***Official Squad Thread***

I
Yep I've got an R290 and had huge FPS dip on Mestia compared to other maps.
I believe we have found this issue so stay tuned for a fix.
Got on this again last night Melbo with a couple of mates. Haven't played it properly in a long time and it was refreshing to notice some of the changes. The whole movement system seemed a lot more "weighted" than the last time I played. Good changes all round I feel! The vehicle soundscape seemed a bit off to me though, incredibly loud engines when in fact the vehicle was a couple of blocks away!
I don't think we've changed the moving system or mechanics for a long time oddly enough. When did you last play?
 
Free weekend and 50% has just finished so there's a lot of new blood in the mix at the minute.

Alpha v10 will change the character movement a massive amount. Prone abuse will be a thing of the past!
 
Any modders here?

There is a Squad SDK update that introduces modding integration with the Steam Workshop! You can now create, load and share your mod. PLEASE REMEMBER TO BACK UP YOUR WORK BEFORE UPDATING. Something might break and it's up to you guys to make sure you have things backed up, just in case.
 
Hey Squaddies,

Alpha 9.15 is here and we're sneaking the first iteration of modding support out with it. Presenting the Squad Workshop. Please make sure to check out the notes for more information!

  • Fixed Custom Servers browser showing licensed servers.
  • Changed Yeho Invasion 2 Final Stand flag minimum enemies to capture the flag to 3 like all other flags.
  • Fixed a weapons cache spawning in a closed building on Logar Night Insurgency.
  • Mestia: Fixed issues with vehicle claiming and vehicle respawns.
  • Mestia: Did more adjustments to the lighting.
  • Mestia: Regarding a performance issue some users have reported - we are able to reproduce it on one of our systems now. Unfortunately, it's not an easy fix. The affected GPUs need for a certain operation more than twenty times as long as otherwise comparable GPUs. We are still working on a solution. The only way to reduce this issue for now is lowering the in-game resolution.
  • Added initial gameside support for modding and steam workshop integration. Custom servers are now allowed to run modded maps. Players trying to join a modded server will be directed to the steam workshop if they aren't subscribed to the required mods. Read more about modding in the upcoming Modding Recap article. Instructions to get started on modding can be found in the modding section of the wiki: https://squad.gamepedia.com/Category:Modding.
  • Changed game files to packaged format to allow mod packs to be loaded. This causes an increased update size and update install time.
We're very, very excited to finally have this in your hands. Hit us with your feedback!
 
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Modding Recap
The Wrench October
20-Nov-2017
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Hi Squaddies,
October may be over for a while, but thanks to you awesome modders out there we have great things to show this month. If you haven't had your fill of treats from last month, we've got a special inclusion direct from Offworld: Steam Workshop Support.
Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passion with like-minded people that will be happy to help you along the way.

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Community Modding Updates

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Skrunda-1 Map by Pyrokillz

A map based on the real world Skrunda-1 abandoned Russian base, but taking inspiration from both Fallout and S.T.A.L.K.E.R. The eerie hue and ravaged landscapes will have you looking over your shoulder for Deathclaws. Shudder. We are loving the style!



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Game Mode: Supply Lines by Bill Nye

Supply lines is a new game mode Bill Nye has been working on that hopes to add some depth and variety to standard AAS gameplay.

The core gameplay revolves around the balancing act between capturing AAS flags as normal, and establishing and defending supply lines. Supply lines will consist of "Supply Crates" spawning that can be picked up by logistical trucks to refill their supplies. Each team will receive a supplies at their start point every 10 minutes that will be easy to secure, and a third supply crate will spawn randomly on the middle of the map somewhere.


As the game mode will not feature main bases, these supplies will be instrumental in setting up the FOBs the team will require to spawn. These fobs will also receive significant buffs to their spawnability as well as having the cost of defensive fortifications and emplacements. With most deployables, like sandbags and hescos costing 0 supplies, but being limited by number and defensive emplacements costing considerably less.
The main use of build supplies will be the construction of vehicle garages that will be used to spawn vehicles for the team. These will be placed by the Team Lead and allow each game to feel unique with different FOBs acting as main base and different vehicle loadouts chosen for each side.
The team that wins will be the team that chooses the right vehicles, secures their supply lines, while maintaining a presence on the capture zones. Communicate, coordinate, and dominate, squaddies.

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Khe Sanh Combat Base by Socrates

One of our favorite frequent flyers, Socrates brings us an update on the Khe Sanh Combat Base. The focus of this month was to create a realistic waterfall scene with secret tunnels, showcasing just how diverse this map is growing to be.

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Finnish Defense Forces by Faction Mod

A small group of Finnish players have started to bring the Finnish Defense Forces into the fold. Finland has a lot of unique assets and a great amalgam of older Eastern technology and gear, together with modern Western tech. All of this makes the Finnish Defence Forces a great fit, and we're looking forward to what these dedicated Finns are bringing to the table.

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Fara-PV portable close observation radar system by |FULL| Virus.exe and Rincewind


A result of cooperation of an artist and a programmer, interesting bit of electronic warfare, the Fara-PV, russian-made portable radar station capable of detecting people and vehicles up to 6km away (limited to 800m for balance reasons), although it can only detect targets in the clear line of sight, unable to penetrate any obstacles. The operator can use 15 meters long cable to hide the control unit (and himself) in the nearest cover.


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Finkaris by LoRDHitMan


Based on an island in Eastern Europe, this map will have it all: cities, villages, bunkers, highways, dirt roads and forests! The Russian Ground Forces team will start in a bunker in the south eastern corner of the map and will have to fight their way through fields, hills, camps and a ruined castle towards the US Army troops that have established a foothold near the northwestern corner of the map. Join the work-in-progress forum thread.

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IDF Mod: West Bank Village by CreativeRealms

Lots of progress has been made on the West Bank map previously showcased by Creative Realms, including the creation of improved olive terraces, a barrier wall model, as well as some new custom deployables (although this is still only a small portion of what has been added). Ffeel free to check out the behind the scenes development album too!



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French Forces Faction update
FN Minimi by Pawin Changkiendee

A new update on the Minimi that we already showed a while ago, now it'ss beginning to get some color! The textures are currently Work In Progress, but already look like a great start. He hopes it will convey the feeling that it been in service for a while. "It wouldn't hurt to add some dust here and there," Pawin notes. "It has been extremely rewarding to see the gun come to life." He would like to give a big shout to the SMF team for all the hard work and support.
Radio ER 350

Ian found sourcing reference material for this radio, but was still able to come up with fantastic results after four days of hard work. High poly was 4 million polygons, while low poly is 1.4k polys. The textures clock in at 2k, as it is a minor item to be worn by the player.


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Lucius-Pattern No.98 Lasgun by TIOW

The "There Is Only War" mod team is looking to free the universe of the chaos with the start on their futuristic Warhammer 40k Lasgun. Looking forward to how it will look inside Squad and what a future total conversion in this universe could bring! Model is done by Justin Maclin and Defcon, Texturework is by Der Kommissar.


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Samland Peninsula Update by Legion_X

Steady progress was made on Samland Peninsula. More villages, as well as an old factory and an ammunition depot were added. Legion_X is currently focussing on the town area which takes the most time to design. He hopes to finish it in about a month, we'll make sure to keep everyone updated.



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Sarau (Revamped and reworked) by Noxxid3

Inspired by Kashan Desert from Project Reality which was originally created by Duckhunt, Sarau is a 16km2 map focused on a combined arms combat. The centerpiece of the map is a large military facility in the Sarau Desert which offers medium to close quarters engagements for infantry while you can expect most of the vehicle combat to happen in the wide open desert and oil fields around the military facility offering medium to long range engagements.


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Panjab by SaltySeaKook

Taking a real world location from Afghanistan, SaltySeaKook has taken a solid base and run with it. Looking to offer an interesting play style, it will have lots of vegetation, in addition to an urban area. The intersection of two valleys will play host to smaller villages and farms as well. Rocky, steep hills ensure that both the villages and the terrain hosting them will ensure hard-fought battles, with or without vehicles.



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Squad Ops Mod by [OPS] Hamleet & Bestpony



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Steam Workshop Support

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It's here! It's finally here! If you're interested how we got here, under the experience guidance of Zak Strange and Chris Greig, check out the previous The Road to Modding. Caught up? Good. We've got some ground to cover! Remember, you can always find these directions in the Squad Field Manual.

The following guides assume you have the Squad SDK installed already. It's a large download, so you may want to start that now. Need a hand with that? Check out the Squad Field Manual. Additional guides for server administrators can be found under the Modding category of the wiki.

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Create a Mod

  1. Click the "Create Mod" button.
  2. Fill out the Create Squad Mod form.
    • Note: This information will be visible in Steam Workshop.
    • Note: Mod names cannot have spaces or special characters. Listen to the form!
  3. Click "Create Mod." You should receive a "[yourmodname] was created successfully," notification.
  4. Click "View options" in the bottom right hand corner and select "Show Plugin Content."
  5. Click the button with the 3 horizontal lines next to "Filters" in the content browser.
  6. Scroll down in Folder View and you should see a folder named modname Content
  7. Select that folder.
  8. All of your mod's content should live here.
  9. Start creating!

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Play a mod locally
  1. Package your mod so that is playable.
  2. Navigate to output folder that now containers your mod package.
    • Danger: Do not modify the folder with the name of your mod!
    • Danger: Seriously, don't.
  3. Navigate to your Squad install directory.
  4. Create a folder named Plugins. It may already exist.
    1. It should resemble this: X:\Root\Games\Squad\Plugins.
  5. Inside of Plugins folder, create a folder called Mods It may exist already.
  6. Copy your mod from the output folder above to the Mods folder.
  7. (Re)start Squad
  8. All of your mod's content should live here.
  9. Boot into Jensen's Range and AdminChangeMap from the console.
  10. Brag to your friends. You're a modder!

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Uploading your mod to Steam Workshop

  1. Cook your mod. (See "Play a mod locally")
  2. Click "Share Mod" button on the toolbar.
  3. Click the Steam Workshop image.
  4. Enter notes into the changelog
    1. This may be as simple as, "Initial release to Steam," or a detailed list of changes.
  5. Enjoy life as the progress bar churns toward completion. This may take some time.
    • Note: Once completed, it may take some time to appear on Steam.
    • Note: Steam performs maintenance on Tuesdays, during which most features are inaccessible.
  6. If your mod does not appear within a few hours, please consult the FAQ for assistance.

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Play mod through Steam Workshop

  1. Cook your mod. (See above for assistance.)
  2. Upload to Steam Workshop.
  3. Open Steam and navigate to the Steam Workshop.
  4. Locate your mod in the Workshop.
  5. Click "Subscribe".
  6. Brush up on your squad leader etiquette while it downloads.
  7. (Re)Start Squad.
  8. Have fun! (Or don't. We're not your parents. But we'll be disappointed, not mad, if you don't.)

    Remember, advanced guides and guides for server administrators can be found under the Modding category of the wiki.

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Squad Modding Hub Management Team Out.
Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
Join the Discussion >>
 
I strongly suggest you visit the recap on the official site for this one. There's lots of .webm videos on it that cannot be displayed on these forums - https://joinsquad.com/readArticle?articleId=240


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Recap
November 2017



Hi Squaddies,
As we move into December, the team is now in a full bug-fixing and polish mode, where all the new major features have been locked down. The team is now dedicated to fixing as many outstanding bugs as possible before entering large scale community play-testing. Please give us your strength during this time!
In return, we'd like to give you a preview of what the following major patch will contain. As always, these features are still in development and may vary in their final form. Stick with us for more development updates!

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Upcoming Version Feature Preview

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Coming in the next major version (Alpha v10), Squad gameplay as you know it will change dramatically. The Animation System overhaul may not sound like it changes much aside from aesthetics, but it is going to revolutionize how the game will be played. On top of that, several other changes to gameplay will mix things up quite a bit.

Infantry Movement Changes

Transitioning time from sprinting to getting your weapon up and aiming down the sights has been slightly increased from the previous value. The effect of this is that sprinting, as in real life, actually puts you in a vulnerable position. Constant running and gunning will put you at a disadvantage compared to a soldier who is crouching and already steadily aiming down sights. We're seeing that more careful movement is needed on the personal level, and more tactical movement is required as a team: bounding overwatch will become a much more important thing. (Bounding Overwatch: Covering teammates while they move up, then having them cover you while you move up.)

Transitioning from standing to prone will no longer be instant, and you don't keep your sights on the target during it. This means that prone diving, previously a fairly common occurrence to instantly get dead-accurate hits, will be GONE. Bwahaha!
Crouch Sprinting is also added to the game, meaning that you will be able to traverse distances with a lower profile, albeit at a slower pace than you would if you were standing up fully exposed.

Vaulting and Climbing

Vaulting will allow you to more quickly jump over small walls.
Climbing will allow you to get over higher walls than was previously possible as infantry. This changes the playing field, as a simple rifleman's sandbag may be enough to scale a wall previously only accessible with a ladder. Another trick would be to use a vehicle as a booster which would allow you to climb over higher obstacles.

Freelook

Freelook will allow you to look around while doing any action while in infantry. This should slightly increase situational awareness while moving and reloading. Remember to watch your back!

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Weapons Handling Changes
Weapon handling will change to feel more fluent and realistic, with a lot more polish in the way it moves and should feel much more immersive. Note that this will be the first iteration of this system and the precise sway/recoil/transition numbers will still be tweaked, and that the exact values we release with may not be the same as those shown here. However, the changes seen will still be in this direction.

We will be slightly increasing sway effects when standing or after sprinting. This will put more emphasis on your posture and stamina, as well as taking your time to take your shots. This will benefit players who move carefully and deliberately. Good position and stance will give a more tangible advantage.

Weapon Collision

The length of your weapon also now plays a factor in how you maneuver through tight spaces and fire from cover. When you are too close to an obstacle or a surface, your weapon will be forcibly lowered and you will be prevented from firing and aiming down your sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small CQB spaces will be ill advised, whereas pistols will have a natural advantage in tight situations.

Sights and Optics

Scoped weapons will have reduced peripheral vision. This will reduce their spotting advantage at distance. The reticles also have been designed to allow for them to be used to gauge the fall of your shot.

Ironsight weapons will have a very slight permanent zoom increase when aiming down the sights to increase the ability to effectively return fire against scoped opponents.

Adjustable Sights



All infantry weapons (barring those with fixed sights) will have the ability for you to adjust their sights depending on the range of your target. This is especially useful for grenade launchers and dumb-fire rocket launchers as they rely heavily on the shooter accounting for the ballistic trajectory to score a first shot hit. Being able to adjust your sights to compensate for the distance to target will greatly improve the chances of a first shot hit. This feature is also included in all small arms as well, ranging from rifles to machine guns, even on the PPSh-41 submachine gun. Don't forget to hit the range to brush up on your skills, squaddies.

New Role: Machine Gunner



A new role we have added is the Machine Gunner. A team-wide limited role, the Machine Gunner is packing a larger General Purpose Machine Gun (GPMG). Compared to the Automatic Rifleman's LMG, the Machine Gunner's GPMG is typically a larger caliber weapon capable of putting down suppressive fire out to much longer distances and can penetrate more surfaces with greater reliability. Due to the size and weight of the GPMG, it is generally unsuitable for firing either on the move or in CQB situations. We will be introducing the M240B and the PKM with this new role.

Bipods

Bipods will allow Light Machine Guns (LMGs) and General Purpose Machine Guns (GPMGs) to set up on positions and put down a large volume of fire with terrifying accuracy. The Automatic Rifleman and Machine Gunner roles intention were to provide suppression. In reality, they were often quickly picked off by Marksmen or Riflemen with optics, as they were limited in their ability to effectively return fire at range. With the introduction of bipods, from what we've seen so far, the machine gun is a force to be reckoned with. It is VERY deadly, even at range, when set up with a bipod. The changes to sway and prone diving (see above) give the automatic rifleman a much larger window to fire when after an enemy has been spotted, before taking return fire. The best way to deal with an Automatic Rifleman is to flank them, because they will have the power to simply make swiss cheese out of you if you try to attack from the front.

Furthermore, each squad will have access to an extra Automatic Rifleman outside of the special kit restrictions, allowing a squad more freedom to pick other specialty kits as well.

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Changes to the Rush Meta

After reviewing community and internal feedback, we have decided that we are unhappy with the "Rush the first enemy flags" AAS meta, as it is an unforgiving type of gameplay that fails to put emphasis on the gradual capping of flags and territory that AAS was designed around. To address this, non-capturable flags will no longer be blockable by the enemy. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping.
This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.

Vehicle Changes

Entering or exiting vehicles and switching seats inside vehicles is no longer instant. The duration depends on the vehicle and the type of seat. This greatly reduces the effectiveness of soloing vehicles when a vehicle is flanked or ambushed. Either it will not be able to drive away or it won't be able to return fire instantly. Bring a friend!
Several vehicles will have access to secondary weapons and different ammunition types. For example, the Russian BTR-82A will have access to 30mm High Explosive (HE) ammunition which deal explosive damage suitable for dealing with infantry, in addition to its normal 30mm Armor Piercing (AP) rounds. BTR and BRDM variants also have access to a secondary coaxial machinegun. Some vehicles also have access to smoke launchers, providing a way to either conceal their movements or aid infantry by providing a large smokescreen. Mortars as well will have smoke-screen rounds added to their standard compliment of high explosive ordnance.

Logistics Changes
One change that we're implementing to Logistics is for the Logistics carrier to load on varying amounts of either construction or ammunition points. For example, an Ural supply truck has 2000 points worth of space to load either construction or ammunition. If a FOB in the front is running mortars or simply just needs more ammo, the truck can run a full load of ammo rather than wasting half of that space to haul unneeded construction materials. Unsecured oversized loads will be issued a moving citation.
The process of loading and unloading is now treated like a weapon on a vehicle, in that Construction and Ammo occupy different inventory slots, and one button (Default: Left Mouse Button) will unload, and another (Default: Right Mouse Button) will load supplies onto the vehicle.

Round Start Staging Timer

Instead of a 3-minute pre-match spawn timer, there will be a 3-minute staging period before matches. During this time, you can spawn in at your team's Main Base, organize your squads, roles, get to your vehicles, and prepare to move out. However, you are unable to leave the Main Base area until the timer has fully elapsed. To prevent griefing issues, you cannot fire your weapons during the staging period.


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We're supremely grateful for the community we have and we absolutely do not want to disappoint, despite taking us this long to get our next major release together. Please stay tuned for further updates as our team is on overdrive in hammering out the bugs.

Offworld Out.
Join the Discussion >>
 
Really looking forward to these changes. Quite a debate kicking off on the official forums about the changes to the rush meta...personally I think it will add to the game, but seems a few competitive players aren't happy. Squad has some brilliant maps, always nice to be able to fight over them for a couple of hours rather than just around the main bases.
We knew it would rustle a few feathers! If people still want to rush they can but this time instead of just turtling and blocking the flag they will have to actively seek out and kill the team that are trying to cap the flag.
 
Indeed. Seems a bit ironic, competitive players whining about making the game easier for casual players - piling into the first cap and just overwhelming it to prevent a cap is hardly the epitome of skilled or challenging play, more like how fast a driver you have.

There's a great read over on the official forums in a thread called "Will v10 kill Squad?", written by a "competitive player would you believe. Like I said before, you can still rush to their first flag and try and stop them capping but you will need to kill them outright instead of just outnumbering them. Will be interesting to see how it all works out. In PR there was never rushing like there is now and that played out beautifully.
 
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Event
<< Previous
Alpha 10 Public Test
21-Dec-2017

Hey Squaddies,
We've made the feature list, we're checking it twice, and we're definitely going to find out who's been naughty or nice, the Alpha 10 test run is coming to town! For about 24 hours starting on December 21, 6 PM UTC/10:00 AM PST, we'll be releasing a public test version of Squad Alpha 10 for everyone -- yes, you in the back, you can download and play, all you need is Squad.
PLEASE NOTE: This is a work in progress! Alpha 10 is still undergoing active development and does not have a scheduled release date. It will be more than three weeks; consider yourself warned! The contents of this public test are subject to change and may not be representative of the final release.
In other words, it's not done yet, but we want your feedback! And your bug reports. Expect bugs, quirks, server performance, and extra steps to be required. (See below!)
Get the Public Test
If you have Steam installed, you're already most of the way there.
  1. Right-click on Squad in your Library.
  2. Click "Properties".
  3. Navigate to the BETAS tab.
  4. In the box that says, "Enter beta access code to unlock private beta:" enter the following code: squadparkourdlc
  5. Click "Check Code".
  6. In the drop-down box above the code, select the "public-testing" branch.
  7. Click close, and your download should begin.
PLEASE NOTE: The public test version will only become available for preloading at 1500 UTC / 0700 PST. Prior to that, the current version of Alpha 9 will be available using that password. You will need to clear your cache or your key bindings will not work.
Public Test Patch Notes
Before you go playing with all your shiny new toys, let's check the card and see what's in the box:
  • Transition time from sprinting to aiming down sights has been increased.
  • Transition from standing to prone is no longer instant. (So long, prone diving!)
  • Crouch sprinting added.
  • Additional MOCAP data for climbing and vaulting has been integrated.
  • Vaulting now allows movement over small walls. (Parkour!)
  • Climbing now allows movement over some walls. (Parkour?)
  • Freelook has been added.
  • Weapon sway effects have been adjusted.
  • Weapon collision has been added. Be careful in tight spaces!
  • Scoped weapons have reduced peripheral vision. Reticles have been updated.
  • Ironsight zoom increased when aiming down sights.
  • Infantry weapons now have adjustable sights. This obviously does not apply to weapons with fixed sights.
  • New role: Machine gunner has been added to Squad with new primary weapons. (PKM and m240b)
  • Deployable bipods available for MGs.
  • Adjustments to address flag capture blocking.
  • Switching vehicles seats now has a delay that varies by vehicle.
  • Several vehicles now have secondary ammunition types, such as the 30mm HE rounds for the Russian BTR-82A.
  • Several vehicles now have coaxial machine guns.
  • Logistics trucks will now be able to load and unload 2000 total points worth of space which can be allocated for construction or ammunition. By default, Left Mouse Button will unload and Right Mouse Button will load. See the November Recap for more information.
  • 3-minute pre-match staging period has been added to help teams coordinate.
  • Maps: Belaya has been added with a work-in-progress weather effect.
  • Main menu UI has received first pass with new assets.
These are just some of the changes coming in Alpha 10 and a complete changelog will accompany final release. Keep an eye on these new additions and let us know how they feel. As the changes are not final providing us with your feedback will help shape the future of Squad. Join us in the #feedback-a10 channel on Discord or share your thoughts in the forums.
Known Issues
  • Cached game data must be cleared so key bindings will work.
  • Not losing stamina while crouch sprinting.
  • Bipod deployed UI.
  • Extra weapon model after revive. Go prone and move to fix.
  • Unable to vault or climb. Go prone and move to fix.
  • Stuck hand model. Go prone and move to fix.
  • Uncontrolled sway, regardless of sprinting or stamina. Switch kits to fix.
Experiencing issues with something related to the patch that's not above? Congratulations, you may have found a bug! If you'd be so kind, you can report it in the #bug-reports channel on the Squad Discord
Watching the Public Test
Away from your PC this time of year? You're not alone, but fortunately for you (and the rest of us), some of our partner streamers will be broadcasting the action. Be sure to check in on their streams throughout the day to get your fix:
  • HAYNICK31 plans to see how the hottest competition in Squad is adjusting to the changes.
  • JohnnyOmaha has threatened to go a whole 24 hours if we let him have ALL the energy drinks.
  • Karmakut will stream from release until 6:00 PM PST.
  • running_Duck will be live as soon as the download finishes.
  • Squad Ops takes the field at 6 PM PST to show us how Squad is done.
 
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