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Sanxian and Turkish Land Forces Public Playtest!

Attention Squaddies,

We will be running a public playtest this weekend! It will feature the new pacific map Sanxian Island as well as the Turkish Land Forces (TLF) faction.

The playtest will take place on our Squad - Public Testing application which can be installed from your game library!



If you have already installed the playtesting app, an update will be made available the day before the test for you to download.

[h3]Playtest Start: November 17th at 7 PM UTC | 11 AM Pacific | 2 PM Eastern
Playtest End: November 20th at 7 PM UTC | 11 AM Pacific | 2 PM Eastern
[/h3]

For this playtest, we will be running ONE playtest server each day due to our specific needs for public testing. If you wanted to hop into a playtest but never knew of a good time, we suggest gearing up at 7 PM UTC | 11 AM Pacific | 2 PM Eastern each day over the weekend for what we're calling Playtest Primetime! We found this to be the best and most populated time to join.

So squad up and come try out the next faction and map coming to Squad and maybe you’ll reign victorious over some Offworld Squaddies with the new Turkish Land Forces MKE MGL Grenade Launcher!

To stay up to date and to join the discussion, we encourage you to join our Official Squad Community Discord Server to get the earliest news on playtests!

At ease,

[h3]Offworld Out.[/h3]

Turkish Land Forces Spotlight

Attention Squaddies,

We are thrilled to announce that the next faction to be added to Squad will be the Turkish Land Forces (TLF). If you are participating in our public playtests you might have already played them and we are thankful for your feedback.

The Turkish Land Forces faction comes with a few unique tools in their arsenal, distinguishing itself by making use of a combination of unique domestic equipment and a smaller mix of equipment from other nations. Their equipment is a mix of unique, domestically produced weapons/vehicles as well as older-generation western equipment. As a faction, they do not have a particular strategic strength but instead have the tools to overcome any situation.

[h2]Infantry Kits[/h2]

They have a few noticeable differences for their infantry kits:

  • No dedicated heavy anti-tank role.
  • More light anti-tank roles than other factions.
  • Two grenadier variants, one with an underslung grenade launcher and another with a standalone semi-automatic grenade launcher, the MKE MGL unique in its kind.
  • A machinegunner in the “direct combat” roles, a unique trait to their faction.
  • A special Jandarma role, equipped with the SAR 109T Submachine Gun, our first modern SMG in Squad.




The Turkish Land Forces also come with new unique weapons and optics:
  • SAR 109T Submachine Gun
  • MPT-76 Rifle
  • KNT-76 Marksman Rifle
  • AK40-GL Underslung Grenade Launcher
  • PMT-76 Medium Machine Gun
  • MG3 with iron sights
  • MKE MGL Grenade Launcher
  • HAR-66 Light Anti-Tank Weapon


Optics
  • A940 Optic
  • KESKIN Marksman Optic
  • HNA Red Dot Optic


[h2]Vehicles[/h2]

The Turkish Land Forces have an emphasis on combined arms tactics and have access to a wide range of options. However, they also have a few vehicles that are unique to them.

  • BMC 185-09B Truck
  • Cobra II MRAP
  • ACV-15 Tracked APC/IFV
  • PARS III Wheel APC/IFV
  • M60T MBT
  • UH1H Helicopter




That's it for this quick showcase! If you want to get your hands on the faction early and give your feedback keep an eye out on our Discord for when our next playtest will be.

SQUAD HOTFIX 6.0.2 RELEASE NOTES

Our latest hotfix, Squad 6.2 has been released, focusing on improving scopes clarity and depth of field on suppression effects. Also the name tags are back when aiming down sights! Yay!

[h2]Updates & Bug Fixes[/h2]


• Friendly name tags are now visible again when aiming down sights with scoped weapons
• Improved scope clarity on some weapons
• Corrected eye relief on the C7 Grenadier
• Made adjustments to depth of field values to mitigate the impact of upscaling (FSR) on suppression effects
• Fixed an issue where players could be prevented from joining servers due to a "Host Closed Connection" error until their game was restarted
• Updated the privacy policy

Squad Hotfix 6.0.1 Release Notes

Squad v6.0.1 hotfix is deploying tomorrow, here is the list of the fixes addressed in the update:

[h2]System & Gameplay Updates[/h2]
  • Decreased lateral sway by 10% for all rifles, DMRs, snipers, and AT launchers.
  • Increased rifle ADS speed by 10% when using ironsights and 5% when using reflex sights.
  • Greatly reduced minimum sway for all shoulder-fired anti-tank weapons when fully stabilized and aiming down sights.
  • Reduced arming distance of all handheld anti-tank weapons to 10 meters, with the exception of the NLAW, which is now set to 20 meters.
  • Adjusted weapon inertia on DMRs and sniper rifles to make them more consistent with other rifles and much easier to aim when point shooting.
  • Reduced global LMG and MG bipod sway transition time by 33%, allowing bipodded weapons to stabilize faster.
  • Adjusted damage falloff for the G3 and FAL to allow for a one-hit kill to the torso, upper legs, and upper arms within 20 meters.
  • Increased auto-lowering timer of rifles, ARs, SMGs, DMRs, and Sniper Rifles to 50 seconds for easier room clearing and point shooting.
  • Adjusted the camera perspective shift on AK74 and RPK74 series weapons with iron sights when sway is high. These ironsights should now feel better to use.
  • Reduced sway offset for AK74 series rifles with 1P63 reflex sight by 50% to prevent the reticle from going out of bounds while moving in ADS at maximum stamina and stability.
  • Reduced PLA's YMA600 scope shadow sensitivity.
  • Made the reticle of the VDV SV-98 thicker to make it easier to read at all magnification levels
  • Added ranging to all BAF weapons equipped with the SUSAT optic.
[h2]General Bug Fixes[/h2]
  • Fixed a bug that caused bipods to not reduce weapon sway at all if the player deployed the bipod while crouched or prone.
  • Fixed a bug that could cause "Host Closed Connection" errors in v6.0. Due to a build issue, the wrong iteration of this fix was included in v6.0; this is now resolved in v6.0.1.
  • The suppression visual effects are now correctly applied to soldiers in all vehicle seats.
  • The PF98 rocket launcher scope sight zeroing is no longer offset at 300m and above.
  • Fixed a bug that caused distracting black triangles to appear on the scope when using the BAF SUSAT optic.
  • In the Settings menu, AA options are now grayed out when FSR2 is enabled, as intended - FSR2 requires AA to be turned on to function. The game also now enforces AA values properly, depending on your “SCOPE IMAGE CLARITY” setting.
[h2]Map Updates & Bug Fixes[/h2]
[h3]General[/h3]
  • Standardized starting tickets for a number of map layers. Most layers on larger maps start with 300 tickets, while most layers on smaller maps start with 250 tickets.
[h3]Manicouagan[/h3]
  • Invasion v1, v5, v8, v9 - Fixed a bug that could cause certain boats (e.g., the USMC RHIBs) to float or spawn too far away from the dock for players to reach them.
[h2]Offworld Out[/h2]

Squad 6.0 Live

Attention Squaddies,

Squad 6.0 can now be downloaded. You will find all the changes made by the update listed and detailed in our Release Notes: [LINK]

Please share with us your thoughts on the update, and if you encounter any technical issues, you can report them in our dedicated Bug Report Channel on the Squad Community Discord: [LINK]

At ease,

[h3]Offworld Out.[/h3]