[PREVIEW] SQUAD

Espera sair o update antes.
Isso aí é build de teste ainda, só convidados.

Ficou muito bom mesmo, bem realista a parte de scopes e miras, e o jogo devem sim mudar substancialmente pra algo que envolve mais fogo e manobra e menos skillz.
Animado também... foda é saber o que vou ter que deletar pra baixas os 90Gb do jogo.
Entendi. Tem previsão de data já esse UP?
 
Esse vídeo aqui é ainda melhor pra mostrar as diferencas:



Fenomenal


Vou esperar esse update e voltar a jogar. Da última vez não gostei muito, bateu saudade do PR, mas o que joguei à época era apenas um jogo, e não um sucessor espiritual ou algo do tipo.
 
SQUAD UPDATE V5.0 RELEASE NOTES
Features

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)

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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)

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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 roleSV-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)

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  • Peace / Victory
  • Eyes on You
  • Pinched Fingers

Free PT Pack (Free)

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  • 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
 
Esse jogo é zero PVE, né?
 
Graças a deus, sim.

___

Essa atualização aí de cima já é A QUENTE ou é só adição dos novos exércitos mesmo?

Parece ser "só" adição e pequenos ajustes.
 
 
Esse overhaul do combate de infantaria ainda não está disponível na versão pública do jogo, e na versão de testes já recebeu 1 ou 2 atualizações que não deixaram os scopes tão inviáveis, mas mantiveram a supressão. Sei lá, scopes sempre foram muito OP e estão quase retornando pra isso.

Além disso, uma adição que achei bem interessante, é que com ironsights, se você está mirando e se movimentando, você não mira pela mira (wat?) mas sim "over the barrel". Só quando você para e estabiliza é que puxa a mira de ferro mesmo.

Espero que não errem a mão pra voltar com tudo!
 
Sanxian Island and Pacific Proving Grounds
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

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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

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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

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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.

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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!
 
Uma coisa que eu nunca entendi é a miséria de classes com scope nesse jogo.
Qual a razão pra isso? Nunca vi um simulador de guerra com miséria de scopes, tipo simulador do exército do Zimbabue.
Já que os mapas são grandes, deveria ter livre disponibilidade de scopes.
 
Uma coisa que eu nunca entendi é a miséria de classes com scope nesse jogo.
Qual a razão pra isso? Nunca vi um simulador de guerra com miséria de scopes, tipo simulador do exército do Zimbabue.
Já que os mapas são grandes, deveria ter livre disponibilidade de scopes.

Uma coisa que sempre me irritou nesse jogo.
 
As Forças Armadas de um país, sendo parte da estrutura de governo, tem uma série de normativas, regras, manuais e "standard issues".
Eu acredito que eles se basearam em algo do tipo para formar o loadout de cada classe:

NEW%20US%20Army%20Rifle%20Squad-01.png




Qualquer coisa além disso, é compra pessoal do infante, e nem tudo é permitido.
Pesquisando um pouco, você acha muito material sobre a composição de cada "tipo" de unidade e tal. Olha só esse manual de táticas:

Agora lembrei que eu tinha uma coleção enorme desses manuais, de diferentes épocas e exércitos.... Coisas que datavam até das guerras Napoleônicas. Não sei onde foi parar tudo isso.


Ou isso, ou é só uma questão de equilibrar o gameplay. :haha:
E ainda bem, pois scopes são MUITO OP no jogo, e é justamente o que esse Overhaul de infantaria está tentando reverter. Scopes são um problema atualmente no jogo.
 
Uma coisa que eu nunca entendi é a miséria de classes com scope nesse jogo.
Qual a razão pra isso? Nunca vi um simulador de guerra com miséria de scopes, tipo simulador do exército do Zimbabue.
Já que os mapas são grandes, deveria ter livre disponibilidade de scopes.
Porque iria ficar um monte de mongol atirando de longe invés de avançar , jogo FPS pessoal só quer matar e zero objetivo , simuladores geralmente são as exceções
 
Porque iria ficar um monte de mongol atirando de longe invés de avançar , jogo FPS pessoal só quer matar e zero objetivo , simuladores geralmente são as exceções

Pra isso serve o cover das fumaças.
Battlefield por exemplo é um jogo que eu só consigo jogar com smoke granade.
 
O jogo fica muito difícil com somente ironsights, o negócio vira tipo dança das cadeiras pra pegar os poucos scopes disponíveis primeiro.
Arma é um exemplo de que não limitar as armas, ou que seja apenas não limitar o acesso aos scopes, funciona bem tb. Vejo menos campers em Arma do que em algum battlefield da vida.

ps. Outra coisa importante, esse é um milsim. Na vida real, nenhum soldado sai correndo pra tomar uma região, maior parte de uma guerra moderna é a distância justamente com scopes. A não ser se estivéssemos falando de algum combate paramilitar no Zimbabwe; aí nesse caso teríamos AK47 peladona, uma machete e uma camionete toyota.

nigeria-training-1168x440px.jpg
 
Última edição:
O jogo fica muito difícil com somente ironsights, o negócio vira tipo dança das cadeiras pra pegar os poucos scopes disponíveis primeiro.
Arma é um exemplo de que não limitar as armas, ou que seja apenas não limitar o acesso aos scopes, funciona bem tb. Vejo menos campers em Arma do que em algum battlefield da vida.

ps. Outra coisa importante, esse é um milsim. Na vida real, nenhum soldado sai correndo pra tomar uma região, maior parte de uma guerra moderna é a distância justamente com scopes. A não ser se estivéssemos falando de algum combate paramilitar no Zimbabwe; aí nesse caso teríamos AK47 peladona, uma machete e uma camionete toyota.

nigeria-training-1168x440px.jpg

Squad não é milsim. Squad está no meio do caminho entre um BF e ARMA na outra ponta.
Sobre os scopes, tbm acho tosco esse negócio de limitar.. Limitar somente Snipers já está de ótimo tamanho e deve ter mesmo.. Agora as demais classes, acho que todo mundo poderia ter uma red dot ou acog por ex...
 
Revisiting the Infantry Combat Overhaul
“Asset request received. Dev blog incoming!”

With it now being three months since we announced our commitment to reworking the infantry combat systems with Squad “Infantry Combat Overhaul” (ICO), it has been an active effort to bring our title closer in line with its roots and inspiration. With a shift towards more coordinated teamwork, longer and more tactical firefights, and a desire to provide a more diverse player experience.

WHY THE DEV BLOG?

Throughout the development of the Infantry Combat Overhaul, we have had an immense interest from the community to share what Offworlds processes are when implementing a feature change this large looks like, and we agree that it's a great idea! As the overall playtesting experience has greatly influenced our development regarding the future of combat in Squad since our initial announcement.

So, with this dev blog, we wanted to provide more insight to the community on the development of the overhaul and our experience of working closely with the Squad community through public playtesting. As well as share the ideas that have emerged from our passionate community's feedback, highlighting what has been successful and what has not, and providing a bigger picture on how Offworld perceives the current state and the future of infantry combat.

RECAPPING THE CHANGE TO COME

With this “Infantry Combat Overhaul,” we are reworking how the Infantry role plays within Squad. We want to create the most fun and immersive infantry combat and gunplay systems you can get in a gaming experience. With this, we have revisited and adjusted several core features in Squad. While also introducing some exciting additions that will work together to provide the gameplay we wish for you to experience. We’d like to take the time to revisit some of the core changes.

OPTICS

We have implemented Picture-in-Picture optics to replace our current optics system. We sourced physical optics to help dial in this feature as part of the development process. Our observations of the optics in person allowed us to accurately represent the optics magnification, field of view, eyebox, and lens quality in-game. The Picture-in-Picture optics system is done by rendering the scene from a separate camera and projecting the rendered scene onto the optic. We hope the change enhances the feel of the firearm and introduces new gameplay variables by offering trade-offs you must weigh when you choose your weapon and respective optic.
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SUPPRESSION

Suppression has received a complete rework in terms of its mechanics. We aim to bring suppression to the forefront as a useful tactical tool for attack and defense in any firefight.

Features
  • Complete rework of suppression VFX and mechanics.
  • Varying suppression power based on weapon and projectiles.
  • Friendly weapons do not cause suppression to players on their team (Except explosives).
GUNPLAY

We have extensively changed how guns and their mechanics play out in firefights. Our goal was to facilitate longer firefights, give players more time to think of, plan, and execute tactics, and highlight the unique roles of the various weapons in Squad, capturing the intense “fight or flight” emotional response in an encounter, all while ensuring that the overall gun handling remains satisfying.

Features
  • Weapon Aim Down Sight (ADS) speed, sway, and steady adjustments to provide an authentic combat experience.
  • Accurate bullet travel (Bullets will follow the direction the barrel is pointing. This means animations could affect bullet direction).
  • Overall tunings to gunplay visuals and feel.
  • Reworked hip-fire into point-shooting.
  • Implemented a more detailed recoil system.
CHARACTER MOVEMENT AND TRAVERSAL

Our aim with the Infantry Combat Overhaul was to slow down individual players and seek to promote more coordinated play, thoughtful positioning, and increased communication. Infantry will find their speed, stamina, and overall movement mechanics adjusted to reinforce a teamwork-oriented vision we had for gameplay.

Features
  • Fall damage adjustments.
  • Stamina system rework.
  • Left/Right-leaning adjustments.
  • Vaulting and climbing adjustments.
For those who wish to learn more about the changes to infantry combat coming soon, you should check out our initial announcement on the topic [[url=https://joinsquad.com/2023/06/08/infantry-combat-overhaul/]LINK[/url]].

COMMUNITY PLAYTESTING

With the Infantry Combat Overhaul, the Squad community has been instrumental in assisting us with playtests, playing a pivotal role in developing the Infantry Combat Overhaul by helping us assess our various playtest iterations. These playtests served as essential development milestones, enabling our team to gather a wealth of data and observations, which, in turn, have fueled more iterative testing and rapid refinement of the changes we've been working on.

We're extremely delighted to witness an extraordinary level of participation from the community, with a level of engagement shattering all previous records for public testing in Squad's history. What has truly been a pleasure for us to see is the remarkable passion and thoughtfulness displayed by participating testers. Their unwavering dedication to the future of Squad, coupled with the detailed and constructive feedback provided, has left us deeply humbled. Furthermore, the feedback we have received from playtesters was overwhelmingly positive, reinforcing our confidence in the direction we are taking Squad. The playtests proved invaluable, providing the design team with information quickly, allowing our team to continually fine-tune the changes we are implementing, and ensuring that our game reaches its full potential.

PLAYTESTING INSIGHTS

To shed some light on public playtesting, our observations, and the effect on gameplay. During our numerous tests, we noticed a notable shift in multiple areas. Regarding gameplay, in the RAAS and AAS game modes, we saw an increased back-and-forth capture and gunfight dynamic, resulting in more engaging and intense moments on the field of combat. The overhaul has introduced new dimensions of gameplay, not only affecting firefights but also map traversal and vehicle usage, offering fresh challenges and opportunities for players of all levels.

We have also learned more about how the overhaul plays into vehicular combat. Armored vehicles have now taken on more importance, their utility in resupplying friendly squads and supporting them with the enhanced suppression will encourage vehicle crews to coordinate with and stick close to friendly infantry. The updated gunplay tuning and value of heavy suppressive fire have made open-top vehicle turrets more survivable and viable compared to the current version of the game. Furthermore, while it was the design team’s intent to increase the effectiveness in vehicles as part of the overhaul, it has sparked discussions within our community and our development team as players raised valid concerns about a potential imbalance. Rest assured, our design team is carefully considering player feedback and contemplating adjustments to armored combat to ensure a fair and enjoyable gaming experience should the need arise in the future.

Among other insights, we also found our changes to the infantry role have a major benefit to new players. The overhaul finds these newer players no longer need advanced spotting skills to make a meaningful contribution to their team. Instead, they can actively cooperate and positively impact their Squad by providing suppressing fire where teammates direct. This level of approachability allows newcomers to dive into the action and feel like valuable squadmates from the get-go, making the new user experience much more welcoming.

With these playtesting efforts, we have gained useful information from our community and they have remained a guide through our ongoing efforts to refine and optimize the gameplay. As development progresses, we wish to continue our work with the community as we remain committed to maintaining a balanced and exciting environment where both veterans and newcomers can enjoy thrilling firefights and create their own unforgettable moments in Squad.

FEEDBACK AND CHANGES TO COMBAT
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Work In Progress

For these past few months, and through our extensive playtesting sessions, we've generated, tested, implemented, and iterated on a myriad of concepts for gameplay systems, some of which were inspired by feedback we received throughout testing. We also encountered various failures, surprising outcomes, and interesting challenges while developing the overhaul, and we would like to share our thoughts on some of the more notable ones.

The "Clear Sights" system
  • This system will automatically and smoothly transition the in-game camera to provide a view over the iron sights during moments of significant weapon sway. The “Clear Sight” system ensures the player's line of sight remains unobstructed by weapons with large rear iron sight features, which take up large portions of the screen while also being frustrating or difficult to use when maintaining a proper sight picture. This feature was implemented from player feedback as testers let us know about their frustrations with high sway while using ironsight weapons.
Hurt State Stamina Rework
  • To strike a better balance between challenging gameplay without undue frustration, we recognized early on the need to rework stamina when players enter the post-revive state. We found the pre-existing mechanics were overly punishing when a player's stamina failed to regenerate after being revived. Players now regenerate a percentage of stamina at a reduced rate after being revived to keep gunplay satisfying while encouraging the player to seek aid from a medic.
Adjustable Scope Magnification
  • For the fans of long-distance engagements, this feature offers players greater versatility by allowing them to adjust the weapon optic’s magnification level as needed. This feature is limited to only a few weapons such as some marksman rifles, and Australia’s EF88 rifle.
Damage Falloff Adjustments
  • As we iterated on particular weapons, we observed the need to adjust the damage falloff curves for particular calibers and weapons. This ensures that different weapon types can remain authentic and unique while maintaining fairness in the gameplay.
Faction Adjustments
  • In the quest to achieve authenticity, and for players to experience a more unique identity while playing certain factions, we have implemented some alterations to role inventories. Such as the addition of more grenades for the Middle Eastern Alliance.
Suppression System
  • Surprisingly, the suppression system required minimal iteration and was finely tuned within the first three playtests. It effectively delivered the intended tactical benefits. When suppressed in real life, one's vision doesn’t become obscured like in Squad. But adding this effect encouraged our players to behave in what we believe is representative of a real-world combat experience.
Bullet Penetration Visual Effects
  • The new bullet penetration visual effects were a huge success. The bullet penetration effects allowed those getting fire upon to better understand their situation in a gunfight and how they were getting hurt in those engagement and we found players quickly grasped the tactical advantages of suppression and bullet penetration and began integrating the system into their combat engagements.
Tuning Weapon Handling
  • Achieving the right balance in weapon handling, particularly for weapons like G3 and bullpups, proved to be a more iterative process. We dedicated multiple development rounds regarding adjustments and refinements to ensure handling felt right and met player expectations. With this feature we will continue to make any adjustments or improvements as necessary after the overhaul is released.
Optic Clarity
  • We had various experiments with optic clarity involving techniques like TAA (Temporal Anti-Aliasing), and tint adjustments which underwent several rounds of refinement. A notable example during playtesting, we discovered environments and gameplay situations where tint was working against the player. Notably, some green-tinted scopes caused a loss of contrast on woodland maps, hindering target acquisition. A slight hue adjustment and trading saturation for a slightly dimmer picture proved to be the right compromise.
Optic Blur
  • We discovered through multiple playtests that the amount of optic blur we initially implemented was not well-received by many players. The feedback prompted us to investigate the specific discomforts players experienced and the physiological causes behind them. We actively sought player feedback to ensure these changes had the desired impact and pivoted our feedback collection to zero in on what was causing our players to experience these issues. Since then, we have adjusted the feature to retain some mechanical benefits while ensuring players do not experience any discomfort.
  • Sway-Based Alternate ADS Poses
  • Implementing sway-activated alternate ADS poses for the AK12 and AKM proved less successful than other features, as most players found it unpredictable and obstructive. However, we're open to revisiting this feature in the future, considering alternative implementations of this system to enhance gameplay.
As we have introduced all these new features that players were able to experience in the tests, we have seen people's concerns and comments regarding realism and how we represent combat in Squad. We’d like to restate that our goal in the overhaul is to provide the most fun, immersive, and authentic experience one can achieve in a tactical shooter while remaining approachable to a wider audience. To this end, we will make sacrifices where necessary as it relates to realism. For example, we cannot recreate the fear one experiences when being suppressed by gunfire in real life. But, we can use game mechanics to encourage players to react similarly by incentivizing them to stop returning fire, get down, and try to reposition away from the incoming fire. With this in mind, we aim to bridge the gap between “realism” and the “arcade” nature of tactical shooter videogames, and that comes together by focusing on the “authenticity” of the infantry combat experience.

FIREARM ARCHETYPES AND OUR EXPECTATIONS FOR COMBAT
b2f33ffec7040101e7b43e6eb9a849275570a4dd.png

Work In Progress

With all the recent changes, we anticipate a significant shift in how effective combat plays out in Squad. For attackers, strategic decision-making will become paramount. Gone are the days of launching reckless assaults; now, carefully picking your battles is crucial for success. The new ideal is to attack with overwhelming force and fire support, dissuading premature, uncoordinated assaults that can deplete valuable tickets.

Suppression will now take on a central role in the offensive strategy. It levels the playing field, especially against stationary defenders, and empowers smaller units to overcome superior numbers. The significance of suppression extends to coordinated fire and maneuver tactics, where elements like machine guns, grenade launchers, and vehicles play critical roles in locking enemies down to allow attacking elements to move forward more safely.

"Bounding Overwatch," a tactic where one squad covers the advance of another, will become key, especially for unsupported and smaller groups. Additionally, using armored vehicles to cross open terrain introduces an element of surprise, provided they can dismount and cover the remaining ground with fire support before defenders can effectively react. This new approach to combat intends to be dynamic and strategic, transforming how attackers and defenders operate on the battlefield. With this in mind, we’d like to take the time to share some of the general characteristics behind our newly defined weapon archetypes.

Short Rifles and Carbines (M4, AK74)
  • Short rifles and carbines serve as a baseline for weapon behavior and performance. They offer the least suppression but are versatile, easy to point fire with, and effective at all ranges. Prioritizing snappy handling over recoil control and range, several riflemen equipped with these weapons can deal enough suppression to keep an enemy squad pinned down. However, with limited ammo capacity, rifles cannot sustain fire as long without resupply compared to weapons designed to output suppressive fire.
Full-length Rifles (M16, C7)
  • These rifles have better stopping power at range, with less recoil and sway when firing from supported positions (crouch and prone), and more recoil and sway when unsupported (standing). You’ll find more inertia when looking around and point-firing with these weapons making them less ideal in CQB. With this in mind, these guns lend well to holding angles and having a “stop and pop” mentality.
Bullpups (L85A2, QBZ95-1)
  • Bullpups boast excellent CQB handling and maintain stopping power at range, though less than full-length rifles. These firearms suffer slightly increased muzzle climb due to a focused center of gravity directed toward the rifle's rear.
Battle Rifles (G3, FAL)
  • With more stopping power comes greater recoil. Battle rifles will deal high suppression, and the ability to penetrate through thicker walls. These heavier rifles also mean that target acquisition will be more challenging, especially when in an unsupported stance (standing). Masters of these weapons will move more deliberately and take a supported position before firing, as with a lower ammo capacity, every bullet matters.
Automatic Rifles (RPK-74M, M27 IAR, QJB95-1)
  • Automatic rifles provide a good mix of suppression and maintaining versatility in combat. The rounds from these rifles do more suppression than a standard rifle. However, your rounds will lack stopping power, range, and penetration compared to dedicated machine guns.
Light Machine Guns (M249, RPD)
  • A hybrid between automatic rifles and medium machine guns. These belt-fed weapons are perfect for long bursts to suppress a larger area. For more accurate fire, ensure you use it in short bursts. Though you better have the patience to reload. What it lacks in penetration and suppression compared to medium machine guns, LMGs make up for this by being relatively more usable in CQB, though mind the sway and recoil, as it's still a machine gun.
Medium Machine Guns (M240, PKP, Maximi)
  • Precision firing at longer ranges is much more difficult for medium machine guns. These weapons excel in area suppression and can more easily penetrate thick walls. Ensure you’re locked in using a bipod or prone, as recoil will not be easy to handle. As a noticeable, loud stationary target, ensure a Squaddie is nearby to watch your flanks and cover you during your long reloads.
Heavy Machine Guns (M2, DShK)
  • The heavy machine gun will shred through buildings and light armored vehicles while dealing high suppression from long distances. It is more accurate than medium machine guns but suffers from being more static, more noticeable, and longer reloads than their lighter counterparts.
Grenades and Grenade Launchers (M203, GP25)
  • Use grenade launchers to displace, suppress, and destroy enemies behind fortifications, windows, and other cover or quickly. Alternatively, use smoke grenades to lay a smokescreen for an advance, mark targets or landing zones, and obscure enemy shooting positions. Use hand grenades to precede an assault or clear a room. Remember, grenades have no allegiance regarding suppression, so keep friendlies in mind.
Designated Marksman Rifles (HK417, SVD, M110)
  • Most marksman rifles will fire full-power cartridges, making them a top-tier choice for accurate fire and suppressing a key enemy shooting position. Work with your team to deter the opponents from peeking corners or taking out entrenched gunners. These weapons struggle in CQB and close range, so it is ideal to stick with your squad.
Sniper Rifles (C14, SV98M)
  • Fire powerful projectiles that maintain their stopping power to an extreme range. These weapons suffer from a low rate of fire, and you are virtually defenseless in close quarters. Always have a spotter to confirm your hits and misses and watch your back.
Pistols (M17, TT33)
  • Your backup if all else fails. The pistol has the lowest stopping power of all firearm archetypes in Squad, but landing a hit will always cause bleeding. You won't outrange a marksman, but your pistol can mean the difference between life and death in a close-quarter engagement.
We also have many more peculiar weapons not fully covered here, which will be present in the game that you may find blur the lines in what they do. We leave it for you to play the game and determine their quirks and how best to utilize their strengths and accommodate their weaknesses.

OUR THOUGHTS NOW AND INTO THE FUTURE

The state of the Infantry Combat Overhaul in Squad is now one of great satisfaction, following an exhaustive and lengthy process of testing and refinement. We look forward to the release and are eager to let players immerse themselves in-game. After the release, we will remain ever vigilant to iterating as evolving needs arise.

As we move forward, our approach involves adding some final finishing touches post-launch while maintaining an open mindset to experimentation and innovation on this feature. At the same time, we want to maintain a commitment to trying new ideas and continuously enriching the overall gaming experience for players of Squad.

It's important to note that improving the core minute-to-minute gameplay is not an isolated goal. Instead, it serves as a crucial stepping stone toward enhancing various other aspects of the game. By prioritizing and refining the core combat experience, we set the stage for a comprehensive and engaging game that continues to evolve and captivate our playerbase.

As we continue our development efforts, we look to a bright future for Squad as we refine and revisit topics discussed in this dev blog. We’d like to once again thank the community for their enthusiasm and support with the overhaul. With the turnout for playtesting and feedback provided, we cannot describe how instrumental the community was in helping iterate our designs. Regardless, we hope this dev blog answers some common community questions and gives an interesting glimpse into the behind-the-scenes of developing the overhaul at Offworld. We hope the community stays tuned in for updates as we aim to deliver an even more immersive and enjoyable experience in Squad.

Offworld Out.
 
Agora próximo dia 27 que vem o update de overhaul de infantaria, que deve trazer o jogo de volta as origens dele.

Eu tenho grandes expectativas para essa atualização, acho que é o que faltava em um milsim (pvp) e é o primeiro do tipo com tamanha integração.

A questão é: o que eu vou apagar do HD pra abrigar os ~90Gb do jogo?

 
Agora próximo dia 27 que vem o update de overhaul de infantaria, que deve trazer o jogo de volta as origens dele.

Eu tenho grandes expectativas para essa atualização, acho que é o que faltava em um milsim (pvp) e é o primeiro do tipo com tamanha integração.

A questão é: o que eu vou apagar do HD pra abrigar os ~90Gb do jogo?



É esse o grandioso update que eles vem prometendo a algum tempinho?

Já deve fazer uns dois anos da ultima vez que joguei, achei legal, porém faltou algo para me prender.
 
Squad Update V6.0 Release Notes

Infantry Combat Overhaul

The infantry combat overhaul intends to create the most fun, immersive, authentic, and teamwork-oriented infantry combat experience possible. The goals are to:
  • Increase the amount of teamwork needed to win a fight.
  • Create more meaningful tradeoffs between different factions, weapon types, and optic types.
  • Keep the game fun while making it more approachable for new and existing players.
  • Mitigate the amount of punishment newer players experience in combat while learning the game.
e853a9edb9789643b6b9ef73643337b1f3eae731.png

Features
These patch notes will not list the exhaustive changes that we have made to each of the following areas, so please see the original infantry combat overhaul blog posts (LINK 1[joinsquad.com]/LINK 2[joinsquad.com]) for more detailed information about the changes:
Suppression
  • The suppression effect has been completely reworked to become more immersive and to enable the use of suppressive fire to become a valuable tactical tool for overcoming the enemy in combat. More powerful weapons will create a more intense and longer-lasting suppression effect. The suppression effect itself will reduce the ability of a player to be effective in combat, encouraging them to reposition themselves or seek cover.
  • Newer players can stress less about knowing exactly where the enemy are and instead provide meaningful suppressing fire to fix the enemy in place so that others can flank or maneuver on them.
Picture-in-Picture Scopes
  • Picture-in-Picture (or PiP) scopes have been added to the game, this is a more authentic way of representing magnified optics in a game. Instead of your whole screen being zoomed in when aiming through a magnified scope, only the area inside of the scope will be zoomed in. The field of view (space that the optic takes up on the player’s screen) for different optics will follow real-life measurements in most cases.
Gunplay Changes
  • Gunplay overall has been adjusted to create more fun, immersive, and authentic team-oriented infantry combat. The ability for a single player to affect the outcome of a firefight has been mitigated; effective communication and teamwork should overcome lone individual fighters in the majority of cases. All weapons have been adjusted and the weapons available to some factions have also been adjusted. Adjustments after release will be an ongoing effort to ensure we strike the correct balance.
  • Different types of weapons and optics will now have much more meaningful trade-offs, magnified optics will not be the best choice in every situation.
  • In the majority of situations, players who are in a bad position relative to the enemy are more likely to be wounded or suppressed, and less likely to be instantly killed, giving them meaningful moments to be able to react to incoming fire and making combat less punishing overall.
Infantry Movement Changes
  • Character movement has undergone changes to encourage greater communication and coordination between infantry and other infantry, as well as between infantry and vehicles.
  • Overcoming tall obstacles will be more challenging for individual infantry players than before, work together with your teammates to buddy-boost over taller objects and plan your movements through urban areas more deliberately.
  • Vaulting over obstacles is now triggered only when also holding the “Move Forward” key. Otherwise the character will instead attempt to climb on top of the obstacle. This is intended to give you more control over your actions in combat and help prevent accidental vaults causing deadly falls.
Additional System & Gameplay Updates
  • Added proximity indicators to the squad list:
    • These are dots that appear alongside the names of squad and fireteam members within your local voice chat range. The color of the dot represents how far away from you they are (bright white for 0-25 meters and grey for 25-50 meters)
  • Vehicles that can hold ammunition will now show a 3D ammo icon so that you can identify them more easily
  • Updated several CAF faction reload animations to be more true-to-life
  • Nametags will now only appear when there is a direct line of sight between you and your teammate
  • Temporarily added a “Scope Image Clarity” option to the Settings menu. You can use this setting to choose whether to prioritize clarity or anti-aliasing while using scopes. You can learn more about why this setting is being introduced in the “Known Issues” section below
General Bug Fixes
  • Players in a server’s queue will no longer get stuck in the queue when the server changes maps
  • When projectiles pass through walls, they will now have appropriate exit VFX
  • Aiming down sights with the AK-74M’s GP-25 grenade launcher while your FOV is set to 120 will no longer cause the gun to clip into your viewpoint
  • Binoculars now behave correctly when FOV is set to 120
  • Corrected the appearance of the ADF Crewman/Pilot icon on the deployment screen
  • Fixed a bug that allowed vehicles with blown-out tires to drive over AT mines without detonating them
  • Fixed a bug that could cause players to encounter an infinite running soldier animation after joining the server
  • Fixed a bug that could cause the barrel and scope of sniper rifles to momentarily become invisible if a user collapsed a bipod while aiming down sights
  • Fixed a bug that could cause the deployment loading screen to appear incorrectly
  • Fixed a bug that could prevent players from damaging vehicles with emplacements in certain situations when playing on Jensen’s Range locally (not online)
  • Fixed a bug that could prevent players from switching to certain seats in a vehicle even when they were unoccupied
  • Fixed a bug that could prevent the IMF RKG3 AT Grenade’s SFX and VFX from playing - after destroying hedgehog traps or the second state of barbed wire
  • Fixed a bug that prevented the salute emote from playing when used by a player on the ADF or BAF team
  • Fixed a client crash related to WorldSettings
  • Fixed a client crash that could occur while loading into the main menu after starting the game
  • Fixed a minor visual issue impacting the glasses and visors of BAF soldiers
  • Fixed an issue that could allow the third-person camera to clip through certain walls during emotes
  • Fixed an issue that could cause occasional waves of server log spam when having multiple clients connected
  • Helicopter control settings for Pitch, Roll, and Yaw are no longer reset each time the game is started
  • Players can now exit HMG bunkers as intended
  • Players will no longer become stuck inside the vehicle after attempting to exit the LAV, BMP1/BMP2, AAVPW, MT-LB, BFV, or M1126 vehicles in places where the vehicle’s exit points are obstructed
  • The ADF EF88 Ironsight Rifle can now be zeroed reliably
  • The emote wheel description for the Push Ups emote has been updated to reflect that it cannot be used while standing
  • Water shields on amphibious vehicles are no longer deployed automatically upon vehicle spawn-in and will reliably deploy and retract properly when entering and exiting the water
  • When a player using a recruit kit joins a squad and uses VoIP, the VoIP widget will now correctly display a recruit role icon next to their username
Map Updates & Bug Fixes
Anvil
  • RAAS v4 - Replaced the BMD-1M with the BMD-4M for the VDV faction
  • RAAS v4 - Replaced the PMV Mag58 3x with PMV RWS for the ADF faction
Black Coast
  • AAS v1 - Replaced the BMD-1M with the BMD-4M for the VDV faction
  • AAS v1 - Replaced the 2x Kamaz Logi with 2x BTR-DG Logi for the VDV faction
  • AAS v1 - Added 1x LAV-25 for the USMC faction
  • RAAS v1 - Removed the BMD-1M from the VDV faction on this layer

Goose Bay

  • RAAS v1 - Removed the BMD-1M from the VDV faction on this layer
Manicouagan
  • RAAS v10 - Reduced the number of BTR-MDMs from 2 to 1 for the VDV faction
  • RAAS v10 - Removed the BMD-1M from the VDV faction on this layer
  • RAAS v11 - Reduced the number of BTR-MDMs from 2 to 1
  • RAAS v11 - Reduced the number of MATV M2s from 2 to 1
  • RAAS v12 - Reduced the number of BTR-MDMs from 2 to 1
  • RAAS v12 - Removed the M1151 M2 Open Door vehicle from the USMC faction on this layer
Mutaha
  • RAAS v4 - Replaced the M113 TLAV with the TAPV for the CAF faction
  • RAAS v4 - Replaced the Sprut-SDM1 with a T72B3 on a 10min initial delay
  • RAAS v4 - Removed the BMD-1M from the layer
Narva
  • RAAS v2 - One helicopter with a 10-minute initial spawn delay has been added for each team
  • Destruction v1 - Fixed a bug that could cause objectives and objective caches to spawn floating above the floor in certain areas
Pacific Proving Grounds
  • Made various visual improvements to terrain.
  • Added missing map boundaries
  • Seed v1 - The PLANMC team can no longer place infinite HASCO bunkers for free. The team must also now abide by the three-player requirement.
  • PLANMC-VDV Training - The Sprut-SDM1 and ZTD05 vehicles are no longer missing from this layer
  • PLANMC-VDV Training - Fixed a bug that prevented RHIBs from spawning at the dock
Skorpo
  • RAAS v5 - Replaced the BMD-1M with the BMD-4M for a total of 2x BMD-4M for the VDV faction
  • RAAS v5 - Increased the number of Leopard 2A6Ms (on 15min initial spawn delays) from 1 to 2 for the CAF faction
Yehorivka
  • RAAS v2 - Removed the T72B3 tank from the VDV faction on this layer
  • RAAS v2 - Swapped the M1126 CROWS M240 with the M1126 CROWS M2 for 4x M1126 CROWS M2 total for the USA faction
  • RAAS v2 - Swapped 1x MATV M2 with 1x MATV CROWS M2 for the USA faction
  • RAAS v2- Reduced the number of UH60s from 2 to 1 for the USA faction
  • RAAS v10 - Updated the vehicle layout for both teams:
RAAS v10 BAF:
  • 1x HX60 Transport (6min)
  • 2x HX60 Logi
  • 1x FV432
  • 1x FV432 RWS
  • 1x FV107
  • 1x FV510
  • 2x FV510UA
  • 1x FV4034 (10min)
  • 1x SA330 (10min)
RAAS v10 VDV:
  • 1x BTR-D PKM (6min)
  • 2x BTR-DG Logi
  • 2x Tigr KORD
  • 2x BMD-4M
  • 1x Sprut-SDM1
  • 3x Mi8

  • RAAS v11 - Removed the BMD-1M from the VDV faction on this layer
  • RAAS v11 - Removed the Sprut-SDM1 from the VDV faction on this layer
Known Issues
We are aware of an issue that can cause the view seen through a picture-in-picture scope to be blurred for players using anti-aliasing or FSR. The severity of the blur is impacted by the FSR and resolution settings being used, so it may not look the same for each player who encounters it. The cause of this issue is very complex but we are hard at work to address the issue.To mitigate this issue in the meantime, we’ve implemented a “Scope Image Clarity” option in the Settings menu.

There are two options to choose from:

Prioritize Clarity in Scopes: This setting makes the image sharper but may also produce visual artifacts and cannot be used with FSR. This works by temporarily disabling anti-aliasing when aiming with a scope, meaning that players using this option may encounter jagged edges while aiming. This is the option that is enabled by default and is ideal for players who want to prioritize a clear and accurate view through their scopes.

Prioritize Anti-Aliasing in Scopes: This setting smooths jagged edges, reduces visual artifacts, and makes it possible to use FSR, but may result in the blurry image described above. This option is ideal for players who want to prioritize anti-aliasing and FSR or who are not bothered by the level of blur they are experiencing.Feel free to give both options a try to see what works best for you. We appreciate your understanding and patience as we work to get this resolved as quickly as possible.

We are also aware that nametags do not appear when looking through a picture-in-picture scope. This is a temporary mitigation for a problem we found during development. Nametags appeared to be offset from their intended location while looking through picture-in-picture scopes. We have decided to remove them for now and will update you on any further adjustments to the nametag system in the future.
Mod SDK
  • Updated mod SDK to v6.0.
  • Updated mod versioning to v6.0. This requires mods to be re-cooked with the v6.0 SDK in order to be compatible with the updated version of the game.
  • Weapon sway configs in “Weapon Static Info” will be overwritten when the new SDK arrives. Remember to copy these values over to your new version.
  • The walk speed multiplier while reloading and using items previously lived in the “Mutable Soldier”, but now it is controlled on a per-weapon basis. See “Walk Speed Multiplier” in “Weapon Static Info”. Changes made to the parameter in “Mutable Soldier” will be lost.
  • The three parameters which together controlled ADS time have been consolidated into a single parameter in “Weapon Static Info”, adjustable per-stance. “StandLocBlendTime” was preserved but is not functional, so you can refer to this value to see what your pre-ICO weapon ADS time was.
  • Added Gameplay Events Subsystem: This allows modders to easily bind events to common gameplay actions like reloading, aiming, and firing, without needing a reference to the soldier or player controller. We aim to add more bindable events in the future.
  • Added Generic Punch System: This allows modders to use curves to rotate or translate the weapon and/or camera in response to gameplay events. This system is already being refactored, so feel free to experiment with it for now, please note that the input structs and blueprint nodes will change in the following SDK release.
Please Note: Updating to Squad v6.0 will force your cache to clear, resetting the game settings to their default values. Remember that you can use the "saved keybind preset" feature to save and load custom keybinds so you don’t have to set them up again when clearing your cache.

Offworld Out.
 
É esse o grandioso update que eles vem prometendo a algum tempinho?

Já deve fazer uns dois anos da ultima vez que joguei, achei legal, porém faltou algo para me prender.
Sim, e deve mudar fundamentalmente o jogo.

Antes um cara com um ACOG poderia facilmente eliminar um esquadrão inteiro pois era muito fácil a aquisição de alvos e "follow up" dos tiros, scopes eram OP.
MG mal tinha utilidade pois virava um alvo fácil quando estava estático com bipé;
E até o atirar sem mira parecia facilitado.

A intenção é trazer combates mais longos, que necessitam de fogo e manobra e coesão do time/squad para "serem resolvidos", ao invés de resolver tudo com 1 tap de scope.
Eu acho absolutamente válido e necessário.

A imensa maioria das pessoas que participaram da fase de testes (onde levaram algumas mudanças dessas ao limite, para depois darem uma atenuada) aprovaram aas mudanças e consideraram uma fase de renascimento para o jogo.

Ainda não joguei mas baixarei assim que pssível.
 
Sim, e deve mudar fundamentalmente o jogo.

Antes um cara com um ACOG poderia facilmente eliminar um esquadrão inteiro pois era muito fácil a aquisição de alvos e "follow up" dos tiros, scopes eram OP.
MG mal tinha utilidade pois virava um alvo fácil quando estava estático com bipé;
E até o atirar sem mira parecia facilitado.

A intenção é trazer combates mais longos, que necessitam de fogo e manobra e coesão do time/squad para "serem resolvidos", ao invés de resolver tudo com 1 tap de scope.
Eu acho absolutamente válido e necessário.

A imensa maioria das pessoas que participaram da fase de testes (onde levaram algumas mudanças dessas ao limite, para depois darem uma atenuada) aprovaram aas mudanças e consideraram uma fase de renascimento para o jogo.

Ainda não joguei mas baixarei assim que pssível.

Vou aproveitar o final de semana para tentar dar uma conferida no game. Lembro que os poucos servidores br estavam sempre bem cheios, então acredito que com o update a galera que gosta vai estar em massa.
 
AInda não joguei depois do update. Mas vi um video na gringa mostrando as analises dos jogadores e estão bem negativas, dizendo que o jgoo morreu etc.. ... Qual o feedback de vcs??
 
Essa mudança da forma de centralizar a câmera tirando o pivô do meio do boneco é algo desnecessário e retrógrado. Há formas de ajustar o flow do jogo sem comprometer a jogabilidade/gunplay, que nem é lá essas coisas.
 

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