Actually, I'd just like to point out that it's the following: new structures, foliage and visual effects.
That's from the July 2018 Recap! http://joinsquad.com/readArticle?articleId=303
And I can tell you right now that Tallil is as new as it gets for Squad so far. Just clearing it up so we don't have misinformation floating around. :)
It should, default bound to left shift. (Though it sounds like it may have been missed in binds.)
From Alpha 9 patch notes:
> Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle. > > Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics. > > Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
> Hi Squaddies,
>we are releasing a small hotfix today to address a few of the issues introduced in 9.6 that you brought to our attention. Here are the changes:
>* Fixed collisions on several buildings on Narva and Basrah to prevent glitching
>* Fixed "Gamma" flag zone collision and time to cap on Narva Invasion v1
>* Reduced bleed on "Alpha" and "Bravo" flags on Narva Invasion v1
>* Temporary Militia logistics truck spawn on Narva Invasion v1 moved back
>* Added temporary spawn for Insurgents on Al Basrah AAS v1
>* Fixed Sumari missing/displaced static meshes
>* Fixed incorrect mortar damage issue on HABs
>* Fixed destruction effects on INS and Militia HABs
>* Fixed SL hex menu not being centered on mouse position
>* Flipped stance indicators horizontally
First time I've heard of this game. If anyone is interested, here's a link I found from their website. http://joinsquad.com/about
As someone who has played mainly Planetside 2, BF4 and Insurgency. This game has certainly piqued my interest.
Take a look at the devblog I wrote about what the main challenges with vehicles were: http://joinsquad.com/readArticle?articleId=86
Basically, the biggest issue we had is that the default implementation of vehicles in UE4 had very sub-par netcode. What it did was each client simulated their vehicle, then sent the inputs to the server every frame. The server then processed it, and sent the results back to the client. Because ping is a thing, this usually meant that the vehicle had moved further than where it "should" be according to the server, thus it snapped back. This lead to some really ugly rubber banding as the client and server fought over where the position of the vehicle should be. It was completely unworkable and unreleaseable. This wasn't something that came up in early testing, as we tested with very low pings and few players. Once we started introducing real world scenarios, it got very ugly very fast.
So, I rewrote the netcode. Alpha 6 will have the first iteration of vehicles (emplaced weapons, which are vehicles without physics) as the first major implementation and test of the new netcode for vehicles. Once we are satisfied that it works well, we'll move over the vehicle physics tto the system and it should just work.
From the FAQ:
> As we progress further we plan to add in many different types of vehicles ranging from transport vehicles, transport helicopters and light armor to full blown tanks, attack helicopters and (possibly) fixed-wing aircraft. We encourage you to read this article about vehicles.
Work has begun in earnest on one of our first helicopters, the UH-60M Blackhawk for the US Army. With a carrying capacity of 14 passengers and 1 pilot (11 dismounts + 4 crew, depending on how you look at it), this craft has the ability to ferry troops and supplies around the battlefield extremely quickly. It is still very early days regarding helicopters, but stay tuned for more updates down the line.
Info from May Recap 2017 http://joinsquad.com/readArticle?articleId=169
> I haven't seen a lot of progress for this game (vehicles etc.)
http://joinsquad.com/readArticle?articleId=100
> it feels like I've seen this game in early access for years.
We released for Early Access on December 15th, 2015. So we are a few days over 6 months.
Our asset creation rate is pretty similar actually, you are seeing our scheduling in action. We just have a systems bottleneck right now on things like Vehicles so we can dump 6+ months of asset work out to you guys in a month or two when the systems go live. Same with the Russians... we've had a bunch of stuff queued up for when the player models land (like the AK variants). It gives the impression of us being super quick, but it's more down to scheduling and release timelines.
I think the biggest difference is that in our 'off' months, we do heavy systems work. Closed Alpha v2 is a good example of this. We were pretty light on new assets, but heavy on systems, and we move REALLY fast with systems stuff because of the fact we aren't making our own engine.
Ultimately, it's our scheduling and flip-floping between asset heavy months and systems heavy months that keeps our content velocity high.
EDIT: Oh, and I do appreciate the compliments about our content velocity. I personally get my jollies off outdoing companies with millions more in their development budget than us :)
From the February AMA:
> Q: How close are we do dragging downed players? Will this be available for all squad members, or just medics? - Pyrex238 > A: We've done some prototyping of it but I would say it's still definitely a ways off and likely won't make it in until after 1.0. It's definitely proved pretty tough, but we do want to do our best to make it happen!
As dragging is generally tied to medics, you may be curious about some of the changes to spawning for alpha 12 too. There's been some follow up discussion based on that recap as well.
tinfoil hat on
Weeellll... you can look closely on the closing paragraph of the last recap: http://joinsquad.com/readArticle?articleId=303 where it tells you to:
> Some big changes coming up, so we'd like to remind you to shoot straight, conserve ammo, and never, ever cut a deal with a dra... ah, well, maybe just the first two.
Cut a deal with a dra? Thats a phrase from shadowrun, where you do not cut deal with dragons.
So, why a dragon? Well, the M47 Dragon or FGM-77 is the predecessor of the FGM-148, or "Javelin". Javelin confirmed.
The IED models are more or less ready it looks like.
Yup. I've played it a lot and have rarely had CTD's. There have been a couple of people that have issues with starting it and if you have an AMD CPU your performance will be much less significant than that of someone with an Intel CPU but it works very well for the vast majority of people.
If you purchase the Squad Leader Tier package @ $70USD you get access as soon as you receive your Alpha code in your email.
If you purchase Rifleman Tier @ $30 you get the game when it released in Early Access on Steam. The reason to buy Rifleman now is that once it's out on Steam it will be $35 and Valve isn't taking a cut of the money going to the Dev's yet.
> If you achieve penetration of the armor on the outside and score a hit on the ammunition storage compartment, depending on how much damage you do to it, it could trigger the complete destruction of the vehicle.
Does this mean a nerf for russian HAT or a buff for all LATs? The wording makes it sound like a nerf for HAT to prevent it from one shot killing these beasts.
> Someone please show me a successful game with pre-defined characters and strict limits of one of each gadget per team?
Sound awful? And yet it's the most enjoyable strategic/tactical shooter game I've ever played, and hundreds of people agree with me. Sure, it's not thousands or millions, but the spiritual successor Squad is in rapid development and poised to take the tactical gaming world by storm before too long, and it's built on all those same principles.
Adding on this, we're still building out the modding system. In-game downloads are coming, for example. It's discussed a bit in the last update we had on Modding 2.0 here: http://joinsquad.com/readArticle?articleId=285
We're also looking at options to made mods more visible in game/tweaking the server browser, but it's a complex design that touches a lot of the Squad experience.
And yup, a couple of the folks on the mapping team came directly out of the community (other teams too =)), and helped to bring us maps like Kamdesh and Mestia. We're very much down for incorporating community work when it's possible. Even better when we can continue to support their work too. =)
tl;dr: We hear you and modding isn't done yet. We want it to be successful as well.
Pulling this from an AMA a bit back.
> Q: Is there like a 10% chance we'll be getting player controlled planes, a10/f22 as shown in the kickstarter? - vishru601
> A: I think to be honest it's something that we probably overpromised in the Kickstarter. > A: I would say, yes, there is a 10% chance, but it is likely a no. I definitely think air strikes and non-player controlled planes is something that is being much more heavily considered.
> I personally would love to have jets in Squad myself, but I can't say that reflects what is practical for us to achieve well or figure out a good design for. It was actually one of my favorite parts of the "immersive factor" of Project Reality where you know there is a meta-battle in jets going on overhead with the occasional airstrike called in with a jet flyby to complement it. As a fun side note, once upon a time I flew jets during a PR Tournament campaign :-)
Full text of the AMA is archived here: http://joinsquad.com/readArticle?articleId=262
Current maps that can be played today;
Fools Road
Kohat Toi
Logar Pass
Op First Light
Sumari Bala
Chora
Known maps to come down the line;
Yehorivka Was just announced in the Feb Recap update (8km x 8km!!!)
Fallujah West (Dont expect this one for a long time though!)
Gorodok (Was first shown in the January recap update!)
Promising WIP comunity made maps;
Return to Korengal by CodeRedFox (Maker of the original Korengal Valley in PR)
Winter map by Marv (From his WIP pictures, the closest map to compare it with from PR would probably be Dovre Winter)
And I would imagine that once the SDK is released more people will start trying to create new maps!
In my opinion the devs are doing a great job on the map front.
> When will core inventory be released? V10? It will be release in steps, the one in the v10 will favor mostly the vehicles and the assets (HE, coaxiall mg, smoke launcher) and is only the first step for them aswell
>What will it accomplish? I will quote one of the devblog: "Finally, we are implementing a system that allows us to place stat-changing effects on players, vehicles, and potentially deployables, that allow us to expand on the effects of being injured, suppressed, revived, or any number of events that happen in our game." that you will find here: http://joinsquad.com/readArticle?articleId=135
> How will customizable kits work? At the moment we only know that it wil be a soft kit customization, Ex. you will to put an Acog, a redot or an iron sight on your weapon ( a SAW for example)
>What kind of gameplay will most benefit from the introduction of Core Inventory? (Vehicular gameplay, Infantry, etc.) Everything, is tied in for the infantry, vehicle and Fob's asset's gameplay
Feature must be bugged out. It was introduced in Alpha 8-ish. Added scoring for vehicle drivers when their gunners kill something, rewarding the driver equally as it was a team effort.
I think this suggestion also came up during the SquadChat on Friday. Drav's response was more or less that it was a good idea, but he wasn't sure if it was technically possible as is. We are planning on making things a little more friend-friendly per the Next Phase article that might help fill the gap a little though.
As announced in the June Recap the rally system will have an infinite rally until taken down (unlimited waves). As of the current build system you are correct though.
Correction. It says it here in the July Community Roundtable
As a squad leader returning to the game, you'll want to familiarize yourself with how vehicle claiming works. It's also a good idea to learn the ticket values for vehicles and their respawn times.
http://joinsquad.com/readArticle?articleId=108
https://media.joinsquad.com/2016/Aug/V7Update/vehicleclaiming.jpg
They wont stay. The game is in Alpha.
In the latest update they talk a bit about the sounds http://joinsquad.com/readArticle?articleId=90
You can find tons of info on the sounds at the forums and here if you use the search button.
>Really wish community servers would just download community maps if a player didn’t have them ala Rising Storm 2.
That’s coming with modding 2.0.
If you haven't already, you should check the monthly modding recap called the Wrench that sheds light to some of the different community mods being worked on, here's a link to the latest one: http://joinsquad.com/readArticle?articleId=284
Probably the most fleshed out one so far is the French Foreign Legion, they even have a site up for it: https://mod.squadfrance.fr
As to why these aren't ready yet, a full faction mod takes a lot of work to finish and mods are usually done by people on their free time.
Well we kinda already know what tanks they will add http://joinsquad.com/readArticle?articleId=163
But I would also hope they add t54/55
I would also say my expected apc's
US: bradley (shocker I know but I also hope for stryker upgrades )
RUS: Bmp-2/3 or bmd-3/4(hopefully anti tank variant/scouting)
Mil: Bmp-23? (also I'm hoping for more technicals and mutations of the brdm)
Ins: Bmp1/2 (Also expecting alot of technical vehicle and mutations of already existing vehicles)
Do you remember "Out & About" article? http://joinsquad.com/readArticle?articleId=163
Militia might get BMP-1 too but that's not confirmed
Pls read the monthly update: http://joinsquad.com/readArticle?articleId=175 To quote another dev: >We're in the pretty boring phase of development at the min with some big systems like animation and inventory still being rewritten. Once these are finished we can really start putting out the new content at a much faster rate than we have been
TDLR: Gotta get the foundations, structure and roof of the house before we can install the flatscreen TV. They are also integrating 4.16 over 4.14 which is a HUGGGGEEE task which should hopefully benefit us gamers i the long run.
battlefield 2 was incredible. the closest I've been able to get since have been Project Reality (free. give it a try if you haven't yet) and Squad
You can actually pre-purchase and get access on the 26th on the website, still. The Squad Leader tier(Giving you access to Closed Alpha) is available at the same price as the Kickstarter tier was, $70.
Pre-Purchase here. You can choose between the Rifleman tier(Same price, I think, and release date as Early Access) and the Squad Leader tier(Release date 26th of September).
Ok if you really like realistic type games that are also fun I can recommend you Project Reality. It's a mod for Battlefield 2 but barely has anything left of the core game and It's completally free and standalone now, since EA stopped it's support for battlefield 2. PR combines realism with good gaming and I can tell you that you barely find any game where the teams cooperate so good on public multiplayer servers like they do in PR. And for the future I would keep an eye on Squad. It's a game being developed by the makers of Project reality that's currently in it's Alpha Phase. I haven't played it yet but it looks very promising to me.
Some good thoughts here! Thank you for sharing them.
Both dragging and commander roles are things we have prototyped a bit, but will likely be a post-1.0 addition. (Merlin touches on that here: http://joinsquad.com/readArticle?articleId=262)
We work pretty closely with the Squad Modding Hub and their dedicated modding server. They've been running modding roundups as well, and we continue to publish The Wrench to highlight community mods. We try to support some of the other organizations that are running modding events as well; Level.gg is one that comes to mind, though definitely not the only.
Everyone on the team is pretty prone to trying out new mods and reporting back too. Hard to get a feel for projects without testing them out. Tenax's training grounds, for example, was one that got checked out a bit over the weekend: https://steamcommunity.com/sharedfiles/filedetails/?id=1382850277
Further, we're continuing to develop the modding system in general. Zak gave us an update just the other day, in fact: http://joinsquad.com/readArticle?articleId=285
We're hoping this not only helps people discover mods, but it should be a solid update to the quality of life, especially things like in-game downloading.
The process should speed up as we get all the features in. Right now, the mappers are applying a lot of the knowledge we gained from v8, v9, v10 into the updates you've been seeing on some of the older maps. Part of that will be figuring out what the requirements are to have x content running at y performance at the final feature set. (i.e., 100 players, tanks, choppers, etc.) tl;dr: It's currently a moving target, but naturally progressing toward a standard.
Modding is, indeed, not done. There's actually an update about Modding 2.0 posted this week: http://joinsquad.com/readArticle?articleId=285
Don't believe Zak has tried to tackle VOIP access yet, but he has recently mentioned it would be something he'd like to do.
I have no problem giving modders the ability to make money on the content they make. I think that its a great concept. But Im having a hard time seeing the value proposition being offered for these mods since they will still have to compete with FREE MODS.
I can see complete overhaul mods like Project Brazil for New Vegas and Enderal for Skyrim bringing something new and unique and therefore also something with VALUE that people could easily accept to pay 10€$£ for.
but GLHF trying to sell a reskinned pipboy or "black" colored power armor for money...
I think Offworld Industries, the Squad devs (spiritual successor to the Project Reality mod) has taken a much more sensible path in how to allow modders to profit from their own creations.
Animation overhaul which -should- take heat off the CPU and allow for better performance, but I do not know how much.
CoreInventory which allows you to switch RPG's without swapping out for new weapons, same with Grenade Launchers.
Supposedly the British Faction, with their own weapons. I'm a bit skeptical on that, so I think V11 will be the Brits + their vehicles.
Bipods, leaning while prone, freelook(allows you to move your head and keep your weapon pointed forward, same as ArmA). Body dragging, supposedly.
I'm sure there's more inside of it that the general public don't know about just yet, but that's what I can remember.
Hello! If you're here, then you're interested in playing in the Squad experimental event featuring a 6km X 6km map called Zagros Highlands this Sunday, April 30th, 2017 at 14:00 PST! The map will feature two new gamemodes called Vehicle Combat and Conquest Hardened. Read more about it here!
Please provide your in-game name and your Steam ID 64 to sign up!
Simply copy your Steam profile link and paste it here to look it up! https://steamid.io/lookup
If the number of sign-ups is more than the available number of slots, then a lottery will pick members randomly. I'll post the roster Saturday. Good luck!
Disclaimer: Zagros Highlands is a huge map with very little done as far as optimizing it. Lower tier PCs may struggle to perform well. This shouldn't dissuade you from signing up! Just wanted to let you know.
I've legit tried guessing what the article number is to see if you guys have published it but not put it on your homepage yet.
My bet is that this will be the link to the recap: http://joinsquad.com/readArticle?articleId=143
If you look at the Feb update on what they have been working on, toward the bottom you will see they are already working on opening up Sumari.
>Sumari Bala: The expansion of the play area continues, and with the addition of numerous crop fields around the city edges, provides ample concealment for squads seeking to flank hardened positions.
http://joinsquad.com/readArticle?articleId=82
IMO one of the problems with Sumari was that the close quarters made it so that rally points were less feasible, which lead to more scattering of squad members. I like the close quarters, but it was more like a TDM than Squad due to needing to respawn mostly from main or a FOB.
Take a look at the Feb Update
We wrote:
> Another quality of life improvement that has been long awaited and that we want to mention is name tag drawing reliability. We are now tracing from your camera location to the head, chest and feet of the other soldier, instead of the default Unreal Engine 4 method of tracing from waist to waist. This tracing method makes sure that you always get a name-tag when you can see your team members head, chest or feet, which solves a lot of issues for new and old players alike.
Squad is considered in alpha, but you can still pre-purchase it on their website for $70 USD right now and play the same day! Or you can buy the Rifleman tier for $30 and get access in late Decemeber at the same time the game goes to Steam Early Access. You will save $5 as Squad will retail for $35 on Steam.
http://joinsquad.com/prepurchase
Albeit a closed Kickstarter. :P Anyone interested in backing now can visit the pre purchase page on the official site. Game is bad ass.....it's the game Battlefield should've become.
Which is funny, because this game started as an simulation of the Iraqi Insurgency.
I personally want more of it. This game is fun, and its ratmazes are an interesting challenge against vested teams, but I'm more interested in a game of Go than the checkers (and if you're lucky chess) that this game is becoming.
I'm looking forward to the expanded terrain and assets that games like the upcoming Squad are going to offer over what is quickly becoming CS-next.
I say that actively participating in a comp team.
Small static maps prioritize pre-determined routing. Communication, S.A. and teamwork become a secondary skillset to knowing where to be, where the enemy could be, and where he doesnt think you will be. Which is all it takes to be a good comp player in my opinion.
Sure comms matter. But even really attentive and capable team-players out there get raped because they are new enough to the environment that they don't know when someone could be to the left/to the right etc.
Given equivalent caution on both sides, tense and tactical firefights develop in a sort of innate form, rather than a Groundhog-Day-esqe forray into sticking nubs in the rear cause they're scared to move and you know it 1000 times over.
Random spawns, bigger maps with essentially larger matrixes of paths make probabilities much harder to forecast, and the resulting reliance on teamwork, comms and eyes everywhere is what I miss. Thats what I felt when I started playing this game. Now its just CS Source 10 years later.
Looks like it was alpha 9:
> Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle.
> Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics.
> Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
> 1) A command slot.
Commander is planned and is post 1.0
> There are other things that are not likely to make 1.0, but which we are leaving for major patches after that, primarily for example commanders and fireteams.^[1]
> 2) Post round voice restrict
I'm not sure how much this would help, to be honest, and I rather not add another 20 seconds to post-game scoreboard.
> 3) Post round AAR - Show the score breakdown
And I believe scoreboard improvements are planned (cannot find a source) but it's way down on the priority list, I would imagine. Either way, I think a breakdown at the end of the game can definitely be informative.
So it depends on just how much they're going to release in v11. We know the British Army is almost ready and are probably going to be in v11. So they're most likely going to have they're own trucks and apcs. Odds are the land rover or one of the MRAP's will be added.
As for other vehicles we will most likely see the Bradley added for the US forces and I'm interested no how they balance it. Because latter versions of the Bradley had frontal armor can withstand 30mm rounds and it does looks like the up the up armored version. Also it has a ATGM on the left side SOOOOOOOOOO... YEah
OWI also said in one of the updates that they were working on better vehicle Comms. So i imagine all vehicles will have there own comms like they do in real life. I'm excited for that. Keep in mind that im not a Dev and most of these are based on posts and opinions
Not early access, anything earlier apparently
> To show our appreciation for the contributions all of you have made, we would like to offer all pre-Steam launch Founders and Backers the opportunity to redeem one Post Scriptum key per active Squad key for free beginning in mid to late April. This applies to all 15,000 dedicated supporters -- from the multipack Rangers and clans to the single key Backers. That means if you received two keys as part of your Squad backer tier, you will receive two Post Scriptum keys!
In the recent post they claim to be working on:
> Transport Technical now holds a full 9 man squad! Full on clown car.
I would use this image for the first sheet.
Project Reality. Mod for Battlefield 2 (which is free). Makes it a very "realistic" FPS.
Main devs of PR formed Offworld Industries, and made Squad.
THIS IS THE REAL SEQUEL TO BF2! Back it right fucking now if you can. All of you. The Dev's are some of my good friends, and the game is getting real damn awesome. And it's built on Unreal 4!
This is what finally made me lose hope for DayZ - in just a couple of months Squad developers did what DayZ couldn't in years: http://joinsquad.com/readArticle?articleId=90
Now that makes me wonder, do the DayZ developers lack knowledge and experience or is it just that the A2 engine is utter shit so working on it takes so much time?
Sacrifice your first born child and your most beloved pet for immediate access.
Otherwise http://joinsquad.com/prepurchase is the only option
If you buy the Squad Leader package, you will (hopefully) get access on the 26th this month.
Yeah, RoyAwesome's working as part of the team for Squad, and he's very busy for the time being with that. That said, he intends to return to it when able, and it's still one of the best tools for doing easy unit creation.
Rifleman and Squad Leader tier packages are back on sale.
Tier 1
Rifleman - Backer Level ($30 USD)
Tier 2
Squad Leader - Founder Level ($70 USD)
there's no info how to get this game on the website. Did you spend longer than 5 seconds looking at the site? http://joinsquad.com/faq second item explains it. Hope to see you on the Battlefield!
Crazy that Fallujah was first shown off 2.5 years ago. Looks a lot different then the original idea they had, looks like it isn't a remake+expansion of the old PR map anymore, but a scaled down recreation of the whole city. I wonder what happened, took a hell of a long time to finish.
The game has changed a lot since then. I recommend reading up on the changes that V12 and V13 brought to the table before hopping in.
The game is in a way better place now than it was back in V11 (in my opinion anyway) and it's getting closer and closer to feeling like a full game than ever before.
They've improved performance a lot - I can finally get 60 fps most of the time, they've added a couple new game modes (Randomized Advance And Secure & Destruction), added battle tanks for all factions but the Brits (which will be getting a tank in the next update), changed the HAB and Rally mechanics quite a bit, added a couple new maps and that's just scratching the surface.
Transport helicopters, a commander role, and Fallujah will hopefully be coming in the next update. There is a lot to look forward to here!
Think you can get a feel for it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1305005339 though likely not current (and definitely not final).
And a throwback to a Wrench featuring it: http://joinsquad.com/2018/01/17/the-wrench-december-2017/
Yeah, we've been updating maps as we go along, with an eye to the future -- choppers gotta happen, baby!
We've been putting that sort of information in recaps: http://joinsquad.com/readArticle?articleId=317 http://joinsquad.com/readArticle?articleId=299 http://joinsquad.com/readArticle?articleId=303
You've seen some of 'em deploy in Alpha 12. (And some of them still need a little work after that, but we're doing it. =))
Hehe, they're trolling. We did add bipods back in February, though: https://joinsquad.com/readArticle?articleId=252
Alpha 12 is still getting bug-fixed as we roll along, so they are a little janky at the moment. There's a lot going on in alpha 12 that's worth reading about though (suppression, ammo persistent, spawn changes, revive changes): http://joinsquad.com/readArticle?articleId=317
>Rally Points (RPs) are now set to Wave Spawns. When a Rally Point is deployed, a timer will begin to count down from 60 seconds continuously. Dead squadmates can select the Rally Point, hit the spawn confirmation, and will spawn when the Wave timer hits 0. Minimum time to wait is 20 seconds. For example, if the Rally Point timer is at 15 seconds when you died, you will have to wait until the timer resets and reaches 0 again. Rally Points now have unlimited spawns
Repair tool will be in Alpha 12 and be used to repair component damage, but won't getcha to full. You'll still need to limp back to a repair station. More deets here: http://joinsquad.com/readArticle?articleId=303
We're still growing. =)
The game has changed a lot in the last year, though. It'd be worth taking a look at the Alpha 10+11 patch notes: https://joinsquad.com/readArticle?articleId=252 http://joinsquad.com/readArticle?articleId=281
British forces, IFVs, vehicle armor/angle of attack matter, some new kits (like GPMGs with bipods), and some other mechanical changes had some big effects. There's also the crewman kit (to drive heavier armor), and some things like TOWs to help out against 'em. Been a map or two released, as well as some old ones revised a bit too. =)
We are looking at some options for team balancing and admin tools, though they aren't the priority right now. (Tanks are, vehicle components are... check the recap for more! http://joinsquad.com/readArticle?articleId=299)
We know server admins are in need of more tools for sure. (logging, better kicking interfaces, better chat, team balance options, etc.)
Awhile back we had an AMA with Merlin and Drav that touched on this:
Q: Is there like a 10% chance we'll be getting player controlled planes, a10/f22 as shown in the kickstarter? - vishru601
A: I think to be honest it's something that we probably overpromised in the Kickstarter.
I would say, yes, there is a 10% chance, but it is likely a no. I definitely think air strikes and non-player controlled planes is something that is being much more heavily considered.
I personally would love to have jets in Squad myself, but I can't say that reflects what is practical for us to achieve well or figure out a good design for. It was actually one of my favorite parts of the "immersive factor" of Project Reality where you know there is a meta-battle in jets going on overhead with the occasional airstrike called in with a jet flyby to complement it. As a fun side note, once upon a time I flew jets during a PR Tournament campaign :-)
The rest of the AMA is here: http://joinsquad.com/readArticle?articleId=262
We've also been pretty impressed with the Post Scriptum folks' approach to strafing runs, and keeping an eye out for other options. =)
(Edit: Formatting.)
We're gearing up to have the studio heads on for a chat again, but in the meantime, you might be interested in the last AMA where Merlin outlined a bit of the future: http://joinsquad.com/readArticle?articleId=262
Less Squad-centric and more Offworld Industries-centric, we did a SquadChat with IronTaxi that touched on the past/present/future of the company too: https://www.youtube.com/watch?v=S4bPhQtJYvI
They had to make buildings created specially for the map, anyone can try and recreate the map with the buildings we got now, but than it will just look like someone just threw down some standard buildings in a custom map.
We already know some of the tanks they scanned I find it highly unlikely they scanned the t72 and the t62 just for the militia.
INS: T55/54
MIL: t62/t72k
Rus: T72B +
US: M1a2 (marines obviously m1a1)
Britain: challenger 2
We don't know, Squad devs are keeping us in the dark about it. This article here is the most we know. It says it was their long term plan and a strong desire, yet they never actually mentioned it before. They also say they're the ones seeking out teams to include in this. It doesn't say anything about how much this would cost a team, if OWI gets % of sales, what is the standard for a team to be accepted or even how to get involved in the first place.
The best part is, there is a lot more improvements and additions coming that you have no idea about yet if you haven't been closely following its development. So stick around and you'll be very glad you did.
By the way, if you do want to see what's on the way, check out the updates at joinsquad.com.
To be fair, I was about to shame this poor fellow for not searching either as I knew I read recently they were working on it, but for the life of me I can't find it.
Update- Found it-
"Server Queue & Server Browser Improvements
We've begun work on probably the single most requested feature for Squad - a Server Queue! Currently, Unreal Engine must make a full server join attempt before being rejected due to the server being full, invalid password, or any other possible fail conditions. This actually makes a Server Queue quite difficult, as we don't want players waiting in Queue to be stuck in a loading screen. So, rather than make extensive engine changes to improve this behavior, we are building a system off of Unreal Engine's OnlineBeacon system that will handle a number of pre-connect tasks from the Main Menu, including checking if the server is full, having a valid password, valid game version, and in the future ensuring that the proper mods are installed before making a full connection attempt to the server. With this system we can also build a First-In First-Out Server Queue! Also, for those of you with Reserved Slots on your favorite server, we'll be sure to put you in front of everyone else :)"
We're excited to show off the beginnings of our British Armed Forces faction. A lot is planned in terms of art and assets for this faction, so please stay tuned to a later blog post about the Brits and how they will be integrated into the game.
SOURCE: September Montly Recap
Pretty sure that's all we got so far other than the obvious "It will be in the game." I'd expect an update on the faction at the end of this month since OWI will be telling us exactly what's next after V8.
I personally cannot wait or the Brits! It's gonna be my favourite faction.
For the list of new stuff visit the main page at http://joinsquad.com and read the monthly updates and release updates.
No free look yet, it is still on the long list.
Regarding the M110, I personally have a setup very similar to this, it is by far the most common.
Ive got the same setup but overkill on RAM 32 atm ;). It runs great. Most optimized maps not below 50FPS. "New" maps not getting lower then 40. BTW im running with a EVGA 970 4GB FTW+ ACX 2.0+
If your still not sure. You can wait till the weekend. Its free to play. Linkie
Nice :)
For anyone that doesn't know yet, the new article states that the first few vehicles will be out by the end of July (before peole start asking about that).
Cloud Imperium Games by far and away takes the cake. Source: I am an industry insider and everyone in the "biz" knows what CIG is doing to get Star Citizen put together. Now, here is the Second Place Team. You might have remembered them from Project Reality Mod, the best Mod Ever made, IMO.
Insurgency is a very fun game with great tense moments like csgo
Squad - This game just got done with close pre-alpha and will soon have an open beta for pre-orders.
Try Project Reality It is a Battlefield 2 mod that went standalone and its free, it focuses on realizm and is more accesible than arma, it forces team play in really neat way (if you won't join a squad you can only be rifleman and cannot use any vehicles).
They made maps bigger and increased player count to 100 and added logistic system, that squad leaders can use to build FOBs (respawn points) and defences.
Big part of my arma friends switched to PR recently while we wait for Squad which is a PR remade on Unreal 4 made by same people.
Right now they have a donation page set up where you can donate as much money as you want with virtually no reward. If you donate at least $10, you get a little badge on your forums account that says you contributed money to the game with no expectation of reward.
They're planning on pushing their Alpha to Steam soon for Early Access. It'll be limited at first but as the game keep selling, donations keep coming in and they get more time to work on the game... the scale and scope of the battlefield will expand until they get to what they're looking to achieve.
They are also planning on holding a Kickstarter soon as well. If you have any ideas that you'd like to contribute to the game, you can post your ideas in this thread on the forums.
you are correct
it was in june recap. Mobility kills, engine kills, ammo(1 shot) kills will be a thing
You can check out what's in store for modding here: http://joinsquad.com/readArticle?articleId=285
Zak's currently working on another article, so we should see a little more information probably this week.
Squad's roots go back to Battlefield modding, and a lot of the folks on the team are modders are heart. We're going to keep supporting mods. =)
The patch was in lieu of the recap -- can't get more detailed than actually playing what everyone was working on. (Up to the last minute, if you were part of the deployments, hehe.)
If it helps, we did use the last recap document to build the alpha 11 patch notes. They're not quite as image heavy as a normal recap, but that may be good or bad depending on your POV. =) http://joinsquad.com/readArticle?articleId=281
Couple good places to go to get the latest on what we're thinking. The first one is the Reddit AMA, which has been reformatted for the blog here: http://joinsquad.com/readArticle?articleId=262
A little after that, Merlin dropped in to give a little insight into where we're at: http://forums.joinsquad.com/topic/31893-a-little-update-from-merlin/
The February Recap should give you a look at what's been going in with game assets, and what's coming up: http://joinsquad.com/readArticle?articleId=259
We're not far off from releasing the March Recap as well.
Something we're thinking about trying is creating a Trello that allows for some community feedback directly on what we're working on, which would also offer an at-a-glance overview of what's up. We still have a lot of work to do before that's would be ready, though.
Some of the other things going on include improving modding support, which will include technical improvements as well as the functional quality of life things like UI. More assets from upcoming maps and factions will continue to be made available in the SDK, too.
Should be able to check us out this Friday on Twitch for a chat with one of our developers too -- watch social for more details.
>You what? Extra content is not essantial!? Wow, maybe 30 fps in Squad is considered playable to you? Listen, extra content will become non essantial only when the game will be fully released, if ever it will be fully released.
Where do i say that the 30fps isn't an issue? (wich they are fixing one of the devs on twitter and also no i dont have that problem get up there PCMR!
>Beign talked about since the release on steam on Dec 15th 2015, now is July 6th 2017. Hope dies last, I guess.
Look at the recap >As part of our early commitment to a community driven project we released the Squad SDK soon after our Steam release and are continuing to plan for full mod support. In May of this year, we transitioned two developers, StrangeZak (Zak Strange) and Irontaxi (Chris Greig) into planning and implementation of the modding platform for a complete release to launch around the end of September.
>That means devs are the people who cant stand for their words and screwed up again contradicting their own words which were spoken when they've released 9.4 update.
what i said.. its been 2 months and this one isnt over yet, beter yet if you keep trac on discord there have been some silly rumors of 25th narva release + optimization
Game is still in development so of course it'll be getting more content and fixes. Just had a recap of what the developers have been working on lately a few days ago. Go through the previous recaps and update and be amazed :) http://joinsquad.com/readArticle?articleId=175
Well I guess The Wrench would be a good place to start. This is the most recent one. None of these mods are out, it's just stuff the community is working on. Mod support will come, but it's not integrated yet.
http://joinsquad.com/readArticle?articleId=150
What the Devs have been doing though is including some mods in the full game. Mainly Kokan and the new Al Basrah are Project Reality remake maps by ChanceBrahh and they have been included in the game. Also some improvements like better MTLB window view by... insert name of creator here
http://joinsquad.com/readArticle?articleId=112
Not only is the first half of this article about how we've pretty much only been working on optimization for v8, but we have stated that all over the forums, Discord, and Reddit.
However, if we still have not communicated properly with the community in your opinion then let us know how we can improve.
And let us stick to facts, not simple conjecture.
/r/joinsquad
I've got about 80 hours into it and still enjoy it. Great team based infantry game as it stands right now with some interesting mechanics that have come over from the Project Reality mod. The community is fairly good, but it can be hit or miss with the team and squad you're in especially during sales (more people purchase the game). Forward operating bases (fobs) win matches. If your squad leads are not building them, your team will likely lose. Cheaters used to be a huge problem but are no longer a big issue. The development team really did a good job fixing that.
the next big update (coming in late july I think?) will add the first vehicle types. The development is still fairly early, the dev team are active and communicative (on the subreddit, too), and it is already a really good infantry focused game as it stands right now. But remember, it will change. If you've ever played project reality mod for BF2, there was an entire logistics system in place with vehicles and vehicle crews and forward operating bases that is likely to be implemented in a similar fashion in Squad.
Also, I'm pretty sure that if you don't get it while it's on sale right now, the $40 dollar normal price tag is what it will be when it exits early access and officially launches. I don't believe they are going to increase the normal price after release.
edit- here are the official dev team updates
Have you looked into Squad? http://joinsquad.com/ https://www.reddit.com/r/joinsquad Our community, for the most part, is a great group and the game itself is a ton of fun already even though it's still missing quite a few features/systems/maps/assets bc it's alpha.
You are mostly right, and how large development teams are do impact how quick things get done (and it waaaay skews expectations), but the game I work on has 25 people (all working remotely), and we put out updates every 6 weeks or so that all have massive changes. New gamemodes, new weapons, maps... stuff like that. We pipeline pretty well which allows us to keep up our cadence.
For example, here are our monthly updates this year:
We put out a ton of content every month that I'm still surprised we can do. I would say that even with a small team, it's still possible to put out a massive amount of content. So, it's still possible to churn out content rapidly with a small team, even on a shoestring budget.
I can't say what we do would work for you guys (because there are many different factors between PS2's development and Squad's, mostly UE4 being a beast of an engine that makes game development with a team really easy), but I don't think that being a small team is an overriding factor.
i7 4770 16gb ram r9 280x
Je igra je dosta losa sto se tice optimizacije. AMD-ovi procesori su jos gori zbog nekog problema sa zvukom, ali nastoje to rijesiti sa AMD-om i Epic-om, cak su koristili Dissasembler.
Sad trenutacno rade ispocetka sustav za animacije i netcode za vozila koji oni nazivaju NetMove - to je sa simuliranim pingom od 500 i packet lossom od 50%, a kad se to zavrsi dobit ce se puno FPS-a.
To ce bit gotovo za mjesec-dva.
A sad ce izac Unreal Engine 4.11 s puno optimizacija i dx12 bi se trebao implementirat u UE4 kroz sljedeci mjesec.
There will be various different round types for the rpg class. This has already been confirmed and we saw screenshots during the closed alpha phase I will see if I can find it. Think it is down, but here is vehicles and ieds. http://joinsquad.com/readArticle?articleId=58
There is MOA deviation. Its not only ballistics. Its a far-cry from PR's deviation, but it is there.
> Weapons now have MOA deviation depending on weapon and bullet quality
Maybe it's best you not skim or speed read. "combined arms(planned)" "Squad promises to offer combined arms warfare, whereas Insurgency has that old stupid press "E" to drive this car(or make it move on a preplanned path) and have it cause havoc cause Source engine."
You've probably heard of Project Reality as it is the most popular BF2 mod, it now has a standalone release.
I'd recommend you play either that or SQUAD which is a successor to BF2 PR mod and currently being developed in the Unreal Engine 4.
I prefer BF3 over BF4 to be honest (I really like BF3 and wish I could feel the same for BF4). Something just feels off on BF4. So I recommend BF3 a little too....
I just wanted to point out that on the website it lists the regular retail price of the game as $35 despite the now announced EA price of $39.99.
http://joinsquad.com/prepurchase
Tier 1
Rifleman - Backer Level ($30 USD)
The pre-purchase page hasn't been updated since the Steam announcement. The price on Steam will be $39.99 according to the announcement. Check near the bottom.