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***Official Squad Thread***

Discussion in 'PC Games' started by Xcept1, Oct 13, 2014.

  1. dan958

    Wise Guy

    Joined: Oct 14, 2012

    Posts: 1,047

    Would love more tickets to be available for skirmish matches. I like Skirmish because everything is closer together, so the games have more action - but the matches are also over really quickly.
     
  2. Xcept1

    Mobster

    Joined: Dec 21, 2002

    Posts: 4,149

    Location: England

    What sort of increase would you like to see?
     
  3. dan958

    Wise Guy

    Joined: Oct 14, 2012

    Posts: 1,047

    It might take a bit of trial and error to find the best balance, but myself and the people I play with would like to see an extra 100 tickets.
     
  4. Cobra-UK

    Mobster

    Joined: Aug 30, 2006

    Posts: 3,058

    1, More tickets for skirmish (See discord link below) We ran a poll, the mass majority wanted skirmish to have 100 more tickets.

    2, More layers per map. (This for me is a big deal) Ideally 2-3 layers of skirmish per map.

    3, More staging time at the beginning of rounds (Al Basrah is like 2 minutes, other maps are 30 secs or something).

    4, Show map boundaries on the map (Mestia is terrible for boundaries).

    5. Some have said to have an extra vehicle for some of the larger skirmish layers.



    Skirmish discord group link : https://discord.gg/gusapt8
     
    Last edited: Aug 7, 2019
  5. Cobra-UK

    Mobster

    Joined: Aug 30, 2006

    Posts: 3,058

    I will run a poll and speak to the group about ticket loss or gain in the next few days.
     
  6. bJN

    Mobster

    Joined: Nov 23, 2009

    Posts: 3,295

    Location: Norwich

    Surely it can turn into a configuration file that server owners can tinker with? If they want more tickets on skirmish layouts than have a 2 or 3 times variable that scales up. Likewise for map timers, map lists etc
     
  7. Cobra-UK

    Mobster

    Joined: Aug 30, 2006

    Posts: 3,058

    Server is filling up now, come on in and give it a go when you are ready. One thing i will say, make sure you join a good squad. If they are terrible just leave and try another.
     
  8. shedlo

    Gangster

    Joined: Jul 22, 2010

    Posts: 210

    Location: South West

    My only gripe with this mode, maybe even raising the player count would be nice. More players to kill :)
     
  9. kiteloopy

    Mobster

    Joined: Apr 13, 2008

    Posts: 2,549

    Location: Notts / Reading

    I think im up to about 40 hours in game and I think im at that point where im starting to contribute more than hinder.
    Complete the training, be a rifleman first to get your bearings then move onto medic. Always join a squad that is talking.
    Early hours in game can be a struggle.
     
  10. sgavan

    Wise Guy

    Joined: Oct 9, 2013

    Posts: 1,577

    Thanks for the advice, I tried a few games and died a lot but never killed any of my own team or caused an injury due to my actions :D Just need to find the time, work and that external real life RPG keeps getting in the way
     
  11. kiteloopy

    Mobster

    Joined: Apr 13, 2008

    Posts: 2,549

    Location: Notts / Reading

    Ah, good to hear! :)
    If the SL knows what he's doing then he/she will always need help doing things - building, logi run or capturing an objective. So if in doubt, say within earshot of SL.
    Nothing will frustrate you more than going lone-wolf and being picked off from the other side of the map.
     
  12. Xcept1

    Mobster

    Joined: Dec 21, 2002

    Posts: 4,149

    Location: England

    CAF PATCH AND A16 STATUS
    posted on August 28, 2019

    Hey squaddies!

    The Canadian Armed Forces team has been hard at work since the Modding Weekend to incorporate your feedback, smash bugs, and make all sorts of tweaks! We’re happy to present those changes today, as well as provide an update on Alpha 16 and the OWI Company Holiday.

    CANADIAN ARMED FORCES UPDATE
    [​IMG]



    As mentioned, the CAF team has been hard at work polishing their release and are ready to roll out some of those changes! The update will release today, August 28, 2019 at 3 PM PDT. This is a separate update from Alpha 16, which we’ll touch on in just a minute.

    KITS AND LOADOUTS
    • Added Arid (or Desert) Canadian faction.
    • Added a second Medic role with C8A3+C79A2.
    • LAT now receives two LAS instead of one.
    • Changed HAT Kit to have 1 Tandem and 1 HEAT round.
    • Added a second HAT Kit with 1 Tandem and 2 HE rounds.
    • Added the proper C8A3 icon for the M203 Grenadier version.
    WEAPONS
    • Reworked ballistics of C14 .338 round:
      • The projectile arc is now flatter.
      • Raised muzzle velocity.
      • Increased one-hit kill range and damage over time.
    • Updated C79A2 sights by making the base post smaller and adding the illuminated part.
    • Streamlined ADS and weapon positions.
    • Streamlined recoil on C7A2+C79A2.
    • Increased ammo requirement for Carl Gustaf 751 Tandem to 80 instead of 60.
    • Decreased ammo requirement for Carl Gustaf 441D HE to 30 instead of 60.
    • Tweaked Carl Gustaf 441D damage.
    • Tweaked zeroing on Carl Gustaf Tandem slightly.
    • Fixed scope effect on Carl Gustaf.
    [​IMG]

    VEHICLES
    • Added desert versions for all vehicles.
    • Fixed accuracy on 2A6M’s Gunner Sight.
    • Increased visibility on 2A6M’s Rangefinder.
    • Increased zeroing speed on 2A6M.
    • Fixed Hunter-Killer on 2A6M.
    • Fixed Cage Collision on 2A6M.
    • Fixed LODs on Turret of 2A6M.
    • Fixed Armor on 2A6M.
    • Fixed wreck effects on LUV-A1.
    • Fixed missing components on LAV.
    • Adjusted Passenger viewblocks on LAV.
    • Adjusted Driver Camera on 2A6M and LAV.
    • Increased LAV Mobility.
    • LAV fixed dust effects.
    • Fixed LAV armor model.
    • Fixed armor on LAV side panels.
    ADDED LAYERS
    • Added proper Jensens_Range_v4 with vehicles and ammo boxes
    • Kohat: Invasion_V1, RAAS_V3, TC_V1
    • Kamdesh: Invasion_V2, RAAS_V4, TC_V1
    UPDATED LAYERS
    • Gorodok: RAAS_V2, Invasion_V2
    • Nanisivik: Invasion_V1, RAAS_V1, RAAS_V2
    • Manic 5: RAAS_V1, Skirmish_V1, TC_v1
    • Yehorivka: Invasion_V2, RAAS_V1
    KNOWN ISSUES
    • Parts of Nanisivik are still Work-in-Progress.
    • Guns don’t drop on the floor when soldiers get incapacitated.
    • Desert Canadian Forces don’t have their own ammo boxes yet.
    • The Holosight Crosshair still reacts to resolution.
    • Mouths on characters don’t move when Voicing.
    • In some cases, a version mismatch may occur if a client updates before the server. Restarting the server should resolve the error.
    ALPHA 16 STATUS



    As some of the more observant of you noticed, we’ve been putting Alpha 16 through its paces through closed testing. While the results are encouraging, we feel the choppers aren’t quite there yet, so we’re planning to push the release back a little.

    First, choppers are fully flyable and can be used to transport troops and supplies. They come equipped with door guns for self-defense, a gimbal camera to aid in landing, and a functional cockpit to help you keep aloft. As mentioned, we’ve held full-scale internal testing recently and gathered a lot of feedback from the first folks outside of Offworld to take flight.

    While we’ve made some strides in getting performance improvements in place, especially for users with higher latency, the pilot experience still needs some work. In some rare cases, there are some crash bugs, plus some other quality-of-life improvements that need to be made before the patch is ready.

    As we’ve been striving to maintain the 4-6 week patch cadence, we wanted to be fully upfront about the delay. Our humble apologies, but we believe getting helicopters right is worth it. As we move forward, we’ll ask for your help in doing just that with periods of public testing. We hope you’ll share your feedback!

    Additionally, we want to ensure our modding community has better support and less downtime. With that in mind, releasing Alpha 16 too early would also cause a gap in SDK support. The hope is to have as little time possible between the patch and mod support for that patch being available, especially for communities using mods to host leagues and events.

    OWI COMPANY HOLIDAY
    Every year, the company takes a week off to get together, get to know everyone who’s joined us that year, hash out the next year (including planning the next trip), and recharge our batteries. It is, as you may have guessed, that time of year!

    From Monday, September 9th through Friday, September 13th (most) of Offworld Industries will be in Japan. We’ll have a crew on hand to monitor things, but you may experience delays from support. You can still find assistance on the forums, the help site, or in Discord though.

    Should you see a pack of Squad developers somewhere in Japan, please send help and a translator. =)

    SIGN-OFF
    We appreciate your patience and understanding! We’ll be back and in full swing, all bright-eyed and bushy-tailed before you know it. In the meantime, please enjoy the updates from the Canadian Armed Forces Team!
     
  13. dan958

    Wise Guy

    Joined: Oct 14, 2012

    Posts: 1,047

    I'm sure I'll be crashing a lot once the update comes out!

    I always like seeing your update posts, really looking forward to the v16. Enjoy your time off :)
     
  14. kiteloopy

    Mobster

    Joined: Apr 13, 2008

    Posts: 2,549

    Location: Notts / Reading

    yea looking forward to playing this.
     
  15. Xcept1

    Mobster

    Joined: Dec 21, 2002

    Posts: 4,149

    Location: England

    ALPHA 16 TEST & OWI TOURNAMENT
    posted on September 20, 2019

    Hey squaddies!

    We’re extremely excited to announce that we’ll be launching the Alpha 16 Public Test on Monday, September 23rd at 10:30 AM PDT!

    There’s plenty to look forward to, but let’s cut straight to the chase: we want your feedback on the first iteration of choppers! As a first release, you can expect some bugs, but we want you involved in shaping the future of choppers. Be sure to let us know what you think!

    [​IMG]

    The playtest will be available using your Squad – Public Testing app in the Steam Library — this is a completely separate, full install of Squad, in addition to your retail copy that will remain available. Which is great, because we’ve got a tournament beginning this weekend! (See below for more details.) Standby for further announcement once the test goes live and is available for download!

    OWI SQUAD CHAMPIONSHIP FIRST ROUND
    In addition to the start of A16 public testing next week, we have the first rounds of the Offworld Industries Squad Championship kicking off this Sunday, September 22nd! We announced the official tournament a few weeks ago and now our teams lined up ready to fight the first round of the group stages. To make sure our tournament gets off to the best start possible we have brought the heat with livestreams hosted by some of our creative partners!

    [​IMG]



    Catch the Sunday schedule below, or check the tournament page for full information, rules, and team roster! And be sure to enable notifications on the JoinSquad Twitch page to see when we go live.

    See you on the helipad, Squaddies! Fly safe!
     
  16. kiteloopy

    Mobster

    Joined: Apr 13, 2008

    Posts: 2,549

    Location: Notts / Reading

    Amped for this update. Going to change the larger maps for the better.
     
  17. Xcept1

    Mobster

    Joined: Dec 21, 2002

    Posts: 4,149

    Location: England

    Typical my internet was (and still is down) when I got in from work today! No helis for me.
     
  18. Xcept1

    Mobster

    Joined: Dec 21, 2002

    Posts: 4,149

    Location: England

    ALPHA 16 PATCH NOTES
    posted on October 9, 2019

    Hey squaddies!



    It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done.

    Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes:

    ALPHA 16 CHANGELOG
    [​IMG]

    SYSTEMS
    • Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!)
    • Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.)
    • Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter. The goal is to make helicopter travel outside map boundaries less punishing.
    • Fixed the limitation that caused servers to be able to only run three mods at a time.
    GAME MODES
    • Territory Control: Added a HAB hex zone defense mechanic. When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated.
    • Territory Control: Fixed Ticket Bleed not properly replicating.
    • Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations.
    • Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes.
    [​IMG]

    INFANTRY GAMEPLAY
    • Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes.
    • Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail.
    • Updated British L129A1 DMR texture to a tan-colored finish.
    • Updated M68 CCO texture.
    • Updated TT33 Tokarev texture.
    • Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration.
    • Modified firing sounds for the M249, M9a1 pistol, and M110.
    • Fixed weapon lowering not replicating correctly to other players when exiting a vehicle.
    • Fixed player character offset when entering a vehicle while crouching or prone.
    • Fixed ADS diagonal movement not having any footstep sounds.
    • Fixed Recruit roles being able to change to Riflemen roles from deployables.
    • Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned.
    • Fixed US Army Scoped Medic having a frag grenade; it has been removed.
    • Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol.
    [​IMG]

    VEHICLE GAMEPLAY
    • Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers. (Not including the pilot, copilot and 2 door-gunners.) It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies.
    • Added the UH-60M “Grouse” for the US Army and British Army Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) It is armed with 2 window-mounted M240H machine guns suitable for some light degree of protection. It carries up to 1000 points of supplies.
    • Removed ability for players to turn vehicle engines on during the staging/planning phase.
    • Increased top speed on the Minsk to increase off-road effectiveness.
    • Improved visibility and artwork for the DsHK Turret Shield.
    • Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.)
    • Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver.
    • Optimized effects on tank cannon shot and APC auto-cannon shot.
    • Optimized tracer effects to improve performance.
    • Fixed T72 autoload sound playing in other vehicles.
    • Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended.
    • Fixed particles/vehicle glass shaders not blending properly with fog.
    • Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies.
    • Fixed FV432 APC being stuck in 1st Gear all the time.
    • Fixed BFV driver receiving splash damage while inside the vehicle.
    • Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets.
    • Fixed wrong impact FX and sounds for tank shells being played.
    [​IMG]

    DEPLOYABLES GAMEPLAY
    • Fixed bug where shoveling down friendly FOB Radio cost your team tickets.
    • Fixed a bug that allowed infinite loading/unloading of supplies.
    • Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel.
    • Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians.
    • Fixed mortars not having extreme distance incoming sounds.
    • Fixed DShk shielded deployable having floating ammo boxes.
    USER INTERFACE
    • Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan).
    • Added an indicator for when a player is bleeding inside a vehicle.
    • Added Show Full Servers and Sort by Ping functionality to the Server Browser.
    • Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out.
    • Updated Infantry Tutorial to include “Regional Training Center” on the Map Name.
    • Fixed commander chat saying DIRECT when using ALL.
    • Fixed scroll bar being too dark on the Command Map’s Vehicle List.
    • Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad.
    • Fixed Call Medic button not being initially disabled on subsequent incapacitations.
    [​IMG]

    MAPS
    • Added new map: Mutaha! Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland. The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.)
    • Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers.
    • Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters.
    • Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes).
    • Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2.
    • Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6.
    • Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing.
    • Updated minimaps for Gorodok, Belaya, and Yehorivka.
    • Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents.
    • Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision.
    • Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road.
    • Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia.
    • Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1.
    • Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents.
    • Narva: Added AAS v2, a new and improved Narva with classic layout.
    • Narva: Optimized with new landscape materials, trees, grass, crops, and water.
    • Narva: Optimized buildings in an initial optimization pass and gave more color variety.
    • Skorpo: Improved and optimized rain weather effects.
    • Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1.
    • Yehorivka: Additional optimizations. (See previous patches for more information.)
    • Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay.
    • Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads.
    • Fixed some effects piercing through fog on certain maps.
    • Fixed various foliage types that prevented leaning and construction.
    • Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable.
    • Fixed staging zone pain volumes on Logar Valley and Sumari.
    • Fixed distant snow effects turning on/off depending on your zoom resolution.
    • Fixed some floating objects and minor visual bugs on several maps.
    [​IMG]

    KNOWN ISSUES
    • Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update.
    • Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update.
    • Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game.
    • Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash.
    • Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports.
    • Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug.
    • Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug.
    • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
    • Occasionally Self-bandaging fails. Actively investigating this issue.
    • The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue.
    • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term.
    • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
    • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
    SPECIAL THANKS
    As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing:

    A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming!

    Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life!
     
  19. Krakkenbus

    Gangster

    Joined: Sep 13, 2009

    Posts: 145

    Location: World

    Finally!!!! I've spent a good few hours on the test server, this is going to be great.
     
  20. Daytrader

    Mobster

    Joined: Oct 19, 2002

    Posts: 3,519

    Location: wiltshire

    One word, Awesome! thx