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squad raas layers

Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. This means it will not be possible to destroy these vehicles by hitting only their turret. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. 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). Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed the Scots Pine tree texture so it is less bright. 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. etc.) 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. That helps us get an overview. Fixed an issue with vehicles sometimes floating when they first spawn. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed an issue with various buildings and foliage culling too quickly. Fixed a wall segment having a missing face at grid I7-8-9. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Updated Anvil loading screen music to use its own unique theme. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. AAS v1. Fixed an issue with tall buildings culling inapporpriately. Low is now much lower, and High/Epic is much higher. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fixed multiple piles of incorrectly textured boulders. Fixed the long standing FOB Double teleport bug. Ticket loss from losing the flag is still the same (-10 tickets). Updated the landscape terrain shader to a new and improved version. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Textures do not become excessively blobby at lower settings. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed an issue with dithered temporal AA glass shaders. 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). Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. TC v2. AAS . Pros: Relatively small footprint with superior viewing angles for observation and fire support. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed issue with shiny roads on several maps. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed a minor issue with floating grass in the Tunnel. This will be addressed in a future update. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. 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. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Note: autocannon are unchanged and still use a 50cm kill zone radius. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Updated landscape to be rockier across the entire landscape. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated HUD notifications to cap the maximum number of notifications to 4. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Clarified the requirement for Combat Engineer explosives. Expanded the road network around Kropy and Zolata POIs. Adjusted the Goose Bay map camera location. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. . Added a new landscape shader and new landscape textures. 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. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Fixed the issues with the backdrop mountains texture. At higher quality, textures remain at full resolution further into the distance. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed a sidewalk using an incorrect material. We now achieve the desired look using lighting alone, which preserves detail. Added a small amount of new mini POIs throughout the map. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). RAAS v06. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. This is intended to give low-end hardware more performance options. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Improved and optimized texture quality scaling. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. RAAS v10. This, Player kit role icons are sometimes not being displayed on certain menu screens. Expanded the road network northwest of Mogiliovo POI. Those who know about it anticipate and destroy maps. optimized the LODs on the Coal Tipple Building. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Easily installed this mod works to correct debilitating Raas layers. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. A complete dictionary of Squad Maps and layers available in-game. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Only the admin cam has special caster features. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. 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). Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04.

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squad raas layers