy infantry. Note: Combat Engineer Kit Role inventory placed razor wire does not yet reflect this change.
- Adjusted the construction point cost of several deployable fortifications:
- Razor wire: 25 to 20
- Sandbag Wall: 50 to 40
- Sandbag Wall with Murderhole: 50 to 40
- Sandbag Crescent Wall: 50 to 40
- HASCO Wall: 400 to 300
- HASCO Bunker: 300 to 250
- HASCO HMG Bunker: 450 to 350
Bug Fixes
- Fixed a Client Crash that occurred upon launching Squad, this was related to MaterialQuality, caused by uniform layout mismatch.
- Fixed an issue with Low Textures graphic settings causing excessively blurred iron sight weapons (due to mips).
- Fixed an issue with ADS blur not working on the outside of the optic on all scoped infantry weapons. Further adjustments to this blur are pending.
- Fixed an issue with the new Restriction Zones used on 2 seed layers: Tallil Seed v2 and Al Basrah Seed v1. Vehicles had an unintended infinite invulnerability buff upon entering the Restriction Zone.
- Fixed an issue with deployable Indirect Fire Shelters having no “per FOB” limit - they’re now limited to 3 IFS per FOB.
- Fixed an issue with deployable Hesco Bunkers counting towards the limit of Indirect Fire Shelters per FOB.
- Fixed an issue with the CAF C8A3 Iron Sights alignment being ever so slightly misaligned.
- Fixed an issue with Invasion game mode, where no capture notification would appear.
Map Updates & Bug Fixes
- CAF Al Basrah Invasion v3 – Adjusted vehicle/emplacement availability for both teams to lean more in favor of attackers.
- CAF Adjustments
- Removed CAF ability to place TOW emplacements.
- Removed 1x CAF LAV6 IFV.
- Increased delay for CAF Leo2 MBT.
- INS Adjustments
- Added x2 BTR80 APCs.
- Reduced number of special Technicals.
- Reduced number of BMP1.
- Replaced two Technical Logi’s with Ural Logi’s.
- Jensen’s Range – Fixed an issue with the killhouse completed event getting triggered at inappropriate times due to the trigger collision clipping into part of the killhouse course.
- CAF Manic-5 RAAS v2 – Adjusted MIL to have extra tickets, set one flag as pre-capped at round start for MIL, added BTR80 & Ural ZU23 to MIL, added delay for CAF MBT.
- Mutaha RAAS v1 – fixed an issue with multiple CPs preventing leaning due to incorrect collision preset.
- Skorpo – Adjusted the colour of the reed foliage. Reeds appeared to glow due to materials with excessive subsurface brightness.
Gorodok
- Fixed floating rocks at grids B9-6-7 and H10-6-2.
- Fixed a floating road at grid K4-5-6.
- Fixed an issue with FOB's and Rally Points that could be glitched inside a barn roof at grid J2-1-3.
- Fixed an issue with a staircase with an inverted collision at grid G2-1-4.
- Fixed a bridge that was elevated above the road at grid J2-3-1
- Fixed floating grass at grids F7-7-8 and E7-2-6
- Fixed rocks with no back face at grids B12-8-8 and B9-5-9
Tallil
- Tallil - Fixed an issue with the concrete walls surrounding the Soviet Airfield POI culling too early. They should now cull at 1km with more optimized LODs.
- Tallil - Fixed an issue with a water puddle near the Al Khidir water tower having no water footstep SFX.
- Tallil - Fixed an issue with Z flickering on multiple hangar door number decals at the Destroyed Hangar objective.
Yehorivka
- Fixed floating grass at grid N14-3-9.
- Fixed an issue with a tunnel which allowed players to see under the map at grid I14-4-9.
- Fixed floating rock at grid L15-6-9.
- Fixed weird looking angular terrain at grid J12-7-3.
- Fixed a section of barbed wire fence missing the end post at grid L17-5-7.
- Fixed an issue with river grasses and cattails appearing to have a very low quality mesh.
- Yehorivka RAAS v5 - Fixed CP’s being offset from their actual locations for some players .
- Fixed CAF Yeho RAAS v4 RU helipads tilted.
- CAF Yehorivka RAAS v2 - Fixed RUS main base protection zone not working correctly.
- CAF GooseBay RAAS v1 - Fixed RUS tank spawners clipping with each other, causing issues with tank spawns.
Clear Cache to resolve residual issues
If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
CD | Collateral Damage | New Player Friendly | discord.io/collateraldamage
1. General Values & Expectations
- Collateral Damage aims to create a respectful community that is welcoming of all players, new or experienced.
- Players are expected to maintain good sportsmanship and to foster a culture of teamwork and cooperation.
- Players are expected to foster a fair and helpful learning environment for new and inexperienced players.
- Players and admins are expected to respect the rules and each other, and to act with integrity both in-game and out.
2. Administration
- Admins have the authority to investigate rule infractions as well as to interpret and enforce the rules in order to protect Collateral Damage’s general values and expectations.
- Admins reserve the right to take action based on Collateral Damage’s kick-ban matrix on any tags or names that are considered offensive, inappropriate, or otherwise incompatible with the values of the community.
- All players are expected to cooperate when an admin issues a warning. Any concerns regarding the rules can be brought up in an admin ticket in the CD Discord.
- Discussion of rules and bans should only be kept to the appropriate channels in Discord.
- Collateral Damage staff may add, remove, edit, or otherwise update these rules at any time with notice to the community via the CD Discord.
- English is the official language of server administration.
- Video, picture, screenshot, audio, or other evidence is required to take immediate administrative action.
3. General Rules (apply to both game and Discord servers)
- No hate speech (racism, sexism, homophobia, etc.) or personal attacks. This includes player names, squad names, and clan tags
- No toxicity, trolling, griefing, or similar behavior with the intention of harming the integrity of the server, community, or playerbase.
- Riding the line between the rules/playing in the gray area falls under this rule.
- Excessive admin pings/DMs will not be tolerated.
- No advertisement, promotion, or recruiting for other servers or clans without prior approval.
- Impersonation of Collateral Damage or OWI staff is prohibited.
4. Gameplay Rules
- No use of cheats, glitches, or exploits.
- No ghosting (defined as providing/gaining information in-game that you would not otherwise have), stream sniping, or similar behavior.
- No main camping. Main camping is defined as engaging assets by any available means while having a sightline directly to main or a route out of main before those assets could reasonably affect the course of the game. Admins will examine main camping on a case-by-case basis.
- No intentional teamkilling is allowed. All TKs must be apologized for in all chat. Retaliation is not permitted.
- Vehicle Rules
- Vehicles requiring a crewman kit are limited to one per squad.
- Vehicle claim priority goes to squads who name themselves after a specific vehicle type (Specific Vehicle Type > Armor > Infantry). Squads in the same tier may claim vehicles on a “first-come, first-served” basis.
- Communications
- No arguing in text chat.
- No chat or microphone spam, especially during staging.
- No debating the rules in-game.
- Squad Rules
- Squad Leaders must have an SL kit, a microphone, and be able to speak English. SLs are likewise expected to cooperate and coordinate with their team.
- If you make a squad, you are expected to lead it. Making a squad to claim a desired role, to pass it off to another player, or to leave immediately afterwards is not allowed.
- No abusive or offensive squad names (see Rule 3.1).
- SLs may kick from a squad for any reason. Retaliation is not acceptable.
- One-man locked squads are only allowed for helicopters and vehicles that do not require a crewman kit.
- No asset wasting. This includes heli ramming, using vehicles as a one-way transport for yourself, intentionally driving vehicles into deep water/off the map, intentionally abandoning still-useable vehicles, or using the unarmed kit.
- Players are encouraged to play the active objective. Not doing so may result in a kick.
- Admins may ask for players or groups of players to switch sides or switch players to improve balance of gameplay when one team is “rolling.”
5. Seeding Rules
- Fight over the middle cap only. In the case that there are an even number of caps, the two middle caps are considered active.
- No FOBs or HABs directly on the active caps. Fortifications are permitted on cap.
- Do not attack enemy HABs during seeding.
- No weapon emplacements permitted during seeding or after calling live.
- No armed vehicles during seeding.
- Admin will call when the server is live.
