***Official Squad Thread***

A performance gain would be good. I find some of the larger maps much more frustrating to play, and I think it has in large part to do with the frame rate, which seems to make precise aiming more difficult. Basrah in particular, is a map I don't really enjoy :(

@Xcept1 - A question regarding the new inventory system; are there any plans afoot to change the way weapons/items are selected? I quite often play medic and one thing I find quite frustrating is the time it takes to switch between bandages/medkit. I tend to just press "5" rather than using the scroll-wheel, as I can do it without looking and there's less chance of making a mis-selection. It's pretty annoying to tap "5" and pull the medic bag, when you need the bandages. It might not seem like a big deal, but in the middle of a firefight when you're trying to get to someone quickly, you can waste precious seconds messing around trying to switch - especially if you're moving between multiple victims and switching bandage/medkit frequently. Also annoying when you take a hit yourself and start to bleed out, so you go for the bandages and get the medkit - I have actually gone down before because of this and the time it takes to switch between the two was enough to get me killed.

Similarly, things like switching between smoke and HE grenades with the M203 - it seems like this could be better accomplished with a "weapon attachment" key or similar, as in other games. And the achingly long time it takes to flip up the sights of the RPG and ready it for firing...argh!

I know this is a game striving for realism, and I don't expect to be fast switching between weapons like CoD, but smoothing out simple things like this really add fluidity and realism to the game.
 
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Weapon selecting will have some changes yes. The trick at the minute when using the number keys to select items/weapons is that for example the medic items, pressing 5 will always select the last used item (works for rpg warheads too). We know it's nowhere near perfect though and will be changing. The new animation system will allow for weapon switches to be interrupted too so you will be able to switch weapon/item quickly if the situation changes.
 
Weapon selecting will have some changes yes. The trick at the minute when using the number keys to select items/weapons is that for example the medic items, pressing 5 will always select the last used item (works for rpg warheads too). We know it's nowhere near perfect though and will be changing. The new animation system will allow for weapon switches to be interrupted too so you will be able to switch weapon/item quickly if the situation changes.

That would be ideal. I think that's one of the frustrating things - being unable to drop what you are doing to bring your primary weapon up, just because the animation is playing out.
 
Indeed! Getting caught with your bandage out and pants down is not nice!

Plan is for a couple of smaller updates to come before v10. We were thinking of stopping engine upgrades at 4.15 but with the release of 4.16 there is some pretty nice stuff for us to play with so the plan is to probably upgrade to 4.16 and halt there. If any new things arrive in future engine updates then we can add them in as and when.
 
Indeed! Getting caught with your bandage out and pants down is not nice!

Plan is for a couple of smaller updates to come before v10. We were thinking of stopping engine upgrades at 4.15 but with the release of 4.16 there is some pretty nice stuff for us to play with so the plan is to probably upgrade to 4.16 and halt there. If any new things arrive in future engine updates then we can add them in as and when.

Any idea if theses new Engine upgrade from Unreal will give Squad 7.1 audio? Last I heard the lack of 7.1 was Engine issue... Seems to be the case for all Unreal 4 games so far.
 
Any idea if theses new Engine upgrade from Unreal will give Squad 7.1 audio? Last I heard the lack of 7.1 was Engine issue... Seems to be the case for all Unreal 4 games so far.

Unsure. There are a quite a few changes coming with the sound engine and Steam Audio so I'll have to look into it.

In other news...we're now 40% off on Humble Store! Bargain price of £17.99 for 5 days.
 
I'm a big advocate of locked squads. Worked like a charm in PR and hopefully will lesson the absolute cluster that is vehicle claiming and usage.

As for the image, obviously now we aren't going to bother with any other performance passes. Just get the locked squads and call it a day ;)
 
We have pushed Alpha v9.5 Hotfix to servers and clients. (12 June 2016)

Changelog:
  • Pak file repackage
    • Changed the way PAK files work, Squad will not need 20+ GB free on the hard drive to update any longer.
    • Note: The current update will still require a large buffer, but in new updates, this will be much smaller.
  • Admin Force team change
    • Added an admin command to force switch someone to the other team.
    • AdminForceTeamChange “name” and AdminForceTeamChangeById <ID>
    • Permissions in Admins.cfg: forceteamchange
  • Fixed an issue where you could not lean in certain areas of the map on Gorodok and Al Basrah. (Some cap zones most common)
  • Added the possibility to give a user the ability to write to admins with “ChatToAdmin” but prevent them from reading it with “CantSeeAdminChat”
  • Fixed an issue where Fools Road Fortress flag had severe map issues. Tweaked tree collisions.
  • Admin cam now shows FOB and Rally Points.
  • Fixed an issue where mortar HUD would get stuck if FOB was removed while players were sitting on it.
  • Fixed BTR-82A single fire sound sounding like several shots or cutting out.
  • Sumari Optimization Pass.
  • Logar Optimization Pass.
  • Fixed RCON working for Linux.
  • Removed expiring timer for Mines and IEDs.
  • Added speed indicator for vehicles.
  • Improved SVD's standing accuracy substantially, also improved crouch and prone as long as the target is almost level to the player. High elevation differences in targets improved but still bugged.
  • Corrected tickets for invaders/defenders on Yehorivka Invasion
  • Fixed Strykers not taking damage when on fire.
  • Fixed RKG-3 grenades not doing damage or working.
  • Added mortar reload sound.
  • Tweaked vehicle zooming in/out sound.
  • Added more sound effects when sprinting.
  • Tweaked animations for IED and Mine.
  • Tweaked Mortar impact blast wave effect.
  • Tweaked Mortar muzzle effect.
  • Tweaked gun muzzle shockwave grit effect.
  • Improved particle refinement for Mortar/IED/Mine.
  • Added larger water explosion for Tandem RPG and Mortar.
  • New MTLB variants minimap icon.
  • Map grid readability improvements.
  • Fixed an engine bug causing erratic suspension responses on certain vehicle wheel collisions. (aka do-a-barrel-role bug)
  • Fixed a server crash related to a high number of players in the queue on map change.
 
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