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  Squad News- Steam Summer Sale -- 50% off!
Posted by: iC-BOT - 13-09-2019, 09:16 AM - Forum: Squad News - No Replies

Steam Summer Sale -- 50% off!


Hey squaddies!


 


Many of you have been asking when Squad would next go on sale and we promised to shout loud and clear when it was time. IT’S TIME!


 





GET 50% OFF SQUAD!


 


Still feeling a little flush? Our pals at Periscope Games are offering 40% off Post Scriptum featuring their latest map, Grave.



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36556-...le-50-off/

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  Arma 3 News- Media Coverage | No discussion here!
Posted by: iC-BOT - 13-09-2019, 05:52 AM - Forum: Amra 3 News - No Replies

Media Coverage | No discussion here!


Simple rules as for ARMA 2 / Take On Helicopters section,

this thread is only for posting about articles and similar media coverage ...

Release coverage:

English:

http://www.pcgamer.com/2011/05/19/arma-3-announced-releasing-summer-2012-first-screenshots/

http://www.pcgamer.com/2011/05/19/arma-3-system-requirements-revealed/



https://forums.bohemia.net/forums/topic/...sion-here/

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  Squad News- Squad SDK Update
Posted by: iC-BOT - 13-09-2019, 05:52 AM - Forum: Squad News - No Replies

Squad SDK Update


It’s here! It’s here!


 


The Squad Editor has been updated. This means modders can start bringing their mods back online! A client-side patch will be released at a later date to update support for players.


 


If you’re just getting started, be sure to join the Modding Hub Discord. It’s a great place to get your questions answered by the community and OWI alike!


 


Our Blueprint Developer Renn has prepared a quick introduction to some of the changes.


 




 


He’s currently producing a follow-up video to help folks with the update, fixing bugs, and redeploying with the new Editor version. Stay tuned for that as soon as it’s ready. =)


 


Edit: It's ready!


 




 



http://forums.joinsquad.com/topic/36580-...dk-update/

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  Squad News- Alpha 14 Patch Notes
Posted by: iC-BOT - 13-09-2019, 03:39 AM - Forum: Squad News - No Replies

Alpha 14 Patch Notes


Hey squaddies,


 


Bet you didn’t expect to see Alpha 14 so soon! We’ve been working hard to get patches out more quickly and the results are paying off. Speaking off, let’s check out the latest bounty of changes:



ALPHA 14 CHANGELOG






SYSTEMS




OVERHAULED THE PLAYER RAGDOLL SYSTEM



The ragdoll system has been updated to improve the overall look when a soldier goes into the ragdoll state, such as when incapacitated or run over by a vehicle. Soldiers getting hit by vehicles should look more realistic, and there should be less twitching of corpses in most cases. However, as this is still a work in progress, there may still be an occasional visual glitch.



UPGRADED UNREAL ENGINE VERSION TO 4.21.2



This upgrade introduces a variety of hotfixes implemented to the version implemented in Alpha 13. A full list of engine fixes can be found here.



GAME MODES




ADDED TERRITORY CONTROL GAME MODE





 


This new game mode has two teams facing off to capture contiguous hex tiles across a map and will continue to evolve through the next few versions of Squad. Territory Control consists of a grid of hexagonal regions, which function like capture zones, anchored by a “key territory” hex for each team as the base of their grid. If a group of hexes is disconnected from this key territory, or the territory itself is contested, a team will need to recapture it before claiming any new territories. The status of a hex is hidden by the fog of war until a team controls an adjacent hex, cloaking enemy movements until conflict erupts.


 


This new game mode is in the early stages of development and will be evolving through the next few versions.


 


A few key rules for gameplay:


  • A neutral hex requires one player to capture. A contested hex must be neutralized and captured by at least three players.
  • An enemy hex takes 40 seconds to neutralized and a neutral hex takes 40 seconds to capture.
  • Capturing a hex unlocks all adjacent (bordering) hex zones for capture.
  • Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%.
  • When a team captures 95% of all hexes, that team instantly wins.
  • Losing all tickets will cause a team to lose the round.


INVASION MODE CHANGES



  • Defenders will win with a time-out even if they have fewer tickets than the Attackers. For the Attackers to win, they will need to either completely drain the Defenders tickets or fully capture all flags in the map.
  • Tweaked starting tickets: 150 for attackers and 600/700/800 for defenders on corresponding 4/5/6 flag layouts


NEW INFANTRY WEAPONS




ADDED M3 MAAWS CARL GUSTAF



The M3 MAAWS (or Multi-Role Anti-Armor Anti-Personnel Weapon System) is the American adoption of the 84mm Carl Gustaf recoilless rifle developed in Sweden shortly after World War 2. The M3 can fire a variety of different ammunition, making it a very diverse weapon system. The optic mounted on the weapon system can either be used to calculate drop in 100m increments or be directly zeroed to the desired range. The M3 can fire High Explosive Anti Tank, Heavy Tandem HEAT, and Smoke rounds. This has replaced the AT4 as the US Army Heavy Anti Tank weapon.



ADDED AK74 BAYONET



Russian Ground Forces will now receive the AK74 Bayonet, which replaces the older AKM bayonet model.



INFANTRY GAMEPLAY



  • Major overhaul of the M4 weapon series, updating it visually to modern art standards and details.
  • Improving ladder sight mount on the M4 M203, making it easier to aim with the ladder sight and giving it more ranging options.
  • Added a non-functioning cosmetic PEQ-15 laser module to all US Army primary weapons.
  • Added deployable bipods to the US Army M110 marksman rifle and the British L129A1 sharpshooter rifle.
  • Buffed British AT4 variant’s penetration capability to 600mm RHA, British are now using the ILAW High Penetration variant.
  • Debuffed the US AT4’s penetration capability to 420mm RHA, assigned it as a secondary US Army LAT.
  • Fixed zeroing text appearing incorrectly as 300m on the SA80 SUSATs (should be 100m)
  • Tweaked the sight picture for the RPG29, making it easier to aim with.
  • Fixed M72A7 LAW using incorrect ADS fire animation.
  • Fixed some US Army Squad Leader roles not having tracers on their M4s.


NEW VEHICLES




FV4034 CHALLENGER 2 MAIN BATTLE TANK.



 


challenger1-700x394.jpg


 


The FV4034 Challenger 2 is the main battle tank of the British Army and holds a crew of 4 (Driver, Gunner, Commander, and Loader). This tank sports a stabilized 120mm rifled main gun capable of firing armor-piercing SABOT rounds, High Explosive, and Smoke rounds. In addition to its main cannon, the tank also has a 7.62mm coaxial machine gun and smoke launchers for self-defense. The commander has access to a high-powered optical periscope featuring hunter-killer functionality with the gunner. The loader’s position has a Remote Weapon Station with a 7.62mm GPMG slewed to it, allowing for additional anti-personnel firepower should the need arise.



BMP-1 INFANTRY FIGHTING VEHICLE



bmp3-700x394.jpg


 


This Soviet-made IFV was developed in the 1960s and is now featured in Militia and Insurgent arsenals. This vehicle seats 3 crew (Driver, Gunner, and Commander) and can hold up to 8 passengers, plus 4 riding on top.  Putting public transit to shame, this vehicle has a 73mm smoothbore cannon capable of firing projectiles similar to that of the SPG9 recoilless rifle. As such it has access to High Explosive Anti-Tank and Fragmentation rounds for its main gun, as well as a PKT coaxial machine gun. An additional Malyutka-P missile adds a slow, but devastating wire-guided option for enemy armor.



VEHICLE GAMEPLAY



t622-700x394.jpg


 


  • Added Loaders Cupola station to the T62 tank. This is a manually operated DsHK mounted onto an anti-aircraft style mount which allows for 360 traverse and high angle engagements and gives the T62 tank additional firepower by adding another station for the crew to go into.
  • Updated T72B3’s commander cupola station artwork.
  • Adjusted M2 Bradley, FV432, FV510, MTLB, T62, T72B3, and M1A2 Abrams front and rear wheel suspension to make it less likely to get stuck.
  • Fixed physics collision shapes on some vehicles that caused them to get easily stuck on terrain or objects.
  • Tweaked default physmat friction values which were way too high and therefore causing vehicles to get stuck more easily.
  • Fixed T62 tank’s engine throttle being a bit inconsistent.
  • Fixed MTLB Insurgent variant track collision location being in the wrong place.
  • Added a range card to the Rocket Artillery Technical gunner HUD.
  • Added bullet drop compensator to the reticle for the BTR80/BRDM2’s KPVT machine gun and MTLB 6MB/BTR82A’s 30mm 2A72 cannon.
  • Fixed players that got shot off from gunner seat of the ZU23 AA Truck not being able to be revived.


DEPLOYABLES GAMEPLAY



  • All emplacement weapons now retain their rotations when the player has exited them. This includes mortars as well.


USER INTERFACE



  • Added a short introduction animation with voice-over upon joining a team.
  • Added an end of round card showing team ticket scores that includes music and voice-over to smooth the transition going from the end of the game to the scoreboard.
  • Added the first iteration of a voice command radial menu that allows players to give simple voice-over call-outs. At the moment, only American English is available but more voices will be added in later.
  • Added a “Medic” voice command call button for when you’re incapacitated on the ground.
  • Added a progress bar for when you are building deployables and repairing vehicles.
  • Added a key help list for players in a vehicle to show the available keys and features that are in that particular vehicle seat.
  • Added Game Mode help cards upon joining a server.


NEW MAP




SKORPO



s_skorpo10-700x394.jpg


 


Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks for any mechanized force. Keeping your supply lines open is also difficult given there not being much room to maneuver. Utilizing the varying elevation of the landscape and hidden forest roads will yield many advantages, but be aware that the enemy might also have the same idea.


 


s_skorpo8-700x394.jpg


 


skorpo8-700x394.jpg


 


Skorpo will feature AAS, RAAS, Invasion, Skirmish, and the brand new Territory Control game modes.


 


s_skorpo5-700x394.jpg



MAP UPDATES



  • Chora: gameplay improvements for vehicles, including widening the driving lanes and bridges, widening holes in walls, removing some frustrating obstacles, adding rock cover in open areas, and smoothing some of the roughest bumps in the terrain.
  • Kokan: Updated foliage.
  • Fixed collisions on several map objects and rocks to prevent exploits.
  • Re-attached power lines on numerous maps.
  • Fixed some buildings on Narva that changed color at distance; a few more still to fix.
  • Fixed interiors on Sumari so objects have correct materials displayed.
  • Fixed Logar Insurgency v1 wrong location of INS main base flag.
  • Fixed Logar Insurgency v1 Night having the wrong team for INS protection zone.
  • Fixed Belaya AAS and Invasion layers RU vehicles at RU main to spawn flipped or upside down.
  • Fixed Tallil Invasion v2 having East/West Khidir named incorrectly.
  • Fixed Gorodok having a couple of floating metal beams on the train.
  • Fixed some shipping containers on Logar switching colors as you moved nearer or further away from them.
  • Adjusted Belaya AASv1 tickets to 300/300 (from 250/250).
  • Kamdesh Invasion v3 set defenders to 700 tickets.
  • Kokan AAS_v1, AAS_v2 and RAAS_v1 updated tickets to 250/250.
  • Logar AAS_v1 and RAAS_v1 updated tickets to 250/250.
  • Mestia AAS_v1, AAS_v2 and RAAS_v1 set tickets to 250/250.
  • Sumari AAS_v2, AAS_v3 and RAAS_v1 increased tickets 250/250.
  • Tallil Outskirts RAAS_v3 set to 250/250 tickets.
  • Added BMP1 to the following layers:
    • AlBasrah_Invasion_v1
    • AlBasrah_Invasion_v2
    • AlBasrah_RAAS_v1
    • Belaya_AAS_v3
    • FoolsRoad_AAS_v4
    • FoolsRoad_AAS_v5
    • FoolsRoad_RAAS_v1
    • Gorodok_Invasion_v2
    • Jensens_Range_v1
    • Jensens_Range_v2
    • Jensens_Range_v3
    • Mestia_RAAS_v1
    • Kamdesh_Insurgency_v2
    • Kamdesh_Invasion_v2
    • Kohat_Insurgency_v1
    • Kohat_Invasion_v1
    • Kohat_Invasion_v2
    • Skorpo_Invasion_v1
    • Sumari_Insurgency_v1
    • Tallil_Outskirts_AAS_v3
    • Tallil_Outskirts_Invasion_v2
    • Yehorivka_Invasion_v1
  • Added FV4032 (Challenger) to the following layers:
    • AlBasrah_Invasion_v2
    • Belaya_AAS_v3
    • Belaya_Invasion_v3
    • FoolsRoad_AAS_v5
    • Gorodok_AAS_v3
    • Gorodok_RAAS_v2
    • Jensens_Range_v1
    • Kamdesh_Invasion_v2
    • Kamdesh_RAAS_v2
    • Narva_Invasion_v2
    • Tallil_Outskirts_RAAS_v4
    • Yehorivka_AAS_v3
    • Yehorivka_Invasion_v3
    • Yehorivka_RAAS_v3


BUG FIXES AND MISCELLANEOUS



  • Fixed mortar, UGL grenades and rocket projectiles not dealing damage if the shooter was killed after launching the projectile.
  • Optimized certain aspects of the vehicle code dealing with closed turrets.
  • Optimized the way HUD UI is drawn and updated.
  • Fixed Insurgent/Militia Vehicle Repair station mesh having an overlapped US/GB repair station mesh on it
  • Fixed ambient smoke columns stopping emission of smoke randomly.
  • Fixed C4 explosions not displaying when detonated on asphalt and gravel.
  • Fixed a client crash when launching the Shooting Range.


KNOWN ISSUES



  • Tracks, Wheels, and other components are not destructible while on a local server running Jensen’s Range.


OFFWORLD OUT.




http://forums.joinsquad.com/topic/36372-...tch-notes/

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  Arma 3 News- Arma continued to sell well in 2017
Posted by: iC-BOT - 13-09-2019, 03:39 AM - Forum: Amra 3 News - No Replies

Arma continued to sell well in 2017


BI's continued work on DLC's not only kept Arma on the minds of gamers, they helped the game make Steam's 'Gold' category for sales in 2017!!!!


http://store.steampowered.com/sale/2017_best_sellers/


 


Its also in the second category of most played in 2017 as seen here


http://store.steampowered.com/sale/2017_top_played/


 


Congrats BI!!!!!!!


 


 


 



https://forums.bohemia.net/forums/topic/...l-in-2017/

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  Arma 3 News- Arma 3 ranks in PC Gamers top 100 Games for 2017
Posted by: iC-BOT - 13-09-2019, 03:20 AM - Forum: Amra 3 News - No Replies

Arma 3 ranks in PC Gamers top 100 Games for 2017


Didn't slip by much at all! Congrats BI!!!


 


http://www.pcgamer.com/the-best-pc-games/5/


 


SXm8eh.png



https://forums.bohemia.net/forums/topic/...-for-2017/

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  Squad News- Alpha 13 Survey Review
Posted by: iC-BOT - 13-09-2019, 03:20 AM - Forum: Squad News - No Replies

Alpha 13 Survey Review


Hey squaddies,


 


Starting with the test of Alpha 13, we put out a survey, and then followed it up as Alpha 13 went into broader distribution. We’ve been reviewing the data and wanted to share some of the things we’ve learned. A note before we begin: due to our development schedule, there’s likely to be about (roughly) a patch delay between surveys and any changes implemented based on their results. We want to make sure we’re doing due diligence on analysis and planning. Without further ado, let’s look at some numbers!



WHO’S PARTICIPATING?



It should come as no surprise that veteran squaddies put on a strong showing — nearly 90% of about 1200 respondents in the first survey had played over 100 hours, with about 33% having played more than 1000 hours. The second survey had over 4000 responses with about 75% of them having played more than 100 hours. With that in mind, it’s safe to say there’s a lot of experience going into the feedback and we appreciate the experts and newcomers alike!



IS THIS A GOOD PATCH?



While we’d love to think so, it’s probably better to go directly to the data before we start patting ourselves on the back. Fortunately, it looks like most of you are enjoying Alpha 13. While it’s not without its flaws, both surveys show about the same, generally positive ratings. A response of 8 out of 10 is the most common for both surveys, 36.9% and 35.6% respectively. If we look at only scores of 7 or better, 91.6% of the people responding to the first survey are represented; 89.3% of respondents rated Alpha 13 the same way in the second survey.


01_goodpatch_mean.png


 


We’ve also seen this reflected in player counts, especially in successive weekend highs. It may be a matter of having fresh content, so we’re going to continue to monitor those trends as well. And keep releasing new content, of course.


 


Just in case you were curious, a total of 34 people across both surveys felt this was the WORST PATCH EVER. We’re sorry you’re not having a good time right now, but we are extremely grateful to you for providing your candid response. We’ll continue to work hard to bring the best possible experience for Squaddies.



BUDDY RALLY



rally-250x250.png


 


A focus for vocal debate across all points of the community, we were extremely interested to see how people were feeling about the implementation of the buddy rally system. As an experimental feature, we really appreciate all of your thoughts and feedback. Even those of you that dislike it were by and large willing to suggest alternatives or tweaks in a constructive way. Let’s dig into the numbers again.


 


The first survey asked players to rate their satisfaction with the system and ended up with a pretty balanced split: 27.2% rated it a one, while 23.5% of responses gave it a five. Put another 19.4% smack dab in the middle. If you consider a 3 or better a “passing grade,” about 60% of players were okay with the system, especially with some tweaks.


 


02_buddyrallye_survey1.png


Fast forward to the wider release, we rephrased the question a bit to ask, “Do you want this feature to stay in Squad?” The results came in with 45.8% voting Yes, I want it to stay, 20.7% Yes, but with modifications, and another 12.6% that voted from the Neutral Planet. While it’s not necessarily a direct comparison, these results put the buddy rally at about 79% at the “passing grade” level.


Here’s some sample feedback:


 


“No, I think it should be removed. With Helicopters coming, I prefer to make them the most efficient way of means of transportation rather relying on another squads rally. The rally should be a backup spawn. HABs are the main spawn points. If you lose the HAB and rally you should be punished by spawning on main.”


 


“I think the concept is great and has improved PUB games and even COMP games. The times you can place it is too much. I think the changes should be that it has a cooldown timer on the buddy rally system and a squad leader cannot pop it every time he dies. (E.g., a 5-minute timer before you can buddy rally.)”


 


“Buddy rally should be a comeback mechanic tied into commander.”



WHAT ABOUT THE 60-SECOND INSTADEATH PENALTY?



Alpha 13 introduced the removal of the penalty for being revived, meaning that players are no longer instantly dead when harmed after being revived. We wanted to know if players preferred being able to revive their squadmates from incapacitation, or if they preferred the previous “dead dead” scenario. (“Dead dead” is a technical term. Trust us.)


 


03_instadeath_survey2.png


For the first survey, it seems folks weren’t especially enamored of it, but it was more of a mixed bag than anything. 45.4% didn’t like this change, 36.4% do, and those pesky neutrals clocked in at 13.3% again. Sounds like more than a few of you really want to see your squadmates down for good. What did they ever do to you?!


 


We did a little rewording again for the second survey because we hadn’t yet pioneered the neologism of dead dead. It may have made some difference: 57.8% decided that it was something to keep, though that includes the 21.6% that would like to see some changes. Some of the fence-sitters fell off, dropping indifferent responses to 11.5%.



MOVING RIGHT ALONG



Another hotly debated aspect of Alpha 13 is the increase to movement speed. Initially, it caused a lot of hubbub, but after some animation tweaks, we felt like most people were getting comfortable with the changes. Does the data agree?


 


04_speed_survey2.png


The initial survey asked players to rate the changes to speed on a 1-10 scale, with 5 being “just right,” 1 hoping for a slower speed, and 10 looking for faster movement speed. The results turned out not too dissimilar from your standard bell curve with 36.4% of folks thinking it was just right. About 34% would like to see soldiers moving faster while, you guessed it, about 30% wanted it slower. Maybe it wasn’t the best wording, so let’s see how it went in the second survey.


 


The question was rephrased as, “Soldier moment speed has been increased in A13, what is your preference? 66.6% of you little devils prefer the speed as Alpha 13 introduced it, though only 4% wanted to see it faster. 20% of people responding wanted to see movement seen decreased to something in between Alpha 12 and Alpha 13. Less than 150 of you were indifferent, so we seem to have shaken off some of the neutral invaders from previous questions.



MOMENTUM



Speed wasn’t the only change; momentum was tweaked as well. These two systems together play a fairly important role in how soldier movement feels, so asking one without the other wouldn’t provide an accurate picture. Let’s see if the numbers clear anything up a bit.


 


In the first survey, the results were some of the most evenly divided so far: About 37% of people responding liked the change, another 31% were indifferent, with the last 28%ish being against the changes. Players were often voicing concerns about “zig-zag” spam and a cartoony feel. On the positive side, some players felt it was performing better on their machines.


 


Skipping ahead a few weeks to the results of the second survey, some better wording in the question may have helped elucidate the answers. About 49% of responses preferred less momentum as offered by Alpha 13, with an additional (mere) 3.6% wanting even less. Players that prefer less momentum and players that are indifferent square off at 23.3% and 24.4% respectively, oddly enough!



STAMINA



One more component to movement is, of course, player stamina. Managing your stamina pool is pretty key to getting around the battlefield, especially if you want to do so alive. In Alpha 13, stamina regenerates faster but is also consumed more quickly. We were extremely curious about how this change faired. Both surveys turned up the same results, with the only distinct difference being a drop in people who outright did not like it. About 57% of people were content with stamina in Alpha 13, and only 12-15% disliked it outright.


As you might guess, the folks that want changes want both regeneration and consumption to be faster… and slower. Interestingly, most people only suggested one or the other, not both!



SPEAKING OF STAMINA…



If we’re being honest, the results on this one were a bit of a surprise — we expected a lot more controversy. Adjusting the user interface is not taken lightly, as people come to rely on it. Still, we’re constantly looking for ways to make it more useful, make the game a little less stressful, and get the right information front and center. In this case, Alpha 13 moved the stamina bar to the center of the screen. Moving into the second survey, “Yes” votes gained an additional 20%, putting the total at 51.8%. Another 22.3% of people remained neutral — down from 23.9% in the first survey.



SIGNOFF



A huge thank you to all of you who took the time to fill out either survey! We’re going to continue to try to improve our polling techniques, analysis, and reporting on them. We hope you’ll continue to participate as we really appreciate your help in shaping the future of Squad.


 


We know you’re going to have some feedback, so be sure to hit up the comments!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36375-...ey-review/

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  Squad News- New Wallpaper
Posted by: iC-BOT - 13-09-2019, 03:10 AM - Forum: Squad News - No Replies

New Wallpaper


Be advised, squaddies:


 


Intel indicates a new armored threat is active in our AO. Stand by for follow-on images.


 


chal2-4k_logo-700x394.png


 


3840×2160 (32mb)


3440 × 1440 (19mb)


1920×1080 (8mb)


 


chal2-4k-red_logo-700x394.png


 


3840 x 2160  (32mb)


3440 × 1440 (19mb)


1920×1080 (8mb)



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36292-new-wallpaper/

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  Arma 3 News- ArmA3 Apex Giveaway
Posted by: iC-BOT - 13-09-2019, 03:10 AM - Forum: Amra 3 News - No Replies

ArmA3 Apex Giveaway

In celebration of 15 years of OFP/ArmA and as a lil bonus to BIS an 1 lucky person I've decided to buy another copy of Apex and give it away to one lucky person. Persons interested in submitting for this must have base game ArmA3 (not already own Apex) an sumbit a submission here with there correct steam name. Will run this for 1 day only! (9am US central standard time/6/23/2016).


https://forums.bohemia.net/forums/topic/...-giveaway/

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  Squad News- Alpha 13.1 Released
Posted by: iC-BOT - 13-09-2019, 02:59 AM - Forum: Squad News - No Replies

Alpha 13.1 Released


Hey soldiers!


 


We’ve got a small update to address some of the more pernicious issues in Alpha 13. Check out the changes:



ALPHA 13.1 CHANGELOG



  • Fixed stabilization for vehicles.
  • Fixed a regression in the engine causing vehicles to flip more easily.
  • Fixed a client and server crash on destruction of the 30mm MTLB variant via TOW or HAT.
  • Fixed an engine crash that happened if required files to play the introduction movie were missing.
  • Fixed RCON on Linux servers.

 



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36194-...-released/

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  Arma 3 News- Arma 3 Third-Party DLC Pitch Invitation
Posted by: iC-BOT - 13-09-2019, 02:59 AM - Forum: Amra 3 News - No Replies

Arma 3 Third-Party DLC Pitch Invitation


Hi everyone,


 


After more than four years of post-release development, the Arma 3 team is gradually moving onto new projects here at Bohemia Interactive. This includes the development of new games, as well as the development of the technology and tools that will power our future projects. Of course, we've not yet reached the final destination on the current Arma 3 roadmap, and with Tac-Ops and Tanks DLC on the way, there's still a lot to look forward to!


 


Beyond that, as we'll be investing our resources into the longer-term future, it means that Arma 3 Tanks will most likely be our final, official, DLC release. Of course, we'll still be supporting the Arma 3 platform with updates afterwards. However, these should not involve major changes to the game's core architecture, which also makes it less likely for such updates to cause compatibility issues, and helps us to ensure a more stable platform overall. Regardless, thanks to our dedicated community, we're convinced that Arma 3 will remain active and relevant for many more years. Yet to help Arma 3 continue its life as a constantly evolving platform, there's one other idea that we wish to pursue. Namely, we'd like to work with external development teams, including the splendid developers in our community, to publish their Arma 3 projects as third-party premium DLC on Steam.


 


As most of you probably already know, Arma 3 Jets DLC was the first opportunity for us to become familiar with third-party development partnerships. This DLC was developed together with BRAVO ZERO ONE STUDIOS (B01) - an external team led by Make Arma Not War winner Joshua "Saul" Carpenter. To put it simply, B01 developed the premium assets like the new jets and carrier, while our own development team took care of the related free platform features such as the sensor overhaul. It was a very challenging, but also satisfying and successful project. And even though we don't have the resources to directly support the development of any future third-party DLC (unlike the more cross-collaborative approach to Jets DLC), the overall experience has made us confident about extending this opportunity to other external developers.


 


Furthermore, this opportunity also connects with our belief that quality content creators, including the talented developers in our community, deserve a financial reward for their hard work - and facilitating this would eventually lead to many benefits for everyone. At the same time, we're also very keen to preserve everything that makes community content and modding such a beloved component of our series. For this reason, let us already point out a few things:


  • We'll be looking to select and publish new projects, but also existing projects that would be able to scale up in quality/quantity as a result of being published as a premium DLC. However, we'll always insist that any existing free Arma 3 addons and mods remain free. In other words, third-party DLC we publish should never replace something which was previously free.
  • Different from Arma 3's official DLC so far, this new third-party premium DLC would always be an optional installation. This means you only download the DLC data after you've purchased the third-party DLC pack - and so if you didn't purchase and install the additional content, you wouldn't see it listed in Arma 3's main menu or in the Editor's content browser.
  • As mentioned earlier, we'll not be able to offer development support for third-party DLC. However, we will provide guidelines on technical and quality requirements, assist with the Quality Assurance process, help with promotion and deliver the tools for mastering.
  • Lastly, we know from experience how difficult it can be to bring a project to completion. With that in mind, we currently anticipate that probably only a few third-party premium DLC packs will get published each year. Our intention is to ensure a steady flow of exciting new Arma 3 content over the next few years, while also making sure not to clutter the game with an excessive amount of premium DLC.

For now, we're mostly looking to get the ball rolling by inviting those who are interested in a collaboration to send us their DLC proposal. To do so, please send us your pitch (which should already include a working in-game prototype delivered as an Arma 3 mod) to [email protected]. After we've evaluated your concept and if we see potential, we can start discussing the details of the agreement, the development schedule, and anything else that might be relevant to your project. 


 


All in all, we know you'll have many more questions, and quite honestly, we might not have all the answers just yet. We're currently in the process of formulating the basic guidelines, and forming the team of people who will be guiding the entire process. We'll probably also be making some mistakes and all be learning as we go. However, in the end, our ambition is straightforward and clear: to establish a third-party publishing framework which benefits our content creators, our players, and our longer-term future. In the meantime, if you have any questions, suggestions, or concerns, we welcome you to share them with us. Thank you for your interest - we'll keep you informed as things progress!



https://forums.bohemia.net/forums/topic/...nvitation/

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  Arma 3 News- ArmA 3 contest - Win your copy of Apex!
Posted by: iC-BOT - 13-09-2019, 02:45 AM - Forum: Amra 3 News - No Replies

ArmA 3 contest - Win your copy of Apex!


After the gift made by hawkeye and lexx, it's my turn then.

I'll gift Apex to the one who makes the best promo video for my campaign "Twilight of the gods".

It can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=664992929
Or here

(full campaign)
https://forums.bistudio.com/topic/159274-wikis-creations-arma-3/

(split missions)

https://steamcommunity.com/workshop/filedetails/?id=627331991

If you need the original editor files, drop a PM.

Contest is running until july 5.

 

Good luck!



https://forums.bohemia.net/forums/topic/...y-of-apex/

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  Squad News- Alpha 13 Feedback Survey Update
Posted by: iC-BOT - 13-09-2019, 02:40 AM - Forum: Squad News - No Replies

Alpha 13 Feedback Survey Update


Hey soldiers!


 


As many of you noticed, we’ve been polling for feedback via the in-game announcements recently and we wanted to give you a quick update on how that’s going.


 


As of today, we’ve collected a few thousand responses and have disabled new entries — stay tuned for the next one if you missed your chance!


 


Our next steps are to review that data, analyze it, report back, and assimilate it into Squad where possible.


 


This process is still pretty new, so we appreciate your patience as we give it its shakedown run, and we REALLY appreciate your participation in the survey. Thank you all so much for helping shape the future of Squad!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36269-...ey-update/

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  Squad News- SquadChat - 12 - ft. Phil Merricks (May 17, 10:00 AM PDT, 1700 UTC)
Posted by: iC-BOT - 13-09-2019, 02:35 AM - Forum: Squad News - No Replies

SquadChat - 12 - ft. Phil Merricks (May 17, 10:00 AM PDT, 1700 UTC)


Hey squaddies!


 


We’re hosted another SquadChat this Friday, May 17th, at 10:00 AM Pacific Time (1700 UTC) at https://www.twitch.tv/joinsquad.


 


https://www.youtube.com/watch?v=RUECnfKxXXs


 


Our guest was Phil Merricks, a producer on Squad. Part man, part UAV, Phil is a driving force behind Squad and where we’re going! He’ll also take your questions, so bring your curiosity.


 


We’ll also be sure to archive the SquadChat on the YouTube Playlist.



OFFWORLD OUT.




http://forums.joinsquad.com/topic/36200-...-1700-utc/

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  Arma 3 News- #Armachinima Awards Contest
Posted by: iC-BOT - 13-09-2019, 02:35 AM - Forum: Amra 3 News - No Replies

#Armachinima Awards Contest


Bohemia Interactive & NVIDIA present the #Armachinima Awards

Create the best cinematic Arma 3 video ever, win a top-tier NVIDIA graphics card


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Channel your inner-Spielberg, get your Scott on, and unleash the Bayhem. Welcome to the #Armachinima Awards! In this new contest, we’re inviting you to deliver the best Arma 3 cinematic video ever created – to entertain the troops, and to win a top-tier NVIDIA graphics card!


 


 




 


What’s a machinima? The dictionary suggests: machinima / məˈʃɪnɪmə / noun: the practice or technique of producing animated films through the manipulation of video game graphics. For the purpose of this contest, an ‘armachinima’ is a directed cinematic video using Arma 3 game graphics. Whether it’s long or short, a full-length feature film, a documentary, a trailer, or even just an ‘experience’ – every type of video is welcome, as long as they have cinematic qualities.

So prepare your storyboards, get ready to capture, enlist friends and family for (voice-)acting, and put the Eden Editor to use! But even if you’re not competing, you can participate by voting for the 10 nominees starting from February 14th. Afterwards, the Arma 3 development team will select 3 winners from the nominees, which will be announced in the beginning of March. Aside from glory, 1st place will be awarded a beastly NVIDIA GTX 1080, while 2nd and 3rd place will receive a magnificent NVIDIA GTX 1070 graphics card. The perfect prizes for those who are into gaming and video production! Additionally, all 10 nominees will receive an Arma 3 t-shirt.

To enter the contest, you simply need to send an e-mail to [email protected] with a YouTube link to your entry AND a download link to the video file itself. Be sure to also include your contact details. The submission deadline is February 13th 09:00 CET (GMT+1).

For more info on the #Armachinima Awards, as well as the full set of contest rules, be sure to check our website at www.arma3.com/armachinima-contest. We’ll also be updating this page with the latest entries, so check back regularly and prepare to vote from February 14th.

Good luck filmmakers, and for those watching, enjoy the show!

“If it can be written, or thought, it can be filmed” – Stanley Kubrick


 



https://forums.bohemia.net/forums/topic/...s-contest/

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