戰術小隊是一款通過戰術交流與配合來描繪真實戰場體驗的50vs50在線多人第一人稱射擊類遊戲。主要內容包括基於載具的聯合作戰遊戲體驗、大規模戰場、前線基地建造以及專為區域語音交流和無線電所打造的語音通訊系統。
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發行日期:
2015 年 12月 14 日
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搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所改變;若目前的遊戲開發進度未使您對該遊戲產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發人員的訊息:

為何要使用搶先體驗這種模式?

“考慮到我們想要實現的遊戲規模和為此所需的制作時間,能讓還在開發中的戰術小隊就被我們的粉絲和更廣大的玩家群體所接觸顯得尤為重要。本遊戲的特點令我們可以可以清楚的劃分出各個開發階段(比如步兵戰鬥和載具聯合行動),並能在擴充某項遊戲內容的同時開發新的領域。這樣玩家們就能在享受和支持遊戲和制作者的同時讓其能獲得長足的發展。我們制作組非常樂於融入這種開發模式,因為我們來自對快速更新和即時玩家反饋需求甚多的遊戲模組制作群體。”

這個遊戲的搶先體驗時間大概會持續多久?

“我們預期戰術小隊的搶先測試階段將持續到2017年中旬。”

完整版與搶先體驗版在計畫上有何不同?

“在未來的正式版中,我們將實現每邊陣營各50人的百人服務器,在此之上我們還計劃為每個陣營推出小至摩托車大到直升機的完整載具庫。最後,我們將會通過增添更多可部署物、完善建造和補給系統的方式打造出強勁的基地建設系統。”

目前的搶先體驗版本發展情況如何?

“當下,戰術小隊正處於步兵戰鬥已經完全可玩,並融入了“初版”載具的階段。我們正努力重制大多數老舊的代碼系統、完善優化,並致力於拓展遊戲內容。”

遊戲售價在搶先體驗期間前後會有所變動嗎?

“目前還不確定遊戲價格是否會在搶先測試之中或之後變更。”

在開發遊戲時,您打算如何與社群互動?

“目前戰術小隊的開發者們正活躍在論壇、Discord以及Reddit上搜集遊戲反饋和Bug報告來改進遊戲本體。我們也在積極扶持模組制作群體並計劃在2017年早些時候加入完整的模組支持。”
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10月 17 日

The Wrench - September 2017


Hi Squaddies,

Winter may not be coming for all of us, but at least partly on the northern side of this cute little blue ball the days are getting shorter, nights are getting colder and the people spend more time in front of their PC rummaging around inside the Squad SDK. So, let's see what this community came up with in the month of September before hibernation kicks in!

Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passion with like-minded people that will be happy to help you along the way.

Afghan Valleys by dazZz-666

https://www.youtube.com/embed/FsyiLiXhJys
Based around the regions of the Hindu Kush mountain ranges between Afghanistan and Pakistan, this map caters to everyone who enjoys fighting in my rural areas as well as people with a taste for urban combat. It has been made with an US vs. Insurgent layer in mind and something for all the fans of the Afghan theatre.

FN Minimi Mk3 by Pawin
Made for the French Forces Squad mod, this work-in-progress weapon is already a beauty. For the modeler, Pawin, it was quite an unique experience because as everyone who tried to model a machine gun already knows: these things are complex and are filled with a lot of challenging components.

Khe Sanh Combat Base by Socrates


A regular appearance in these modding recaps, Socrates keeps on working on his Vietnam-themed map centered around the Khe Sanh Combat Base in South Vietnam. His focus for this month were the farms, dense jungles, and the trenches at the center of the map. From time to time, you can catch him streaming the development of the map on his Twitch channel for everyone to enjoy, so keep an eye on the Modding Discord to see it. Amazing to see all the pieces coming together!



Al Bab/Syr1a Map by SQ-MAK AVCI
Al Bab is a region in Syria not far from Aleppo, about 30 kilometers south of the Turkish border. SQ-MAK AVCI plans to develop a Turkish armed forces mod around this map and it's off to a great start!. So, let's hope we can experience urban street combat between the Turkish Armed Forces and Insurgents soon.

IDF Mod: West Bank Village by CreativeRealms
Already seen in a previous edition of The Wrench, CreativeRealms has made significant updates to his West Bank map since we've last seen it. He reworked the lighting and ground materials, as well as added some terraces and put some foliage down. The olive trees will provide great cover for any squad moving down the hill in its shadows. There's also a 360-degree view for everyone trying to get a grasp of the map here.

Silver by Elitelurker
Elitelurker is working on a map in a hilly region, filled with lush, but dry river banks, very steep hills, and winding roads all over it. The varied terrain should challenge squads with a variety of tactics and it will surely prove a challenge for designated drivers, too.

Squad Modding Hub Management Team Out.
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10月 12 日

Animation System Update

Hi Squaddies,

I'm Chuc, Lead Animator on Squad. You might know me from my previous work for Project Reality (where I was also Lead Animator), but also all the Squad updates and news forum posts that just so happened to be in my area of responsibility, though now is taken over by our community manager, Gatzby.


I wanted to provide an update on where we're at with the Animation System, as well as the road we've had to take since beginning this system overhaul.





Back in September 2015, even before we released in Early Access, we were starting to see a lot of flaws and shortcomings with our animation system. Which was severely hamstringing us not only performance-wise, but our ability to expand it and add new features in a stable and reliable manner. In reality what you, the player, are playing with now on the current Release version 9 is something that was built from the very early days of Unreal Engine, in order to get something working, with little regard for architecture and expandability. Over the months of development and Early Access release feedback, weve made some minor incremental improvements to it in terms of performance and some additional visual fidelity, but nothing major in terms of features.


Fast forward to January 2016, when we had laid plans to rework the animation system with one of our Senior Programmers, Kory, in charge of learning and in essence building the system. At the same time, me and another animator Kab (recently hired at the time) were in charge of reanimating and re-rigging all of our weapon and character assets (over 1800 individual assets) as even the standards we were using with the old system were incorrect. We made significant progress with the creative side of development, where we had managed to re-animate almost 70% of all Squad content by September 2016, by which vehicles had been released. However due to prioritising of vehicles and the stress of having to learn a completely new system, we hadn't made as much progress on the animation programming side.





Fortunately, Kab in his resourcefulness had managed to learn a great deal about how animations work within the engine (a lot of the visual improvements with the old system were thanks to him). And so we began giving a lot of the reins over to him as we dove head first back into creating a working prototype of the new animation system, complete with the features detailed in previous animation-related monthly recaps and videos.


Come March 2017, after months of hard work, Kab and myself have managed to create a prototype that reworks the following items: 1. Visual Fidelity of Character movement, 2. Clear Separation of First and Third Person models, 3. Weapons Handling and aesthetics. In addition, a lot of the features requested from the outset, including vaulting, climbing, free-look and bipods, were included in the prototype, and what was previewed at the start of the year was the prototype version of the system.





If we had released the system in its prototype stage, it would have been completely bug-ridden and performing worse than what the old system did. And so the next step involved the all-star programming team (Kory, Motherdear, Abdel, Kevin and Joe) taking this prototype, basically a vision of the system created by the artists, and turn it into a working system that can operate in harmony with everything else in the game. We are currently well into this delicate stage of development, working with a team of more than 9 people trying to see this process through as quickly and as bug-free as possible.








While the programming team has been busy with their work on the system, we decided that I would look into motion capture as a way to vastly improve the visual fidelity of our characters. This was happening in tandem with the programming work, and included the motion capture session in July and its subsequent integration over the following month. The motion capture studio was in charge of taking the raw capture data and converting them into loops, a format which we can drop directly into the working animation system and literally see the results instantly. Working with Animatrik was an extremely valuable learning experience for the animation team, as I felt that I graduated from a hobbyist animator to a professional in my field.











Every stage has been hard, and there is still work left to be done. What is remaining is converting the underlying code to C++, making architectural changes to how weapons and animations interact; networking key features; optimising the code; and setting the weapons up by our game designers in order to give flavour to the system. Once we're past those stages, ongoing optimisations, quality assurance evaluation and bug-fixing are what's left before players can get their hands on it.


In the meantime, there has been a lot of polish done between August's Monthly Recap and now, so please enjoy a peek below.


https://gfycat.com/ifr/flawedcoolicelandgull


https://gfycat.com/ifr/sorrowfulinborngemsbok


https://gfycat.com/ifr/NiftyClosedFennecfox


https://gfycat.com/ifr/BigFlamboyantLacewing


https://gfycat.com/ifr/WellinformedNastyHumpbackwhale


Back to the grind!

Offworld Out.
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關於此遊戲

戰術小隊是一款通過戰術交流與配合來描繪真實戰場體驗,同時強調小隊維系機制、大規模協同、戰術與規劃的百人同場第一人稱射擊類遊戲。遊戲主要玩點含納了廣闊的作戰地圖、圍繞載具開展的聯合作戰行動,以及可讓玩家自行搭建的前線基地,再結合多小隊戰術協同和風雲莫測的戰局,營造出扣人心弦的遊戲體驗。

系統需求

    最低配備:
    • 作業系統: Windows 7 SP1 (x64)
    • 處理器: Intel Core i5-2500K CPU
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: 版本:11
    • 網路: 寬頻網際網路連線
    • 儲存空間: 35 GB 可用空間
    • 備註: A teamwork oriented mindset
    建議配備:
    • 作業系統: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • 處理器: Intel Core i7 4790k CPU
    • 記憶體: 16 GB 記憶體
    • 顯示卡: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: 版本:12
    • 網路: 寬頻網際網路連線
    • 儲存空間: 35 GB 可用空間
    • 備註: A microphone
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