Squad Guides

Developed by GER | Ben//[Zerofour][04]

Your tactical field manual for Squad. Weapons, vehicles, maps, and strategies — all in one place. Hit Shift+Tab in-game for instant battlefield reference.

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Why This Exists

After hundreds of hours in Squad, I noticed new players constantly struggling with the same questions: Where do I spawn? What kit should I take? How does logistics work?

The answers exist — scattered across Steam guides, the Wiki, and YouTube videos. But who has time to search during a firefight?

So I built this. A condensed, tactical handbook you can pull up with Shift+Tab and get answers in seconds.

What You'll Find Here

  • Curated tactics from top-rated Steam guides
  • Essential info from the official Squad Wiki
  • Quick-reference for weapons, vehicles & maps
  • No fluff — just what you need in the field
First Time?

New to Squad?

Squad is a 100-player tactical shooter where communication and teamwork win battles. Build bases, coordinate with your squad, and experience combat where strategy matters as much as your aim.

Communicate

Use V local, B squad radio. Talk more, not less.

Stay Together

Lone wolves die fast. Follow your Squad Leader and stick with the team.

Spawn Smart

Don't just pick the closest spawn. Think about where your squad needs you.

Learn Basics

Start as Medic or Rifleman. Master the basics before going specialized.

Essential Keybinds

V

Local Voice

B

Squad Radio

G

Command Radio

M

Map

T

Squad Menu

Enter

Spawn / Deploy

Caps

Toggle Crouch

Shift

Sprint / Focus

Shoutout to Offworld Industries for creating one of the best tactical shooters out there. Squad is a masterpiece of teamwork-focused gameplay — thanks for the countless hours of intense firefights and unforgettable moments.

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Latest Updates

Squad 10.3 Hotfix 2
Mar 3, 2026
Hello Squaddies, We've released our Hotfix patch 10.3.1. This is a client-side and Server update, so please restart your client to receive the update. • Vehicles no longer miss ground collision and sink into the ground causing vehicles to get stuck, especially at high speeds and through height terrain changes/driving over bridges etc... • Minsk vehicle wheels getting stuck in ground fixes on specific wheel colliders, handling changes for more control, friction changes for climbing terrain. • Quad Bike handling improvements for steering allowing players better control, friction changes for more nimble climbing improvements in addition to wheel sinking. • Fixed the bug where players exiting a vehicle and another getting in caused the vehicle to be stuck in neutral until the engine was turned off and on again. Known Issues • We are monitoring Vehicles especially the Minsk for any residual handling issues. Please continue to leave us your feedback and any bugs you find in the Squad Community Discord. Offworld out!
Read full patch notes on Steam
Squad 10.3 Patch Notes
Feb 17, 2026
Hello Squaddies, and welcome to Patch 10.3 We have a slew of great stuff for you in this Patch! 10.3 introduces new content for the PLA factions including modernized infantry weapons and iconic PLA vehicles, a new emplacement, and a static landing ship. It also introduces our first installment of Community-made map layers and the removal of Faction Restrictions. Get ready to play way more factions on maps that you have never seen before! We have also added gestures usage inside vehicles and emotes usage out of main base. And as always a number of bug fixes. PLA Faction Additions The PLA faction has been expanded to better represent modern Chinese combined arms warfare. This update introduces a new generation of PLA small arms, expanded mechanized and air assault capabilities, and full-scale amphibious operations. With modern infantry weapons, new armored and wheeled vehicles, utility helicopter, and a dedicated amphibious landing ship, PLA forces are now equipped to conduct rapid assaults across land, air, and sea. Distinct equipment sets further separate PLA, PLANMC, and PLAAGF, reinforcing their individual battlefield roles while strengthening the overall identity of China’s armed forces in Squad. Overview • PLA now has access to new infantry weapons (QBZ-191 family) and new vehicles / emplacements. Support battlegroup are still using older infantry weapons. • PLAAGF retains use of the older infantry weapons (QBZ-95 family) • PLANMC now has access to new infantry weapons (QBZ-191 family). Support battlegroup are still using the older infantry weapons Weapons • QBZ-191 Rifle • Multiple Variants including grip pod, suppressor, 3 types of optics • The centerpiece of the PLA’s "Integrated Soldier Combat System," the QBZ-191 replaces the bullpup legacy of the QBZ-95 with a conventional, modular design focused on superior ergonomics and rail-mounted versatility. Several variants including configurations with reflex sights, magnified scope, grip-pods, suppressor—it serves as the new standard-issue workhorse across all primary roles, from Squad Leaders to Medics. • QBZ-192 Carbine • Multiple Variants including grip pod, suppressor, 3 types of optics • The compact carbine variant of the QBZ-191 series, the QBZ-192 is engineered for maximum maneuverability in confined spaces without sacrificing the stopping power of the 5.8mm cartridge. With its shortened barrel and optimized ergonomics, it serves as the primary defensive weapon for vehicle crews and specialized support roles, offering a lightweight, high-performance solution for high-intensity, close-range engagements. • QBU-191 Designated Marksman Rifle • 2 Variants • Built on the same modular architecture as the QBZ-191, the QBU-191 DMR features a cold-hammer-forged long barrel and integrated bipod for sustained long-range precision. Equipped with the QMK-191 high-magnification optic, it provides the Marksman kit with a sophisticated tool for suppressing threats at extended distances. • QCW-05 Sub Machine Gun • 4 Variants • A compact, bullpup PDW (Personal Defense Weapon) optimized for high-capacity suppression and stealth operations. Featuring a unique 50-round quadruple-stack magazine and a high rate of fire, it provides exceptional firepower in close-quarters engagements. • QJB-201 Light Machine Gun • 2 Variants - Irons and Magnified Optic • A modern, belt-fed squad automatic weapon designed to replace the magazine-fed QBB-95, providing a significant increase in sustained suppressive fire. It features a dual-feed system and high-capacity 100-round belts, allowing Automatic Riflemen to maintain fire superiority during high-intensity engagements while utilizing the ergonomics and rail-mounting capabilities of the new weapon family. • QJY-201 General Purpose Machine Gun • 2 Variants - Irons and Magnified Optic • Chambered in the powerful 7.62x51mm NATO-equivalent cartridge, the QJY-201 serves as the PLA’s modernized General Purpose Machine Gun (GPMG), offering superior range and stopping power over previous squad-level arms. This belt-fed system utilizes a lightweight, ergonomic design and integrated bipod, providing the Machine Gunner kit with a highly portable platform for delivering devastating sustained fire across long distances. • QLZ-87 Heavy Grenade Launcher • 2 Variants - Irons and Magnified Optic • A unique, man-portable automatic grenade launcher that grants infantry squads high-mobility explosive fire support. Utilizing a 6-round drum and integrated bipod, it allows a single operator to engage grouped infantry and light vehicles at medium to long range with 35mm high-velocity grenades while maintaining the ability to rapidly reposition during an assault. Optics • QMK-171A Rifle Scope -  used on QBZ-191/QBZ-192 Rifles • The QMK-171A is a modernized 3x fixed-power prism sight that serves as the standard-issue optic for the QBZ-191 infantry family. Optimized for the "Integrated Soldier Combat System," it features a high-clarity reticle with built-in bullet drop compensation (BDC), providing infantrymen with enhanced target acquisition and lethal accuracy at medium-to-long ranges compared to traditional iron sights or older legacy optics. • QMK-191 DMR Scope - used on QBU-191 DMR • 3-12x Magnification •  Designed specifically for the QBU-191 Designated Marksman Rifle, the QMK-191 is a 3-12x variable-power scope optimized for long-range precision. It features a specialized reticle with integrated ranging tools and sophisticated elevation adjustments, allowing marksmen to identify and neutralize high-value targets at distances well beyond the reach of standard infantry sights. • QMK201 LMG Scope -  used on QJB-201 Light Machine Gun • A specialized 3x magnification prism optic tailored for the QJB-201 Light Machine Gun to maximize the effectiveness of sustained suppressive fire. Featuring a wide field-of-view and a high-contrast reticle, it allows the Automatic Rifleman to maintain superior situational awareness while delivering accurate, long-range bursts against entrenched enemy positions. • QMK201 LMG Scope - used on QJY-201 General Purpose Machine Gun • The QMK-203 is a ruggedized, 6x magnification optic purpose-built for the QJY-201 General Purpose Machine Gun to ensure accuracy at extreme ranges. Engineered to withstand the heavy recoil of 7.62mm sustained fire, it features a specialized reticle designed for rapid target acquisition and long-distance ranging, allowing the Machine Gunner to effectively suppress enemy movements and light vehicle assets at medium to long distance engagements. • YOLOSON LH510S Reflex Sight - used on QBZ-191/QBZ-192 Rifles • A high-performance, non-magnified reflex sight designed for CQB. Featuring a wide, clear aperture and a sharp illuminated reticle, the LH510S provides infantrymen with maximum situational awareness and "both-eyes-open" shooting capability, making it the ideal choice for high-speed urban operations and point-blank engagements where speed is the deciding factor. Emplacements • QLZ-87 Heavy Grenade Launcher • The tripod-mounted configuration of the QLZ-87, optimized for defensive fortifications and sustained area denial. This variant utilizes a larger 15-round drum and a stabilized mounting system, significantly increasing accuracy and volume of fire over the hand held variant, to create a formidable weapon against enemy infantry and open top vehicles. Vehicles • Lynx 8x8. Fast, unarmed amphibious light tactical vehicle intended for transport and rapid deployment. • Available on the following battlegroups:  • PLA: Air Assault, Light Infantry, Support • PLAAGF: Amphibious Assault, Support • PLANMC: Amphibious Assault • Transport Variant: Configured with seating for a full infantry squad, providing high-speed insertion capabilities for flanking maneuvers and objective-capturing in difficult terrain. • Logistics Variant: A dedicated supply platform capable of ferrying critical ammunition and construction materials to forward positions that are inaccessible to standard logistics trucks. • Fire Support QJZ-89 HMG: Equipped with a heavy machine gun, this variant transforms the agile Lynx into a mobile suppression platform, ideal for harassing enemy flanks and supporting light infantry advances. • Fire Support QLZ-87 AGL: This formidable fire-support configuration integrates the QLZ-87 automatic grenade launcher onto the agile 8x8 Lynx chassis. It provides the PLA with a highly mobile "infantry artillery" platform capable of delivering rapid, high-velocity 35mm explosive fire to suppress enemy positions and clear buildings, all while maintaining the ability to relocate instantly across rugged terrain. • ZSD-89 Tracked APC • Amphibious tracked personnel carrier for mechanized infantry support. • Available on the following battlegroups: • PLA: Armored • PLAAGF: Amphibious Assault, Armored, Combined Arms, Mechanized  • ZSD89 (Open Top HMG): The standard personnel carrier configuration, equipped with a 12.7mm heavy machine gun for self-defense and infantry suppression during troop delivery. • ZSD89 (Open Top QLZ-87): A specialized fire-support variant featuring the 35mm automatic grenade launcher. This configuration provides mechanized squads with a high-mobility "explosive punch" to clear buildings and suppress enemy movement. • ZSD89 (30mm Autocannon): A lethal upgrade that equips the chassis with a 30mm autocannon, transforming the APC into a light infantry fighting vehicle capable of engaging enemy light armor and fortified positions. • WZ-551 Wheeled IFV. Amphibious wheeled infantry fighting vehicle equipped with a 25mm autocannon and fully modeled interior. • Available on the following battlegroups • PLA: Combined Arms, Motorized • ZSL-92 APC Open Top HMG: The basic troop transport variant, equipped with a 12.7mm heavy machine gun. It prioritizes infantry capacity and speed, allowing squads to reach objectives quickly while providing basic self-defense and suppressive fire. • QLZ-87 Open Top Variant A specialized modernization variant that replaces the standard HMG with the QLZ-87 automatic grenade launcher. This configuration transforms the WZ551 into a mobile area-denial platform, capable of raining 35mm high-velocity explosives downrange to clear infantry-heavy zones while benefiting from the protection and mobility of the armored 6x6 chassis. • ZSL-92B IFV (30mm Autocannon): A modernized infantry fighting vehicle variant featuring a 30mm autocannon and 7.62 cupola machine gun. This configuration allows motorized units to engage enemy IFVs and fortified positions directly while maintaining the high mobility of a wheeled platform. • Z-9A Utility Helicopter. A modernized utility helicopter that serves as the primary aerial transport and logistics platform for PLA air units. Its sleek, aerodynamic design allows for the swift insertion of infantry squads and FOB radios into contested landing zones. • Available on the following battlegroups: • PLA: Air Assault, Combined Arms • PLAAGF: Amphibious Assault, Support. Amphibious Warfare Expansion • PLA Type 071 Amphibious Transport Dock • New amphibious main base enabling large-scale invasion gameplay for PLAAGF and PLANMC. • New Invasion Layers. Sanxian Islands, Skorpo, and Goose Bay now feature amphibious assault layers launched directly from the 071. Community Design Team Updates Faction Restrictions Update: • Updated faction restrictions on all gameplay layers, so now any faction can fight against any other faction, and there are less biome restrictions across all maps. • War Games • Server owners can now configure an option to enable / disable faction alliance restrictions. • Restrictions will still be in place for same faction vs same faction team, i.e., United States Army vs United States Army is still not allowed (as there is no identifier to see who is friend or foe)  • Biome Faction Restrictions:  • These are the remaining biome restrictions in place for v10.3: • Afghanistan / Central Asia RESTRICTED: • CRF • IMF • Middle East RESTRICTED: • CRF • Eastern Europe RESTRICTED: • CRF • MEI • Northern Europe RESTRICTED: • MEI • GFI • CRF • North America RESTRICTED: • MEI • GFI • IMF • Asia RESTRICTED: • CRF • GFI • MEI • IMF Community Layers: • Added 4 new map layers that were designed by the community. These layers are the first of hopefully many that are going to be implemented in every major patch that we do going forward. It may take us a little time to get our feet under us, but there will be a way to submit your own Layer suggestions to us for Community Voting each patch. • Sanxian RAAS v3 _CL • Al Basrah AAS v3 _CL • Harju RAAS v3 _CL • Manicouagan Seed v2 _CL To check out how each of these Layers were planned out, you should have a look at Community member Sharkman's new tool. Many of you will know him from his creation of SquadCalc, and Squad Guessr! https://build.squadcalc.app/ We would also like to thank AidanHoff, EyeoftheHawks, MyEggo, Logano, Schmeckles, Sasi, Vohk, Gangry and Dragoon, along with Sharkman for helping with these initial Community Layers. It would not have been possible without your help! Soldier Locomotion: • Increased the minimum fall height required to trigger fall damage. New Weapon Skin Pack Dragon Pack ($11.99 USD) Includes eight cosmetic items for the PLA and PLANMC factions: • Desert Profile - QBZ-191 and QBZ-192 Rifles for desert maps • Forest Profile - QBZ-191 and QBZ-192 Rifles for woodland maps • Desert Mantis - QBU-191 Marksman Rifle for desert maps • Forest Mantis - QBU-191 Marksman Rifle for woodland maps • Desert Patrol - QCW-05 SMG for desert maps • Forest Patrol - QCW-05 SMG for woodland maps • Desert Ambush - QJB-201 LMG and QJY-201 GPMG for desert maps • Forest Ambush - QJB-201 LMG and QJY-201 GPMG for woodland maps Fireteam Updates Quality of Life Features: • Scoreboard - Something that has been requested by the community has been adding a Scoreboard at the end of a mission. This has now been implemented in Fireteam!  Bug Fixes: • Raiders on the Storm - Fixed some minor bugs with this mission. Multiple objective markers showing up despite there being only 1 objective and updated objective text. • Experimental Missions now display an experimental mission image preview. So you know it’s.. More experimental…? Yes… • Added a server.cfg config option - AllowFireteamLayersInRotation - to servers to allow coop layers to be included in layer rotations but defaulted to off • Fixed a bug that could cause an “Invalid Password” crash when hosting a private Fireteam server while connected to a passworded PvP server Experimental Missions: We will be leaving the Experimental Missions in for the February update. However, In the March update we will be removing all the current Experimental Missions for review and reassignment. So play them while you can!  Upcoming Missions: We will be adding new missions to Fireteam. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost). • Fireteam Free Tier Mission \ • Sand in your TOWs (Pacific Proving Ground) - A mission intended for smaller fireteams and inexperienced players, your squad must travel along the island taking out the enemy TOWs that are stopping allies from joining you. • Reactor Capture (Sanxian Islands) - Enemy forces have broken through our frontline and taken the north island. They set up a strong base at and around the power plant. Your squad must break through the enemy perimeter and capture the power plant back. • Fireteam Paid Tier Mission \  • Waves of Thunder (Sanxian Islands) - The enemy has a major helicopter base on the East Side of the island which must be neutralized at all costs. Your squad needs to infiltrate the target location and destroy the ammo caches within. Emotes Outside of Main Base All Emotes now can be used outside of Main and during Forward Staging! • In order to keep the gameplay fair, all emotes outside of Main will only play in first person • Emotes can now be used from the crouched stance (the character will change stance automatically) Passenger Gestures in Vehicles  Gestures can now be used by vehicle passengers in rear compartment seats: • Troop seats in trucks and helicopters • Rear compartment seats in light armored vehicle • Open passenger seats on quads, bikes, technicals and boats Note: Overwatch, Move Out, Cease Fire, and Disregard gestures cannot be used in vehicles System & Gameplay Updates • Weapon magazines in the HUD will now visually deplete, making ammo reserves more visible at a glance, especially for colorblind players. • Single-shot weapons and other items now have a variety of unique icons to represent remaining uses in the corner of the HUD instead of the standard rifle magazine icon. • Updated all Battlegroup icons to use stylized icons instead of NATO map symbols. • Implemented M121 Mortar firing animations for the M1064A3 Mortar Carrier • Added the zoom functionality to the IMF's ZiS-3 field gun emplacement • Added new MG3 close firing sounds • Added new TLF SOR109 SMG close firing sounds • Added new M2 50cal HMG close and mid firing sounds • Added new DSHK HMG Close and Mid firing sounds • Added new RPD close firing sounds • Added new Vz61 SMG firing and foley sounds • Added new Makarov pistol firing sounds • Updated the RGF LAT1 (with RPG7) to include Binoculars in their kit inventory. • Adjusted RPD recoil to be less, more in line with similar machine guns. • Improved SquidBots vision systems. SquidBots should now be more successful at spotting targets in windows and behind fences. • ⚙️Added new server settings for changing Match Staging time on AAS, RAAS, TC and Match Start time on Skirmish: - PrepTimeStandard: Time for each team to prepare before the match starts (Staging duration). This doesn't affect Invasion, Insurgency, Destruction, or Skirmish. Limit 60-300(s). - PrepTimeSmallScale: Time for each team to prepare before the match starts for game modes like Skirmish. Limit 60-300(s). General Bug Fixes • Fixed a bug with USMC AAVP7A1 APC exit points caused players to get stuck  • Fixed the AFU C90 stadiametric rangefinder not working properly • Fixed zeroing and stadiametric rangefinder on the PSO1 Scope for SVD Marksman Rifle • Fixed a bug where the IMF AS-VAL rear iron sight looked too narrow, making it difficult to aim. • Fixed the frame skipping when swapping the aim positions for the PLANMC ZSD05 Logistics QJY88 • Fixed the BMP-1, BMP-2M, BMP-3M, BMD-4M, BTR-4, and BMP-1TS weapons not following vehicle weapon slot type standards • Fixed a visual issue with the VDV BMD-1M and BTR-D track texture displaying incorrectly • Fixed a texture issue on the SDO Scope for the USMC faction • Fixed a bug with the USMC SL underslung grenade launcher item’s switching animations • Fixed a visual issue with AFU Mi-8MTV-5 Helicopter which had a misspelled word on the tail of the helicopter. • Fixed a bug where the BRDM-2 commander character was not animating left and right with the periscope traversal • Fixed a bug with the “Crash Test” weapon skin where the magazine tape appeared to be inverted • Fixed an issue with AFU soldier poses • Fixed AFU Stugna-P ATGM Control Unit (laptop) not having projectile collision. Rifle bullets will still penetrate the screen and hit players using the laptop. • Fixed a bug where players would be teleported when un-deploying the bipod on the IMF Hull Down and Observation Tower fortifications • Fixed Destruction game mode layers showing inconsistent descriptions during staging • Fixed the QLZ87's firing animation and first-person weapon inspection animation • Improved bullet hit sounds on armored vehicles • Fixed a bug where the WPMC M14 Rifle + Meupold Scope’s ranging at 900m to 1,000m was unreliable • Fixed the bug where players could flip some MBT by running into them • Fixed the vehicles flipping into space when driving under low surface or trees • Fixed the bug where tracked vehicles had little to no lateral friction on slopes preventing acceleration  Map Updates & Bug Fixes Al Basrah • Added AAS v3_CL, Community designed layer • Fixed a broken material displaying dirt rather than a layer of tiles and dirt on the Terminal building at grid E5-3-9 Black Coast • Added Invasion_v3 layer • Fixed a bug where some rocks were missing backface. Chora • Fixed missing end of wall section Goose Bay • SQ-38793 - Grounded the floating tree • Added Invasion v2, PLA naval invasion layer Gorodok • Added Invasion_v3 layer Harju • Added RAAS_v3_CL, Community designed layer Manicouagan • Added Seed_v2_CL, Community designed layer Sanxian • Added Invasion_v3, PLA naval invasion layer • Added RAAS_v3_CL, Community designed layer Skorpo • Added Invasion v3, PLA naval invasion layer Mod SDK Update A SQGameModeEntry blueprint struct layout was changed, reordering some of its existing properties and adding new ones, related to the changes in regards to being able to use emotes outside of main base and allowing to change the staging phase length via a server setting. This change will require all mods that use a custom game mode data table in their layer data assets  to be recooked, as this struct is used as data layout template for those data tables. Mods that are using custom game mode tables could cause a crash upon the game start if not recooked. Known Issues • PLA and PLAAGF can now fight each other, despite sharing the same uniform, making identifying friend/foe difficult. This will be resolved in a future update. • The MINSK bike received some accidental tuning that it was not meant to receive. This will be fixed in a Hotfix that will be sent out after the 10.3 update. The Minsk is usable, its just not in the correct state.  OFFWORLD OUT!
Read full patch notes on Steam
Squad 10.2 Patch Notes
Jan 19, 2026
Hello Squaddies! Welcome to Squad in 2026! Today we bring you Patch 10.2, containing multiple updates for Fireteam and a slew of bug fixes and optimizations for Squad overall. The Community Development team have been hard at work as well with a couple of gameplay changes including changes to Heli timers and more. Read on to find out more! General Optimizations Mesh Streaming: Memory use has been improved with an implementation of mesh streaming LODs for most static and skeletal meshes. This results in clients only keeping the minimum required quality level of meshes in memory and streaming in higher quality meshes as needed. • All vehicles now have LOD’s streamed on demand. • All soldiers now have LOD’s streamed on demand. • All weapons now have LOD’s streamed on demand Fireteam Missions & Experimental Missions 10.2 brings new bug fixes, QoL updates and content for Fireteam! Quality of Life Features: • The end-of-match screen will tell the non-host players that the host is picking the next mission, to discourage immediately clicking the Back To Main Menu button. • In missions that require all players to be revived before mission victory, a reminder popup will appear when victory is blocked by a downed player. • All missions have been renamed with distinct names, replacing the previous objective-type designations. (In the future, we aspire to make all the missions feel unique and have more varied main and side objectives - distinct names reinforce this more than names based on the main objective) Please see this previous post for the full name list - Bug Fixes: • Fixed the "FTL marker always visible" and "SL marker always visible" settings. • Fixed issue where ESC key does not close the Select Fireteam Pack screen. • Fixed issue where half of the squad did not have shadows - they are no longer vampires🧛 • The “Founder” tag in Fireteam server browser now reads as “Supporter”. • Fixed issue with free missions being unavailable when Epic Online Services has an outage. • Hid the “Close” button in the “New Round Screen” as it was redundant. • Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store. • Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one… • Fixed players in Fireteam missions being able to switch to any kit using vehicles and ammo crates with insufficient ammo available for the requested kit. New Missions: • Fireteam Free Tier Mission \ • Raiders on the Storm (Al Basrah) (5 players) - Insurgents are stockpiling arms on a heavily defended island. With all the bridges blocked, your squad must conduct an insertion via boat and assault the target. • Fireteam Paid Tier Mission \  • Final Departure (Harju) (5 players) - Left behind as friendly lines are crumbling, traverse your way through a deadly forest battlefield to reach the coast and catch the last ride off the mainland. Something New - Experimental Missions: We will also be launching a few new missions with the tag \. These are missions we deem as “Experimental”, pushing the player experience in new and exciting directions, more so than other missions. We feel they are playable for a community release to gather additional feedback but not to release as “official missions”, and to see if we want to continue to develop and iterate on them going forward. These Experimental missions will be available to everyone for a limited time, and may or may not return in free or paid tiers in future. So jump in, Squad up, and give them a test! • \ Council Decapitation (Gorodok) (5 players) - Intel suggests that a high level gathering of a local militia commander and Russian forces is taking place within striking distance. Your objective is to crash the meeting, but available assets are limited to recently captured militia vehicles. Marked as experimental because it is against two enemy factions at once, with two objective phases and extraction required. Releasing early to gather feedback on longer missions such as this. • \ High Noon (Fallujah) (5 players) - Trapped behind enemy lines after a recon mission gone wrong, your squad is about to come under assault from all sides. Build fortifications, ration your supplies, and hold the perimeter until friendlies can break through to your position. Marked as experimental because the bots do not know how to destroy player deployables yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour. • \ Superfob (Al Basrah) (5 players) - Command wants an outpost set up in a strategic area. Load up a convoy with supplies and pick the most defensible position, then build fast and hold your ground against the inevitable counterattack. Marked as experimental because the bots do not convincingly attack over open ground yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour. Community Design Team Updates - Helicopter timing changes from 10 mins to 5 Mins - Fall height threshold increased for causing damage  - Updated Transport ticket costs from 5 to 3 - Set all vehicle hulls to use Continuous Collision Detection (CCD) - M1151 flip tuning adjustments increased flip threshold - M1151 Light flip tuning adjustments increased flip threshold - BRDM-2 flip tuning thresholds increased System & Gameplay Updates • Added "Waiting For Host" text to the co-op victory/defeat screen so all players know that the host can select the next mission • Renamed all free and paid tier Fireteam missions with new stylistic names to reflect our ambition to make each mission unique and stand out • Added and changed several lines in the default Excluded Layers server config file so that the new and renamed Fireteam missions will not show up in layer rotation General Bug Fixes • Fix the clipping issue on hands when holding certain grenades • Fixed effect volume slider not affecting vehicle burning sound. • Fixed the intensity of suppression and other depth-of-field blur effects scaling depending on the player's Resolution, Screen Percentage, Aspect Ratio, Upscaling, and Field Of View settings. • Fixed SPG9 AT Emplacement having no backblast damage. • Vehicles with closed turret tops should now display a turret icon whenever using a repair box • Fixed FV107 and FV432 woodland wrecks still using desert assets • Fixed the soft lock in deployment screen after switching teams • Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops. • The music player will now track its paused state so as to not force play the song when adjusting volume if you had it paused • Fixed the gap that was appearing in the commander ability list • Armory weapon icons sometimes were shrinked sometimes • Fixed a visual issue with AFU Stugna-P ATGM Emplacement where you could see your own soldier without a head when looking at yourself using the Control Unit. • Fixed store screen forcing weapon skins into 2 columns causing the scrollbar to be offset by large amount • Proper emote will be played in emote screen in armory after you open it for the first time • Fixed AFU Rallypoint being stacked too high. • Armory - changed M110 weapon and skin preview to the suppressed version • Fixed Meupold MK4 scopes geometry disappearing in ADS view • Wrist weight issues are on all roles.  Updated weights on all AFU soldiers.  Submitted on CL 529274. • Fixed overlapping of Equipped Emote toast with Navigation Bar • Fixed incorrect AFU commander VO • Scope Update Rate Setting fixed • Landed helicopters no longer slide around if the pilot jumps out while the engine is still running. • Fixed AFU Battlegroups on Skirmish and Seed map layers having access to 2 HABs. • Fixed the tail rotors of many helicopters being too easy to break in a tail-strike landing. • Increased WPMC Radio FOB chatter to match other FOB's volume • Player is no longer killed whenever Stugna is destroyed through an explosive • Armory option 'Only show weapons with skins available' presented few weapons with no premium skins • Fixed some issues with name tag visibility. • Turret rotation sounds are now interpolated. • Fixed AK-74 Rifles animation not moving when switching the fire mode while aiming down the sights. • Mutaha Olive trees with corrected bullet collision behaviour. • Fixing the floating weapon when entering M1151 M2 series • Fix the deploy animations for the open turret • Fixed AFU MT-LB Logistics Vehicle costing only 1 ticket instead of 5. • Fixed M60T, M1128, M113 TLAV, TAPV weapons not following vehicle weapon slot type standards. • Fixed being able to always swap your kit in Fireteam missions, even if the vehicle or FOB had insufficient ammo for the swap • Fixed glass on Ural trucks partially blocking player's vision • Fixed blue tint on technical glass Map Updates & Bug Fixes Al Basrah • Fixed a broken material at the Terminal building Black Coast • Fixed a couple of trees that were blocking a dirt road at grid I11-5-6 Chora • Fixed murder hole blocking projectiles on two compounds present on the map Harju • Added ambient music Sanxian Islands • Adjusted brightness of some foliage materials so they're not extremely bright • Fixed bots not being able to walk along seawall 10.3 is just around the corner with even more content and changes so stay tuned! OFFWORLD OUT!
Read full patch notes on Steam
View all updates on Steam