***Official Squad Thread***

Known about but it's mainly due to UE4's sound engine which is getting a total rewrite for February (pushed back from December unfortunately).

The comments in this video suggest an apparent fix for the issue in the mean time - https://www.youtube.com/watch?v=1gcJEHIsK68

Is it just 7.1, as 5.1 works great for me.

Glad it's a known problem....weirdly, it affects me because although I have a 5.1 speaker setup, my onboard soundcard (Realtek I think) needs to be set to 7.1 for the rear speakers to work....think I need to play around with the jacks on the back :/



Potentially stupid question about the game....headshots; do they count?

You'd think they do in a realistic shooter. But I ask because, in all the times I've been killed, I have always been revivable. Similarly, I don't think I've ever dropped anyone in one shot, even if I've been close enough to aim at the head.

I did wonder if it's simply a case that I've never taken a round in the head, (which in a game like this where you're often shooting little more than pixels, isn't totally surprising). But I would have thought that in all the times I've died, it would have been the result of a headshot at least once.

Just curious :)
 
Headshots just take you down in one shot, rather than in a couple don't they?

I've been on the giving and receiving end of one shots often, but can always be revived the first time.

It's amazing what you can do with a bandage, but like the bucket of water and sponge when playing football :D
 
Yes in my experience you can only be revived for sure the first time you are incapacitated.

Something like a 50CAL or rocket can kill you out write in one go though can't it? Or am I making that up?
 
Head shots from normal rifles will put you down into the incapacitated state. Head shots from the heavy emplaced weapons and vehicle weapons will "kill kill" you. Rockets and grenades will currently only incapacitate you.

We tried having it so all headshots regardless of weapon killed you with no way of a revive but it was just an annoyance and detracted from the game.

Edit - Getting put into an incapacitated state shorty after being revived will kill kill you also.
 
Xcept - Any word on when you will be looking at the ticket bleed rate and tickets received for capping, stopping a cap and defending? The current AAS system seems more oriented to kills rather than bleed.
 
Xcept - Any word on when you will be looking at the ticket bleed rate and tickets received for capping, stopping a cap and defending? The current AAS system seems more oriented to kills rather than bleed.

Hmm I've found that quite often the team with more kills will still lose the match if they are playing the objectives. What sort of things would you like to see changed?
 
Hmm I've found that quite often the team with more kills will still lose the match if they are playing the objectives. What sort of things would you like to see changed?

Ticket bleed mostly. I forget what the value is but you can definitely have more caps and still win due to kills. AFAIK you also don't get rewarded for stopping a cap - so if you're rushing point B and stop it from getting capped at the start of the game you don't get any tickets. It's much more effective to wait and retake the point from full cap.
 
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Where are we at with regard to free look implementation similar to Arma ?

Also are there any plans to make the actual player movement feel less floaty and gamey ? There is no weight to anything, feels like I'm made of paper. In arma I feel like my character is in the actual environment, running feels attached to the ground... in squad it's like your character is not physically connected to the world you're in.

Please bare in mind i don't want this to be like Arma in terms of gameplay, but feel both of these two things which arma nails would improve squad massively.
 
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Where are we at with regard to free look implementation similar to Arma ?

Also are there any plans to make the actual player movement feel less floaty and gamey ? There is no weight to anything, feels like I'm made of paper. In arma I feel like my character is in the actual environment, running feels attached to the ground... in squad it's like your character is not physically connected to the world you're in.

Please bare in mind i don't want this to be like Arma in terms of gameplay, but feel both of these two things which arma nails would improve squad massively.

see the November recap on the previous page, lots of work on the animation system to come

edit: ok the page previous to the previous page :D or here - https://forums.overclockers.co.uk/showpost.php?p=30269542&postcount=3058
 
Where are we at with regard to free look implementation similar to Arma ?

Also are there any plans to make the actual player movement feel less floaty and gamey ? There is no weight to anything, feels like I'm made of paper. In arma I feel like my character is in the actual environment, running feels attached to the ground... in squad it's like your character is not physically connected to the world you're in.

Please bare in mind i don't want this to be like Arma in terms of gameplay, but feel both of these two things which arma nails would improve squad massively.

I tend to agree with this. A player moving around with an HMG with loads of ammo should feel heavier and move a little slower than a front line soldier who is running around with a couple of mags and an AK.

I also wonder if in the future you would be able to set up defensive and attacking squads with different mixes of weapons or if the 'class' limitations will always be platoon based. Obviously you would want the same net amount of guns available in the game but it could make attack and defense a little different. For example you could setup a fire support squad who have a disproportionate amount of heavier weapons with greater range than an attacking squad who are lighter on their feet but have less firepower. In competitive matches this is how we typically structure the Squads. Roles are determined by the attributes of the players and in some cases historical KD/R, medic and vehicle performance. Vehicles also play a role here and I realize OWI have already announced that vehicle squads will be a thing.

This could really take competitive gameplay to the next level which is really where Squad is truly played as intended.
 
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Ticket bleed mostly. I forget what the value is but you can definitely have more caps and still win due to kills. AFAIK you also don't get rewarded for stopping a cap - so if you're rushing point B and stop it from getting capped at the start of the game you don't get any tickets. It's much more effective to wait and retake the point from full cap.

There's no immediate plans to change the score system but it will be getting a total overhaul down the line so lots and lots of things will change.

Where are we at with regard to free look implementation similar to Arma ?

Also are there any plans to make the actual player movement feel less floaty and gamey ? There is no weight to anything, feels like I'm made of paper. In arma I feel like my character is in the actual environment, running feels attached to the ground... in squad it's like your character is not physically connected to the world you're in.

Please bare in mind i don't want this to be like Arma in terms of gameplay, but feel both of these two things which arma nails would improve squad massively.

Free look will be coming after the new animation system is in. Character movement and feel will be getting overhauled with the new system too :)
 
Great video. Looking forward to getting back in to this in a major patch or two.

It's really good right now - they improved performance with V8 and because of the steam sale there's more people playing. The OWI devs are the best I've every seen in my 20 years of gaming.
 
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