Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay. Major features include vehicle-based combined arms gameplay, large scale environments, base building, and integrated positional VoIP for proximity talking & radio.
Análises recentes:
Praticamente positivas (368) - 75% das 368 análises de utilizadores nos últimos 30 dias são positivas.
Todas as análises:
Muito positivas (16,107) - 84% das 16,107 análises de utilizadores sobre este jogo são positivas.
Data de lançamento:
14 Dez, 2015
Desenvolvedor:

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Produto com Acesso Antecipado

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Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“Considering the scale we would like to achieve and the time it will take to reach the full array of features we plan to deliver, it makes sense for us to allow our fans and the wider public access to the game while it is still in development. The nature of the game allows us to take very clean vertical slices (for example, infantry combat, vehicle combined arms warfare) and expand on them while we continue to develop new features in other areas. This allows the community to enjoy and support the game and its developers while work continues, a scenario which our development team is very familiar with, coming from a modding background where fast iteration and immediate player feedback are important.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“We are anticipating for Squad to remain in Early Access until the end of 2018.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“In the full version, we are aiming for the support of 100 player servers with 50 players on each side. In addition what we have planned are a full compliment of vehicles for each faction, which goes from the small (motorbikes), all the way to helicopters. Lastly we intend to fully flesh out the Base Building system by including more deployables, refining the construction and supply systems.”

Qual é o estado atual da versão de Acesso Antecipado?

“Currently Squad is in a stage where infantry combat is fully implemented with vehicles added in a "first pass" iteration. We are currently refactoring many older code systems and working on optimization as well as increasing the breadth of content.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

“It has yet to be determined whether the price of the game will change during or after early access.”

Como estão a planear incluir a comunidade durante o desenvolvimento?

“Currently Squad developers are very active on the forums, discord and Reddit gathering feedback and bug reports to improve the game. We are also actively supporting the modding community, having added Mod Support in 2017.”
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3 de Abril

March 2018 Recap

(Note: For the media rich version of this post, click here.)


Hey Squaddies,

Welcome to the March Recap, Squaddies! It's been a busy month at home and abroad as some of the developers attended GDC, and others welcomed the Air Assault winners to Vancouver! We're happy to report they kicked some mocap butt. The rest of you can kick back, enjoy some Squad, and enjoy the fruits of March.

A special shout out to the pros at Animatrik for hosting us at their top-notch motion capture facility. Our veterans have never felt sexier than when donning Mocap Formal.

AAS Ticket Bleed Tweaks

We're doing a number of different changes to AAS in order to promote a more varied style of play and to positively incentivize flag capture. These include dramatically reducing the ticket bleed on the middle flags, as well as increasing the ticket win/loss when an actual flag area is captured or lost. Neutral flag captures will now also include a ticket gain for your team. There will still continue to be a very heavy "mercy" ticket bleed on the end flags.

Our intention with these changes are to increase tactical variability and creating the dynamics for a more open-ended approach to strategy. The neutral flag ticket gain should still retain the incentive to capture middle flags quickly for your team, to deny the enemy team that initial ticket advantage.

These changes are in the testing phase and ticket values may fluctuate and are subject to feedback from community gameplay testing sessions.


Alpha 10.2 Bug Fixes

A number of key bugs have been identified and are addressed in the latest hotfix, including these 3 big ones:
  • Spawn over-run mechanic for FOBs has not been working correctly since the v10 release. When enemy players get within close range to a FOB, the spawn times for that FOB should increase. This is based on the ratio of friendly to enemy players in the radius. We shall be monitoring these changes, expect more tweaks coming to this area, as the spawn massacres around compromised FOBs is not the intended gameplay outcome. We value your feedback here and welcome more discussion on the topic of FOB spawning.
  • Squad kit roles that were being force-switched has been corrected. When squad members left a squad, kit roles were being force switched if the squad dropped below the min players for that kit requirement. This has been modified so that it will only force switch a player upon respawn. A less pervasive method to protect against players exploiting kit requirements has been implemented.
  • An exploit that enabled players to load Logistics Trucks with additional supplies above the 2000 limit has been fixed.


Name Tag and Squad Leader 3D HUD UI Upgrades

We know name tags have been a hotly debated topic, especially when it comes to them showing up when you don't want them to (e.g, blocking your vision when there are many incapacitated players in the area, or when there are many players inside a vehicle, etc). We feel name tags are necessary for team/squad cohesion and situational awareness. Our goal is to make them as unobtrusive as possible while giving players the necessary fluid contextual situational awareness.

We have reduced the number of Name Tags shown on the 3D HUD. It will now display only one name tag at a time (the one you are directly looking at). We have also tightened up the viewing angle for the name tag appear.

We understand that players have a large variety of different display setups and may want to customize the UI. We have added 2 new slider bars in the options, one to adjust the name tag opacity and one to adjust the name tag size. There is also an on/off toggle for 3D HUD name tags (Default is on), and an on/off toggle for 3D HUD kit role icons. (Default is off.)

The Squad Leader Icon on the 3D HUD has now been simplified. The SL icon is an important passive tool that allows for instinctive cohesion and spatial awareness of a squad, especially when it comes to newer players joining the squad. The SL Icon will now be displayed on the 3D HUD persistently, but it will fade when the SL is out of range.


Map Screen UI Upgrades

The Map screen will have a new feature: players inside a vehicle will have their name tags displayed when mousing over the vehicle. The nametags of all players inside the vehicle will be listed according to seat position, as well as the squad # and kit role of each player.

Additionally, the Map screen will also have a new indicator for vehicles showing the squad number of the driver. The new indicator will be discreetly displayed next to the vehicles map icon. This enables Squad Leaders to better assess the battle situation on the map quickly and efficiently.


British Forces Update

The British have undergone more work and polish since we have shown them initially in January. They are from a gameplay point of view, almost ready, and will feature a unique array of small arms to make their infantry a considerable threat on the battlefield.

https://gfycat.com/ifr/DapperEducatedArabianwildcat

https://gfycat.com/ifr/CelebratedIdolizedBronco


Improved Vehicle Damage Model

https://gfycat.com/ifr/FantasticMajesticArcticfox

One massive upgrade we're doing to our vehicle damage model is the development of a localised damage system and the ability for us to model different armor thicknesses and angle of attacks in order to determine the effectiveness of projectiles against armor. Currently, all vehicles have a very simple health system that does not respect the location or angle of a hit, making anti-tank and vehicle play undesirably shallow.

https://gfycat.com/ifr/LameTimelyAfricanmolesnake

One example is the Stryker, where with this new system its frontal armor is completely impenetrable by 14.5mm rounds whereas its side and rear armor are more vulnerable. Another important upgrade is to include the angle of the projectile to the armor when calculating the penetrating capability.

https://gfycat.com/ifr/BarrenBarrenAngelfish

For example, hitting the armor on an angle means more material thickness the projectile must go through, which determines whether penetration is made or not.

https://gfycat.com/ifr/WastefulShockedAsianpiedstarling

We also plan to have the impact effects and audio reflect whether penetration has occurred and you are actually doing damage to an armored target.This is the beginning of a deeper system that will be later expanded into damaging critical internal systems on vehicles, such as engines. In addition damage on separate components like tracks, wheels, and turrets.

BGM-71 TOW Guided Anti-Tank Missile Launcher

https://gfycat.com/ifr/AshamedHighlevelAldabratortoise

As part of upping our anti-tank defenses, we are introducing the addition of anti-tank guided missile systems for all conventional forces. Initially, we will be implementing the BGM-71 TOW missile launcher for all factions while the artwork for the 9M133 Kornet ATGM is still being done, but this should provide a very good analogue for the kind of anti-tank capability FOBs will be able to deploy going into the future.

The TOW missile is a wire-guided missile that follows the target commands via a very long wire attached to the launcher. The player can effectively steer the missile while in flight onto target, and it is extremely effective against stationary or slow-moving targets.

Weapon Emplacement Optics Upgrade

https://gfycat.com/ifr/MixedInbornDwarfrabbit

In an effort to improve the fire support capabilities of FOBs, optics have been added onto the emplaced Russian NSV, British & American M2 Brownings and both emplaced and mobile versions of the SPG9 Kopye. Both the M2 Browning and SPG9 have completely functional reticles that allow for precise shooting at range. The intention is to make these weapons even more of a threat and further allow a FOB to lock down an area.

https://gfycat.com/WillingHelpfulIraniangroundjay

https://gfycat.com/ifr/VigilantInexperiencedCoypu

Update: Kamdesh Highlands

https://gfycat.com/ifr/HospitableThriftyIvorybilledwoodpecker

We managed to pull our mappers out of the SDK for a few minutes to see what the latest updates are looking like on Kamdesh and they sure have done us proud.

https://gfycat.com/ifr/DecisiveGratefulIndianringneckparakeet

We expect fighting from building to building to be fierce, much like the terrain surrounding the point. Squaddies should be ready to practice their bounding cover tactics if they expect to survive.

https://gfycat.com/ifr/UncommonUnhealthyConure

The road in is rarely the road out, but with armor thickness coming in the near future, you might survive a few seconds longer. Be on your guard for anti-tank support!

https://gfycat.com/ifr/DenseThickEuropeanfiresalamander

Update: Kohat Expansion

As you may know, we've been taking some time to go back and fix up some of the old favorites. This time around, we're looking at the Kohat Expansion, which is building on the fantastic work the environmental team has already laid down.

In addition to opening up the playable zones, a lot of surrounding dressing has been added to the map edges to make you really impart the sense of a large world around you. The beautiful lighting is sure to be used as an excuse for taking a few stray rounds from the enemy.


Stack-Up.org Air Assault

https://gfycat.com/ifr/BraveVigorousCoypu

A while back, we had
the opportunity to invite a few veterans from the community to join http://www.stack-up.org and the Squad team for a mocap session!Our winners were in Vancouver, British Columbia over a recent weekend at Animatrik.

We're just getting some of the pictures and video in, so stay tuned for a full-fledged article in the near future. In the meantime, a huge thanks to the winners AND Stack-Up for making a once-in-a-lifetime event possible. Bonus points for making sure it goes down in gaming history!

Stay sharp out there, Squaddies: April is upon us and has a reputation for being tricky!We'll see you in the next recap and on the battlefield!

Did you see something you want to talk about? Something you want to see next month? Sound off to your next favorite squad leader in the Squad Community Discord. Until next time, squaddies.

Offworld Out.
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2 de Abril

Alpha 10.2

While work on A11 is progressing at full speed we pulled over a few changes to A10 so you can have a better experience along the way.

  • Changed the process of a kit becoming unavailable due to squad size falling below the player limit. Now your claim on the kit you had previously remains until you select a different one. Prevents other players from stealing kits by leaving and re-entering squads.
  • Fixed FOB respawn timer not increasing with enemies nearby
  • Fixed player rotation getting permantly offset when standing on a vehicle that's rotating
  • Fixed bad zeroing on M4 with reddot sight
  • Fixed an exploit on logistics vehicles allowing the total load capactiy to be exceeded
  • Reduced stamina cost of jumping/climbing/vaulting
  • Adjusted calculation for nametag fadeout to make it work better when aiming below the nametag
  • Changed vehicle seat info text scale back to previous size
  • Fixed main base repair stations not working on Sumari AASv1 &AASv2
  • Revived a fix to the prone player capsule that got lost in merges
  • Disabled replication of unequipped weapons
  • Enabled Anim update rate optimizations on equipables
  • Simplified bounds calculation on equipables
  • Set Anim update rate optimizations to more aggressive values on the Soldiers

Thanks to everyone who participated in the playtests over the weekend! It's great to see the dedication of communites like W<3S
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Acerca deste jogo

Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay, emphasizing both strong squad cohesion mechanics as well as larger scale coordination, tactics and planning. It features large open maps, vehicle-based combined arms gameplay, and player-constructed bases to create a heart-thumping, visceral gaming experience which mixes organized tactical multi-squad planning with split second decision-making in real-world scale firefights.

Requisitos do Sistema

    Mínimos:
    • Requer um sistema operativo e processador de 64 bits
    • Sistema Operativo: Windows 7 SP1 (x64)
    • Processador: Intel Core i5-2500K CPU
    • Memória: 8 GB de RAM
    • Placa gráfica: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: Versão 11
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 35 GB de espaço livre
    • Notas adicionais: A teamwork oriented mindset
    Recomendados:
    • Requer um sistema operativo e processador de 64 bits
    • Sistema Operativo: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Processador: Intel Core i7 4790k CPU
    • Memória: 16 GB de RAM
    • Placa gráfica: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Versão 12
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 35 GB de espaço livre
    • Notas adicionais: A microphone

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