Squad is a large scale combined arms 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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Muito positivas (17,738) - 84% das 17,738 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 processo de 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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2 de Agosto

July 2018 Recap

(For the media rich version of this post, follow this link: http://joinsquad.com/readArticle?articleId=303 )

Hey Squaddies,

Callooh! Callay! O frabjous Recap day! It's time for another dose of what's been happening behind the scenes in Squad. From mechanics to user experience, the team has been full steam ahead as we make the push towards Alpha 12 -- let's grab a looking glass and see what they've been working on!

SquadChat with Drav, Fuzzhead, and Merlin

https://www.youtube.com/embed/viuyqLK6SOs

What are SquadChats? Glad you asked! They're a more casual opportunity to sit down with the developers behind Squad, learn about who they are, what they do, and how they do it. In this edition, we have our Drav, our Lead Producer, Fuzzhead, beloved game designer, and last, but not least, Merlin, CEO of Offworld Industries.

Over the course of an hour and a half, we talked about the current status of Squad, our plans to get to launch, and how we're going to support Squad into the future. Heck, they even worked in some answers to community questions. Worth a watch, eh? Don't forget to check out the rest of the SquadChat archive: https://www.youtube.com/watch?v=zP_EhxCqa0k&list=PLL7yuIe6OBXzCMljpeMjmiuXJ2y1LeGvF


Systems

User Interface

https://streamable.com/s/fa4eb/rfmizh

The new user interface is continuing to receive a facelift as we work through each element, one at a time. The updated team screen allows you to get a feel for the map, read up on the game mode and lore, as well as seeing which factions are in play.


The Deploy screen allows you to see your squad, as well as the entire team, organize your squad into fireteams, select your role via a quick select panel, and, most importantly, set your spawn point options. The map here has been expanded slightly given the new dimensions.

The new Role Loadout screen is an optional page that allows you to access more information on what roles are available to you, as well as get in-depth information on what each weapon and piece of equipment does. Knowledge is power!

Persistent Ammo

The Infantry Rearm System will be undergoing some significant changes. As per the June Recap, Squads will now have access to the Infantry-deployed Ammunition Bags carried by the Non-Scope Rifleman role. The following changes are working in conjunction with the Ammo Bags to create a more teamwork focused Rearm system.

We are implementing the concept of "Persistent Ammunition". It is designed to further place importance on logistics and to make ammunition scarcity a real consideration on the battlefield. Squad Leaders will need to factor in their Logistics and Ammo Sources when deciding where and when to assault.

Additionally, we're experimenting with the concept of having player spawns on Rally Points and FOBs spawn with the same amount of ammunition that they had when they died. Players will always spawn with a minimum of at least 2 magazines for their primary weapon and will always spawn with 2 field dressings.

Players changing roles after being killed will respawn with the minimum kit loadout (2 primary magazines and 2 field dressings) and will need to seek out resupply.

Deploying at the Main Base will always give a player a fully-loaded kit.


Ammunition Resupply Granularity

Another change to the Infantry Rearm System is adding a level of granularity to the way players rearm. Rather than a role costing a fixed ammo point value to rearm, each magazine and/or consumable inventory item will have its own associated ammunition cost. This provides a much more accurate representation of how much ammunition resources you are using when it comes to rearming and will make it easier to balance one weapon over another.

Ammunition point values will be tweaked to reflect these new changes, especially as testing and feedback continue to develop.

Art

Smoke Generators

https://streamable.com/s/p7h03/kvymld

One upgrade that will be coming to all our APC, IFV, and (future) Tank drivers is the ability to deploy a smokescreen from the exhaust ports. The smoke generator is a continuously channeling effect that deploys an extremely large screen that can be used to cover a retreat, advancing infantry in an assault, or enjoy a break from the Tallil sunshine. In addition to the turret mounted smoke grenade launchers, vehicles will now have a multitude of screening options available to them.

https://streamable.com/s/8347b/dlzlpd

Repair Tools

http://media.joinsquad.com/2018/Aug/Recap/repairtools.jpg

Over the course of battle, your vehicles will take damage to its components (for this first iteration it will primarily be your engine), so in order to get back to a minimum level of usability we've given all crewman roles a toolkit used to repair these components, as well as bring up hull health above a minimum threshold. We're still balancing this mechanic, but this should give another level to the meta gameplay of vehicle combat.

https://streamable.com/s/gwz8s/jejnzq

RPG-7V2

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2.jpg

Coming soon to all Russian rocket launcher, the RPG-7V2 package adds the PGO-7 2.8x optic to the launcher. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types.

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2_2.jpg[

Kornet

http://media.joinsquad.com/2018/Aug/Recap/kornet_1.jpg

The finishing touches on the 9M113 Kornet have been added and it's flying high in testing now. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly.

https://streamable.com/s/2zlhv/dmkhgr

http://media.joinsquad.com/2018/Aug/Recap/kornet_2.jpg

Mapping


Tallil Outskirts

https://streamable.com/s/bz37j/jkbcbw

https://media.joinsquad.com/2018/Aug/Recap/tallil_1.jpg

The whole team is working hard on finishing up Tallil Outskirts. Not only will the map be a new location to fight over but it will showcase some new mapping technology. The terrain will be the most realistic we've seen in Squad up to this point, and with the advent of new structures, foliage and visual effects, we hope to ramp up the immersiveness to a whole new level.

https://media.joinsquad.com/2018/Aug/Recap/tallil_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_3.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_4.jpg

As stated in last month's recap, Tallil Outskirts' predominant feature will be an airfield with a long history of conflict. From the Russian influence in the 1980s to the U.S. bombing of the Iraqi hangars at the start of the Gulf War, to its more recent use as a U.S. Air Force airbase and Army barracks, the history will be visible no matter what corner you're fighting over.

https://media.joinsquad.com/2018/Aug/Recap/tallil_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_6.jpg

And let's not forget about tanks! Tallil will be our first armor-focused map, so we're as excited as you are to see columns of tanks duking it out across the open desert!

https://media.joinsquad.com/2018/Aug/Recap/tallil_7.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_8.jpg

Jensens Range Overhaul

https://media.joinsquad.com/2018/Aug/Recap/jensens_1.jpg

We've managed to give Jensens Range another big facelift, this time taking advantage of the desert biome work we've been doing on Tallil and bringing it into the training range, giving it a very distinct feel now.

https://media.joinsquad.com/2018/Aug/Recap/jensens_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_3.jpg

The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track and a 1.5km open range with elevation for vehicles.

https://media.joinsquad.com/2018/Aug/Recap/jensens_4.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_0.jpg

Outro

And there you have it! Some big changes coming up, so we'd like to remind you to shoot straight, conserve ammo, and never, ever cut a deal with a dra... ah, well, maybe just the first two. Thanks for joining us for another Recap! We'll see you next month.


Offworld Out.
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17 de Julho

The Wrench - June 2018 Edition

(For the media-rich version of this post, please visit http://joinsquad.com/readArticle?articleId=301 )

Hi Squaddies,

Welcome to the June Edition of The Wrench! Just like most of the Northern hemisphere, this month's crop of mods is looking hot -- including one that aims to change the way Squad matches run!

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 passions with like-minded people that will happily help you create something awesome.

SWCMod by salt. DevilsD and |F| Arkanoid


https://media.joinsquad.com/2018/July/TheWrench/swcmod1.png

First up, we have the SWCMod by salt. DevilsD and |F| Arkanoid. Originating with the Squad World Championship, they have been developing this mod to serve as a dynamic way of altering gameplay values, as well as significantly increasing the quality of spectating and streaming for competitive Squad matches.

"The SWCMod comes from an effort to rebalance Squad's meta for competitive play with additional features to help casters make their streams more dynamic, informative and enjoyable to watch."

https://media.joinsquad.com/2018/July/TheWrench/swcmod2.png https://media.joinsquad.com/2018/July/TheWrench/swcmod3.png

Long Range Advanced Scout Surveillance by Gerard (wargr)


https://www.youtube.com/embed/4CA-QpFQcto

Not satisfied with peeking corners, wargr has set out to create some more high tech ways of keeping an eye on a FOB. More important, it's done from an appropriate safe distance -- way the heck away. Their next steps will be continuing to work with it in the SDK to get it into a mod format. Could it make a nice addition to your mod? Let wargr know!

https://media.joinsquad.com/2018/July/TheWrench/lras1.jpg https://media.joinsquad.com/2018/July/TheWrench/lras2.jpg

Squad BR Mod Update by The Squad BR Mod Team


https://media.joinsquad.com/2018/July/TheWrench/squadbr1.PNG

The team working on the Squad BR mod has been kickin' it into high gear this last month, hitting some important milestones. They're happy to report that loot spawners now have their own area types, meaning you'll be more likely to find military hardware in military areas, more custom art assets have been added, and the gameplay loop is almost ready!

https://media.joinsquad.com/2018/July/TheWrench/squadbr2.PNG https://media.joinsquad.com/2018/July/TheWrench/squadbr3.PNG

Before long, folks will be in the mod and wondering what those mysterious arrays are for...

https://media.joinsquad.com/2018/July/TheWrench/squadbr4.PNG

Be sure to join their Discord server to keep up on the latest news, or find out how you can be part of the team!

Clearly there's a lot to look forward to in Squad modding! (Including the Modding 2.0 update, of course.) As always, we're amazed by the skill and creativity of the modding community. We can't wait to see what you folks have for us next month!

Squad Modding Hub Management Team Out.
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Acerca deste jogo

Squad is a large scale combined arms multiplayer first-person shooter emphasizing combat realism through communication, teamplay, emphasizing 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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