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.
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リリース日: 2015年12月14日

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早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは不完全であり、これから変わることも、変わらないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“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.”

このゲームは大体どのくらいの期間早期アクセスですか?

“We are anticipating for Squad to remain in Early Access until mid 2017.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“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.”

早期アクセスバージョンの現状はどうなっていますか?

“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.”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

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

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“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 and plan to add full mod support in early 2017.”
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最新の更新 全て表示(70)

6月12日

Alpha v9.5 Hotfix Release

Squad Alpha 9.5 hotfix has been released

Patchnotes:

  • Pak file repackage
    Changed the way PAK files work, Squad will not need 20+ GB free on the hard drive to update any longer.
    Note: The current update will still require a large buffer, but in new updates, this will be much smaller.
  • Admin Force team change
    Added an admin command to force switch someone to the other team.
    AdminForceTeamChange “name” and AdminForceTeamChangeById <ID>
    Permissions in Admins.cfg: forceteamchange
  • Fixed an issue where you could not lean in certain areas of the map on Gorodok and Al Basrah. (Some cap zones most common)
  • Added the possibility to give a user the ability to write to admins with “ChatToAdmin” but prevent them from reading it with “CantSeeAdminChat”
  • Fixed an issue where Fools Road Fortress flag had severe map issues. Tweaked tree collisions.
  • Admin cam now shows FOB and Rally Points.
  • Fixed an issue where mortar HUD would get stuck if FOB was removed while players were sitting on it.
  • Fixed BTR-82A single fire sound sounding like several shots or cutting out.
  • Sumari Optimization Pass.
  • Logar Optimization Pass.
  • Fixed RCON working for Linux.
  • Removed expiring timer for Mines and IEDs.
  • Added speed indicator for vehicles.
  • Improved SVD's standing accuracy substantially, also improved crouch and prone as long as the target is almost level to the player. High elevation differences in targets improved but still bugged.
  • Corrected tickets for invaders/defenders on Yehorivka Invasion
  • Fixed Strykers not taking damage when on fire.
  • Fixed RKG-3 grenades not doing damage or working.
  • Added mortar reload sound.
  • Tweaked vehicle zooming in/out sound.
  • Added more sound effects when sprinting.
  • Tweaked animations for IED and Mine.
  • Tweaked Mortar impact blast wave effect.
  • Tweaked Mortar muzzle effect.
  • Tweaked gun muzzle shockwave grit effect.
  • Improved particle refinement for Mortar/IED/Mine.
  • Added larger water explosion for Tandem RPG and Mortar.
  • New MTLB variants minimap icon.
  • Map grid readability improvements.
  • Fixed an engine bug causing erratic suspension responses on certain vehicle wheel collisions. (aka do-a-barrel-role bug)
  • Fixed a server crash related to a high number of players in the ​​​​​​​queue on map change.

175 件のコメント 詳細を見る

5月30日

Monthly Recap - May 2017



Hi Squaddies,

I know, I know, you might be thinking "Finally, what took so long?" Well, development has been pretty crazy recently. There is a lot of work currently being done on some critical and fundamental systems that have required a significant portion of our team to focus on them.

Due to the complex nature of the work currently being done, we have decided to transition to smaller content related releases while we are all waiting on v10, including videos, Dev blogs, and articles.

One of the first steps towards this was to release a small content patch that came with some highly anticipated systems, such as mortars and IEDs in v9.4. Alpha 9.4 proceeded an experimental event along with an article relating to some research trips the team did in preparation for the future development.

Okay, so what have you been up to you might ask? Everyone has been hard at work getting new maps, art assets, animations, and a plethora of other items.So, how about we just show you some of the stuff we have been working on since we last did our recap back in January!

Systems

New Animation System - Progress Update



https://www.youtube.com/watch?v=UbGVO_MAou4

Beginning this month, work is well underway taking the new Animation System from the prototype stage to actual implementation. Prior to this we've been experimenting and producing all new animation assets that conform to the requirements set by this new system, in order to produce a far more streamlined, dynamic system for players, artists and future modders.

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

As a consequence of such a major overhaul, all the animations relating to weapons and vehicles needed to be overhauled (in essence 're-animated'). Here's a little taste of what to expect.

https://www.youtube.com/watch?v=fm64d4OBgdA

Bipods are a highly requested feature from the Community that we're working on. Our aim for this first iteration is to have a way for Light Machine Guns to deploy onto any surface dynamically, and have the player swivel around a pivot point. This will dramatically increase the number of firing positions Automatic Riflemen will be able to have, as well as enjoying faster reload times while deployed. In addition Free-Look will tie in seamlessly with this system, allowing gunners far more situational awareness than otherwise if your view was locked.

https://www.youtube.com/watch?v=t4gtBbA3GhY

Another feature that has come from creative experimenting has been melee. Our approach is going to be very simple, binding the attack to a single key press. Big bonus of this is that your shovels will also double as killing implements, allowing you to have those shovel wars you've been wanting for so long!

https://www.youtube.com/watch?v=SEqCN5H5cG8

Zeroing is another feature we're working on, where the player has the ability to set the range at which their weapon's sights are aligned to. The PPSH-41 has flip sight with two range settings, and was perfect for showing off this system.We're still a ways off, but the wheels are still turning!


Art


UH-60M Blackhawk

Work has begun in earnest on one of our first helicopters, the UH-60M Blackhawk for the US Army. With a carrying capacity of 14 passengers and 1 pilot (11 dismounts + 4 crew, depending on how you look at it), this craft has the ability to ferry troops and supplies around the battlefield extremely quickly. It is still very early days regarding helicopters, but stay tuned for more updates down the line.



L131A1 Pistol

https://www.youtube.com/watch?v=K4Ihfqs4xMU

The standard sidearm of the British Armed Forces as of early 2013, the Glock 17 Gen 4 (official designation L131A1) is an Austrian-made sidearm known for being reliable, light and easy to carry. Firing the 9mm Parabellum round with a magazine capacity of 17 rounds, it's one of the higher capacity sidearms going into the game.



ZU-23 Anti-Aircraft Gun

A twin-barreled fully 360 degree traversable gun platform chambered in 23mm, this weapon can put out an immense amount of damage very quickly, suitable for shooting down slower aircraft or shredding light armour. A modern take on the older ZPU family of Anti-Aircraft guns, it typically is either configured as an emplacement, mounted onto armoured vehicles, or on the back of flatbed trucks or pickups.



RPG-29

The RPG-29 is a Russian made and exported dumb-fire rocket propelled grenade launcher. Firing a 105mm Tandem warhead similar to RPG-7 ingame, it is designed to defeat the toughest of modern armour at short to medium ranges going out to 500m.




Mapping


Narva Update

Our urban Eastern European map is coming along really well. The bulk of the playable area is almost complete and the hope is to have Narva Version 1 to the testers in the next few weeks. Players can expect a mix of urban residential, commercial, and industrial areas all blended into a map that should cater to a variety of play styles. As with its real world counterpart, Narva will feature a historic castle, a dense train yard, multi-story residential buildings, tree-lined streets, and the overall feel that is unmistakably Eastern European.



Al Basrah Expansion

Al Basrah has been received unbelievably well since its release! After taking into account feedback from the community, we are making some gameplay adjustments involving relocation of the Insurgent and US Mains, as well as completely expanding the south end of the city. The US main has been relocated slightly north of its current position to extend travel time as well. With these newly expanded areas new flag layouts will follow, along with the highly anticipated Insurgency gamemode.

And this is just our first step into expanding Al Basrah!




Phew, that is some amazing stuff the team is working on. I hope all of you are as excited about all of the fantastic things we are currently working as we are! We cannot wait to get this done and out to the public. Expect more in the coming months because we are not done yet showing off all of the amazing things we are doing.

Offworld Out.

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このゲームについて

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.

システム要件

    最低:
    • OS: Windows 7 SP1 (x64)
    • プロセッサー: Intel Core i5-2500K CPU
    • メモリー: 4 GB RAM
    • グラフィック: Geforce GTX 570 or AMD Radeon HD 7850
    • DirectX: Version 11
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 18 GB 利用可能
    • 追記事項: A teamwork oriented mindset
    推奨:
    • OS: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • プロセッサー: Intel Core i7 4790k CPU
    • メモリー: 6 GB RAM
    • グラフィック: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Version 12
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 20 GB 利用可能
    • 追記事項: A microphone

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