Community's opinion on RAAS vs AAS? : r/joinsquad - reddit Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Updated CAF Commander CAS to now use CF-18 rocket strike. We have updated the capture speed to scale with the number of players. RAAS v02. This is intended to give low-end hardware more performance options. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed an audio issue where double hit sounds would play for soldiers. Updated the way armor meshes react to damage traces from explosions. Low is now much lower, and High/Epic is much higher. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Usage To use SquadMaps, head to https://squadmaps.com and begin! These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. Updated Mestia Invasion v1 to now use Mid Day Lighting. More details below: Removed the force which previously prevented infantry from standing on each others heads. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. etc.) Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. This is intended to make deployable fortifications more resilient. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. TC v2. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. It is the third update of the year (not counting Hotfixes). Fixed an exploitable non-enterable room to prevent radio placement. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Added a road connection between Niva Upper and Train Bridge. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL).
Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Potential Fix for a client crash related to network messages when joining a squad. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Clarified the requirement for Combat Engineer explosives. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Fixed an issue with foliage popup at close distance. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Adjusted the grass materials to better match the landscape. This addressed a number of visual bugs. Currently, this primarily affects the complexity of the Landscape. Adjusted grass heights to create less excessively high grass. Some layers will continue to receive tweaks and improvements in the future. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed a z-fighting column at the warehouse. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed a common Server crash related to SQMapMarkerManager. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. The update also brings an overhaul of how the game handles lighting. Soldier stamina regeneration will be paused until these actions complete. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3.
Reddit - Dive into anything Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. No change in all vanilla settings. Fixed a minor issue with dirty toilet water seeping through the wall. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Updated the MEA G3 Rifle series firing sounds. Cooldown does not affect markers placed through the map. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Updated Shadows now render out to 1km at all graphics settings. Fixed exploitable cliffs near Russian Outpost POI. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. AAS . Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. Added a new road connection between the Bunker and Train Bridge OP. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Squad's RAAS system was originally based only on depth. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). A complete dictionary of Squad Maps and layers available in-game. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. RAAS v03. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. RAAS v11. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. . Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! Fixed a material LOD issue on the large garage at USA Main and the village houses. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Others can still hear them when they talk. This is intended for very old systems for which Low settings are still not sufficient. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Goose Bay Fixed various floating grass. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Textures do not become excessively blobby at lower settings. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed the long standing FOB Double teleport bug. Fixed an issue with a floating Road grid J10-2-1.
Squad Update v2.12 Release Notes RAAS v07. #5. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Now they should block traces with the visibility channel. Fixed an issue with a wall sticking through a building at grid C4-2-4. Fixed a minor issue with a floating rock at grid D13-8-9. Updated landscape to be rockier across the entire landscape. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. . It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. This new revised landscape should appear more natural, with a minor increase in micro terrain. Adjusted all SL Rifles to now show + Tracer on their HUD names. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly.
Squad Maps Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. With improved shadows and lighting also comes updates to the Graphics Settings Menu. GB FV510 IFV was particularly susceptible to this issue. Updated ragdoll motors to create a more realistic death with the pose being maintained. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone.
OWI need to nerf Squad lanes : r/joinsquad - reddit If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fallujah Fixed a detached wall segment at grid G5-3-2. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage).
Squad Maps Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed some areas where foliage bushes was clipping into houses. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. USA now has 2x M939. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle.
GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. The root cause of this issue was addressed by a change to the way penetration is handled. Increased the update rate of particles at all quality levels. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed incorrect shading on several landscapes. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). The recommended solution, for now, is to run Squad in the Borderless mode. !vote end - Gently ends the current vote and announces the winner layer. Occasionally a player does not spawn at a Rally Point. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Tessellation itself has also been significantly optimized. This draws focus to the action and enhances the look of visual effects. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed a collision clipping issue with the rusty railing material and decal. The audio module for Squad is initialized at the game start. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Fixed the Scots Pine tree texture so it is less bright. Fixed some minor visual issues with the Scots Pine bush LODs and normals. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Updated the HAB ghost placement mesh to include exit point indicators. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit.
Squad: New Harju Map Added in Update v3.4 | Player.One This usually resulted in putting a soldier up in the air, followed by a fall to their death. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. deployables to be placed intention is to disallow all deployables in the sewers. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire.