V2.15 Playtest Feedback
Offworld Industries will be holding a public playtest on Sunday, April 3rd at 18:00 UTC.
This playtest will be a chance to give feedback on the upcoming v2.15 update, which includes the following features:
- New Australian Faction
- Light infantry focused
- Bullpup primary
- Unique Combat Engineer split
- Deployable Quality of Life updates including new camouflage netting, biome adaptations, new Observation Tower, new Tire Fire, damage resistance adjustments, and HAB exit arrows for ghost placement
- Added UI and adjusted Capture Rate Scaling
- Various Bug fixes and gameplay adjustments
This is a chance to try out upcoming gameplay changes scheduled for Squad in v2.15.
This playtest will occur on the “Squad – Public Testing” application, so players will need to have the “Squad – Public Testing” application installed.
To get the best results and to be able to join the playtest, follow these guidelines
- The “Squad – Public Testing” application will be available in your Steam Library ONLY if you own Squad. It can be found by searching for “Squad – Public Testing” within the Steam Library search bar.
- Downloading the “Squad – Public Testing” application is equivalent to downloading another copy of Squad, so please ensure you allow yourself enough time to download it and enough HDD space to have it installed.
- The build we will be using during the playtests are not currently available. This means if you install the “Squad – Public Testing” application now in preparation for the tests, there will be an additional download closer to the time of the tests. Please keep that in mind, and set your Steam Library to auto-update if possible.
- Take your chance to leave an impression on v2.15 in this thread (LINK URL), and we’ll see you on the field.
We’d like to extend a special thank you to our Server Owners who are helping to host this public playtest. The German Squad Community (EU), Squad International 2 (US), and ZSU (Australia) stepped up for this. They, along with a number of other great servers, volunteered for this and we are continually appreciative of our Server Owners’ dedication to Squad.
– Offworld Industries
We need a usable replay system.
Map Layer: Fallujah RAAS v4 (AUS vs MEA)
Imgur link of current vic layout: https://i.imgur.com/3aDWJXi.png
Map layer is more unbalanced than the US counterpart(Fallujah RAAS v1), which had 1x M2A3 Bradley + 1x M1126 Stryker vs. 1x BMP-1 + 1x BRDM-2 + 1x Simir Kornet.
Now AUS version of this layer keeps MEA vehicles the same, but AUS get 2 LAVs which both have the speed & agility of an Stryker and also having the autocannon firepower of a Bradley. MEA is completely outgunned since the BMP-1 struggles heavily in the city streets with very short ranges and it having an arming distance on all of its armaments apart from the coaxial MG. Simir Kornet is not much better since the gunner & driver are very exposed and will most likely die before getting anywhere close to their targets.
As a change, for RAAS v1 and the new RAAS v4, change the Simir Kornet for a BMP-2. This would put MEA on an at least roughly even field against both factions(US and AUS) with a proper IFV while removing the Simir Kornet, which only purpose is to pretty much main camp more often than not.
There are already other layers, such as Mutaha RAAS v1, where US gets a Bradley + Stryker vs BMP-1 + BMP-2(also MEA gets a MTLB with KPVT+Rockets on this layer).
* The MRH-90 helicopter is absolutely beautiful! The higher-res textures are amazing. The retracting landing gear is a lovely touch.
* The new cap speed indicator is nice.
* The updated fire and smoke looks awesome.
A few issues:
* The dirty windows on the MRH-90 are ,.. odd. It already has the most obstructed pilot view of all helis and the window dirt makes this even worse, especially on darker maps. Is this an attempt to discourage heli scouting? Will you introduce window dirt in all helis? All vehicles? I'm not a fan.
* The "digital analog" instruments on the MRH-90 with no value readouts make it much harder to see when you are inside the 6 knot/25m limits for unloading cargo. This may be realistic in terms of the glass cockpit of the real helicopter, but makes this heli stand out from the others in terms of gameplay.
* The MRH-90 model contains an exploit: You can enter the cargo bay from the outside and hide there, even as enemy. You are practically invisible from the outside. The hull makes you bullet proof. If you are inside cap range, you cap. You can't shoot or heal yourself but you can repair the helicopter:
2.15 is Awesome. I'd love to see you just release this as is.
Deployable changes were amazing. The netting was dope.
The only thing I didn't like was the 20 shovel digs to build a sandbag line. I understand that you made them tougher against grenades and what not, but I found WAYYYY too many un-built sandbag lines all over the map. When I asked guys why they weren't building them, they said "because they take forever to build and don't offer enough protection for how long it takes."
You can enter Mi-8 too.
"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:
(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.
"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.
"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).
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.
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:
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.
Top image: audio track extracted from game recording, in-game time for full auto magdump(30 rounds), 2.135s is roughly 820rpm (0.074s between each shot), which is identical to M4A1(820rpm in game), despite the stated rpm for EF88 in-game being 750rpm.
Bottom image: analysis of real life(name is different, it's named F90 for export but it's essentially the same thing - this is a fullauto sample that has australian military style full auto blocker button) fullauto magdump(31 rounds because AUG mags hold 31 rounds), roughly 700rpm (0.085s between each shot).
Australia faction primary rifle fires way too fast both in actual gameplay and on stat card.
Great update, loved it on Sunday. Camonets added tension to assaulting a FOB, you cant tell if someone is in it or not meaning you have to be cautious or make sure to not be in its line of sight. If i had to make an adjustment it would be exactly as someone above stated, a little bit of explosive damage removes the net so in an all out assault you dont have to expend all of your ammunition suppressing an empty bunker.
Little thing but i love the depth of field effect, it makes the infantry weapons feel more grounded like they're actually stretching forward from the camera/characters hands. It wasnt an issue before but its definately a nice effect and again brings squad up to par with modern FPS Post processing effects.
Aus faction is good, fine. Glad they're in just so people can stop asking about them. Would've like to have seen the Aussie M113 with enclosed 50cal turret but not the end of the world without it. Audio on the EF88 is great. LAV is a bit too tanky, i would've expected it to be the same as the stryker not better.
Ran stable for me, seems like a release-level build aside from some map layer changes that I agree with.
Also maybe extend the vertical collision box of the tire fire even higher, you can currently place them in warehouses and it looks silly. Other than that they really added to the atmosphere of invasion on Mutaha. If the enemy was dumb enough to place them around their next point you have a idea of where its going to be and approaching on foot with smoke reaching into the sky over the tops of the buildings (and knowing that it was player placed) was cool.
Can we have another "play test" weekend with 2.15 please? I rather enjoyed it and want more of it ;-)
tarn netz (camoflage) is like a wallhack. Cant People Spot in the tower fob or mg impossible. worse a bush camper. Shooter want IT balanced .
love you guys, nice new explosions.