Best Of
Welcome to the Squad Forums
Hello squaddies,
Welcome to the latest iteration of the Squad forums. As some of you may be aware, last year we realized there had been a security breach of our previous forums, which led to a decision to take them down to ensure everyone’s safety at the time.
Within these new forums, you should still have your previous account and avatar in-tact, although posts from the previous forums have not been migrated over. When you attempt to log in, you should be prompted to reset your password.
One of the first things we encourage you to do is refresh yourselves with the Code of Conduct. This CoC applies to all OWI community spaces, and we expect every member to follow these guidelines to ensure a safe and welcoming environment for everyone.
This is just the beginning of our forums revamp, but we thought it best to open them up as soon as we could since we’ve certainly seen many questions about when the forums would be returning, and we’ve missed a lot of the high-level discussions that take place. Over the next couple of weeks, you should see a theme change and new additions that should help make our forums a useful, insightful place to hang out and get the latest on all things Squad.
Welcome back squaddies!
Krispy
TrackIR support
TrackIR support for helicopters at least, and possibly extend to all vehicles and even to infantry freelook. This would greatly enhance the immersion and overall experience of the players, especially with the helicopter pilots.

Re: Emotes and Future Monetization In Squad
But they haven't fulfilled their kickstarter promises. Until they deliver the product promised, they should not be asking for more money.
Re: Basic Engineer Guide - For anyone that wants to blow up some stuff!
True! You can put a mine down and not bury it and it can still explode. But it will be sticking out like a sore thumb, easy to spot from long range.
From experience, the only time you would not dig down your mine is when you want to use it to trick enemy vehicles. For example, you put a few mines down without burying them. The enemy vehicles will most likely spot them and then decide to take a different road. This also works btw with the insurgence placable rocks as most players think there will a mine underneath the rocks even if there is nothing there.

Re: Playtest Sunday 3rd of April bug report
@Winters_Sin can you send me the links on discord
Playtest Sunday 3rd of April bug report
Please use the following template to report bugs found during the playtest:
Bug Report Template:
- -Version: x.x (check on the main menu, bottom left)
- -Type: Map- the name of the map/Gameplay/Asset/Sound/Visual/Other bug
- -Description: Describe in detail the issue.
- -Screenshots/Video: Please include a screenshot if needed (and youtube/streamable video link if necessary)
- -Reproduction steps: how to reliably reproduce this bug (make sure it's reproducible in an online server)
- -Any Exploit Bugs that are game-breaking should be sent via https://offworldindustries.zendesk.com/hc/en-us
- Please do not report bugs from Offline Testing Range.
Re: V2.15 Playtest Feedback
Map/Layer: CAF_GooseBay_Invasion_v3
I really like this layout. The new layer offers variety with the darkness and capture points. But there are some points which needs to be fixed:
- - The minimap is too bright. So you can't see the white circle of the FOB markers and it's also too bright for the eyes in comparison to the game.
- - The ticketcounter is wrong. Attackers get 800 tickets and defenders get 200 tickets from the beginning so it's nearly impossible to win this layer as a defender.
- - The initial forward spawn of defenders is really far away from their first flag. It would be nice to have a Transpo or Logi there.
- - It would be a nice feature to have some resouces to see better. Like controllable vehicle headlights, NVIS binoculars and so on. Not too much, It shouldn't be gamechanging but helping to see enemys as well.
Map/Layer: Gorodok
I think you already know about the flying grass and bushes on this map. There are many points to get fixed. There also is much grass under the map to get deleted.I don't know if there is any impact to the performance with rendering grass you can't see.

Re: V2.15 Playtest Feedback
Also camonets are terrible for gameplay unless they only become "transparent" when you're close enough to expose the arms/gun out of it. They also shouldn't be on MG bunker and such, because those would rip the camonet when fired in real life (which doesn't happen in game).
They should also only appear as an extra final stage of deployable construction(the last 1% hp), so a few frag rounds(or an AT rocket) will knock them off deployables instantly. Make these available for MIL/INS only since they don't have MG bunker(and generally have weaker deployables, their HABs literally have less hp than conventional forces').
So for conventional forces, feel free to add the additional damage resistance to artillery/whatever *but not camonet*. For unconventional forces, add camonet only to create more asymmetrical balance.
AUG in fullauto videos sound like they're no faster than AK when fired. (definitely not like the in-game m4-like sound)
They should get copy/paste L85 stats(which are already the lowest recoil and highest damaging small caliber standard rifles) including rate of fire.
Re: V2.15 Playtest Feedback
"New Australian Faction
Light infantry focused"
The problem here is that not only does it have infantry laser rifles(more controllable than AK-74, far higher rate of fire, probably better damage/accuracy/velocity too considering the fact that L85 used its scope not too long ago, meaning they likely have identical velocity).
First things first, AUG does not sound nearly as fast as they do in-game:
https://youtu.be/GhkUAYNV-SI?t=48
(also, nerf M4 and M249 to 750rpm where they belong)
But also the fact that they have some of best vehicles: only thing worse on M1A1 than M1A2 is lack of laser rangefinder on commander position, which T-72B3 does not have anyway; it still has the fastest speed and reload, alongside far less accessible ammorack from front.
On all layers I've seen, ASLAV is matched up against same number BTR-82A with no BMP-2 at all, while ASLAV has apparently the same hp as LAV6(which is only "balanced" when it's 2 LAV6 vs. 3 BTR-82A, but not really because 3 BTR-82A requires way more coordination and have easily-broken turret to exploit).
Despite the fact that it's no more armored than BTR in real life and actually has a similar/smaller hull volume(zero reason for it to have lots of hp).
Testing done offline but the only variable is the vehicle hp; used 5 BTR-82A AP round against each vehicle, recorded the amount of hp left/lost.
What we know now: BTR has 1000hp, Stryker has 1250hp, LAV6 has 1750hp. Clearly ASLAV has the hp of LAV6.
LAV6 and ASLAV has 175% of BTR's hp.
BTR has 166.5dps(333rpm at 30 damage against most vehicles), LAV(and likely ASLAV, since gun is identical) has 133.3dps(200rpm at 40 damage)
BTR has roughly 125% of LAV/ASLAV's dps.
This problem seems have been there since the previous test YEARS ago.
https://youtu.be/PtBP5mADVEk?t=314
"Three AP rounds" (AP round from tanks do 800 damage to these vehicles, surviving 2 AP rounds means it's usually above 1600 max health)
Solution: nerf ASLAV health to 1000, same as BTR(since it's comparable in size, if not even smaller, and is not better armored), it can still compete against BTR-82A due to the higher per-shot damage interaction with current module damage system(can destroy turret/other components faster); because 1250hp would mean it has advantage over BTR-82A in every way.
There is also the fact that M1A1 commander machinegun in real life has no stabilization.
http://www.steelbeasts.com/sbwiki/index.php?title=M1A1_(HA)#Commander%27s_Weapon_Station_(CWS)
"the real cupola has no powered mechanism for elevation and must be elevated and depressed by the use of a small hand crank"
It does not even have electric elevation drive. (so it should be like MEA T-62's loader remote MG)
Solution: remove stabilization from M1A1.
It shouldn't have stabilization in game, nor ability to designate target for gunner. (T-62 commander seat also has no stabilization in real life but it could designate target for gunner and pull the turret around, it has none of these functions in-game on top of not being able to look around 360 degrees, and MEA is also a conventional faction).