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  Squad News- Alpha 16.1 Released
Posted by: iC-BOT - 18-10-2019, 02:41 AM - Forum: Squad News - No Replies

Alpha 16.1 Released


Hey squaddies!


 


While we’re still hammering away on the next major release of Squad, we wanted to push out a hotfix to resolve some common issues popping up with Alpha 16.


 


Here’s a list of the changes:



ALPHA 16.1 NOTES



  • Fools Road, Destruction v1: Fixed staging zone for defenders so they can move out immediately.
  • Gorodok, RAAS v2: Fixed GB helipads not repairing.
  • Logar Valley, AAS v2: Fixed CP naming. (3 CPs were named Compound.)
  • Logar Valley, Skirmish v1: Reduce deployable lock zone on both INS and MIL main base protection zones so they can build deployables on their first CP.
  • Mutaha: Fixed bulletproof bushes.
  • Mutaha: Fixed no-leaning zones.
  • Mutaha: Fixed half-invisible garage doors and collisions.
  • Narva: Fixed several broken or invisible buildings.
  • Narva, Destruction v1: Fixed staging zone for defenders so they can move out immediately.
  • Yehorivka, RAAS v3: Fixed bugged vehicle spawns.
  • Added exit points to the UH60 helicopter to reduce the chance of disembarking into the rotors during mass disembarks.
  • Fixed radial damage immunity on several exposed gunner seats. (BMP1 ZU-23, Ural ZU-23, Bulldog, T62 Cupola, M1A2 Loader, Technical DshK/SPG)
  • Fixed radial damage immunity for soldiers against M1A2 HEAT rounds.

 


Stay safe out there, squaddies.



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37560-...-released/

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  Squad News- Alpha 16.1 Released
Posted by: iC-BOT - 18-10-2019, 02:19 AM - Forum: Squad News - No Replies

Alpha 16.1 Released


Hey squaddies!


 


While we’re still hammering away on the next major release of Squad, we wanted to push out a hotfix to resolve some common issues popping up with Alpha 16.


 


Here’s a list of the changes:



ALPHA 16.1 NOTES



  • Narva: Fixed several broken or invisible buildings.
  • Mutaha: Fixed bulletproof bushes.
  • Mutaha: Fixed no-leaning zones.
  • Mutaha: Fixed half-invisible garage doors and collisions.
  • Yehorivka, RAAS v3: Fixed bugged vehicle spawns.
  • Added exit points to the UH60 helicopter to reduce the chance of disembarking into the rotors during mass disembarks.
  • Fixed radial damage immunity on several exposed gunner seats. (BMP1 ZU-23, Ural ZU-23, Bulldog, T62 Cupola, M1A2 Loader, Technical DshK/SPG)
  • Fixed radial damage immunity for soldiers against M1A2 HEAT rounds.

 


Stay safe out there, squaddies.



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37560-...-released/

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  Squad News- OISC Group Stage - Week 4 Recap
Posted by: iC-BOT - 17-10-2019, 07:31 PM - Forum: Squad News - No Replies

OISC Group Stage - Week 4 Recap


Week 4 of OISC saw the final game of the Group Stages take place to decide which division teams would place. The weekend action saw Blueberry eSports and Fused Legions take to the field to settle a tie-breaker on the newly released Mutaha map to book their spot in the next round. Miss the action? Catch it here!


 



Week 4 Results



 


Blueberry eSports WON vs LOSS Fused Legion


 


 


There will now be a 2-week break for the teams to prepare for knockout rounds where they will be fighting to make it through to the Grand Finals next month. The first knockout rounds will be played during the last weekend in October (26th, 27th) where the victors will progress to the semi-finals.


 



Division 1 Play-Off Rounds



 


RaveN+ProG vs HSRangers


Source of Quality Directives vs Difficult Language Coalition


Mumblerines vs united Convicts


Blueberry eSports vs Speaking in Tongues


 



Division 2 Play-Off Rounds



 


MisFit Platoon vs International Logi Laborers


We <3 Squad vs Fused Legions


Sigma Tactical - BYE


Some Random Guys - BYE


 


 


Keep an eye out for the preview article to be posted later this month for all the detail on game times and how you can watch live! For all the tournament information, ruleset and results be sure to visit the OISC toornament page.


 


 


 



Squad Store



Need some of that fresh, cool new Squad merch? Check out the store and represent!



http://forums.joinsquad.com/topic/37556-...k-4-recap/

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  Squad News- OISC Group Stage - Week 2 + 3 Recap
Posted by: iC-BOT - 11-10-2019, 03:09 PM - Forum: Squad News - No Replies

OISC Group Stage - Week 2 + 3 Recap


Hey Squaddies,


The Offworld Industries Squad Championship has been popping off the past couple of weeks and the rounds haven't disappointed! From different game modes to the V16 playtest the OISC teams have had to handle challenge after challenge throughout the group stages as they fight for a spot in the play-offs. Who has taken the victories and placed themselves at the top of the groups? Results below!



Week 2 results:



results2_1.png


 






 


 



Week 3 results:



results3-1.png


 




 


 


We have one final game for the group stages which will be a tie-breaker game taking place this weekend on Sunday 13th October before the teams take a break to get ready for the play-offs!


 



Sunday October 13
 



12:00 PM PST (19:00 UTC)


Blueberry eSports vs Fused Legions


 


 


Find all the tournament information, including rule set and results, over at the OISC toornament page.



Squad Store



Need some of that fresh, cool new Squad merch? Check out the store and represent!


 


 


 


 


 


results2_1.png


results3.png



http://forums.joinsquad.com/topic/37484-...2-3-recap/

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  Squad News- OISC Group Stage - Week 2 + 3 Recap
Posted by: iC-BOT - 10-10-2019, 01:55 PM - Forum: Squad News - No Replies

OISC Group Stage - Week 2 + 3 Recap


Hey Squaddies,


The Offworld Industries Squad Championship has been popping off the past couple of weeks and the rounds haven't disappointed! From different game modes to the V16 playtest the OISC teams have had to handle challenge after challenge throughout the group stages as they fight for a spot in the play-offs. Who has taken the victories and placed themselves at the top of the groups? Results below!



Week 2 results:



results2_1.png


 






 


 



Week 3 results:



results3-1.png


 




 


 


We have one final game for the group stages which will be a tie-breaker game taking place this weekend on Sunday 13th October before the teams take a break to get ready for the play-offs!


 



Sunday October 13



Blueberry eSports vs Fused Legions


 


 


Find all the tournament information, including rule set and results, over at the OISC toornament page.



Squad Store



Need some of that fresh, cool new Squad merch? Check out the store and represent!


 


 


 


 


 


results2_1.png


results3.png



http://forums.joinsquad.com/topic/37484-...2-3-recap/

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  Squad News- Alpha 16 Released
Posted by: iC-BOT - 10-10-2019, 12:10 AM - Forum: Squad News - No Replies

Alpha 16 Released


Hey squaddies!


 




 


It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done.


 


Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes:



ALPHA 16 CHANGELOG



grouse_branded-700x394.png



SYSTEMS



  • Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!)
  • Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.)
  • Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter. The goal is to make helicopter travel outside map boundaries less punishing.
  • Fixed the limitation that caused servers to be able to only run three mods at a time.


GAME MODES



  • Territory Control: Added a HAB hex zone defense mechanic.  When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated.
  • Territory Control: Fixed Ticket Bleed not properly replicating.
  • Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations.
  • Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes.

 


mutaha_skirmish_hip1_branded-700x394.png



INFANTRY GAMEPLAY



  • Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes.
  • Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail.
  • Updated British L129A1 DMR texture to a tan-colored finish.
  • Updated M68 CCO texture.
  • Updated TT33 Tokarev texture.
  • Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration.
  • Modified firing sounds for the M249, M9a1 pistol, and M110.
  • Fixed weapon lowering not replicating correctly to other players when exiting a vehicle.
  • Fixed player character offset when entering a vehicle while crouching or prone.
  • Fixed ADS diagonal movement not having any footstep sounds.
  • Fixed Recruit roles being able to change to Riflemen roles from deployables.
  • Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned.
  • Fixed US Army Scoped Medic having a frag grenade; it has been removed.
  • Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol.

 


hipsdontlie_branded-700x394.png



VEHICLE GAMEPLAY



  • Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers. (Not including the pilot, copilot and 2 door-gunners.) It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies.
  • Added the UH-60M “Grouse” for the US Army and British Army Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) It is armed with 2 window-mounted M240H machine guns suitable for some light degree of protection. It carries up to 1000 points of supplies.
  • Removed ability for players to turn vehicle engines on during the staging/planning phase.
  • Increased top speed on the Minsk to increase off-road effectiveness.
  • Improved visibility and artwork for the DsHK Turret Shield.
  • Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.)
  • Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver.
  • Optimized effects on tank cannon shot and APC auto-cannon shot.
  • Optimized tracer effects to improve performance.
  • Fixed T72 autoload sound playing in other vehicles.
  • Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended.
  • Fixed particles/vehicle glass shaders not blending properly with fog.
  • Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies.
  • Fixed FV432 APC being stuck in 1st Gear all the time.
  • Fixed BFV driver receiving splash damage while inside the vehicle.
  • Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets.
  • Fixed wrong impact FX and sounds for tank shells being played.

 


yeho_hip_branded-700x394.jpg



DEPLOYABLES GAMEPLAY



  • Fixed bug where shoveling down friendly FOB Radio cost your team tickets.
  • Fixed a bug that allowed infinite loading/unloading of supplies.
  • Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel.
  • Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians.
  • Fixed mortars not having extreme distance incoming sounds.
  • Fixed DShk shielded deployable having floating ammo boxes.


USER INTERFACE



  • Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan).
  • Added an indicator for when a player is bleeding inside a vehicle.
  • Added Show Full Servers and Sort by Ping functionality to the Server Browser.
  • Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out.
  • Updated Infantry Tutorial to include “Regional Training Center” on the Map Name.
  • Fixed commander chat saying DIRECT when using ALL.
  • Fixed scroll bar being too dark on the Command Map’s Vehicle List.
  • Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad.
  • Fixed Call Medic button not being initially disabled on subsequent incapacitations.

 


mutaha_branded-700x394.png



MAPS



  • Added new map: Mutaha! Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland.  The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.)
  • Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers.
  • Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters.
  • Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes).
  • Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2.
  • Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6.
  • Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing.
  • Updated minimaps for Gorodok, Belaya, and Yehorivka.
  • Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents.
  • Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision.
  • Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road.
  • Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia.
  • Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1.
  • Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents.
  • Narva: Added AAS v2, a new and improved Narva with classic layout.
  • Narva: Optimized with new landscape materials, trees, grass, crops, and water. 
  • Narva: Optimized buildings in an initial optimization pass and gave more color variety.
  • Skorpo: Improved and optimized rain weather effects.
  • Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1.
  • Yehorivka: Additional optimizations. (See previous patches for more information.)
  • Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay.
  • Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads.
  • Fixed some effects piercing through fog on certain maps.
  • Fixed various foliage types that prevented leaning and construction.
  • Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable.
  • Fixed staging zone pain volumes on Logar Valley and Sumari.
  • Fixed distant snow effects turning on/off depending on your zoom resolution.
  • Fixed some floating objects and minor visual bugs on several maps.

 


yehocrash3_branded-700x394.png



KNOWN ISSUES



  • Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update.
  • Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update.
  • Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game.
  • Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash.
  • Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports.
  • Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug.
  • Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • Occasionally Self-bandaging fails. Actively investigating this issue.
  • The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.


SPECIAL THANKS



As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing:


A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming! 


 


Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life!



SIGN OFF



You heard ’em, squaddies: we want to hear what you think. Be sure to drop by Discord, the official forumsreddit, or just keep an eye out for the next feedback survey in-game! If you’re REALLY feeling it, head over to the Squad store and get some new duds — you’ve earned ’em!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37485-...-released/

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  Squad News- Alpha 16 Released
Posted by: iC-BOT - 09-10-2019, 11:44 PM - Forum: Squad News - No Replies

Alpha 16 Released


Hey squaddies!


 


It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done.


 


Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes:



ALPHA 16 CHANGELOG



grouse_branded-700x394.png



SYSTEMS



  • Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!)
  • Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.)
  • Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter. The goal is to make helicopter travel outside map boundaries less punishing.
  • Fixed the limitation that caused servers to be able to only run three mods at a time.


GAME MODES



  • Territory Control: Added a HAB hex zone defense mechanic.  When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated.
  • Territory Control: Fixed Ticket Bleed not properly replicating.
  • Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations.
  • Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes.

 


mutaha_skirmish_hip1_branded-700x394.png



INFANTRY GAMEPLAY



  • Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes.
  • Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail.
  • Updated British L129A1 DMR texture to a tan-colored finish.
  • Updated M68 CCO texture.
  • Updated TT33 Tokarev texture.
  • Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration.
  • Modified firing sounds for the M249, M9a1 pistol, and M110.
  • Fixed weapon lowering not replicating correctly to other players when exiting a vehicle.
  • Fixed player character offset when entering a vehicle while crouching or prone.
  • Fixed ADS diagonal movement not having any footstep sounds.
  • Fixed Recruit roles being able to change to Riflemen roles from deployables.
  • Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned.
  • Fixed US Army Scoped Medic having a frag grenade; it has been removed.
  • Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol.

 


hipsdontlie_branded-700x394.png



VEHICLE GAMEPLAY



  • Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers. (Not including the pilot, copilot and 2 door-gunners.) It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies.
  • Added the UH-60M “Grouse” for the US Army and British Army Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) It is armed with 2 window-mounted M240H machine guns suitable for some light degree of protection. It carries up to 1000 points of supplies.
  • Removed ability for players to turn vehicle engines on during the staging/planning phase.
  • Increased top speed on the Minsk to increase off-road effectiveness.
  • Improved visibility and artwork for the DsHK Turret Shield.
  • Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.)
  • Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver.
  • Optimized effects on tank cannon shot and APC auto-cannon shot.
  • Optimized tracer effects to improve performance.
  • Fixed T72 autoload sound playing in other vehicles.
  • Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended.
  • Fixed particles/vehicle glass shaders not blending properly with fog.
  • Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies.
  • Fixed FV432 APC being stuck in 1st Gear all the time.
  • Fixed BFV driver receiving splash damage while inside the vehicle.
  • Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets.
  • Fixed wrong impact FX and sounds for tank shells being played.

 


yeho_hip_branded-700x394.jpg



DEPLOYABLES GAMEPLAY



  • Fixed bug where shoveling down friendly FOB Radio cost your team tickets.
  • Fixed a bug that allowed infinite loading/unloading of supplies.
  • Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel.
  • Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians.
  • Fixed mortars not having extreme distance incoming sounds.
  • Fixed DShk shielded deployable having floating ammo boxes.


USER INTERFACE



  • Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan).
  • Added an indicator for when a player is bleeding inside a vehicle.
  • Added Show Full Servers and Sort by Ping functionality to the Server Browser.
  • Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out.
  • Updated Infantry Tutorial to include “Regional Training Center” on the Map Name.
  • Fixed commander chat saying DIRECT when using ALL.
  • Fixed scroll bar being too dark on the Command Map’s Vehicle List.
  • Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad.
  • Fixed Call Medic button not being initially disabled on subsequent incapacitations.

 


mutaha_branded-700x394.png



MAPS



  • Added new map: Mutaha! Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland.  The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.)
  • Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers.
  • Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters.
  • Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes).
  • Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2.
  • Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6.
  • Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing.
  • Updated minimaps for Gorodok, Belaya, and Yehorivka.
  • Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents.
  • Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision.
  • Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road.
  • Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia.
  • Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1.
  • Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents.
  • Narva: Added AAS v2, a new and improved Narva with classic layout.
  • Narva: Optimized with new landscape materials, trees, grass, crops, and water. 
  • Narva: Optimized buildings in an initial optimization pass and gave more color variety.
  • Skorpo: Improved and optimized rain weather effects.
  • Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1.
  • Yehorivka: Additional optimizations. (See previous patches for more information.)
  • Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay.
  • Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads.
  • Fixed some effects piercing through fog on certain maps.
  • Fixed various foliage types that prevented leaning and construction.
  • Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable.
  • Fixed staging zone pain volumes on Logar Valley and Sumari.
  • Fixed distant snow effects turning on/off depending on your zoom resolution.
  • Fixed some floating objects and minor visual bugs on several maps.

 


yehocrash3_branded-700x394.png



KNOWN ISSUES



  • Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update.
  • Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update.
  • Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game.
  • Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash.
  • Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports.
  • Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug.
  • Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • Occasionally Self-bandaging fails. Actively investigating this issue.
  • The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.


SPECIAL THANKS



As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing:


A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming! 


 


Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life!



SIGN OFF



You heard ’em, squaddies: we want to hear what you think. Be sure to drop by Discord, the official forumsreddit, or just keep an eye out for the next feedback survey in-game! If you’re REALLY feeling it, head over to the Squad store and get some new duds — you’ve earned ’em!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37485-...-released/

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  Squad News- Offworld Hosts Stack-Up 2019
Posted by: iC-BOT - 24-09-2019, 11:51 PM - Forum: Squad News - No Replies

Offworld Hosts Stack-Up 2019


StackUpBanner-700x233-700x233.pnghttps://joinsquad.com/wp-content/uploads...250x83.png 250w, https://joinsquad.com/wp-content/uploads...120x40.png 120w">


 


Hey Squaddies!


 


If you’ve been around, you know we like to take a little time each year to give back to Stack-Up. We’re getting the choppers warmed up and ready for this year’s Stack-Up event as we speak!


 


At the start of 2018, we had the opportunity to partner with Stack-Up for an Air Assault event where we flew out veterans from our own community to capture a variety of MOCAP recordings for our in-game character models over at Animatrik.


 


The Air Assault event was such a fantastic experience last time that we have joined forces with Stack-Up to bring another awesome opportunity for our community. This year we will be flying out 2 more veterans over to Vancouver, CA for an Offworld Industries studio tour as well as be part of a special Stack-Up event that we’ll be hosting!


 


VA-Office-2-700x249.jpghttps://joinsquad.com/wp-content/uploads...250x89.jpg 250w, https://joinsquad.com/wp-content/uploads...68x274.jpg 768w, https://joinsquad.com/wp-content/uploads...120x43.jpg 120w, https://joinsquad.com/wp-content/uploads...fice-2.jpg 853w">


 


The date for this year’s event will be November 16th and applications will be closed from 8PM UTC Tuesday 1st October so be sure not to miss your chance at this fantastic competition!


 


If you’re interested and qualified, we’re asking applicants to fill out a google form with some basic contact information so we can begin the process of selection on who will join us in Vancouver for a memorable weekend!


 


Apply for the Offworld 2019 Stack-Up event here


 


Good luck to everyone who enters, we will have more information to share on this particular event next week!


 



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37375-...k-up-2019/

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  Squad News- Alpha 16 Test + AMA + TwitchCon!
Posted by: iC-BOT - 24-09-2019, 12:30 AM - Forum: Squad News - No Replies

Alpha 16 Test + AMA + TwitchCon!


Hey squaddies!


 


As we mentioned on Friday, the time has become to test Alpha 16! Please note: Choppers are in their first release and will continue to be developed with the help of your feedback! Expect some bugs, rough edges, and some antics, to be sure.


 


doorgun-700x394.jpg



ABRIDGED A16 NOTES




SYSTEMS



  • Added Helicopters. Helicopters are an exciting new system of transport that brings about a new dimension to the battlefield, literally. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles much like how heavy vehicles require dedicated Crewmen. 
  • Added Helicopter Tutorial. Helicopters require a degree of skill and practice in order to operate effectively, so we’ve provided a tutorial that takes you through the basics of piloting, the interface, and even a special time trial challenge course! (Complete with rings!)
  • Added a Soft-Boundary system for all layers that feature helicopters. This new boundary system is improved in that it gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter, making helicopter travel far less punishing than if they were to immediately crash into an invisible wall.


VEHICLES



mi8s_spawn_branded-700x394.png


 


  • Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers, not including the pilot, copilot, and 2 crew-chiefs (door gunners). It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies.
  • Added the UH-60M “Grouse” for the US Army and British Army. This medium-lift helicopter can carry up to 9 passengers, not including pilot, copilot, and 2 crew-chiefs. It is armed with 2 window-mounted M240H machine guns, suitable for some light degree of protection. It carries up to 1000 points of supplies.
  • Disabled all vehicle engines being able to be turned on during the staging phase.
  • Fixed FV432 APC being stuck in 1st Gear at all times.


DEPLOYABLES GAMEPLAY



  • Shoveling down friendly radios no longer cost tickets.
  • Fixed Radio health not blocking spawning when damaged by anything except destruction by shovel.


MAPS



u60rock-700x394.png


 


  • New map: Mutaha. Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland.  The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Initial map layers include AAS, Invasion, RAAS, Territory Control, and Skirmish.
  • Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts and Yehorivka map layers.
  • All map layers that have helicopters now include main bases with helipads that can repair and resupply helicopters.
  • Narva optimizations.

 


abrams-700x394.png



KNOWN ISSUES



There are a few known issues with the helicopter flight model right now. They will be fixed as development proceeds. They include:


  • Gunner view occasionally flipping upside down. (Presumably, these gunners have gazed into the Sphere too long.)
  • Possible to see through fog in some occasions.
  • Vehicle engine sound delayed after getting out of the vehicle and the engine shutdown playing upon ignition.
  • Collective is maintained when the tail rotor is disabled. (Cartwheels!)
  • Some textures may fail to render or appear black.


ASK US ANYTHING



We’ll be holding an AMA on the JoinSquad subreddit THIS Friday (September 27), starting at 1 pm PDT. Want to know more about dead-dead? Curious about what it takes to lead an indie game to release? Want to know how Fuzzhead keeps his hair looking so awesome? Be sure to drop in and get the answers!


Head over to the r/JoinSquad subreddit to get subscribed.



TWITCHCON



owitwitchcon-700x375.pnghttps://joinsquad.com/wp-content/uploads...50x134.png 250w, https://joinsquad.com/wp-content/uploads...68x412.png 768w, https://joinsquad.com/wp-content/uploads...120x64.png 120w, https://joinsquad.com/wp-content/uploads...tchcon.png 1306w">


 


Are you headed to TwitchCon on September 27th? Come visit the Offworld Industries crew at Booth #1963! We’ll have folks there all weekend to answer your questions, as well as discuss Squad and OWI technologies in general. Be sure to check your swag bags too. =) You can always join us in Discord in the meantime as well!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37344-...twitchcon/

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  Arma 3 News- Arma 3 Custom Altis serious roleplay all dlc weapons,guns,cars,jets
Posted by: iC-BOT - 23-09-2019, 08:52 PM - Forum: Amra 3 News - No Replies

Arma 3 Custom Altis serious roleplay all dlc weapons,guns,cars,jets

We wanted a serious server without bad admins and abusive staff so we have worked with some developers to setup a altis RP server and its now ready for launch. 

We have put in all dlc weapons,cars,jets and such and balanced them for all roles. balanced the economy and prices.

Why not when you pay for all those dlcs why not allow the players to have fun with them, so theyre all available in the list. But jets have no ammo 

We keep updating and upgrading the server with scripts and from what feedback of other players want so if you got any ideas to improve the roleplay we gladly listen on the feedback. 

Any admin being found abusing will be demoted

Teamspeak: 159.69.46.75

Arma 3 server: 159.69.46.75:2302


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

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  Squad News- A15 Survey Review
Posted by: iC-BOT - 22-09-2019, 04:37 PM - Forum: Squad News - No Replies

A15 Survey Review


Hey squaddies,


 


We recently sent out another community survey for the A15 patch which received over 3000 responses! Thank you for all your submissions!


 


The survey has given us more valuable feedback in the areas we wanted to hit this time around, and as always we are wanting to ensure we’re reviewing all of the data and allowing the team to discuss the feedback from the community but we’re ready to break down the responses to see how you folks feel.



WHO’S PARTICIPATING?



Once again, our veteran squaddies are leading the charge with 87% of the 3500 responses coming from players with over 100 hours in the game, and the final 13% being from players with 50 hours or less. There’s still a lot of experience going into the feedback and we appreciate this wide range of opinions being reflected in the survey.



IS THIS A GOOD PATCH?



Alpha 15 seems to be a popular patch with a majority (85.4%) of responses showing a positive opinion for the patch, with the remaining being made up with a satisfactory view (11.9%) and very few negative responses (2.7%). We see this as another step in the right direction as our surveys continue to show a positive reflection on the work being done with each new patch.


 


A15_01_OverallExperience-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...rience.png 750w" />



INFANTRY TUTORIAL



The first patch specific question was regarding the new Infantry Tutorial that was brought with Alpha 16. Here a majority of 62% of responses deemed the tutorial length of 15-20 minutes to be about right, 8% feel it is not long enough and a further 2% thinking it was too long. The final 28% of responses came from players who hadn’t tested the tutorial. Have more thoughts for us? Be sure to include your feedback in the thread!



NEW SUPPLY INTERFACE



The new radial interface for logistics and supply trucks was something that may have come as a surprise in this patch, but seems to have been well received! 67% of the responses liked the change, with a further 19% liking it but having some concerns regarding the change. 5.9% flat out didn’t like the addition while the rest hadn’t noticed the change.


 


A15_07_LogiRadial-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...Radial.png 750w" />


 



BMP-2 IFV BALANCE



We broached the subject of vehicle balance by asking how you felt regarding the Russian BMP-2. This question had a mixed response with 30.2% viewing the BMP as balanced, 9% feeling they are underpowered, and 4.8% holding the view they are overpowered. The remaining 55% were split between lack of time with the vehicle or feel it is too early to state so we may need a bit more time with the BMP-2 before making certain. You can always get back to us after you’ve passed basic, crewman.



A15 HOT TOPICS




DAMAGE-INFLUENCED REVIVE TIMES



We asked  your opinions regarding the new system that shortens revive times based on the amount of damage taken upon death. Once again, a majority of 58% saw this change as a positive one, however, there was a portion who were split between the previous revive systems of A13/A14 (3.9%) and A12 (18.4%). A further 6.5% would like to see a different approach to the system, while 8.6% are indifferent to the changes.


 


A15_03_ReviveTimes-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...eTimes.png 750w" />



INSTA-DEATH VULNERABILITY



Pretty overwhelming support here for the damage implications of heavy rounds causing insta-death situations where a player becomes unrevivable. 87% of the responses would like to see this situation in-game with 7.7% not liking the idea and the remainder not having a preference on the matter


 


A15_02_Instadeath-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...adeath.png 750w" />



BUDDY RALLY



The discussions are ongoing about the pros and cons of the buddy rally and the results below show just how split the community is when it comes to the subject. The larger percentage of results of 47% penned in with a negative response with 18.4% of players saying they didn’t like the feature, however, the majority of that negative percentage of 29.4% were players of the opinion that they would be open to seeing the buddy rally in a different way.


 


A15_04_BuddyRally-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...yRally.png 750w" />


 


Next up, we asked for views on player momentum. Nearly half (49.2%) of the responses were in favour of the changes, where 29.7% said they would like to see changes with how this system works in-game. A further 21.1% showed no preference for the system.


 


A15_05_PlayerMomentum-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...mentum.png 750w" />


 


Another hot topic across the community were the changes recently made to the HAB spawn system which has gone under various changes due to the feedback we have seen. The current implementation sees 64.1% of responses being happy with the overrun feature currently in-game, whereas a third (33%) would like to see changes. The final 2.9% say they hadn’t noticed this feature.


 


A15_06_HABOverrun-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...verrun.png 750w" />



MAPS, MODES, AND MORE




GAME MODES



The final section of the survey addressed game modes, maps, and factions with multi-option choices where we asked to pick a selection rather than being forced to pick just one, we’re sorry you couldn’t select all maps though! For game modes, the results came in as below with RAAS and AAS both being a popular game mode across the survey!


 


A15surveryQ11-700x363.pnghttps://joinsquad.com/wp-content/uploads...50x130.png 250w, https://joinsquad.com/wp-content/uploads...68x398.png 768w, https://joinsquad.com/wp-content/uploads...120x62.png 120w" />



MAPS



 


We asked you to pick your top three favourite maps here gave you three and Al Basrah comes in as the most successful here, with Yeho close behind:


 


A15surveryQ12-700x423.pnghttps://joinsquad.com/wp-content/uploads...50x151.png 250w, https://joinsquad.com/wp-content/uploads...68x465.png 768w, https://joinsquad.com/wp-content/uploads...120x73.png 120w" />



FACTIONS



Finally, we asked which factions were the most favored:


 


A15surveryQ13-700x363.pnghttps://joinsquad.com/wp-content/uploads...50x130.png 250w, https://joinsquad.com/wp-content/uploads...68x398.png 768w, https://joinsquad.com/wp-content/uploads...120x62.png 120w" />


 


There you have it, a full breakdown of the recent A15 survey results. As always we value your opinions highly and we will be sure to continue seeking this type of feedback as updates are released, so stay tuned for more installments of the community survey!



OFFWORLD OUT.




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  Squad News- A15 Survey Review
Posted by: iC-BOT - 22-09-2019, 07:30 AM - Forum: Squad News - No Replies

A15 Survey Review


Hey squaddies,


 


We recently sent out another community survey for the A15 patch which received over 3000 responses! Thank you for all your submissions!


 


The survey has given us more valuable feedback in the areas we wanted to hit this time around, and as always we are wanting to ensure we’re reviewing all of the data and allowing the team to discuss the feedback from the community but we’re ready to break down the responses to see how you folks feel.



WHO’S PARTICIPATING?



Once again, our veteran squaddies are leading the charge with 87% of the 3500 responses coming from players with over 100 hours in the game, and the final 13% being from players with 50 hours or less. There’s still a lot of experience going into the feedback and we appreciate this wide range of opinions being reflected in the survey.



IS THIS A GOOD PATCH?



Alpha 15 seems to be a popular patch with a majority (85.4%) of responses showing a positive opinion for the patch, with the remaining being made up with a satisfactory view (11.9%) and very few negative responses (2.7%). We see this as another step in the right direction as our surveys continue to show a positive reflection on the work being done with each new patch.


 


A15_01_OverallExperience-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...rience.png 750w">



INFANTRY TUTORIAL



The first patch specific question was regarding the new Infantry Tutorial that was brought with Alpha 16. Here a majority of 62% of responses deemed the tutorial length of 15-20 minutes to be about right, 8% feel it is not long enough and a further 2% thinking it was too long. The final 28% of responses came from players who hadn’t tested the tutorial. Have more thoughts for us? Be sure to include your feedback in the thread!



NEW SUPPLY INTERFACE



The new radial interface for logistics and supply trucks was something that may have come as a surprise in this patch, but seems to have been well received! 67% of the responses liked the change, with a further 19% liking it but having some concerns regarding the change. 5.9% flat out didn’t like the addition while the rest hadn’t noticed the change.


 


A15_07_LogiRadial-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...Radial.png 750w">


 



BMP-2 IFV BALANCE



We broached the subject of vehicle balance by asking how you felt regarding the Russian BMP-2. This question had a mixed response with 30.2% viewing the BMP as balanced, 9% feeling they are underpowered, and 4.8% holding the view they are overpowered. The remaining 55% were split between lack of time with the vehicle or feel it is too early to state so we may need a bit more time with the BMP-2 before making certain. You can always get back to us after you’ve passed basic, crewman.



A15 HOT TOPICS




DAMAGE-INFLUENCED REVIVE TIMES



We asked  your opinions regarding the new system that shortens revive times based on the amount of damage taken upon death. Once again, a majority of 58% saw this change as a positive one, however, there was a portion who were split between the previous revive systems of A13/A14 (3.9%) and A12 (18.4%). A further 6.5% would like to see a different approach to the system, while 8.6% are indifferent to the changes.


 


A15_03_ReviveTimes-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...eTimes.png 750w">



INSTA-DEATH VULNERABILITY



Pretty overwhelming support here for the damage implications of heavy rounds causing insta-death situations where a player becomes unrevivable. 87% of the responses would like to see this situation in-game with 7.7% not liking the idea and the remainder not having a preference on the matter


 


A15_02_Instadeath-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...adeath.png 750w">



BUDDY RALLY



The discussions are ongoing about the pros and cons of the buddy rally and the results below show just how split the community is when it comes to the subject. The larger percentage of results of 47% penned in with a negative response with 18.4% of players saying they didn’t like the feature, however, the majority of that negative percentage of 29.4% were players of the opinion that they would be open to seeing the buddy rally in a different way.


 


A15_04_BuddyRally-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...yRally.png 750w">


 


Next up, we asked for views on player momentum. Nearly half (9.2%) of the responses were in favour of the changes, where 29.7% said they would like to see changes with how this system works in-game. A further 21.1% showed no preference for the system.


 


A15_05_PlayerMomentum-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...mentum.png 750w">


 


Another hot topic across the community were the changes recently made to the HAB spawn system which has gone under various changes due to the feedback we have seen. The current implementation sees 64.1% of responses being happy with the overrun feature currently in-game, whereas a third (33%) would like to see changes. The final 2.9% say they hadn’t noticed this feature.


 


A15_06_HABOverrun-700x467.pnghttps://joinsquad.com/wp-content/uploads...50x167.png 250w, https://joinsquad.com/wp-content/uploads...120x80.png 120w, https://joinsquad.com/wp-content/uploads...verrun.png 750w">



MAPS, MODES, AND MORE




GAME MODES



The final section of the survey addressed game modes, maps, and factions with multi-option choices where we asked to pick a selection rather than being forced to pick just one, we’re sorry you couldn’t select all maps though! For game modes, the results came in as below with RAAS and AAS both being a popular game mode across the survey!


 


A15surveryQ11-700x363.pnghttps://joinsquad.com/wp-content/uploads...50x130.png 250w, https://joinsquad.com/wp-content/uploads...68x398.png 768w, https://joinsquad.com/wp-content/uploads...120x62.png 120w">



MAPS



 


We asked you to pick your top three favourite maps here gave you three and Al Basrah comes in as the most successful here, with Yeho close behind:


 


A15surveryQ12-700x423.pnghttps://joinsquad.com/wp-content/uploads...50x151.png 250w, https://joinsquad.com/wp-content/uploads...68x465.png 768w, https://joinsquad.com/wp-content/uploads...120x73.png 120w">



FACTIONS



Finally, we asked which factions were the most favored:


 


A15surveryQ13-700x363.pnghttps://joinsquad.com/wp-content/uploads...50x130.png 250w, https://joinsquad.com/wp-content/uploads...68x398.png 768w, https://joinsquad.com/wp-content/uploads...120x62.png 120w">


 


There you have it, a full breakdown of the recent A15 survey results. As always we value your opinions highly and we will be sure to continue seeking this type of feedback as updates are released, so stay tuned for more installments of the community survey!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37337-...ey-review/

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  Squad News- Alpha 16 Test + OISC Kickoff
Posted by: iC-BOT - 20-09-2019, 09:58 PM - Forum: Squad News - No Replies

Alpha 16 Test + OISC Kickoff


Hey squaddies!


 


We’re extremely excited to announce that we’ll be launching the Alpha 16 Public Test on Monday, September 23rd at 10:30 AM PDT!


 


There’s plenty to look forward to, but let’s cut straight to the chase: we want your feedback on the first iteration of choppers! As a first release, you can expect some bugs, but we want you involved in shaping the future of choppers. Be sure to let us know what you think!


 


mi8_airborne-700x394.jpg


 


The playtest will be available using your Squad – Public Testing app in the Steam Library — this is a completely separate, full install of Squad, in addition to your retail copy that will remain available. Which is great, because we’ve got a tournament beginning this weekend! (See below for more details.) Standby for further announcement once the test goes live and is available for download!



OWI SQUAD CHAMPIONSHIP FIRST ROUND



In addition to the start of A16 public testing next week, we have the first rounds of the Offworld Industries Squad Championship kicking off this Sunday, September 22nd! We announced the official tournament a few weeks ago and now our teams lined up ready to fight the first round of the group stages. To make sure our tournament gets off to the best start possible we have brought the heat with livestreams hosted by some of our creative partners!


 


trackattack-700x700.jpghttps://joinsquad.com/wp-content/uploads...50x150.jpg 150w, https://joinsquad.com/wp-content/uploads...50x250.jpg 250w, https://joinsquad.com/wp-content/uploads...68x768.jpg 768w, https://joinsquad.com/wp-content/uploads...20x120.jpg 120w, https://joinsquad.com/wp-content/uploads...00x100.jpg 100w, https://joinsquad.com/wp-content/uploads...attack.jpg 1080w">


 


Catch the Sunday schedule below, or check the tournament page for full information, rules, and team roster! And be sure to enable notifications on the JoinSquad Twitch page to see when we go live.


 


See you on the helipad, Squaddies! Fly safe!



OFFWORLD OUT.




http://forums.joinsquad.com/topic/37331-...c-kickoff/

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  Arma 3 News- Arma 3 Server monetization
Posted by: iC-BOT - 18-09-2019, 12:31 PM - Forum: Amra 3 News - No Replies

Arma 3 Server monetization

Dear community,
Based on feedback from server operators we acknowledge that the costs connected with hosting a server can be prohibitive and thus rules out a lot of gamers/squads from being able to afford one, so we have subsequently agreed to allow limited monetization of Arma 3 servers.
Full set of rules may be found on http://www.bistudio.com/monetization.
Please feel free to share your questions and feedback here in this thread or send us an email to [email protected].
We have compiled a list of the most frequent questions and answers and you can check it out here: FAQ.


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

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  Arma 3 News- Changes Related to the Licensed Data Packages
Posted by: iC-BOT - 15-09-2019, 01:35 AM - Forum: Amra 3 News - No Replies

Changes Related to the Licensed Data Packages


A few years ago, we released the Licensed Data Packages to the Bohemia modding community; a set of data and samples (e.g. weapons and vehicles from Arma 2) from our past games, so they can learn from examples and base new creations upon this content — to expand the Armaverse and others. These packages include configuration files, material files, 3D models, textures, and animations, as well as complete game data in the form of PBOs. We want to offer the same possibility to the young DayZ Modding community, by making most of the Public Data Package available under two new licenses which allow usage in DayZ.


 


The following changes will happen:


  • All Licensed Data Packages previously released under APL will also be made available under DPL. Users may opt for one or the other.
  • All Licensed Data Packages previously released under APL-SA will also be made available under ADPL-SA. Users may opt for one or the other.
  • A new set of Licensed Data Package containing DayZ Mod data (currently under DML-SA) will be made available under ADPL-SA. Users may opt for one or the other.

The above only impacts the Licensed Data Packages released by Bohemia Interactive, it is to be noted that the licenses of all already released content won't change — their licenses remain in effect.


 


Here, the summary of the new licenses:


DayZ Public License (DPL)


  • Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material).
  • Noncommercial — You may not use this material for any commercial purposes.
  • DayZ Only — You may not convert or adapt this material to be used in games other than DayZ.

 


Arma and DayZ Public License Share Alike (ADPL-SA)


  • Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material).
  • Noncommercial — You may not use this material for any commercial purposes.
  • Share Alike — If you adapt, or build upon this material, you may distribute the resulting material only under the same license.
  • Arma and DayZ Only — You may not convert or adapt this material to be used in games other than Arma and DayZ.

 


Here, an example of licensing for a mod using Public Data licensed under APL-SA/ADPL-SA:


  • The mod may be released under APL-SA

    • Is Arma only
    • Can't be adapted to be released on DayZ
  • The mod may be released under ADPL-SA
    • Is DayZ and Arma 3
    • Can be adapted for DayZ and/or Arma

 


We'd like to take a moment to remind everyone that it's in the interest of us all that the Steam Workshop, and any other user-generated content portal, remains an open and fair place. Please respect the work of others. If you'd like to include content that is not your own, seek permission from the original author, and add credits where they are due. It should go without saying that using assets from other games or other digital sources is especially risky unless there are explicit permissions to do so (i.e., in the EULA). If an original author has decided to take down content, do not re-upload it without permission.


 


Server owners who want to use several mods on their server are invited to create Workshop Collections which are essentially groups of existing Workshop mods, letting the player subscribe to all mods at once, with respect for the author rights, and ensuring the included mods are up to date.


Modding is a fantastic aspect of our games, and it makes the game more fun for everyone. There are many wonderful examples of inter-mod cooperation, community documentation, custom tools, and endless hours of extra gameplay (take the excellent Arma 3 Community Upgrade Project (CUP) as a perfect example of what can be achieved with these packages). We want to let our games be an open and creative platform for as many content creators as possible. Let's respect each other and keep moving forward together! 



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

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