u/CC_ACV

The New Party System Shouldn't Force Players to Create an Open Squad

The New Party System Shouldn't Force Players to Create an Open Squad

TL;DR: The new Party System is a great idea, but automatically creating an unlocked squad with a default name causes unnecessary problems. Random players can join before I lock the squad, vehicle-claim rules become a hassle, and even joining friends can trigger unwanted squad creation. Parties should remain separate from in-game squads until the party leader explicitly chooses to create one.

For those unfamiliar with the new Party System introduced in V10.6, it allows you and your friends to join and switch servers together. It sounds like a great quality-of-life feature at first, but there's one major problem: the game automatically creates an unlocked squad with a default name when you join a match.

This creates several issues for how I normally play:

I usually want to create a locked squad for my friends. Since the game automatically creates an open squad, random players can join before I have a chance to lock it. I then have to either kick them out or disband the squad entirely. Neither option is ideal, and kicking everyone can understandably annoy other players, especially when it looks like squad-baiting.

Some servers enforce vehicle-claim rules based on squad names. Since the automatically created squad has a default name, I have to disband it and create another squad with the appropriate name before I can claim a specific vehicle.

The issue also happens when friends join me through the new party system. Even when I didn't intend to create a squad, the game can automatically create one, bringing back the same problems with squad locking and vehicle claims.

My current workaround is to lock my one-person party first, then ask my friends to join the server manually by searching for its name instead of using the party system. It's unnecessarily complicated for a feature that's supposed to make playing with friends easier.

I like the idea behind the Party System, but it should let players decide when to create a squad, whether to lock it, and what to name it. Automatically creating an open squad every time defeats much of the convenience the system is supposed to provide.

Ideally, a party should remain separate from an in-game squad until the party leader explicitly chooses to create one.

u/CC_ACV — 6 days ago

The New Suppression System is About to Update

OWI just released the SDK Test branch update for the upcoming Suppression changes. Usually it will be updated within 3 weeks (kek).

ICYMI: New Suppression system cancelled the cursed blurry after effect and switched to tunnel vision. You can now see the target clearly but the steady state bars will be increase with more suppression. Explosives such as UGL and rockets will maximize the bars and would take you several seconds to recover.

u/CC_ACV — 2 months ago
▲ 173 r/joinsquad

Squad New Suppression Rework is Far Better Than Blurry

TL;DR: This is from a playtest build and is still under development, not a V10.5 live update. The new suppression feels more readable than the old blur system. Small arms suppression seems weaker, while MGs, explosives, autocannons and tank rounds feel much stronger. Explosives can instantly max out the steady bars, but once the suppression effect ends, the bars recover right away.

I played a few rounds on the playtest build and had some time to try the new suppression system in actual matches. Just to be clear, this is still under development and should not be treated as a confirmed V10.5 live update.

Overall, the new system feels much better than the old heavy blur effect.

The biggest visual change is that suppression no longer gives you the strong blurry screen effect. Instead, it feels closer to the pre-ICO tunnel vision effect, with a darkened ring around the screen and reduced color saturation. The image becomes more washed out, but you can still clearly identify targets if you already know where to look.

The suppression values also seem to have changed quite a lot. Small arms suppression feels much weaker than before, while machine guns, explosives, autocannons and tank rounds feel much stronger. In particular, autocannon and tank cannon fire can instantly push the steady bars to the maximum, making accurate shooting basically impossible while the suppression is active.

Explosives also feel much more important now. When you are suppressed by explosions, the steady bars can be pushed all the way up immediately, but once the suppression effect ends, the bars recover right away. So it is not a long-lasting blur that makes you unable to see anything, but more of a short and strong disruption to your ability to aim steadily.

One example from my match: we were holding angles from the third floor of a building, and the enemy fired a grenade at the first floor. We got suppressed even though the explosion was not directly on our floor, but we could still clearly see the enemy position. The important part was that our weapon handling was disrupted, not that the screen became unreadable.

This makes heavier weapons feel much more valuable in attacks. Machine guns, LATs, grenadiers, autocannons and tank guns can create very effective suppression before infantry pushes into an area. It also gives squad-level support weapons a clearer purpose instead of making suppression feel like a generic visual annoyance.

So far, my impression is that this playtest suppression system is a good direction. It keeps visibility more readable, reduces the frustrating blur, and makes heavy weapons matter more in fire support. Of course, since this is still WIP, the final implementation may change.

u/CC_ACV — 4 months ago
▲ 130 r/joinsquad

Squad has just showed its CDT road map with some interesting proposals

Weapon Resting is under R&D now OMG!

u/CC_ACV — 4 months ago
▲ 161 r/joinsquad

Goggles and glasses can be seen through the smokes

#Literally Unplayable

u/CC_ACV — 4 months ago

Soldier Customization in the New Roadmap?

Hmm🤔🤔🤔🤔

u/CC_ACV — 5 months ago
▲ 153 r/joinsquad

Conceptual Arts for Squad: OP First Light

Squad: OP First Light is a CN version of Squad, developed by Offworld Industry, and hosted by Tencent, targeting Chinese player communities, with gunsmith, clan battles, customizable outfit (like Insurgency Sandstorm).

TLDR: CN version Squad made by OWI. Some assets could be transmitted into Squad, like Russian PP19-01 which was added to Squad SDK a while ago but got deleted fairly quick.

u/CC_ACV — 5 months ago