Squad 9.0 Patch Notes - Return to Al-Basrah
Hello Squaddies!
It’s been a while, but today we are bringing you our Squad 9.0 Patch Notes, with our engine migration to Unreal Engine 5. It has been a long time since we started work on this, and we would like to thank each and every one of you who joined us in that testing. We would not have been able to do this without you. And a very special thank you to our Community Server Owners who joined in along the way to lend us their server space and hardware.
So let’s get down to business, shall we?
Engine Upgrade
Squad has officially transitioned to Unreal Engine 5.5. This upgrade marks a major step forward, and while it was a significant undertaking, it was a necessary one. This change to the latest technology is what will allow us to ensure Squad can thrive for the next decade.
Big ticket items we started to utilize are Nanite and some of the new frame generation technologies. All of these in combination will help us to achieve a more consistent visual look across different settings. We have also implemented Unreal 5’s new physics engine, Chaos Physics, and the new audio engine, Metasounds, helping us reach a new foundation level of these two systems, opening up a lot more opportunities for vehicles and au,dio in the future.
UE5 has enabled us to fix some legacy UE4 issues (like bad frame pacing), and has also introduced better tooling for creation and optimization, allowing us to produce content like maps more quickly and at higher fidelity.
We’ll continue to make the most of UE5 in future updates.
Al Basrah Remake
We're thrilled to launch our newly designed Al-Basrah with 9.0. This is the first new level we've built from the ground up in UE5, and it’s been an amazing learning experience for the team as we explored the latest engine’s new rendering tech and worldbuilding tools.
This new version is a reimagining of the classic Project Reality and Squad maps, featuring an expanded playable area with greater density and visual fidelity throughout the city. The airport has been overhauled and several other areas have received much-needed updates as well.
Gameplay layers for Al Basrah included in 9.0 release:
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AAS v1
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AAS v2
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RAAS v1
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RAAS v2
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Invasion v1
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Invasion v2
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Invasion v3
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Seed v1
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Seed v2
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Skirmish v1
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Skirmish v2
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Skirmish v3
General Worlds team Update
All maps have undergone a lighting overhaul. We're now using a new Global Illumination system that ensures greater consistency across all levels.
This new lighting system lays the foundation for expanded lighting and weather features in the future, enabling us to create even more believable and immersive worlds.
We've also made extensive updates to our existing maps to ensure compatibility with UE5 and improve performance. These changes include asset and material adjustments, as well as reworking foliage on several maps.
Performance has been a major focus for us. Unfortunately, some of our older maps don’t fully align with these practices, as they were originally optimized for what worked best in the previous version of UE4.
While we've worked hard to bring performance to an acceptable level across all maps, further improvements are planned in upcoming updates. Our goal is to deliver both higher visual quality and smooth gameplay, while maintaining enjoyable performance even on older or lower-end hardware.
There are some more specific changes to Maps further down the Patch Notes.
Commendations
A new Commendation System has been added to Squad, giving players a way to recognize and reward positive teamwork at the end of each round. Commendations can highlight strong leadership, helpful teaching, or solid role performance, and earning them will build up visible ranks over time. This system not only gives players a way to show their experience, but also helps newer players connect with those who have proven to be reliable squadmates.
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Goals
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Encourage communication, cooperation, and reward positive social interaction.
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Provide a way to identify experienced players who are proven to be helpful for teaching newer players.
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Be able to leverage this for FTUE flow when it comes to joining a squad & spawning in.
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Provide a way for players to display how experienced at the game they are.
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How does it work?
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Players will earn commendation tokens to give out as they play a round of gameplay on licensed servers up to a maximum of 2 commendations. The first commendation is earned after 10 minutes in a round, and the second is earned after 25 minutes in a round.
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A notification appears when a player has earned a commendation but this notification can be disabled in game settings.
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Players will be able to award commendations to other players at the end of the round on the after-action report screen
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You can only award one commendation to one player at a time (ex: if you have 2 commendations to give out, you can't give them both to the same player)
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If you do not give out commendations before the start of the next round, they will be lost. These do not carry over between rounds of gameplay.
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We will not allow players to give these out during the round of gameplay to keep players focused and immersed in gameplay and not navigating interfaces more than they already are
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When awarding a commendation to a player, you will have several different types to choose from. You can commend the player for the specific role that they had at the time the round of gameplay ended (ex: medic, pilot, etc) or you can give them a special commendation for Leadership, Teacher, or Teamwork. These special commendations are intended to cover behaviors that aren't necessarily tied to playing a particular role (i.e. driving logis, transporting troops, teaching new players, keeping the squad together, etc)
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As you earn commendations for different roles or the special category, you will progress up different ranks for each. Your rank for a particular role is always displayed by default next to your role icon, or you can optionally choose to display a special commendation to replace that if you choose.
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There is a “Career” screen where you can check your progress towards commendation ranks, where you choose if you want to display a special commendation; we expect the current progression for commendation ranks to have a very long tail (~2 years estimation), but we can’t wait to see how you use them on a grand scale.
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Additional roles have been added to several factions to ensure that certain role types that players can earn commendations for are available across a wider variety of factions.
Irregular Militia Updates
We’ve made some changes to the Irregular Militia faction:
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Large role reconfiguration similar to what we did with Middle Eastern Insurgents in 8.2, these updates are a staged rollout bringing IMF closer to representing a Russian proxy militia.
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SL 01 - AK-74
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SL 02 - AKS-74U
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SL 03 - AK-12 + 1P87
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SL 04 - AK-101 + EXPS
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SL 05 - AKS-74 + 1P78
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SL 06 - AS-VAL + OKP-7
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SL 07 - AK-74 + GP25 + 1P63
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Medic 01 - AKS-74U
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Medic 02 - AKS-74 + 1P29
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Rifleman 01 - Mosin Nagant
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Rifleman 02 - SKS
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Rifleman 03 - AKM
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Rifleman 04 - AK-74
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Rifleman 05 - AKS-74 + 1P63
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Rifleman 06 - AK-12 + 1P87
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Rifleman 07 - AK-101 + M150
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Rifleman 08 - AK-74M + 1P78
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Automatic Rifleman 01 - RPD
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Automatic Rifleman 02 - RPK-74
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Automatic Rifleman 03 - RPK-74 + 1P78
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Scout 01 - Mosin Sniper & Portable Quad Drone
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Raider 01 - AS VAL & 3x RKG3
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Raider 02 - AKS-74U + 45rd Magazine & 3x RKG3
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Grenadier 01 - AKM + GP25
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Grenadier 02 - AK-74 + GP25 + 1P63
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Grenadier 03 - AKS-74U & 5x RPG-7 Fragmentation
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LAT 01 - AKS-74U & 2x RPG-7V2 Fragmentation & 2x RPG-7V2 HEAT
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LAT 02 - AKS-74 + 1P63 & RPG-26 & 2x RKG3
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LAT 03 - AKS-74 + 1P29 & 2x RPG-7 HEAT
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Marksman 01 - VSS
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Marksman 02 - SVD
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Machinegunner 01 - PKM
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Machinegunner 02 - PKM + 1P29
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HAT 01 - AKS-74 & 2x RPG-7 Tandem & 2x RPG-7 Fragmentation
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HAT 02 - AKS-74 + 1P63 & 2x RPG-29 Tandem
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Sapper 01 - AK-74
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Sniper 01 - SV-98M
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New Vehicle: The T72A tank
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This is a modification of the T-72S tank used by the GFI faction. This is a meaningful change for the IMF as this will give them access to a more modern main battle tank, compared to the older T-62. This tank will have weaker armor than the more modern T-72S and T-72B3 with a maximum of 500mm frontal turret armor, and 180mm frontal hull armor, but will retain similar firepower.
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New weapon: VSS “Vintorez”
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A compact rifle with integrated suppressor, similar to the AS-VAL currently in-game. The rifle has semi-automatic and fully automatic fire selection with a wood skeleton stock, the main difference is that this rifle comes with a magnified PSO-1 scope. This weapon is also available for the VDV.
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New Equipment: Recon Drone
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This is a smaller, portable version of the quad drone that some factions’ commanders can deploy. Explosives cannot be attached to it, but it will appear on the Scout role for use in reconnoiting enemy positions for their squad and team. They can be shot down, however, and have a high ammo cost to rearm.
Ground Forces of Iran (GFI)
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**MEA has been converted to the Ground Forces of Iran (GFI). **This includes an overhaul of roles.
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Character, vehicle, and 2D textures have been updated
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GFI receives M1151 on their 64th Infantry Division (Light Infantry) Battlegroup captured from Afghan forces in border skirmishes
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GFI makes use of the UH-1H helicopter, which replaces the Mi-17; this is intended to be reintroduced as an Mi-8 later as part of another Iran-based faction.
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The TLF no longer uses the UH-1H and uses the UH-60 exclusively.
Canadian Resistance Forces (CRF)
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This is a new minor faction that represents an irregular, independent faction for the North American biome. This faction is only available on Goose Bay and Manicouagan map layers.
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Makes use of a mix of civilian and captured military equipment
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New Weapons include:
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SKS Tazco - a civilian-upgraded SKS with a 20-round magazine
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M1 Carbine - a WW2 relic with exceptional handling characteristics
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Lee Enfield No. 4 Mk. 1 - a WW2 bolt-action rifle, with iron sights and marksman configurations
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G17 + Extended Magazine - A G17 pistol with a 32-round magazine
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G18 - A G17 converted into fully automatic with a 32-round magazine
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Bangerite IED - An IED that is placed and then must be shot to detonate
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Squad Leader roles carry up to three rallies with a cheap 30-ammo rearm
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Makes use of a scout role in the ‘specialist’ role class with a portable reconnaissance drone. These portable drones have a 4 minute battery life compared to the 10 minutes that the commander quad drone has.
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Lacks wider access to grenades and fully-automatic weapons compared to other factions
Additional Faction Updates
We’ve made additional changes to several factions:
Australian Defence Force (ADF)
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Added additional SL role with EF88 with iron sights
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Added additional rifleman role with EF88 with iron sights
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Added raider role with EF88C + ET552 optic and 4x frag grenades
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Added additional MMG role with Mag 58
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Added additional MMG role with Maximi with iron sights
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Added additional MMG role with Maximi with ET552 optic"
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Mechanized Battlegroup - Reduced the number of ASLAV IFV available from 4 to 3
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Renamed the M72A7 to the M72 SRAAW (Short-Range Anti-Armor Weapon) and gave it a new projectile with lower penetration (300mm from 320mm) but a larger blast radius (4.0m from 3.2m) for enhanced realism
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Renamed the M3 MAAWS to the M3 MDFSW (Medium Direct Fire Support Weapon) to reflect real world naming conventions
British Armed Forces (BAF)
- _⭐ _Added a “Pathfinder” role:
BAF Air Assault (2 Para) - Uses the L119A1 (British designation for the C8A3) + ET552 + Foregrip, L131A1 pistol, 3x grenades
Pathfinder roles are raider roles similar to the TLF’s Jandarma role. These roles focus on close quarters, having access to fully automatic weapons, pistols and more hand grenades than other roles on their team. “Special Characteristic” text will indicate that the battlegroup has access to the pathfinder role on voting screens. Also available at the BAF Jensens Range Training Area.
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Additional L85A2 rifle variants introduced to the SL and rifleman roles. This includes variants with iron sights and variants with the M150 magnified optic
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Renamed the AT-4 CS to the L2A1 ILAW
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Renamed the M72A7 to the L72A9 LASM (Light Anti-Structure Munition) and gave it a new projectile with lower penetration (300mm from 320mm) and larger blast radius (3.2m to 4.0m) for enhanced realism.
Canadian Armed Forces (CAF)
- _⭐ _Added a “Pathfinder” role:
CAF Air Assault (3 RCR) - Uses the C8A3 + ET552 + Foregrip, Hi Power pistol, 3x grenades
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Iron sight variants of rifles re-introduced to multiple roles
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Reduced the overall number of frag grenades available to roles
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Renamed the M72A7 to the M72A5-C1 and gave it a new projectile with higher penetration (320mm to 350mm) for enhanced authenticity.
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Renamed the C14 Timberwolf to the C14 MRSWS
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Replaced 1x CH-146 with 1x CH-146 CAS (equipped with GAU-21 .50 cal and Minigun door guns) on 3 RCR (Air Assault) Battlegroup
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Upgraded the visuals of the TAPV interior
People’s Liberation Army (PLA) & People’s Liberation Army Amphibious Ground Forces (PLAAGF)
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Added additional grenadier role with QBZ-95-1 with iron sights + QLG-10 UGL
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Added additional MMG role with QJY-88 with iron sights
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Updated HAT 01 to use QSZ-92 pistol as primary weapon, but with 2x Tandem and 2x HE PF-98 rounds
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Updated HAT 02 to use QBZ-95B-1 as primary, but with only 1x Tandem PF-98 round"
People’s Liberation Army Navy Marine Corps (PLANMC)
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Added raider role with QBZ-95B-1, QSZ-92 pistol, and frag grenades
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Added additional grenadier role with QBZ-95-1 with iron sights + QLG-10 UGL
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Added additional MMG role with QJY-88 with iron sights
Russian Airborne Forces (VDV)
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Added additional SL role with AS-VAL + OKP-7
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Added additional rifleman role with AK-74
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Added raider role with AS-VAL + OKP-7 and 5x frag grenades
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Made marksman role with AS-VAL + PSO available to all battlegroups
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Added additional marksman role with VSS + PSO
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Added additional marksman role with SVD
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Moved scout to ‘specialist’ role category, equipped with hand-held quad drone, max 2 per team"
Russian Ground Forces (RGF)
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Added Raider role with AKS-74U + Extended Mag and 5x frag grenades
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Added additional marksman role in ‘direct combat’ role category using SVD
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Added additional grenadier role with AK-74M + 1P63 optic w/ GP-25
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Added additional MMG role with PKP with iron sights
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Added a scout role in ‘specialist’ role category with AK-74M and portable quad-drone, limit 2 per team"
Turkish Land Forces (TLF)
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Added additional SL role with G3A7
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Added additional grenadier role with iron sight MPT-76 + AK40 UGL
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Moved the MGL grenadier role to ‘specialist’ role as ‘heavy grenadier’ with a limit of 2 per team
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Added additional marksman role with G3 SG/1
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Added additional rifleman role with G3A7
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Added additional MMG role with iron sight PMT-76
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Replaced the UH-1H with the UH60 on all battlegroups
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Reduced the number of M60T MBT available from 2 to 1 (except for the Armored Battlegroup, which will continue to have 3)
United States Army (USA)
- _⭐ _Added a “Pathfinder” role:
USA Air Assault (82nd Airborne) & USA Light Infantry (10th Mountain) - Uses the M4A1 + M68 + Foregrip, M17 pistol, 3x grenades
United States Marine Corps (USMC)
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Updated 4th Marines Amphibious Ready Group (Amphibious Assault Battlegroup) to use modern role loadouts with M27 IARs
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Added additional rifleman role with M27 IAR with iron sights to M27-equipped battlegroups
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Added additional grenadier role with M27 IAR with iron sights to M27-equipped battlegroups
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Added additional LAT role with M27 IAR with iron sights to M27-equipped battlegroups
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Added additional MMG role with iron sight M240
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Added additional HAT role with M27 IAR with iron sights and SMAW to M27-equipped battlegroups
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Updated SL01 to use M4 w/ M203
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Added additional SL role with M27 IAR with iron sights to M27-equipped battlegroups
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Added additional SL role with M16A4 w/ M203 to M27-equipped battlegroups
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Motorized Battlegroup - Reduced the number of LAV-25 IFV available from 4 to 3
Gunplay Updates
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Goals
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Make recoil feel more natural, less random, and less intense without detracting from our intent to have extended firefights within gameplay
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Make engagements below 150 meters feel less frustrating
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Mitigate the problem of losing the front sight post from the front of the weapon moving down during recoil
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Changes
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Reduced the overall intensity of the aim punch received from suppression by 10%
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Lowered the miss distance threshold for suppression from pistols and SMGs (pistols or SMGs will not produce suppression unless their projectiles pass extremely close to a player)
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Reduced and standardized the ‘recoil offset camera limit’ across all weapon archetypes, which limits how far away