Squad

Fromthenavy

TS3 SA
Lots of fun Jok3R, good amount of laughs and great game play for it being in Alpha stage. Lots more to come as well. Probably my favorite shooter so far, sounds are also incredible too. I recommend it if you're into team work based fps.
 
E

ElektroVodka

OWI just released the 4.0 Alpha for Squad.
Hi Squaddies,

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We’re proud to present the newest version of the Squad Alpha: Version 4.0.

Contained are a number of major improvements to gameplay but also new content additions in the form of additional equipment for the Russian and Militia factions, As well as expanded playable areas for maps currently in rotation and further performance and balance tweaks.*Enjoy the changelog below!

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Major Changes:

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Easy Anti-Cheat (EAC)
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This release will feature Easy Anti-Cheat as a new active anti-cheat protection system.
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1P78 Kashtan Rifle Optic

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The Russian faction now have scopes for their weapons! As one of the most requested feature, we are pleased to grant the Russian faction a rifle optic for their primary AK74M and support RPK74M rifles as well as sneaking some goodies for the Militia.

*

RGD-5 Grenade

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The RGD-5 is a post-WW2 Soviet-era grenade, inexpensive to manufacture and commonly found in many modern conflict areas. Will be featured on the Militia and Russian factions.

*

Map Updates

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Fools Road received a new industrial area in the South West of the map, an updated Estate with a very cool tunnel section connecting the buildings together, as well as many new details and features spread out around the map.

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Chora has also received many updates, expanding the playable area and more detail work.

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Flag Capture Mechanics Updates

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AAS has been updated with some new gamemode rules to encourage greater emphasis on the flag objectives. *Flags now have an increasing ticket bleed based on the number of flags owned by the opposing team, reducing the chance that the team with more flags loses the match. *Additionally, capturing a flag now grants the capturing team some tickets, as well as increasing the ticket loss for the team that loses a flag.*Finally, we have added a protection sphere around each teams main base, which prevents bullets and players from the opposing team entering in it's area thus adding a layer of protection from main base camping.

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Post Processing Effects

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Many post processing effects and the ability to change their settings have been added. *Ambient Occlusion helps to define soft shadowing of objects. *Auto Exposure and Eye Adaptation causes the exposure of the screen image to simulate the effect of human eyes moving between brightly lit and dim environments. *Bloom is the bleed-over of light caused by looking at bright objects in lowly lit environments. Motion Blur adds a blur effect to objects depending on how quickly they are moving on the screen (works well with the new Russian scopes). *Lens Flare simulates scattering of light when viewing bright objects through lenses.

*

Server Browser and Joining Server improvements

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The server browser has been improved, adding sorting by each column as well as better usability in general. *Additionally, a number of bugs have been fixed, improving the server join experience and a quicker response when you fail to join a server.

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Changelog

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Added a team switch timer, limiting how often you can switch teams, this timer only applies after the round startup time allowing teams and friends to get set up.

Added Dome of Defense around main bases (Destroys all enemy projectiles upon impact, and pushes back enemy soldiers if they try to enter)

Updated the AAS logic to be more robust and have more features

Allows for giving the capturing team tickets and also has an option to prevent ticket gain when capping from start-neutral

Owning more capture zones than the opposing team will begin to incur a slight bleed penalty. The more zones owned, the more bleed the opposing team incurs.

Fixed the ability to lean while prone, this snuck in due to lean code optimization

Kit, role and equipment changes

Marksman kit moved from the specialist group to fire support, same squad/team limitations as before

Fire support kits are now reduced to 3 when at max squad size, down from 4. You should see more ordinary riflemen on the field now

Grenadier kit now unlocks at 5 squad members, rather than 4

Max amount of grenadiers available per squad down to 1 from 2 (AK74+GP25 removed from Militia until we have a more flexible inventory selection system)

Ordinary riflemen/fighter kits with ironsight or red dot sights now have 2 frag grenades rather than 1

Automatic riflemen now have another 150-200 rounds depending on the caliber of the weapon, so you don’t have to feel bad about suppressing the enemy

Designated marksmen now have less rifle ammo to keep in line with damage potential of other classes (SVD down from 8 to 4 magazines), make those shots count

Designated marksmen has 3 pistol mags rather than 2

Added more smoke variation and each team now has different colored smoke variations. Militia have Green and Yellow smoke colour variations, Russians have Purple and Orange, while the insurgents have Black and Yellow. 40mm smoke grenades remain the same for now.

Russian squad leader has an alternative kit available at 6 squad members, an AK74M with an optic

Russian rifleman + optics kit available at 4 squad members. Limited to 1

Russian Automatic rifleman + optics kit available at 8 squad members

Militia rifleman + optics kit available at 4 squad members. Limited to 1

Every kit that has a magnified optic now has one less magazine than their red dot / ironsight counterparts

Added RGD-5 frag grenade to replace placeholder M67 on the Russian faction, also gave an alternative skinned version of it to Militia instead of the F1

Weapon changes

Added deviation to rockets and launched grenades projectiles

ACOG model got a quality of life upgrade to make it look prettier

Slight increase in the recoil of the SVD

Fixed a bug where all weapons were firing at the same muzzle velocity. Now weapons have different bullet drop depending on caliber/muzzle velocities

Updated inventory action delay timer on the scrolling menu from .5 to 1.5 seconds.

Medic bag and field dressing improvements

Added more information feedback to the player

Fixed an issue where enemy soldiers could be healed

Rally point changes

Rally point code has been more optimized for server use

Increased placement cooldown time from 30 seconds to 210 seconds

Rally points can no longer be placed with enemies within a 50m radius, and will reset the placement time from 0 to 90 seconds. Your former rally points do not disappear.

Rally point placement now requires sl + 3 squad member if the sl does not have an officer kit, if he does have it, then only sl + 1 squad member is needed

Changing squad leader now resets the rally point placement time to 120 seconds if the placement time was under 120 seconds.

All rallypoint messages are now shown in the chat area instead of the middle of the screen.

If your squad leader changes, a message is now sent to your chat area to inform.

Deployable placement errors are now posted to your chat area.

Fixed an issue where you could leave a squad and keep your kit if you were incapacitated

Map and spawn screen updates

Opening of map and spawn screen no longer stops the talking input

Clicking around and interacting with the spawn screen no longer stops other inputs (you can now move and interact with the menu at the same time, note that there are many edge cases to this particular issue and we will be addressing them as they are reported)

Fixed an issue where the mouse cursor could be lost when returning to the spawn screen after having opened the main menu

Map and spawn screen now automatically closes when the main menu is opened

Moved a large chunk of the map implementation to c++ improving stability and speed

Fixed a bug where the SL menu on the spawn map was not updating it’s last clicked position correctly

SL menu on the spawn map now opens with the cursor in the middle of the hex menu, making it easier to mark locations and work with the ui

SL marker lifespan is now 5 minutes, up from 1.5 minutes

Reduced the zoom levels on the map from 7 to 4, and made the map zoom all the way out on the outmost level

Slight rework of the map medic icon, making it more distinct.

Keybinds for the spawn screen and map now work on both open/close. (You can rebind them to Enter without issues)

Changed the lowest possible FOV to 90 degrees.

Added more graphics settings for Motion Blur, Bloom, Lens Flare, Auto Exposure, etc.This is still work in progress

Fixed issue where some higher resolutions were missing from the graphics settings

Added sortable server browser

Fixed some disconnection issues upon joining a server

Added a system that allows for individual damage sounds depending on the collision bone that was hit, this is replacing the dead sounds, meaning that you no longer know if an enemy died unless you do a visual confirmation

Added initial enhancements to the Admin Camera to support Squad League with Player Outlining and Capture Zone visualizations.

Redesigned smoke grenade variations to share one projectile and one effect. Any color variations now only need to be a child of the original, instead of needing duplicate effects and projectiles. This optimizes the deployment of smoke grenades and makes implementation easier.

Stopped smoke from playing on the server unintended. This prevents smoke spam affecting server fps.

Removed manually placed border blocking volumes and updated with new spline blocking volumes.

Lots of LOD models added to weapons, improving performance

Reworked tracers slightly, making them easier to use when correcting bullet drop

Reworked server configs, ban lists & admin lists*http://forums.joinsq...-server-config/

Added server messages

Changed console command ShowPlayerIds to ListPlayers

Added temp / timed bans

*

Before signing off we wanted to give everyone a bit of a road map of our intentions over the next several months.

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Our next monthly patch for February will be largely focused on content, quality of Life, UI updates and possible integration of*Unreal Engine 4.11(Check out the preview notes. Exciting stuff)*

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With completion of the backlog of high priority updates to content, QoL and UI , we've moved the majority of our coders (Including our two new guys!) into a focused campaign over the next 8 or so weeks to come through the other side with a feature rich base system for vehicles and character animations.

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We hope you guys will help us in keeping these guys engaged and keeping all of our eyes on road ahead. We are very excited for the next couple months.*

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Offworld Out.
TL;DR: New shit added, go play
 
Just bought this game last night. Looks interesting. I haven't played a tactical shooter since...oh.. geez.. umm .. since Project Reality for BF2.
 
E

ElektroVodka

Well seeing the guys from PR are also the guys working on Squad i'd say you're all fine with that experience.
 

Fromthenavy

TS3 SA
Almost a year later and this game is looking very polished.

Vehicles seem to be very good in my opinion. Not too OP but a huge advantage until taken out.

Gameplay for me is very smooth, no stuttering anymore and is a lot more stable over all.

More scopes and classes added which is nice, would maybe like to see a customization to classes in the future but then again, it leaves the fight with a level playing field.

If anyone is interested in giving this another go I'd love to plan some nights to Squad up!

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Kenadian

Staff member
Site Admin
Seriously, I don't even remember where I installed that turdware?

ArmA is better and has sunsets too!

Guy gets VR and now he thinks he knows everything, sheesh.

 

Skid_Marc_

Staff member
Admin
I just don't know why he would spend all that money and go play something that stupid. Its like getting a direct drive OSW wheel and DSD Wilwood Professional Grade Sim Racing Pedals just to play NFS:Shift and race in 3rd person....:p
 
E

ElektroVodka

Almost a year ago, so this deserves a bump.

Also i came across some screens from back when we played it with a small group.

2016-01-17_00003.jpg
Motivational Handshake.

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One of the first results when working as a squad with just B2O

2016-01-30_00023.jpg

J Mart firing an RPG between Misterwizzard and myself.

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Pesky little sniper that suffers from tunnel-vision. He was giving P and Wap a hard time so i circled around and took him out.

We've started playing Squad again since it's free weekend and i must say i could do this regularly.
Anyone else up for this?
 
Last edited by a moderator:

little P

Super Mod
"It's all P's fault"?

I actually lol'd, I'm actually glad you document the abuse as it'll be a big help to my therapist :p

That sniper kill was cool af, the fact you had time to take a screenshot is priceless ;)

If there is a group regularly playing I'm up for trying it again. I can be on tonight, but remember, it's not my fault, and remember to shake my hand...

 

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