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。
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特别好评 (10,651 篇评测) - 10,651 篇用户的游戏评测中有 84% 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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最新更新 查看所有(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.

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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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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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