REVEALING Squad's Future with OWI Q&A

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  • čas přidán 30. 06. 2024
  • We JUST got a Q&A from the SQUAD GAME DEVELOPER. They answered community questions and discuss the FUTURE of Squad. We're going to breakdown some of their answers and the clues we have for what might be next for Squad, including Commander updates, improved tutorials and faction balancing. While this is straight from Offworld Industries, I also give my own impressions on some of their answers and I think new players as well as veterans will be happy to hear about some of what they have planned for the future of the game. Let me know what YOU think in the comments!
    Full Q&A: store.steampowered.com/news/a...
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    Cinematic Game footage recorded on Show of Force.
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Komentáře • 42

  • @Slay3Kilo
    @Slay3Kilo  Před 2 měsíci +3

    What are your thoughts? Let me know! Be sure to like and subscribe!

    • @TazTactical
      @TazTactical Před 2 měsíci

      I'd like to see them revisit the ICO in full. I feel alot of the stuff they changed was in the right direction but wasn't executed correct. i dont like feeling sick when suppressed, not being able to steady my aim even after 8 seconds of not moving and aiming is crazy considering im playing as a "Trained soldier". I also would like animations reworked as i feel animations like aiming down your weapon aren't realistic, i feel like my character is fling there buttstock of the rifle over there shoulder as if it was resting on the outer portion of there arm instead of it already being shouldered and your character just looking down the sights. One big reason i started playing squad and feel in love with it is cuz of the cinematics such as mortars and suppressing and being able to witness all this first hand. after the ICO i feel the enjoyment of witnessing explosions around you was taken away now that everything just turns blurry. I understand explosions and bullets are meant to suppress and keep an enemy from being a super soldier but there has to be a middle ground to still enjoy the cinematics. i see where OWI is going and i feel they have a long way and hope they listen to there community.

    • @MachinedFace88ttv
      @MachinedFace88ttv Před 2 měsíci

      @@TazTactical i disagree, you just want 100 ergo weapons and no recoil , and want to see EVERYTHING ALL the time. youre lying through your newbie little teeth

    • @TazTactical
      @TazTactical Před 2 měsíci

      I have 1500 hours in squad been playing for almost 2 years. I agree there should be some short of suppress but what there is right now is completely over blown but i still want to enjoy the game and feel the rush while witnessing the mayhem. I feel i cant do that behind 80 year old cataracts ​ @MachinedFace88ttv

  • @OffworldCeeg
    @OffworldCeeg Před 2 měsíci +16

    Great commentary on our Q&A, thanks for covering it! ^ Ceeg

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +2

      Thanks for watching! Happy to do it! I think there's some good information shared here!

    • @deriklongokailer
      @deriklongokailer Před 2 měsíci

      is there a way that you guys can implement a way for us to know how many infantry, vehicles, radios we ever killed/destroyed in the game? i always wonder how many haha, would be cool to know. Also maybe telling me how many times i died too.

    • @someshambler5536
      @someshambler5536 Před 2 měsíci

      CEEG!

  • @tmytyson
    @tmytyson Před 2 měsíci +8

    Rather long comment incoming; bear with me. A Commander rework is the most overlooked project for Squad. V6 showed there could be a surprisingly robust strategic aspect to the game, with the Commander managing squads as they methodically accomplish smaller objectives. Unfortunately, the tools just aren't in place; with the exception of a few additional map icons Commanders don't have any real influence over squads. To truly leverage a team the Commander needs methods like direct marker placement, squad management/creation or even some kind of disbandment/punishment system if a squad refuses to accomplish objectives.
    Of course, with that sort of direct control a Commander needs to be the right player for the job, which is why I almost agree with the progression question. Players don't necessarily need level-tied unlocks or a battlepass (God forbid) but there does need to be some way to tell who has the requisite playtime, experience, or - to support Kilo's point - a player commendation system to know who has the familiarity, skill, and mindset for command.

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci

      I could see a progression system somehow giving SLs and/or commanders some sort of notice. I'm not sure it should limit their ability to sign up for the job, but maybe it could inform other players of their familiarity or experience with the role.
      I don't know that the CMD position should really get into nitty gritty of squad management, but I do think there could be extra bits added to their overall capability. I'd love to see something tied to logistics, like a supply drop to restock a FOB temporarily. Adding value that benefits more of the team besides the more exciting airstrike and arty options could be a neat way to make SLs and squads generally more connected to the commander.
      As for strats and tactics.. I think there's a bit of a reset happening with the unit voting, but over time I think we'll see more reliance on teamwork as folks get much more accustomed to how units can be used and what their capability is.

  • @TheJubiter
    @TheJubiter Před 2 měsíci +3

    If the social progression thing can award you physical ribbons on your actual character based on commendations that would be so cool

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +1

      Yes! Maybe arm patches??

  • @Medietic4
    @Medietic4 Před 2 měsíci +2

    Ayyyy that intro is dope as fuck! Good video. Excited to see where the game goes! Wild we still get so many updates

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +1

      Thanks homie! The intro was so fun.. Music was KILLING it.

  • @Vuk-kb9mo
    @Vuk-kb9mo Před 2 měsíci +2

    Great video keep them coming

  • @nickcaretto
    @nickcaretto Před 2 měsíci +2

    excited for the future, cant wait to get back into the action

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +1

      You gotta!!

    • @jmgonzales7701
      @jmgonzales7701 Před měsícem

      We need new game modes that can be played for shorter time and smaller cqb maps.

  • @TruthPrevails24
    @TruthPrevails24 Před 2 měsíci +1

    I appreciate the video its very good, I’m excited that they are planning on going to unreal engine five I think that’s gonna help with a lot of peoples PCs not being able to handle this game and mine myself with the German Raps. It’s very hard to handle the amount of fool on those maps.
    My favorite part is that they’re working with motors because as of right now the motors and my opinion is what makes the game I can’t stand playing vanilla squad. I have to be playing at least global escalation mod so I can have some more guns at least.

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +1

      Thank you! I'm hoping UE5 could help with performance!

    • @TruthPrevails24
      @TruthPrevails24 Před 2 měsíci

      @@Slay3Kilo me too!!

  • @honkhonk8009
    @honkhonk8009 Před 2 měsíci +2

    Unreal 5 would be a great opportunity, as it would improve performance by so much.
    2014 was back when people expected faster and faster processors. With moores law slowing down, Im guessing Unreal 5 takes advantage of modern silicon more
    Less stutters, better cache management, and monumentally better FPS

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +1

      That's what i was curious about.. if it would improve overall performance. That's some of the issues I'm seeing right now.. is stutters and hitching.

    • @Texshy
      @Texshy Před 2 měsíci +1

      The game won't get better performance until it utilizes all available CPU cores.

    • @honkhonk8009
      @honkhonk8009 Před 2 měsíci +1

      @@Texshy Yes, but UE5 is more focused on multithreading and hardware acceleration. Even the Task system apparently has less overhead, better latency, and some other improvements to stop contention and underutilization of available cores like in UE4.
      Nanite uses mostly the GPU for culling, and the LOD system is multithreaded. LOD and Culling in UE4 was more CPU-bound in complex scenes like often times with Squad.
      Global Illumination/reflection, Physics, and animations, are also more multithreaded and use more hardware acceleration than UE4 where it was all just done on a single core.
      Also you got the better IO and asset streaming which are multithreaded, and would be monumentally better for Squad.
      Also UE5 has the equivalent of Unity's DOTS, but specifically for managing the cache. I feel like Squad has really shitty cache management.
      The only reason they dont wanna swap, is because their lazy. UE5 is largely backwards compatible, and really only has a few changes. Its practically plug and play. Their the same company that took months to change the server browser, so I dont expect them to put much effort elsewhere.

  • @williamk1060
    @williamk1060 Před 2 měsíci

    OWI misinderstood the laser rangefinder question. What is refered to when talking about range finding is the fact that almost all modern tanks automatically elevate the cannon for the given range. Tank gunners don't use the ladder sight unless the automatic elevation is inop. Of course, older vehicles like the BMP, T64 ect wouldnt have that.

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci

      Ah, interesting. Sort of like the old Leopard sight?

    • @joezzzify
      @joezzzify Před 2 měsíci

      T-64 would have it, T-62 wouldn't unless it was an T-62M or other modernised version with an LRF

    • @greglmao6185
      @greglmao6185 Před 2 měsíci +1

      I think the correct term for this would be the FCS or Fire Control System, which would use the laser range finder to adjust the cannon. That's why OWI didn't answer the question as the commenter had thought.

  • @PoseidonZombie
    @PoseidonZombie Před 2 měsíci +2

    I like the direction, but optimization, cmon how were there no questions or answers about that. IDC about UE5 at this point I just wanna stop dying to desync. It's great communication and a really cool direction they're going with squad but, can we get it more stable first?

    • @Medietic4
      @Medietic4 Před 2 měsíci +2

      Preach! I love all the new toys and certainly won't complaint about more stuff but some bugs like the gunshot sound bug and some of the micro-stuttering, etc has been around a little too long.

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +1

      I agree with the need for optimization! 100%! Sort of thought it was odd that that's not touched on at all.

    • @jmgonzales7701
      @jmgonzales7701 Před měsícem

      We need new game modes that can be played for shorter time and smaller cqb maps.

  • @ApexAaronGame
    @ApexAaronGame Před 2 měsíci +1

    I'd assume the social progressive system would be something like a badge by your name to let people know you're helpful to noobs maybe?

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci

      Could be something really simple? Maybe a ribbon on your character?

  • @user-ho5qx6iu1m
    @user-ho5qx6iu1m Před 2 měsíci

    Sick of constantly playing the same maps, the voting system is just NOISE and SHOUTING and in my opinion all armour should be under 1 squad so that their Squad Leader can direct the armour to be in the best place for them to make a difference. There is far too many players grabbing armour and not utilising it to the benefit of the Squad Plan. You hear it every time the game finishes about "I got XXX kills" like everyone is trying to out do others rather than look at the big picture of AS VARIOUS SQUADS we need to achieve the objective collectively.
    I would personally like to see AI on the Jensons range so you can practice shooting "live" targets and using the admin commands to change map you should be able to play on your own as Squad Leader and LEARN to utilise your squad leadership role of building fobs and fortifications so you can use your skills and knowledge to use the places you have practiced on to build better HABS and defences. Rather than play on an admin change map, be a SL and can't put a radio down because you are alone......if they had AI players who followed your command of build here, follow, move etc then you can learn the role of SL much better for a "Live" game.

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci

      Like the idea of having AI on Jenson's, but absolutely no to one squad for all armor. Would kill communications and isolate armor even further from everyone else on the field.

    • @jmgonzales7701
      @jmgonzales7701 Před měsícem

      We need new game modes that can be played for shorter time and smaller cqb maps. Also maybe a co-op game like six days in Fallujah

  • @Toasthero99
    @Toasthero99 Před 2 měsíci +2

    Great take. Im exited to see how the voting system will develop. Right now i feel its Rus/Vdv vs Blufor on Yeho/Gorodok 24/7. Tank batalion only. God i hate the tracked logis.....

    • @Slay3Kilo
      @Slay3Kilo  Před 2 měsíci +1

      Thank you! It needs some polish and server owners gotta find the sweet spot via settings!

    • @jmgonzales7701
      @jmgonzales7701 Před měsícem

      We need new game modes that can be played for shorter time and smaller cqb maps.