***Official Squad Thread***

You can't really compare CS:GO and Squads graphics. One has what, 10 players (in competitive?) and the other will have 100. Sacrifices have to be made.

As much as I hate the term, most assets are just "placeholders" and the engine is still very new and getting updated regularly so there is always room for improvement.

Who'd have guessed it was in Alpha hey haha!

Enjoying reading the feedback, doesn't seem to be any game braking bugs atm. Havent' read any reviews by anyone either! Needz moar info's and reviewz
 
[TFU] Thegoon84;28624459 said:
Who'd have guessed it was in Alpha hey haha!

Enjoying reading the feedback, doesn't seem to be any game braking bugs atm. Havent' read any reviews by anyone either! Needz moar info's and reviewz

Nothing game breaking but there are certainly quite a few bugs! There is one guy though who refuses to play because the trees don't look good apparently...

The response from the new players has been pretty amazing. They all seem to be enjoying it immensely and considering how bare bones it is still and all the little bugs it really is looking good. There's plenty of threads from new players and videos being posted over on the forums regarding their views on the game so you can have a look there. Lots of good information in there.
 
They all seem to be enjoying it immensely and considering how bare bones it is still.

I really could just enjoy this as is.

It would be nice to get things really polished up though - making the capture zones/progress graphics and HUD a little more intuitive for example.
 
You can't really compare CS:GO and Squads graphics. One has what, 10 players (in competitive?) and the other will have 100. Sacrifices have to be made.

As much as I hate the term, most assets are just "placeholders" and the engine is still very new and getting updated regularly so there is always room for improvement.

hope so m8y @ times graphs does look nice but other time meh ;)


thats my too biggies @ mo recoil on weapons and graphics at times ;)

will look @ it when they do a big update or something :cool::cool:
 
First time I've had chance to check it out in a while, it's coming along nicely, and I've not had chance to check out the medic role yet, I understand it's had a few upgrades.
 
Game looks better than CSGO imo, CSGO is really basic old graphics, it just looks clean that's all. Recoil isn't that bad either, it stops people just spraying.

Think it needs to be like insurgency weapons handling even while laying down its pop pop then it's all over the shop not good at mo hopefully gets sorted.
Must be the 4k that makes cs go look better then :D also arma3 looks mint :)
 
hope so m8y @ times graphs does look nice but other time meh ;)


thats my too biggies @ mo recoil on weapons and graphics at times ;)

will look @ it when they do a big update or something :cool::cool:

Should never base a game on GFX.... I love Arma 3 mods, but currently playing on Overpoch on Arma 2, graphics are worse but gameplay is 10times better! After a while you ignore the graphics anyways!

So long as the game play is solid, the purpose or mission statement is working and there's nothing game breaking in it.... Would get a thumbs up from me.

Not seen or heard anything bad yet.... So am buying it end of the month. .... Have to wait until september tho :(

Just gutted Exile CCG will prob be out the same time.
 
[TFU] Thegoon84;28626407 said:
Should never base a game on GFX.... I love Arma 3 mods, but currently playing on Overpoch on Arma 2, graphics are worse but gameplay is 10times better! After a while you ignore the graphics anyways!

I like it to look pretty ;) it has nice graphics it's just some bits looks meh :( it has great game play though it's like a game within a game :) just hoping it gets sorted in end which think it will do :D
 
At the moment you have to download the whole thing each time, but it's only 3GB.

Should be on Steam in a few months though so that will solve that problem.
 
Xcept, Can you release any details on the status of new maps? I know you're looking at vehicles but in the coming month or two will we be getting any new city enviroments (Fallujah)?

Been playing nearly every weekend since the closed pre-alpha and just need a more urban environment.
 
Xcept, Can you release any details on the status of new maps? I know you're looking at vehicles but in the coming month or two will we be getting any new city enviroments (Fallujah)?

Been playing nearly every weekend since the closed pre-alpha and just need a more urban environment.

Nothing I can publicly talk about. I'll do some digging around see if I can get a few exclusive screens for OcUK this weekend!
 
September 2015

2015 is nearly up! But in no way are we slowing down.

6AEvqFZ.png

September saw the opening of the epic Closed Alpha, where even more of our Kickstarter backers got a chance to finally jump in and play! We are definitely listening to your feedback and concerns, and are trying our best to incorporate as much of it into the next build.

Aside from work on the Closed Alpha, valuable ground has been made on a lot of other fronts too, from art to mapping; programming to optimization. The list goes on, and it's the purpose of these recaps to let YOU know what's been happening behind the scenes.
Without any further ado!

Systems

  • Continuing work on player possession, which is key to getting development on emplacements and vehicles moving
  • Added Bandaging and Reviving
  • Changes to rally-points now mean that they will disappear after 9 players have spawned, as well as the squad leader being limited to placing a new one for 2 min after placing the last, unless the SL respawns at a FOB
  • FOB capture time increased
  • Flags now require 3 players to cap and 60 seconds of cap time to capture
  • Changed inventory system, weapons can now have a much more complex mag/ammo layout and button presses can be empty (pressing #2 on rifleman kits now no longer does anything)
  • New Ammo / Magazine functionality. Ammo is now saved and sorted on reload.
  • Damage model balance tweak on all rifles, carbines and LMGs to account for some edge cases
  • Adjusted sights alignment on the SVD to be much more intuitive
  • Moved weapon sway and stamina code to c++
  • Fixed an error causing rifles to have an unintentional ray trace instead of bullet drop
  • Continued progress on Steam integration and automated website purchases
  • Reworked spawn position checks and mechanics

CpqeTX5l.jpg

An interesting piece of design can be seen with how the spawn checks are done. Any spawn point by code, drops a series of spheres around that location, and depending on whether the spheres are landing on an elevated surface, or a position where the player can't physically be, it will flag that particular spot as being bad for spawning on. The system would preference the green spheres to drop the player into when they spawn in.

6AEvqFZ.png

Art
  • Added 7 new AK and RPK variants to the game as well as remaking the existing RPK
  • Added 3 new variations of the RPG-7 skin
  • Modelling, Rigging complete on Russian soldier models, entering texturing phase
  • Progress on US supply and transport truck

http://i.imgur.com/Nvm8oE5l.jpg

QxkmThil.jpg

7I0jh0vl.jpg
There is a greater emphasis on improving the fidelity of the first person view, so a lot more tris have been allocated to the hands and arms.

1SIKCW5l.jpg.png

iHbosd3l.jpg

1FgHdTTl.jpg

6AEvqFZ.png

Mapping
  • Progress on new Afghan assets
  • Progress on environment assets for Fools Road and an eastern European environment
  • Added new Assault and Secure flag capture mechanics and systems on all maps
  • Preliminary layout of a new large scale Green-Zone map, Chora, has been started.
  • Fools Road layout nearly complete and entering detailing phase
  • Added two gameplay layers for Kohat Toi

hwnPuDll.jpg

lzgHmNOl.jpg

2ZQAqGEl.jpg

As part of a larger environment art update which can be read HERE.

6AEvqFZ.png

Sounds
  • Added automated reverb systems to all buildings
  • Heavy breathing now stops when you go into incapacitated state
  • Added bleeding heartbeat sounds for bleeding and low-health states
  • Breathing from stamina no longer plays when in incapacitated state
  • Added Main menu music by Alkali.
  • New M4, M249, AK-74 and RPK fire sounds.
  • Added more deploy and reload sounds.
  • More footstep sounds and bullet impact sounds.
  • Added Rocket flyby sounds.
  • Added Radio filter for Squad and Command VOIP with transfer sounds.


We hope youve enjoyed this months recap, and stay tuned to all our social media outlets as well as the front page for more news on Squad. A reminder to all that you can still Pre-Purchase the game and enter the Closed Alpha via the Pre-Purchase link here (and along the top navigation bar).
Offworld Out.
 
Back
Top Bottom