战术小队是一款通过战术交流与配合来描绘真实战场体验的50vs50在线多人第一人称射击类游戏。主要内容包括基于载具的联合作战游戏体验、大规模战场、前线基地建造以及专为区域语音交流和无线电所打造的语音通讯系统。
用户评测:
最新:
特别好评 (426 篇评测) - 过去 30 天内的 426 篇用户评测中有 82% 为好评。
总体:
特别好评 (10,260 篇评测) - 10,260 篇用户的游戏评测中有 83% 为好评。
发行日期: 2015年12月14日

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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“考虑到我们想要实现的游戏规模和为此所需的制作时间,能让还在开发中的战术小队就被我们的粉丝和更广大的玩家群体所接触显得尤为重要。本游戏的特点令我们可以清楚的划分出各个开发阶段(比如步兵战斗和载具联合行动),并能在扩充某项游戏内容的同时开发新的领域。这样玩家们就能在享受和支持游戏和制作者的同时让其能获得长足的发展。我们制作组非常乐于融入这种开发模式,因为我们来自对快速更新和即时的玩家反馈需求甚多的游戏模组制作群体。”

这款游戏的抢先体验状态大约持续多久?

“我们预期战术小队的抢先测试阶段将持续到2017年中旬。”

计划中的完整版本和抢先体验版本到底有多少不同?

“在未来的正式版中,我们将实现每边阵营各50人的百人服务器,在此之上我们还计划为每个阵营推出小至摩托车大到直升机的完整载具库。最后,我们将会通过增添更多可部署物、完善建造和补给系统的方式打造出强劲的基地建设系统”

抢先体验版本的现状如何?

“当下,战术小队正处于步兵战斗已经完全可玩,并融入了“初版”载具的阶段。我们正努力重制大多数老旧的代码系统、完善优化,并致力于拓展游戏内容。”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“目前还不确定游戏价格是否会在抢先测试之中或之后变更。”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“目前战术小队的开发者们正活跃在论坛、Discord以及Reddit上搜集游戏反馈和Bug报告来改进游戏本身。我们也在积极扶持模组制作群体并计划在2017年早些时候加入完整的模组支持。”
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5月1日

Release: Alpha 9.4

Hi Squaddies,

In a surprise turn of events, we have yet another content release in the form of Alpha Version 9.4!

https://www.youtube.com/watch?v=ix9I5A3mivo

While we have been hard at work getting our big systems integrated for the upcoming v10 release, we just couldn't let you sit around for months and not get some cool stuff in the meantime. So some of us decided you guys need some juicy new toys for all factions including mortars, mines, IEDs and a few new vehicles to boot. Additionally, we have made some gameplay changes and balance tweaks to further improve upon what we did with v9.

Version 9.4 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Full Changelog

Gameplay

  • All vehicles in the game have had a ticket reduction, some more than others. Check out this reference sheet for details.



  • All Recruit kits now have an entrenchment tool so they have a better chance of getting a kit back after a squad kick/leave.
  • When a Heavy Anti Tank (HAT) directly hits an Armored Personnel Carrier (APC; Stryker, MTLB, BTR variants) it will no longer instantly blow up. The vehicle will burn up and be destroyed, but now the crew and passengers has a chance to get out and fight through the ambush.
  • Heavy Anti Tank kit moved to the Fire Support category so that the squad must think a little harder on which kits they want in the squad and what they will have to be without.
  • Heavy Anti Tank kit is now limited to max of 1 per team, it still unlocks at 20 players on your team.
  • All medics now have one fragmentation grenade.
  • Reduced fragmentation grenades from 2 to 1 for the Scout kit.
  • Limited the Scout kit to a maximum of 6 per team.
  • Increased the limit on the Scout kit from 3 to 4 squad members before it is available.
  • Added 1 TM-62 anti tank mine, one large IED, an IED phone detonator and 5 decoy rocks to the Scout kit.



  • Added Deployable rocks and covers to the scout class for mine concealment
  • A Scout can have up to 3 anti tank mines deployed at any time, up to 5 decoys deployed at any time and only 1 large IED on the map at a time. Placing a new one will remove the oldest from the world. When you have placed a mine or IED you can dig it further into the ground to help conceal it, or leave it in plain sight to attempt to spook and funnel enemies into your other explosives or ambushes. This also means that your enemies can dig them up and thus neutralize them.
  • Added M1937 82mm Mortar for Insurgents and Militia, 2B14 Podnos 82mm Mortar for Russia and M252 81mm Mortar for the US army. Costs 300 construction points and are limited to 2 per FOB.Mortars come with a 'magazine' of 3 rounds at the ready, reloading this magazine costs 90 ammo points from the FOB.
  • The current set of mortars in Squad has about 1230m effective range on a level surface, you will have to migrate your fire support battery to a closer FOB if you cannot reach your target. All mortars fires standard High Explosive rounds - more options will be available in the future. Tip: using the arrow keys on your keyboard will add/subtract 1 mil from your current angle.



  • Added M-ATV MRAP Heavy Jeep for US, comes both with and without CROWS.



  • Added MT-LBM 6MA variant (armed with a KPVT 14.5mm turret) for Russia.
  • All main bases now have a no deployable zone.
  • Decreased volume of engine sounds when inside a vehicle
  • Changed the way RPG-7 and SPG-9 rockets behave. Previously they all had too high muzzle velocity, now they have an accurate and lower muzzle velocity and a rocket assisted boost after leaving the barrel. There is greater differentiation between the different round types. Fragmentation rockets fly the straightest, HEATs drop a bit more and the heavy Tandem Round finally feels as fat as it looks.
  • Reduced the rearming time on 30mm cannons to be more in line with the other vehicles
  • Added randomized deflection for penetrating projectiles. Upon exiting a material a bullet will deflect depending on the material and the caliber of the weapon. A good rule of thumb is that the bigger the caliber the straighter it will continue to fly through objects because of its momentum.


Systems

  • Created a no deployables zone that stops deployables from being used near main bases and caches.
  • Added better benchmarking that now runs on your first run of the game, or when manually triggered, instead of defaulting all players to epic settings.
  • Sorted all deployables into subcategories to allow for more options.
  • Added rocket acceleration to rocket projectiles.
  • Added Invasion gamemode and ruleset.
  • Made team score not scroll on the scoreboard
  • Added turret sounds to the BTR

UI



  • Updated the map grid system to be dynamic and more consistent for all map layers, there is now Major (300m), Minor (100m), Sub (33m) grids.
  • Added dynamic map scale legend.
  • Added grid reading to the map, the map will now show your current location player location or the location of your mouse on the map if in the spawn screen.
  • Added a green 'Request Fire mission' marker for Squad Leaders to use when communicating with mortar squad. Easier to differentiate than calling out which MG marker you want to fire at.
  • Added Enemy Mortar Spotted marker for marking enemy artillery positions.
  • Added a Vehicle Health Bar for when you're inside a vehicle.

Audio

  • Ambient Audio overhaul on maps Kokan and Al Basrah
  • Modified 3p pistol fire sounds and added new Makarov fire sounds
  • Modified M2 HMG close up fire sounds
  • New .50cal bullet snaps
  • Added Mortar sounds; fire and explosion sounds. New incoming projectile sound system with sound triggers at certain heights.
  • Added Mine explosion sounds

Maps

  • Gorodok AASv1 and AASv2 layers have been adjusted to increase frequency of combat.
  • New Lighting has been done for all Al Basrah layers.
  • Relight on Yehorivka AASv2 as it was too dark
  • Replaced trees on fools road with more 'old growth' feel. Quite different!
  • Jensen's Range has been dramatically upgraded functionally, as well as to include signage intended to help new players
  • New game mode has been added called 'Invasion'. This game mode bears resemblance to Kohat AASv2 Radio Tower. One 'underpowered' side starts with all but the first flag and the attacking team needs to capture all flags in order to reach the last objective to win.
  • Maps containing Invasion game mode: Al Basrah, Chora AASv2 Night has been converted to Invasion, Kohat AASv2 Radio Tower renamed to Invasion, Gorodok, and Yeho.


  • INS and MIL have had their base global tickets increased by 50-75 tickets on primary AAS layers to account for their unconventional nature.
  • Expanded storage site on Yeho AASv1 to incorporate the entire area.
  • Conquest layers have had their tickets increased for both teams from 500 to 800.
  • Logistical trucks have been added to all INF layers for future proofing and general gameplay.
Bug Fixes & Optimizations
  • Fixed game mode rules often not being shown or being showed incorrectly
  • Fixed map legend not working
  • Fixed radial menu tooltips not working
  • Fixed the stamina widget showing when dead or in vehicles
  • Fixed shovels not finding the collision of deployables properly, it is now much easier to use the shovel.
  • Fixed insurgency cache spawning
  • Fixed many causes of soldiers getting offset in vehicles after getting ragdolled
  • Fixed movement code multipliers sometimes not applying correctly
  • Fixed movement code bugging out when trying to sprint backwards (we now allow slow movement backwards in this case instead of the old bug)
  • Fixed alignment issues in the grid system when zoomed in, you now get the correct grid at all times.
  • Fixed various physmat assignments
  • Fixed Flag loss component not awarding tickets when capturing a flag
See you all in the battlefield!

Offworld Out.

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4月25日

Announcement: Experimental 6km2 Map Event

Hi Squaddies!

It's time for another Squad update and special event announcement!

In conjunction with several of our community partners we are excited to announce a special game mode testing event this coming Sunday, April 30th at 2 PM PST.

Our community partners came up with some ideas that we've crafted into two very simple gameplay layers, so on Sunday we're all about stretching the boundaries of everyday Squad play to test an experimental map and game mode!

Desmo's playground - VC_v1 (Vehicle Combat)







Designed by our very own DesmoLocke, this layer consists of enough vehicles to mount an entire team in extended vehicular warfare. With 50 vehicles, 1000 tickets, and 3 very large control zones, we are certain to get into some wild adventures!

Zagros Highlands - Conquest Hardened







Combining ideas from a few of our partners, this game mode will consist of 7 conquest flags occupying hilltops. Each team will be allowed 10 minutes to pre-build bases on their two round start control points, after which a global combat barrier will drop and teams will be free to attack each other.

We're looking forward to hearing what you think of the new game modes, so don't be shy if you've got feedback after it all goes down. Whether you're playing or watching, we hope everyone enjoys the experiments we'll be streaming on Twitch this Sunday, April 30th!

Offworld Out.

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关于这款游戏

战术小队是一款通过战术交流与配合来描绘真实战场体验,同时强调小队维系机制、大规模协同、战术与规划的百人同场第一人称射击类游戏。游戏主要玩点含纳了广阔的作战地图、围绕载具开展的联合作战行动,以及可让玩家自行搭建的前线基地,再结合多小队战术协同和风云莫测的战局,营造出扣人心弦的游戏体验。

系统需求

    最低配置:
    • 操作系统: Windows 7 SP1 (x64)
    • 处理器: Intel Core i5-2500K CPU
    • 内存: 4 GB RAM
    • 图形: Geforce GTX 570 or AMD Radeon HD 7850
    • DirectX 版本: 11
    • 网络: 宽带互联网连接
    • 存储空间: 需要 18 GB 可用空间
    • 附注事项: A teamwork oriented mindset
    推荐配置:
    • 操作系统: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • 处理器: Intel Core i7 4790k CPU
    • 内存: 6 GB RAM
    • 图形: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX 版本: 12
    • 网络: 宽带互联网连接
    • 存储空间: 需要 20 GB 可用空间
    • 附注事项: A microphone
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