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WP - Update to v14
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WP - Update to v14
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=== Already finished === USER INTERFACE * Added a progress bar for when you are building deployables and repairing vehicles. VEHICLE GAMEPLAY * Added Loaders Cupola station to the T62 tank. This is a manually operated DsHK mounted onto an anti-aircraft style mount which allows for 360 traverse and high angle engagements and gives the T62 tank additional firepower by adding another station for the crew to go into INFANTRY GAMEPLAY * Changed requirements for placing a FOB (radio). Instead of needing SL + 2 players to place a FOB, you now need SL + 1 player + logi within 30 meters to place a FOB.ADDED AK74 BAYONET * Russian Ground Forces will now receive the AK74 Bayonet, which replaces the older AKM bayonet model. NEW VEHICLES FV4034 MAIN BATTLE TANK. -> [[FV4034]] * The FV4034 is the main battle tank of the British Army and holds a crew of 4 (Driver, Gunner, Commander, and Loader). This tank sports a stabilized 120mm rifled main gun capable of firing armor-piercing SABOT rounds, High Explosive, and Smoke rounds. In addition to its main cannon, the tank also has a 7.62mm coaxial machine gun and smoke launchers for self-defense. The commander has access to a high-powered optical periscope featuring hunter-killer functionality with the gunner. The loader’s position has a Remote Weapon Station with a 7.62mm GPMG slewed to it, allowing for additional anti-personnel firepower should the need arise. BMP-1 INFANTRY FIGHTING VEHICLE. -> [[BMP-1]] * This Soviet-made IFV was developed in the 1960s and is now featured in Militia and Insurgent arsenals. This vehicle seats 3 crew (Driver, Gunner, and Commander) and can hold up to 8 passengers, plus 4 riding on top. Putting public transit to shame, this vehicle has a 73mm smoothbore cannon capable of firing projectiles similar to that of the SPG9 recoilless rifle. As such it has access to High Explosive Anti-Tank and Fragmentation rounds for its main gun, as well as a PKT coaxial machine gun. An additional Malyutka-P missile adds a slow, but devastating wire-guided option for enemy armor. NEW MAP SKORPO -> [[Skorpo]] * Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks for any mechanized force. Keeping your supply lines open is also difficult given there not being much room to maneuver. Utilizing the varying elevation of the landscape and hidden forest roads will yield many advantages, but be aware that the enemy might also have the same idea. * Skorpo will feature AAS, RAAS, Invasion, Skirmish, and the brand new Territory Control game modes. GAME MODES ADDED TERRITORY CONTROL GAME MODE -> [[Territory Control]] This new game mode has two teams facing off to capture contiguous hex tiles across a map and will continue to evolve through the next few versions of Squad. Territory Control consists of a grid of hexagonal regions, which function like capture zones, anchored by a “key territory” hex for each team as the base of their grid. If a group of hexes is disconnected from this key territory, or the territory itself is contested, a team will need to recapture it before claiming any new territories. The status of a hex is hidden by the fog of war until a team controls an adjacent hex, cloaking enemy movements until conflict erupts. This new game mode is in the early stages of development and will be evolving through the next few versions. A few key rules for gameplay: * A neutral hex requires one player to capture. A contested hex must be neutralized and captured by at least three players. * An enemy hex takes 40 seconds to neutralized and a neutral hex takes 40 seconds to capture. * Capturing a hex unlocks all adjacent (bordering) hex zones for capture. * Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%. * When a team captures 95% of all hexes, that team instantly wins. * Losing all tickets will cause a team to lose the round. NEW INFANTRY WEAPONS ADDED M3 MAAWS CARL GUSTAF -> [[M3 MAAWS]] * The M3 MAAWS (or Multi-Role Anti-Armor Anti-Personnel Weapon System) is the American adoption of the 84mm Carl Gustaf recoilless rifle developed in Sweden shortly after World War 2. The M3 can fire a variety of different ammunition, making it a very diverse weapon system. The optic mounted on the weapon system can either be used to calculate drop in 100m increments or be directly zeroed to the desired range. The M3 can fire High Explosive Anti Tank, Heavy Tandem HEAT, and Smoke rounds. This has replaced the AT4 as the US Army Heavy Anti Tank weapon. MAP UPDATES * Fixed Logar Insurgency v1 wrong location of INS main base flag. * Fixed Tallil Invasion v2 having East/West Khidir named incorrectly. * Adjusted Belaya AASv1 tickets to 300/300 (from 250/250). * Kamdesh Invasion v3 set defenders to 700 tickets. * Kokan AAS_v1, AAS_v2 and RAAS_v1 updated tickets to 250/250. * Logar AAS_v1 and RAAS_v1 updated tickets to 250/250. * Mestia AAS_v1, AAS_v2 and RAAS_v1 set tickets to 250/250. * Sumari AAS_v2, AAS_v3 and RAAS_v1 increased tickets 250/250. * Tallil Outskirts RAAS_v3 set to 250/250 tickets. * Added BMP1 to the following layers: ** AlBasrah_Invasion_v1 ** AlBasrah_Invasion_v2 ** AlBasrah_RAAS_v1 ** Belaya_AAS_v3 ** FoolsRoad_AAS_v4 ** FoolsRoad_AAS_v5 ** FoolsRoad_RAAS_v1 ** Gorodok_Invasion_v2 ** Jensens_Range_v1 ** Jensens_Range_v2 ** Jensens_Range_v3 ** Mestia_RAAS_v1 ** Kamdesh_Insurgency_v2 ** Kamdesh_Invasion_v2 ** Kohat_Insurgency_v1 ** Kohat_Invasion_v1 ** Kohat_Invasion_v2 ** Skorpo_Invasion_v1 ** Sumari_Insurgency_v1 ** Tallil_Outskirts_AAS_v3 ** Tallil_Outskirts_Invasion_v2 ** Yehorivka_Invasion_v1 <br> * Added FV4032 to the following layers: ** AlBasrah_Invasion_v2 ** Belaya_AAS_v3 ** Belaya_Invasion_v3 ** FoolsRoad_AAS_v5 ** Gorodok_AAS_v3 ** Gorodok_RAAS_v2 ** Jensens_Range_v1 ** Kamdesh_Invasion_v2 ** Kamdesh_RAAS_v2 ** Narva_Invasion_v2 ** Tallil_Outskirts_RAAS_v4 ** Yehorivka_AAS_v3 ** Yehorivka_RAAS_v3
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