***Official Squad Thread***

Still haven't seen a tactical play of this game yet. Watched a few videos, well the first few minutes I guess. But you can tell from that what play is going to be like, so move onto the next video. Unfortunately its the same thing all the time. Does anyone play this tactically, or can it even be played that way, considering your opponent has to be like minded to have a decent game.

Anyone got a good tactical video to watch, to get a better idea of game play, or a link to one. I've seen too much running around, get shot, respawn (multiple times) and do the same.
I've not seen any real coop in any videos. O.k... I know, its early days, but... :(
 
This RPG spam nonsense has to stop or a least limited within reason (I realise how hard this can be).

Gettng fed up of seeing a guy 100+ meters away and im firing my gun at him, only for him to return an rpg in my face.
 
anyway to get into the closed alpha? love games like this and grew up playing old ghost recons and pr but missed it on kick starter:(

You'll have to wait a few more weeks until the next phase in testing.

This RPG spam nonsense has to stop or a least limited within reason (I realise how hard this can be).

Gettng fed up of seeing a guy 100+ meters away and im firing my gun at him, only for him to return an rpg in my face.

How do you think it should be resolved? After all RPGs exist, and are used against infantry.
 
I've not played the game nor looked at any up-to-date footage, but regarding RPG vs infantry? What's the animation time like for equipping an RPG?

If the enemy already has the RPG out then fair enough.
 
The animation time for equipping it seems reasonable, you get it in hand, flick up iron sights front and rear then you're ready to go.

You carry 3 RPG's though and if you're near an ammo crate it's only 2 clicks to be fully restocked, so rocket spam is employed a lot at the minute.

But, pre alpha, it will get a lot better given time :)
 
Best option might be to make the ammo crates finite. For the sake of argument 1000 points, an rpg gunner re supplying uses 300 points but a standard rifleman re supplying only uses 50 points.


Then give a cool down timer for dropping ammo crates to stop them spamming that.


Real jump of genre but payday 2 had re supply crates and you needed to be considerate to your team mates. If you were spraying widely and wasting ammo there was only so much to go around your squad so you had to learn to conserve for the greater good of the team
 
Well to build an ammo crate you need a FOB, and to build that you need to:

  • Be squad leader
  • Be officer roll
  • Have 2 additional people with you
  • Not be within 400m of another FOB

And because of that I haven't seen it as an issue.
 
To be honest Longbow i have no idea on how it can be resolved. As this weekend has progressed ivew seen (and been victim of) many kills invloving the RPG. Yeah sure its an effective way of killing the enemy, but it doesn't really involve much skill when you can work out how high to aim etc and the splash damage take care of the rest.
 
To be honest Longbow i have no idea on how it can be resolved. As this weekend has progressed ivew seen (and been victim of) many kills invloving the RPG. Yeah sure its an effective way of killing the enemy, but it doesn't really involve much skill when you can work out how high to aim etc and the splash damage take care of the rest.

From my limited time playing I die a lot without much knowledge of who or what is doing it :( so you are doing better than me!


If they add in the other elements they are discussing I reckon a 50 cal mounted on a humvee with smash people for fun with a fairly substantial amount of ammo, then I presume there will be a bradley/btr with a big fluff off auto cannon which will smash infantry with impunity.....and have a lot of ammo.


Seems they have designed the game quite well in that there are hundreds of ways a infantryman can get zapped.
 
Anyone who has never checked out Project Reality, have a look, as it will give you a good idea of where the game is heading. I jumped back on this afternoon and it's still a great game.

Ps, Longbow, I enjoyed murdering your squad the other day till the server crashed! :(
 
Monthly Recap: July 2015

And in a flash, July is over!

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Before we jump into this we are well aware of the issues that have arisen in the newest Closed Pre-Alpha build relating to performance and server stability and were busy trying to troubleshoot the new additions we have made and seeing where the problems lie. We want to thank our community for being so patient with us and sticking by us as we negotiate the hurdles that arise from routine game development.
It has been really busy in Development-Land over July, especially with the Closed Pre-Alpha finally being put out into the wild. However a lot of stuff does go unnoticed, and this recap is the perfect place to take stock on whats been happening behind the scenes. Without any further ado!

Systems
  • Progress on the UI, Squad leading tools and navigation
  • Fixed Spawning Bug that prevents you from spawning under certain conditions
  • Added ShowNextMap console command for all players
  • Adjusted Voice Attenuation, making local voices easier to hear from further away
  • Player scores are now updated. Score additions related to kills are only shown after the player dies
  • Added a method to do full auto looping. This should reduce the stuttering when firing.
  • Added a notification to the killing player (and admins) when a player is teamkilled.
  • Added Prone (First pass, many animation issues)
  • Added a new splash screen
  • Fixed a bug where you could ride grenades into the air
  • Fixed an issue where bullets would collide with the gun and fail to fire.
  • Fixed a server performance issue related to bullet creation
  • Crouch is now taken into account with stamina regeneration.
  • Updated the FOB exclusion zone (minimum distance between FOB placement warning) fail reason to be more clear.
  • Added a new flag capture widget for new flags.
  • Players can no longer join teams if it would make the team unbalanced
  • Character movement has been updated to have more weight and momentum
  • Added an Ironsights M4 Rifleman Kit Role for the US Army.
  • Slightly tweaked bone damage modifiers. Weapons should perform a little better now.
  • Smoke Grenade effect starts quicker
  • Updated tree LODs to decrease the popping on midrange systems
  • Updated the medic icon to not fall off the screen when healing
  • Added an indication for how much health a player has when healing
  • Grenades are now resupplied from the ammo box
  • Barbed Wire deployables now cause damage if you run into them
  • Corrected many physical materials on multiple surfaces, which should lead to less dirt explosions coming off of metal surfaces
  • Adjusted dynamic lighting to have better profiles
  • Fixed many incorrect object collisions
  • Enabled distance shadows on all maps

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Art
  • Progress on the original Russian Army Soldier Model
  • Completed Texture on the Insurgent Technical
  • Completed Texture on the Ural 375D Truck
  • Completed High Poly additions on a large number of AK and RPK variants including the AK-74M, AKM, AKS-74U and AMD-65.
  • Added the Light Anti-Tank Kit to the US Army and the M72A7 LAW
  • Added trash piles and more flavour environment props
  • Added end caps to the bridge railings on the bridge on Kohat

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Mapping
  • Added a new map layer system that allows for the creation of multiple flag layouts and even lighting conditions
  • Added Kohat Sunrise, a new AAS Map set in a unique part of Kohat
  • Added Kohat Conquest, an experimental Conquest style map
  • Added Ambient Sounds to Kohat
  • Detail passes on Logar, Kohat and Forest
  • More Progress on the terrain and layout of Fools Road

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We hope all our higher tier backers are enjoying the Closed Pre Alpha and getting some game-time over the weekend. Well be putting out regular weekly updates directly relating to new builds around the middle of the week, so stay tuned to the front page and the forums!
Before we sign off we want to show off another awesome community video by backer Rusty, this time explaining what the heart of Squad is all about.


Offworld Out.
 
Guys how to i go about backing this game? I've resisted until now but can do it no longer, just looks to damn good.

The only way at the minute is to buy one of two tiers: Rifleman Tier package or the Squad Leader Tier package.

Rifleman - Backer Level (£19.23):

  • Steam Early Access (regular retail £22.43)
  • 1 Standard game key (Full game w/ Early Access)
  • Backer tag in forums and in game

Squad Leader - Founder Level (£44.86)

  • Closed Alpha access
  • Steam Early Access (regular retail £22.43)
  • 1 Standard game key (Full game w/ Early Access)
  • Founder patch in game
  • Founder Tag in forums
  • Alternate Primary weapon skins (AK and M4)
  • Digital copy of the "Squad" soundtrack
  • In game name in Credits

Rifleman will get access to the game around November/December when it goes onto Steam. Squad Leader will get it in roughly 4/5 weeks when it hits Closed Alpha.

Head over to http://joinsquad.com/prepurchase :)
 
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