Players can now cancel looped emotes by pressing the emote key
Full-body emotes will now be automatically cancelled when a player leaves the main base area
Players must now be crouched or prone to use the Pushups emote
Swapping deployables during the deployable placing animation no longer prevents players from using emotes
Added SFX to the Star Jump / Jumping Jacks emote
The keybinds mentioned in the text on the Customize screen will now change to match any custom keybinds that have been set
Updated the loading screen
Using foregrips on the AK12 Rifle now slightly reduces the weapon’s recoil
Updated various images for Discord rich presence integration
Implemented a debug command (DebugPrintCustomOptions) that can print all the server’s custom options to the console
Implemented debug commands that allow admins to add/set/remove custom options: AdminSetCustomOption [key value] and AdminRemoveCustomOption [key value]
The PLANMC and VDV factions are now commented out on the ExcludedFactions.cfg
General Bug Fixes
Fixed a client crash related to applying damage to players
Fixed a client crash related to changing display settings
Fixed a bug that prevented the Salute emote from working properly while playing as an INS soldier
Fixed a bug that allowed players to place deployables in unintended locations, such as floating in the air
Fixed the water shields on VDV and PLANMC amphibious vehicles to now deploy properly when they enter the water
Fixed a bug that exposed the CAF Leopard 2A6 MBT’s engine, allowing it to be destroyed by small arms
Fixed a bug with Commander airstrike SFX cutting out just before the strike occurs
Fixed mismatched armor values that prevented the VDV Sprut SDM1 MSG, VDV BMD04 IFV, PLANMC Z8J Helicopter, and ZBD2000 vehicles from properly taking damage
Fixed a bug with the PLANMC’s deployable HMG Bunker being able to rotate outside of the bounds of its opening
Fixed a bug that caused the ASVAL, AK12, M16A1 and M16A2 rifles to roll continuously on the ground when dropped by a dead player
Fixed a bug where a player who was switching teams while placing a deployable, would leave behind an invisible copy of the deployable they were placing
Fixed the reticle on the BAF Woodland FV107 Scimitar to only display a circle (no range markings) when not zoomed in
Fixed a bug that caused the IMF BM21 Grad Rocket Artillery Truck’s projectile radial damage to be inconsistent
Fixed broken water splash effects on the VDV BMD-4M IFV
Fixed the ZTD05 MGS vehicle card list to correctly show the ticket cost (10)
Fixed a bug that caused the vehicle list to show the availability of single-use vehicles as “1” even when there was more than one available
Fixed an issue that caused the desert variant of the VDV BTR-DG Kord to show woodland camo when wrecked
Fixed an issue that caused the woodland camo variant of the PLANMC ZSD05 Amphibious Logi to show the blue digital camo when wrecked
Fixed a visual issue that caused the nose of the all VDV BMD vehicles to be pointed at too high of an angle when in water
Fixed a small visual issue with the splash image for the VDV faction
Fixed a minor issue with players clipping into the gun barrels on the PLANMC ZBL08 IFV, ZBD05 IFV, ZBL08 HJ73C IFV, and ZBD05 HJ73C IFV by going prone while on top of them
Fixed clipping player viewpoint when standing on the BMD-1M IFV's gun barrel
Fixed a visual issue that could make some VDV vehicle tracks look strange up close
Fixed a bug with the vehicle list that prevented the icon for the PLAAGF ZTD05 MGS from appearing correctly
Fixed the item selection menu text and icon for the VDV AK12 GP25+1P78
Fixed a bug that prevented the “Recently Played” badge text from appearing correctly in Simplified Chinese
Fixed a bug that could prevent custom server options set via ServerConfig/CustomOptions.cfg from properly replicating to clients
Map Updates & Bug Fixes
General
Added RGF team image and description to Skorpo RAAS v2 and Yehorivka RAAS v03
The PLA helicopter on Goose Bay RAAS v2 and Manicouagan RAAS v14 has been changed to the intended Z8-G instead of the Z8-J
PLANMC and PLAAGF unit symbols and faction descriptions should now match correctly on all layers that use them
Anvil
AAS v1 - Fixed a bug that could cause a PLA ZSD05 APC to spawn at an angle that rendered it unusable
Black Coast
Players can no longer clip through the rooftop of a house near the train station
Invasion v5 - PLANMC RHIBs can no longer have their engines started before the end of the staging phase on Invasion v5
Harju
RAAS v1 - Updated the vehicle layout for both teams:
Squad 5.1 will be released on July 26th. The update will introduce an updated Pacific Proving Grounds map with new map layers, as well as bug fixes and quality of life improvements!
We will publish the full Release Notes for you to check on the day before the launch.
Sanxian Island Development & Updated Pacific Proving Grounds
Greetings, Squad community! We wanted to take a moment to update you on the progress of our anticipated new map, Sanxian Islands. Sanxian Islands was the “unannounced” map on the old Squad roadmap originally slated for release alongside the PLA faction. As game developers, we understand that the road to perfection is paved with unexpected obstacles, and the development of Sanxian Islands has been no exception. In this blog post, we'll delve into the challenges we've encountered, our efforts to overcome them, and the exciting alternatives we've introduced in the meantime.
Redesigns
Sanxian Islands presented an opportunity to push the boundaries of what Squad has offered thus far. However, as we aimed to surpass our previous accomplishments, the scope of the project naturally expanded. We recognized the need to balance innovation with the need for a polished and cohesive experience. Consequently, we meticulously assessed and refined our design choices to ensure that Sanxian Islands would captivate players while remaining true to the Squad's core gameplay principles.
Performance Optimization
Creating visually stunning environments is one of our core goals, but it must be balanced with optimal performance to ensure smooth gameplay for all players. Our commitment to delivering Squad in its best possible form meant that we had to address performance issues encountered during the development of Sanxian Islands to avoid issues we’ve had with some of our newer maps. This included optimizing assets, improving lighting, and fine-tuning various aspects to maintain the desired visual fidelity while keeping performance requirements within acceptable limits.
Recognizing the importance of efficient development processes, we decided to take a step back and reevaluate our level design and environment art workflow. While this decision has led to further delays, we firmly believe that it will yield substantial long-term benefits. By streamlining our workflow, we will be able to deliver not just Sanxian Islands, but future content more seamlessly, ensuring higher quality and more engaging experiences for our players.
Introducing the Pacific Proving Grounds Update
We greatly appreciate the enthusiasm shown by our community in anticipating new Squad content. As we diligently continue to refine Sanxian Islands, we have taken an additional step to ensure you have an engaging experience in the meantime. With that in mind, we have made updates to the Pacific Proving Grounds training level, introducing additional islands and gameplay spaces to whet your appetite for the Asian biome.
We have added three new small-scale gameplay layers on one of the newly added islands in the Pacific Proving Grounds. This temporary solution aims to provide a glimpse into the Asian biome and offer players exciting new opportunities to create memorable moments on the battlefield. We wanted to provide a taste of what's to come, and these new gameplay spaces will serve as a stepping stone towards the full-fledged experience of Sanxian Islands.
Conclusion
Creating a game of Squad's magnitude requires dedication, perseverance, and a commitment to delivering an exceptional experience. While the development of the Sanxian Islands map has faced its fair share of challenges, we assure you that these obstacles have only strengthened our resolve to create an unforgettable gameplay environment.
We appreciate your patience and understanding as we work diligently to bring Sanxian Islands to life. Our reworked workflow will not only ensure the timely release of this map but will also establish a foundation for future content that exceeds expectations. We value your support and look forward to embarking on this new chapter together, as we explore the breathtaking landscapes and intense battles of Sanxian Islands within Squad.
Stay tuned for more updates, and we'll see you on the battlefield!
Added two new factions, the People’s Liberation Army Navy Marine Corps and the Russian Airborne Forces
The People’s Liberation Army Navy Marine Corps (PLANMC)
The People’s Liberation Army Navy Marine Corps is a branch of the People’s Liberation Army focused on amphibious operations.
Soldiers
The PLANMC utilizes a unique digital blue-tinted naval camouflage pattern that identifies them as a naval invasion force. Some gameplay layers feature the PLA Amphibious Ground Forces which are very similar to PLANMC except using the standard woodland digital camouflage.
Vehicles
ZSD05 Open-Top
APCZSD05 Amphibious Logistics
ZBD05 Amphibious Invasion
IFVZTD05 Mobile Gun System
Z-8J Helicopter
Retexture of existing vehicles with blue naval camouflage:
CTM131 Logistics Truck
CSK131 Armored Car
ZBL08 Wheeled
IFVZSL10 Wheeled APC
Kit Roles
Rifleman (3 variants)
Squad Leader (3 variants)
Automatic Rifleman (2 variants)
Marksman
Light Anti-Tank (2 variants)
Heavy Anti-Tank
Machine Gunner
Grenadier
Combat Engineer
Medic (2 variants)
Crewman + SL Crewman
Pilot + SL Pilot
Recruit + Unarmed
PLANMC Map Layers
Anvil
AAS v1 - PLAAGF vs ADF
Belaya
RAAS v1 - PLANMC vs USA
Black Coast
Invasion v5 - PLANMC vs USMC
Goose Bay
RAAS v2 - PLANMC vs USA
Invasion v3 - PLANMC vs USA
Gorodok
RAAS v6 - PLANMC vs USMC
Harju
RAAS v4 - PLANMC vs CAF
Invasion v4 - PLANMC vs CAF
Jensen’s Range
PLANMC vs VDV
Manicouagan
RAAS v13 - PLANMC vs CAF
RAAS v14 - PLAAGF vs USA
RAAS v15 - PLANMC vs USMC
AAS v4 - PLANMC vs USMC
Invasion v9 - PLANMC vs USMC
Pacific Proving Grounds
PLANMC vs VDV
Skorpo
RAAS v4 - PLANMC vs USMC
Yehorivka
RAAS v1 - PLAAGF vs USMC
RAAS v5 - PLAAGF vs USA
The Russian Airborne Forces (VDV)
The Russian Airborne Forces is a fully mechanized Russian Armed Forces branch specializing in fast and hard-hitting amphibious assaults.
Weapons
AK-12 Rifle with 9 variants
Iron Sights
Iron Sights + Foregrip
Iron Sights + Foregrip + GP25
New 1P87 Red Dot Optic
New 1P87 Red Dot Optic + Foregrip
New 1P87 Red Dot Optic + Foregrip + GP25
1P78 Optic
1P78 Optic + GP25
1P78 Optic + Foregrip + GP25
AS VAL Suppressed Rifle
Only available with the new “OKP-7” non-magnified red dot optic on the ‘Scout’ kit role
SV-98M Bolt Action Sniper Rifle
Only available on the ‘Sniper’ kit role
Comes with a new 1P69 magnified sniper scope optic
Vehicles
BTR-D Transport
BTR-DG Amphibious Logistics
BTR-D Kord APCBTR-ZD Anti Air
BTR-MDM APC with PKT RWS
BMD-1M IFV
BMD-4M IFV
Sprut SDM-1 MGS
Mi-8 Helicopter VDV variant with gray markings
Access to RGF vehicles: T72-B3 MBT, Kamaz Logistics Trucks, BRDM-2
Kit Roles
Rifleman (3 variants)
Senior Rifleman SL (3 variants)
Automatic Rifleman (2 variants)
Sniper
Scout
Light Anti-Tank (2 variants)
Heavy Anti-Tank (2 variants)
Machine Gunner
Grenadier
Combat Engineer
Medic (2 variants)
Crewman + SL Crewman
Pilot + SL Pilot
Recruit + Unarmed
VDV Map Layers Anvil
RAAS v4 - VDV vs ADF
Black Coast
RAAS v1 - VDV vs USMC
RAAS v5 - VDV vs IMF
RAAS v1 - VDV vs USMC
Fools Road
AAS v2 - VDV vs USA
Goose Bay
RAASv1 - VDV vs CAF
AAS v2 - VDV vs CAF
Invasion v4 - VDV vs USMC
Gorodok
RAAS v3 - VDV vs USA
AAS v3 - VDV vs CAF
AAS v4 - VDV vs USMC
Invasion v2 - VDV vs IMF
Harju
AAS v1 - VDV vs USMC
Seed v1 - VDV vs USMC
Jensen’s Range
PLANMC - VDV vs VDV
Logar Valley
Seed v1 - VDV vs USMC
Manicouagan
RAAS v10 - VDV vs CAF
RAAS v11 - VDV vs USA
RAAS v12 - VDV vs USMC
AAS v5 - VDV vs USA
Invasion v8 - VDV vs USA
Mutaha
RAAS v4 - VDV vs CAF
Narva
RAAS v2 - VDV vs USMC
Invasion v1 - VDV vs USA
Pacific Proving Grounds
PLANMC vs VDV
Skorpo
RAAS v5 - VDV vs CAF
Invasion v2 - VDV vs IMF
Yehorivka
RAAS v2 - VDV vs USA
RAAS v10 - VDV vs BAF
RAAS v11 - VDV vs CAF
Cosmetics
Added two new emote packs:
Attitude Pack ($2.99 USD)
Peace / Victory
Eyes on You
Pinched Fingers
Free PT Pack (Free)
Star Jump / Jumping Jacks
Pushups
System & Gameplay Updates
Added a privacy policy notice
Adjusted the Russian Army Desert, US Army Desert, and US Army Woodland uniform patterns to bring them more in line with the appearance of the other factions
The training menu has been updated to include two additional buttons that allow you to access the PLANMC and VDV factions on both Pacific Proving Grounds and Jensen’s Range.
A scroll bar was added to accommodate all of the Jensens range variations and is a temporary solution until this menu is redesigned.
Added a vehicle icon representing MGS (Mobile Gun System) vehicles to the UI
Updated the description for the M16A2 and its variants
General Bug Fixes
Fixed a bug that could cause a loud clicking noise to be heard immediately after switching maps
Fixed a client crash related to weapon sounds overwhelming the audio system
Fixed a bug that caused the Commander creeping barrage area attack width indicator on the minimap to appear more narrow than the attack actually was
Fixed a UI issue when placing director lines around other markers on the minimap, which then prevented the markers from being able to be deleted
Fixed a UI issue in the server browser to no longer include the game version number in the the “Mode” column when you are running the same version of the game that the server is being played on
Fixed a bug that allowed deployables to be placed on top of vehicles, which would then stay in place even after the vehicle had moved away
Fixed a UI bug that could prevent the server browser mod details pop-up from appearing when joining a modded server that included a mod which players did not have installed
Fixed a visual issue with the right-side tracks on the PLA ZTZ99A MBT
Fixed an issue that force lowered soldier weapons when walking through certain camo netting
Fixed a UI bug that could cause the role request button to overlap with the vehicle claim request button on the radial menu after interacting with an ammo crate
Fixed an issue with the iron sights alignment for the IMF M16A2 rifle, they should now be properly lined up
Fixed a minor UI issue with the PLA ZBD04A IFV’s turret indicator appearing incorrect for the commander seat
Fixed a minor visual issue that caused the antenna on the back of the USA M1126 M2 APC to load incorrectly and look more like a plant than an antenna
Fixed a bug that allowed IMF infantry to place unlimited sandbags instead of the intended limit of 10 per player
Map Updates & Bug Fixes
Anvil
Fixed an issue where getting ragdolled (run over by a vehicle) while in water caused a permanent ragdoll state
Belaya
Updated RAAS v5 so the first flag for IMF is no longer pre-captured
Lashkar Valley
Fixed an issue where players fell/teleported below the landscape while using a bipod
Manicouagan
Fixed a visual issue that caused the water inlet wall at the Power Station to appear darker than intended
Narva
Updated the taller apartment buildings to include a rooftop access stairwell
Various POI’s have been updated to improve game flow
Added Narva RAAS v7 (with Helicopters!) - USA vs RGF
Pacific Proving Grounds
Fixed an issue that caused character preview models to look extremely glossy
SDK Updates & Bug Fixes
Updated mod SDK to v5.0
Updated mod versioning to v5.0. This requires mods to be re-cooked with the v5.0 SDK—any mods using the v4.5 SDK will be incompatible with v5.0
We will be running the first playtest on Saturday, June 17, 2023 11:00 AM to Monday, June 19, 2023 11:00 AM (PST Timezone)
You can join into the game at the indicated time on the Squad - Public Testing game that's right under Squad in your Steam Library listing (default branch).
Please make sure to clear your cache to avoid bugs / unintended behavior / performance issues.
The content that you will see is a work in progress and subject to changes.
Once you have gotten familiar with the changes we’d like to invite you to fill out the feedback form on the main menu to let us know how you feel about the experience. Your impressions and comments will be of great help for us to finetune the overhaul.
A few things to keep in mind during the playtest:
Weapon tuning is subject to change, pending feedback.
Current performance is not representative of the final product.
Harsh transitions when entering / exiting ADS are being addressed / work-in-progress.
FSR is temporarily disabled due to bugs related to several visual aspects of the Combat Overhaul.
To avoid bugs, please do not modify your anti-aliasing settings while in ADS with a PiP scope.
When your FOV is set higher than 90, switching to a weapon with a PiP scope can break the apparent size of the weapon on your screen. When this happens, this behavior will carry over to other inventory items, such as your pistol. To address this, enter ADS at least once with a weapon with a PiP scope.
The RPG-28 has not been configured yet. All other weapons for the US and RGF factions have been configured, and are valid to give feedback on.
Our fix for the 4.5 issue where a reload animation would be played while sitting in the passenger seat of a vehicle and where a soldier would appear in front of helicopter pilots while flying did not make into the build. Please be aware of it.
The update will introduce the new PLANMC faction with brand new vehicles and weapons, a few new free and paid emotes, and will go alongside our usual bug fixes!
We will publish the full Release Notes for you to check on the day before the launch.
Squad traces its roots back to the esteemed Project Reality mod for Battlefield 2. The mod's immersive and realistic combat mechanics garnered immense praise and a dedicated following, laying the foundation for Squad's creation. Its emphasis on teamwork, communication, and coordination as essential ingredients to triumph became the driving force behind our vision for Squad.
From the outset, our aim was to build upon the success of Project Reality, propelling the gameplay experience to unprecedented heights. We understood that the mod's quality stemmed from its demand for collaborative teamwork, where victory hinged on players relying on one another to achieve shared objectives.
Yet, during Squad's development, we faced the inevitable temptation to stray from this original vision. Influenced by prevailing shooter trends and the desire for broader appeal, we found ourselves at times prioritizing individual skill and instant gratification over the core principles that made Project Reality exceptional. The evolving gaming industry, with its emphasis on fast-paced action and solo play, gradually seeped into Squad's design choices, leading to mechanics and features that favored a more independent playstyle and somewhat diluted the importance of teamwork and coordination.
The current state of infantry combat in Squad presents a mixed picture with both positive and negative aspects. On the positive side, teamwork can still yield rewarding experiences. When players effectively coordinate their actions, execute well-planned strategies, and communicate seamlessly, they can achieve remarkable feats on the battlefield. These moments of collective triumph are the core strength of Squad and create lasting memories, highlighting the importance of collaboration.
However, there are several notable concerns regarding the combat systems in Squad. One significant hurdle is the tendency towards individualistic gameplay under their current iteration. Instances occur where a lone wolf flanker can single-handedly decimate an entire squad, undermining the emphasis on teamwork and coordination. This individualistic nature detracts from the intended immersive and cooperative experience.
Recognizing this drift from our roots, we have decided to take a decisive step towards rectification and realignment. Our upcoming changes to the infantry combat systems signify a renewed focus on fostering an environment that thrives on teamwork, communication, and coordination. By acknowledging and addressing these past deviations, we recommit ourselves to delivering an authentic and immersive experience reminiscent of the vision we set out with for Squad.
Where we are going.
Moving forward, our primary goal is to steer Squad's combat systems towards a greater emphasis on teamwork and cooperation. We have learned valuable lessons from our previous work and player feedback, which have highlighted the need to enhance the gameplay experience by fostering a stronger sense of camaraderie and strategic decision-making.
To achieve these goals, we are approaching the changes we want to implement in a deliberate and comprehensive manner. We have conducted extensive research, analyzed player behavior patterns, and engaged in internal testing to fine-tune our approach. By adopting the "see-think-speak-do" philosophy, we aim to create a combat system that encourages players to observe the battlefield, analyze the situation, communicate effectively with their squadmates, and take purposeful actions.
One of the key changes we are implementing is to create longer firefights and provide more opportunities for tactical choices as a squad. By adjusting the pacing and dynamics of combat, we aim to extend the duration of engagements, allowing players to make informed decisions and employ various tactics to overcome the situation. This will not only deepen the tactical aspect of Squad but also generate more memorable war story moments that players can share and reminisce about.
In addition, we are striving to make combat more approachable for players of all skill levels. We understand the importance of creating an inclusive environment where new players can feel useful and contribute to the overall success of the squad. By providing opportunities for newcomers to engage in suppressive fire or support roles, while experienced players execute flanking maneuvers and decisive pushes, we aim to strike a balance that promotes both learning and effective teamwork.
During our internal testing, we have already witnessed significant shifts in player behavior. The changes we have implemented have prompted players to rely more on their squadmates, communicate more frequently and effectively, and strategize collaboratively. We have observed increased coordination in movements, better utilization of cover and suppressive fire, and a greater focus on overall squad objectives. These changes have led to a more immersive and rewarding gameplay experience, with players actively contributing to the success of their teams.
In conclusion, our vision for Squad's combat system entails a shift towards enhanced teamwork and cooperation, longer and more strategic firefights, and a more approachable experience for players. We anticipate that these changes will fundamentally change the way Squad is played. The benefits will be far-reaching, fostering stronger player engagement, more dynamic and memorable moments, and ultimately solidifying Squad's position as a premier multiplayer, first-person shooter game that thrives on teamwork and strategic thinking.
Specific Changes
Suppression
Work in Progress
Goals
Our goals for suppression were to make it a core part of the combat puzzle, give greater purpose to MGs, and make it useful to shoot at the general location of the enemy without necessarily having a clear view of them. When the fight kicks off and the suppression kicks in, it should enhance the feeling of being in a chaotic firefight.
Features
Complete rework of suppression VFX
Suppression blurs the distance but keeps the foreground navigable, so you can seek cover, return fire, or escape.
By depriving the suppressed player of some of their perception, suppression becomes a meaningful debuff and instant retaliation is inhibited. Being suppressed will require you to behave as you might in real life, despite not being in real danger. The enemy will use it to cause trouble for you, but remember that you can do the same to them!
There are multiple levels of suppression, with new VFX kicking in as it becomes more severe. The higher your suppression level, the longer it takes to fade out.
Various kinds of feedback and effects have also been implemented to make being suppressed feel not just oppressive, but exhilarating.
Suppression aim hindrances
Player behavior modification under-fire (sway and flinch penalty).
This makes counter-suppression more about dumping rounds at the shooter, rather than lining up pinpoint snap shots.
Suppression is now applied in a more systematic way, so it should only occur in situations where one would realistically expect to be suppressed.
Per-weapon suppression power
Machine guns don’t just suppress you more, they do so faster and the suppression will persist for longer. The heavier the weapon, the more severely it can suppress you.
This also applies to vehicle-mounted HMGs and autocannons, which makes even light vehicles able to terrorize entrenched or hidden infantry.
Explosions now also cause suppression in an area of effect (examples: grenades, mortars, artillery, autocannon HE-Frag).
Players in protected turrets and emplacements are less susceptible to suppression - suppression resistance.
Improved bullet penetration exit VFX so you understand when lead is coming through the walls and have a better readability of the situation. Don’t forget your eye protection!
Gunplay
Goals
To facilitate longer shootouts, we need to reduce the odds of them ending in one or two shots. From there a sudden encounter can grow into a full-on firefight as the rest of the squad joins in, suppressing fire is laid down, maneuvers are planned and executed, and reinforcements are called up. Overall, you should have the time you need to call out contact with the enemy, analyze the situation, coordinate with your squad, and execute a plan together.
Every weapon is being reworked to have a defined role, with strengths and weaknesses which need to be covered and complimented by your squadmates.
We aim to add depth while making it easier for new players to be useful and live longer. We also want to make guns feel more satisfying to shoot, even if they’re not always as unconditionally accurate as before. It should be fun to shoot a gun in an empty room.
Features
Reworked traditional Hip-Fire into Point Shooting
The weapon now moves with your camera in a cone of motion as you look around. This emulates the experience of using hand-eye coordination to aim without looking down the sights.
This is primarily meant to increase non-ADS reaction time without resorting to traditional bullet spread mechanics.
But perhaps most importantly, we just think it looks and feels really cool.
Recoil has been modified and made more sophisticated
Recoil has been tuned to make full-auto more situational, and to create realistic tradeoffs when using different kinds of weapons. It is still possible to be very accurate, but you need to be smart about it and remember what kind of weapon you’re using, learn your guns!
Added Recoil Misalignment: Recoil now causes the weapon to rotate in more axes, and can be thought of as an additional dimension of recoil. This misaligns the sights and creates a natural “cone of fire” shot pattern. It has a particularly significant impact on machine guns, emulating the “beaten zone” and the real machine gun theory necessary for them to be employed in Squad as they are in real life. Generally speaking, muzzle climb is controllable, but recoil misalignment is not. Even the most skilled shooter can only counter recoil to a certain point. This also affects the accuracy of follow up shots, so there is a situational tradeoff between slow, accurate fire and less accurate high-volume fire.
Sway has been reworked from the ground up
Increases initial target acquisition time, particularly when running and gunning, but fades out quickly enough that you can still post up and make accurate long-range shots.
Added new dimensions to sway: a second layer of sway now rotates the weapon to misalign the sights, similar to Recoil Misalignment. Sway now also offsets the weapon laterally and vertically. Together, when used conservatively, these changes help the sway feel much more like the product of a soldier holding a weapon in two hands, and help us achieve our goals for accuracy mitigation without making any one component feel excessive.
As before, the amount of sway is driven by Stamina, Movement, and Stance.
To help you better understand the sway mechanics, a small indicator was added to the compass, taking inspiration from Project Reality.
Steadying your aim no longer applies instantly
The accuracy benefits of holding your breath now fade in over a couple of seconds.
You must be more patient when lining up shots on targets of opportunity - or you could fire a burst immediately, in hopes of fixing them in place with suppression until your teammates can get involved!
Per-stance ADS time
Your character will line up the sights faster when crouched, and fastest when prone or bipoded.
Bullets now go exactly where your gun is pointing under all circumstances
This has allowed us to embrace a fully animation-driven sway and recoil system.
The effects are particularly noticeable during animation transitions, such as when shooting after sprinting. Watch your muzzle discipline!
The bullet impact point is also more accurately represented in optics when animations are affecting the point of aim.
Look And Feel
Improved muzzle gas VFX
Improved screen shake when firing
Improved recoil and settling motions
More realistic movement of weapon in sway and recoil (see above), inspired by helmet cam footage and the experiences of our developers, many being active or former service members.
More natural-looking movement of weapons on bipods. This makes bipoded weapons feel and play less like turrets.
Added more animations and wobbles from various gameplay events such as changing stance, leaning, and going ADS.
Adjusted the camera position when ADS in a way which better shows off the weapon firing VFX and animations
Scopes
Work in Progress
Goals
We aim to add tradeoffs to magnified optics so there are benefits to having a mix of different weapon configurations in your squad, and to set the standard for video game representations of scopes in the 2020s. It should feel like you are looking through an optic, not a camera.
Features
Picture-In-Picture scopes.
These render the scene from a separate camera and project it onto the lens. Besides looking far better, this approach allows us to accurately emulate the advantages and tradeoffs of using magnified optics. We have aspired to achieve nothing less than the best implementation of scopes ever put in a video game.
The behaviour of these optics is a 1 to 1 emulation of how real optics work. They are affected correctly by every movement of the gun and camera. Many visual details have been added to make it feel like you’re looking through a lens, including scratches, scuffs, refraction, and colour shifting.
Reworked mouse sensitivity when using magnified optics for much easier fine adjustments, and added more granular control options for players to customize. See Soldier Sensitivity Scaling in the Game Options.
Thanks to advancements in technology, and a few sacrifices to the Sphere, our goal is for the reworked scopes to run as smoothly as the old scopes. *edited for clarity
Thanks to how PIP scopes emulate the real challenges of using magnified optics, there are some tradeoffs for the user:
The new scopes generally have more zoom than the old scopes, but more of your field of view is occluded by the scope, so while your peripheral vision is expanded, the target area is harder to scan. This is just like looking for a specific object in the distance through a pair of binoculars. The scope is therefore a pinhole view peering into a further engagement range.
Peripheral vision is blurred while looking through scopes.
Scopes are not affected by suppression blur, but sway is a bigger problem.
Scopes will suffer much more in close quarters. Rely on Point Firing, or ideally, move with a buddy who has CQB-oriented sights!
Scopes take longer to ADS and are more severely affected by eye relief issues when aiming with heavy sway.
Tradeoffs between the different optics options:
Scopes have an advantage at range but suffer at close quarters.
Reflector Sights and Holographic Sights excel at CQB and have the shortest ADS times, but cannot be adjusted for range.
Ironsights are the middle-ground option. They are effective in close quarters and the sights can be adjusted for engaging distant targets.
Character Movement
Goals
It is necessary to slow down engagements and the overall pace of the game. This will give players time to See → Think → Speak → Do, encourage the use of vehicle transportation, and create counter-play to rush tactics. While speed and aggression have a place in Squad, as they do in real life, they should not be more effective than communication and coordination.
Chokepoints and barriers should be meaningful obstacles which require adapting your defensive and offensive tactics. Assaulting a high-walled Afghan compound, for example, will soon be a completely different experience.
Features
Pacing and Stamina adjustments
Character movement speed has been reduced. The faster movement introduced late in Squad’s early access period was intended to help players get into combat faster. In hindsight, we concluded that it actually made the game more unforgiving and contributed to even more running around, by encouraging a Spawn-Run-Die-Repeat cycle. Slightly slower movement creates more time to react and coordinate in combat. Taking regular stamina breaks is now advisable, especially with the weapon sway changes. This creates opportunities to regroup and get oriented. In internal testing, we have found the movement speed changes make it easier to keep squads together, lead to more interesting fights, and significantly reduce the cognitive load on the Squad Leader.
Stamina regen rate was slowed down slightly. Stamina costs for various actions were rebalanced.
Traversal
You can no longer climb or vault while in mid-air. This significantly affects which rooftops and ledges are accessible, making it much easier to think tactically about locking down lanes and access points, since there are fewer possible approaches, especially in urban combat. This also encourages the use of the teamwork-oriented buddy-boost ability.
Prevents lone wolves from negating environmental obstacles to get easy flanks or overcome FOB fortifications. Removes ninja moves from the list of options to win a fight.
Vault and climb heights were adjusted.
Reworked fall damage to be more punishing, but also more consistent and predictable. Fall damage is now applied as a percentage of remaining health based on the height of the fall, down to a minimum value. The effect is that you can no longer survive multi-story drops when at full health, but you should always be able to predict whether a fall could kill you before you risk the drop.
Reworked Leaning to create less gamey-feeling close-quarters encounters and solve the lean-spam exploit. Additionally, leaning is inhibited when using some heavy weapons.
Various small tweaks to make the game feel both simultaneously more fluid and more grounded in reality.
Experience the Infantry Combat Rework in our Upcoming Playtest
Revamping Squad's infantry combat systems is the first step in our broader initiative to align all gameplay systems with the goals of our original vision for the game. We understand that achieving a truly immersive and cooperative experience requires a holistic approach, addressing various aspects of the game. While focusing on the revamp of infantry combat is crucial, we are committed to thoroughly improving and refining other gameplay systems to ensure they complement the realignment of the game’s direction.
We recognize the importance of not rushing the release of these changes and our top priority is to provide the best possible experience for our community. That's why we are dedicated to conducting extensive public testing and actively gathering feedback from players. This approach allows us to fine-tune the revamped infantry combat systems based on real-world gameplay experiences and ensures that we have the buy-in and support of our community.
This commitment to comprehensive testing and community involvement guarantees that the changes we implement to the infantry combat systems will resonate with players and align with their expectations. Our goal is to deliver a polished and refined experience that not only meets our goals but also exceeds the expectations of our community.
We will be running a series of playtests to thoroughly test the changes and actively involve the community in the process, we can make well-informed decisions about the overall realignment of Squad's gameplay. We highly value the input of our dedicated player base and want to ensure that their voices are heard throughout the development process. Stay tuned for the announcement date of our first playtest very soon!