***Official Squad Thread***

Always with the 'realistic' comments.

Here's two, make the deaths realistic?

Make the building objects realistic?

The sights aren't very realistic when your view is limited to a 24" monitor which then limits the vision even more. The game needs FOV scaling when ADS.

Make a post about it on the official forums about it then :)

Now going for some munch then I'll be back on for some shooty bang bang.
 
Last edited:
Just the way the engine is at the minute. Once it's on Steam then we can release smaller fixes.

As long as you keep the folder in appdata then your settings *should* stay.
 
We had a couple of great rounds on the London #1 server last night. The community is fantastic as I posted on the forums to try to organise a few people to jump into the server at 2000 and some of the first in to help seed the server were Americans who stayed for the whole duration.

Managed to have a round on insurgency without losing any caches too which is a first!
 
I keep forgetting to post in here about the Sunday sessions we have with the community. Just had a couple of great rounds. We couldn't take the last cache on Insurgency in the end. Ran out of tickets after the whole team stormed in!
 
[TFU] Thegoon84;28836343 said:
What date in Dec is this coming? Keep checking my email hoping to get a key :(

As soon as we have a solid date I'll let you guys know.

This the same idea as Insurgency on Arma 2 Melbo? Killing enemy for intel on weapon caches and then destroying the caches?

Yup, pretty much works the same as the Arma 2 mission at the moment.
 
Bit of info regarding the kits, roles, limits and Steam launch.

Hi everybody,

Hang tight, this is sort of a blog format, so I will try to highlight the important bits for those not interested in the details.

I wanted to take a quick moment to talk about a new kit restriction system that we have been setting up over the last few days.
Normally you would see something along the lines of "Added kit limitation system, with player scaling" in the change log, and that would be it.

In this case we feel that you may miss a couple of the finer details and possibilities this may offer, so - story time!

Let me run through some of the basic details of what was done and why, then followed by some of the things that it allows us to fine tune a bit better at this stage of the game!

Consider this the TL: DR section

Keep in mind that values are subject to change before next patch. I'll try to keep them updated if any changes happen.

  • Special/limited kits now become available once a minimum amount of players are present in your squad.
  • Some of these kits availability now scale with how many people there are in your squad.
  • Some of these kits are now globally restricted. Meaning that not all squads will have the possibility of having these kits.
  • Globally restricted kits also scale with server (team) population.
  • The scaling and minimum limits for kits now allow us to give diversity in choices for certain classes depending on how we want to portray the particular faction.
  • The scaling and minimum limits also give us the chance to reward bigger player numbers in each squad. Larger squads = access to more gear.
  • NEW: We are currently adding a feature where you will have a maximum number of "special" kits so the entire squad isn't filled with LAT's and UGL's - choices will have to be made.

If our time on these forums have taught us anything, it is that there will be loads of questions about why certain decisions were made.
Instead of discussing every little detail, let me paint the broad strokes that the changes above encapsulate:

WHY?

  • We want to discourage lone wolf behaviour. So creating a new squad won't really get you much fancy gear, optics, 1337 sniperz or rocket launchers.
  • We want to encourage the formation of bigger squads, by both rewarding the SL and the squad members with more options and available kit. The reason being that the more people. there are in your squad, the greater the chance of people accidentally sticking together AND will be able to hear communication - hopefully giving incentive to talk back.
  • We want to have certain factions be more diverse and have the ability to utilize different tactics (stick around for the militia bit!).
  • We want to be able to use as much of our content as possible to give the game depth and replayability.

Common denominator? - The release on Steam and mass exposure. We are trying our very best to get new people started smoothly on the steep learning curve.

BUT!

We cannot do this alone. You have all had the chance, as founders, to get in game and learn the ropes. The game and us developers need you guys to pass on the knowledge, be patient and open minded for as long as you can help us with it.
The more people we get converted to the play style you want, the better for the game, both short term and long term. Both for us, and for you!
We know it will be a challenge.
We promise to do the best we can to provide you with willing, eager and inquisitive squad members, the rest is up to the community as a whole.

And yes, some of these changes are temporary, some of the restrictions and choices were made to deal with the large influx of new players. Don't expect any info in this thread to be final.

Preaching over.

Examples

Here are a couple of examples of how a 1 man squad looks, and how an 8 man squad looks. I've provided two examples so you can see that each faction is structured differently - because they play differently!

Russian 1 man vs. 8 man squad options (keep in mind that it scales up gradually):
Eycn1tH.png

Same story. Militia 1 man squad and 8 man squad options:
BOhbqTh.png


Let's get down and dirty and look at some examples of what you can get your hands on, and how to get them!

Let us start with a hot topic on the forums. The SVD.

MARKSMAN

The SVD is now a team restricted kit, meaning that there can only be a certain amount of them on the field.

It now has the following restrictions:
  • Minimum 5 players in the squad
  • Minimum 10 players on your team
  • For every additional 10 players on your team, another SVD/Marksman kit is available

MEDICS
  • Minimum 2 players in a squad
  • Kit limit is upped to 2 medics per squad when there are 6 players

GRENADIER, LAT, LMG, RIFLEMAN ACOG
  • Minimum 4 players in a squad
  • Kit limit is upped to 2 of these classes per squad when there are 8 players


EXCEPTIONS!
Now comes the fun part!!!

  • US Squad Leader's now get a second kit choice when there are 6 man in the squad. You now have the option of having an ACOG optic on your M4 instead of the Aimpoint
  • Insurgents starts getting RPG kits available at 3 players per squad, and scales to 2 at 6 players. Note that Insurgents no longer has a Grenadier kit at all, but can have lots of "hunter killer RPG teams" ;)
  • Insurgents AND Militia's 2nd LMG choice is a different weapon! INS has RPK at 4, and RPK74 at 8. MIL has RPK74 at 4 and ironsights M249 at 8.
  • Militia has 2 SL kits available from the start. AK74 or M4 (Not M4A1), additionally there are 2 limited M4's available from 1 man and up. (hint: firing your AK74 or M4 behind enemy lines may not be a dead giveaway for your enemies... Know your enemy!).
  • Militia has 2 different Grenadier kits. At 4 members it is an AKM+GP25 and at 8 it is an AK74+GP25

Again, some of you could easily knee jerk react to this and go "so many kits available! over powered ect.", but this is only really the case in bigger squads, and in this case it is up to your SL to guide the selection of kits to suit the strategy and playstyle you will be going for.

It is still possible to play as small squads to great effect. Especially Militia and Insurgents, were you can infiltrate and engage US or Russian forces in their territory without your gun sounds giving you away OR as smaller hit and run RPG teams.

There are many choices to make, and they are all yours (soon)!
 
Probably asked but are we getting new keys for Steam or use the same ones we got?

Not final yet but it's looking like a new key will be issued.

I reckon take snipers away from squads and let them have there own units but limit them :) be better then if SL can talk though comms for support and what not ;) food 4 thought

Well currently there is only the marksmen class which should really stay with their squad unless defending. Proper sniper classes/kits are a long way off thankfully!
 
Release Information


"But it is, perhaps, the end of the beginning."

- Winston Churchill, 10 November 1942


6AEvqFZ.png

It has been 14 months since our first public announcement. The effort of 25+ developers, untold gallons of coffee, making thousands of new friends, and putting in tens of thousands of hours of gameplay testing, and were about to make our momentous launch on Steam, this December 15th, 2015.

Cp2ncL9l.jpg

Check out the page!

The time has come, the Founders have laid claim to their titles, have rolled with us through thick and thin, and now we march out together to bring this to the world.
As of Midnight PST November 30th 2015, we are ending pre-purchasing of Squad. You have between now and the end of the month to pre-purchase the game at the Squad Leader Founder level, which grants you access to the following perks on Steam:
  • Founder Patch in-game on your soldier (Delivery date TBD)
  • Founder Tag in the Community Forums
  • Exclusive Alternate Weapon Skins (AK74 and M4)
  • Digital copy of the Squad soundtrack
  • In-game name in Credits
Or at the Rifleman level, for USD 30.00.
We would like to thank every backer and founder that has helped us up to this point, without the financial and moral support of each and every one of you, development would have not been possible.

This next very important step to Steam Early Access launch will rely very heavily on this community to ensure all the newcomers experiences are as great as the ones we have already had over the Alpha period.

On Steam launch, those that have not pre-purchased will be able to purchase Squad and all future content for USD 39.99 via Steam. Going forward all content, past and present, will be open to all players.
For those that have backed us and pre-purchased, you will be receiving your Steam key via the Alpha Portal to redeem on Steam. So please check the Alpha Portal closer to release date.

In summary, there are 2 dates for you to remember:
  • 30th November - End of all Pre-Purchasing
  • 15th December - Release of Squad on Steam Early Access, retailing at USD 39.99.

Christmas is coming early this year.

Offworld Out.
 
We are obligated to deliver the product directly to the purchaser and/or kickstater pledge of the game. If you got a key from another person then you will have to get in contact with them again unfortunately.

If the worst comes to the worst I should be able to help with any of you who can't get in contact with the original buyer.
 
Yeh i got my key from a user on here also, so he will have to send me my steam key correct ? even thou my squad key now is linked to my steam account ?

Correct. I imagine 99% will sort you out with the key but if not let me know. Might be worth sending a trust message to them now so they know in advance.
 
Back
Top Bottom