Squad Game Mechanics Post

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Awhile ago the v9 weapon statistics and vehicles were stickied, but a lot of it is outdated or plain wrong so here's some updated Squad infos.

Weapon Data

WEAPONROFBASEDMGMINDMGMUZZLEVFALLOFFiFALLOFFe
5.56Rifle
M4A1/M48306235880m/s345m500m
AK746506035880m/s311m450m
AKS-74u7005535735m/s212m400m
7.62Rifle
SVDN/A9435830m/s447m728m
M110N/A8735783m/s361m700m
G3A35008435800m/s334m535m
SKSN/A7235715m/s202m335m
AKM6007135715m/s208m290m
AMD656006935715m/s195m262m
LMGs
M249_MIL8506235915m/s381m550m
M249_US8506235915m/s334m500m
RPK_746506235960m/s362m500m
RPK6507335745m/s226m400m
"GPMG"s
PKM6509735825m/s474m800m
M240B7008635853m/s380m800m
9mm Weapons
PPSH10004820488m/s32m125m
TT-33N/A5020450m/s30m50m
M9A1N/A438381m/s25m50m
MP-443N/A428450m/s24m50m
M17N/A418381m/s22m50m
MakarovN/A358315m/s14m50m

Weapon Damages Hitboxes

WeaponChestInner LimbCalf (Low Leg)Outer Limb
M4A16238.83126
AK746037.53025
AKS74u5534.427.523.1
7.62Rifle
SVD9458.84739.5
M1108754.443.536.5
G3A38452.54235.3
SKS72453630.6
AKM7144.435.529.8
AMD656943.134.529
LMGs
m249_MIL64403226.9
m249_US6238.83126
RPK_746238.83126
RPK7345.636.530.7
"GPMG"s
PKM9760.248.540.7
M204B8653.84336.1
9mmweapon
PPSH48302420.2
TT-335031.32521
M9A14326.921.518.1
MP-4434226.32117.6
M-174125.620.517.2
Makarov3521.31714.3

Weapon Penetration

Whenever a projectile hits a surface it checks if it can penetrate the material. If it can it exits the otherside and has its flight path adjusted randomly by a certain angle depending on how large the round is. Currently 5.56mm gets offset the most at 15° , 7.62mm at 10° and everything else is offset by 5°. After its new path is chosen it will fly for a certain distance with reduced damage.

Shown below is the most common materials that a projectile will end up trying to pass through,how far it will go, and damage retained (listed as a precentage)

MATERIAL5.56mm7.62mm.50cal14.5mm30mm AP
Glass10m@100%10m@100%10m@100%10m@100%10m@100%
Rubber2m@60%2m@60%10m@90%10m@90%10m@100%
Wood3m@55%5m@%7510m@90%10m@90%10m@100%
Metal2m@20%2m@50%10m@80%10m@80%10m@100%
BrickN/AN/A10m@70%10m@70%9m@90%
ConcreteN/AN/A10m@10%10m@20%10m@20%
PlasterN/AN/A10m@10%10m@20%10m@20%
SandbagN/AN/A10m@10%10m@20%10m@20%
LogsN/AN/A10m@10%10m@20%6m@30%
MudwallN/AN/aN/AN/A10m@10%
M939/Ural1m@42.3%1m@47.6%1.5m@56.3%1m@54.8%1.5m@67.2%
Technical Body1m@56.3%1m@65.6%1.5m@90%1.5m@90%1.5m@90%
MATV ArmourN/AN/A0.5m@4%0.5m@2%1m@5%

Weapon Reloads + Mags

Shown time per reload, as well as total ammunition available on spawn. This is for the default versions, optic rifles have 1 less magazine.

WeaponReloadPartialReloadEmptyReload BipodMagazines
M4A14.83s5.33sN/A30(7)
AK744.66s6.11sN/A30(7)
AKS-74u4.66s6.11sN/A30(7)
SVD4.5s5.25sN/A10(12)
M1105s5.6sN/A20(6)
G3A35s7.1sN/A20(7)
SKS6.11s3.91sN/A10(14)
AKM4.66s6.11sN/A30(7)
AMD654.7s5.8sN/A30(7)
M24911.3s12s7.78s100/200 (7)/(3)
RPK_744.66s6.1s3.83s45(12)
RPK Drum6.1s8s4.6s75(6)
PKM10.1s10.1s9.2s100(5)
M240B10s11.5s8.3s75(7)
PPSH5.22s/5.83s6.55/7.1sN/A35(4) + 71(2)
TT-333.5s3.75sN/A8(4)
M9A13.35s3.75sN/A16(2)
MP-4433.46s3.75sN/A18(2)
M173.36s3.7sN/A17(2)
Makarov3.8s4.4sN/A8(4)
Vehicles

All vehicles in the game start with a base health of 500 health. Different damagetypes result in different weapons dealing varying amounts of damage.

Shown below is each vehicles respawn time, ticket cost and capacity.

VehicleTicket CostRespawn TimerCapacity
Minsk Bike12 minutes2
Logi Technical33 minutes4
DshK Technical44 minutes5
URAL/M93963 minutes4/18*
MTLB w/PKT75 minutes19
SPG-9 Technical86 minutes5
MTLB /w NSVT106 minutes19
UB-32 Technical104 minutes4
URAL w/Zu23126 minutes3
BDRM-2125 minutes3
MRAP Opentop126 minutes5
MTLB w/KPVT166 minutes13
MRAP CROWS166 minutes4
MTLB w/Zu-23186 minutes12
BTR-80206 minutes13
MTLB w/30mm218 minutes8
Stryker248 minutes11
BTR-82A2810 minutes13

Vehicle Damage Explosive

Each time a vehicle is hit, it has its damage multiplied by a value relevant to the type of damage being dealt to the vehicle. IE .50calibre or 14.5mm damagetype. The result of this is then dealt to the vehicle.

Shown below is the damage dealt per single direct hit.

VEHICLETANDIEDMORTMINESPG-9HEATM203
BIKE800540518900655500500
TECHNICAL500555501835543408168
BDRM-250050118283532624572
MATV500426168835326245N/A
URAL/M93950048920183532624555
BTR/MTLB490492/45013383521816342/35
*BTR-82
STRYKER490426133835185139N/A

Vehicle Fire

Each vehicle hit also "heats up" depending on what hits it. At "30 degrees"(20 for technical) it will begin to burn critically and take damage at 1 damage/second.This will continue until the vehicles temperature passes below the threshold. Vehicles cool off at one degree/second. Occupants inside will also experience the same amount of damage.

Damage TypeTAND/IED/MIneHEATMortarCannon14.5mm.50CalM203
Temp +602915220.77

Vehicle Damage Cannons @ Projectiles

Damage per individual projectile hit.

Vehicle30mmAP30mmHE25mmHE14.5mm.50cal7.62mm5.56mm
BIKE50049049010050-5315-209.5
TECHNICAL1001006227.4134-51.7
BDRM-271.662.513.621.711.7N/AN/A
MATV5022.58.916.48-8.4N/AN/A
M939/URAL71.671.513.620.710-10.51.4-1.80.028
BTR/MTLB33.422.58.912.25.8-6.1N/AN/A
Stryker252016.66.74.9-5.2N/AN/A

Vehicle Projectile Weapons

WEAPONROFDMGOverheatTime< In roundsCoolDownAmmunition
30mm4004000.9s62.3s100(1)
14.5mm2234007.2s4823s50(9)
NSVT7001634.7s5513.3s100(7)
DSHK6001605.9s5913.3s100(7)
M2 .50Cal501527.8s6513.3s100(7)
M2 Crows^^^^^500(1)
COAX PKT700975.6s668.9s250(5)

*Cooldown = From overheat > completely cold. <In Rounds = Full auto firing.

Repair Station

The repair station is a deployable that repairs and rearms friendly vehicles for the cost of construction points and ammo points. It repairs all vehicles "equally" in that it heals 4 of their health/second. This costs 1 construction point/second.

The repair station also replenishes magazines at one every 8.5/seconds however for some weapon the magazine is only partially filled. Shown below is how much ammunition is loaded per rearm instance.

WEAPONAmmo Given per "Tick"Full Rearm TimeFull Rearm Cost
30mm HE/AP6 Rounds out of 100145s150 ammo
25mm HE100 rounds26s300 ammo
14.5mm KPVT50 rounds77s450 ammo
NSVT/DSHK/M2100 rounds60s525 ammo
M2 CROWS80 rounds60s392 ammo
SPG-91 Round51s300 ammo /6 round
UB-32 Launcher4 Rockets68s56 ammo
PKT Coax250 Rounds43s250 ammo

Explosive Weapons

Explosive weapons deal their maximum damage to the extent of their inner radius, they then begin falling off, mostly in a linear fashion, until they reach 0 damage at their outer radius.

Shown below is all explosive weapons currently in the game.

WEAPONDMGInnerROuterRFalloffLethalRadiusAmmunition
30mm HE1250.25m5.5m11.25m100(1)
25mm HE1150.25m5.5m11m100(3)
SPG-9 Frag1534m16m15.9m1(6)
SPG-9 Heat1152m8m12.9m1(6)
S-5 Rocket1155m18m17m32(1)
Infantry
M67/RGD-51155m15m16.5m1(2)
F1 Grenade1154m15m15.7m1(2)
RPG-7 HEAT1152m8m12.9m1(2)
RPG-7 Frag1154m16m15.9m1(2)
RPG-7 TAND2002m8m15.1m1(1)
LAW/RPG-261151.5m7.5m12.44m1(2)
M203/GP251151m15m13.2m1(10)
Mortar1506m20m19.5m3(2)
IED3005m20m211m*1
AT Mine5002m10m28m*1

Soldier Movement Stamina

Stamina regenerates at 5/second passively. Soldiers start with 100 Stamina. At 90 the toldier is "tired" at 20, they are exhausted. Stamina below 30, will not allow a soldier to run, until they are above 30 again.

Stamina is constantly being replenished so a soldier than is expending 7.5 a second, can sprint for 40 seconds covering 204m until they are exhausted. (2.5net stamina drain per second)

Soldier StanceVelocityStamina Cost
Full Sprint5.1m/s7.5/s
Walking3m/s3.5/s
Strafing1.8m/s^
Backpedal1.5m/s^
Crouch-Sprint3.06m/s8/s
Crouch-Walk1.8m/s5/s
Crouch-Backpedal0.9m/s^
Prone-Sprint1.53m/s10/s
Prone-Crawl0.9m/s7/s
PronePedal0.45m/s^
WalkingADS2.4m/s3.5/s

Soldiers also move slower depending on the slope they are traversing. On flat ground the soldier moves at 1X speed. As the slope the soldier traverses increases or decreases, the soldier slows down considerably.

Soldier Movement on a Slope

Soldier Movement : Jumping + Vaulting

Jumping will launch the player into the air requiring no stamina. The first jump launches the player into the air at 3.1m/s a second and can get the player over any obstacles half a metre or lower. Each consecutive jump will reduce the initial velocity by 20%. Reducing the height players can jump over.

Vaulting takes place when an object is infront of the player that is between 0.65m and 1.45m in height. The player will preform the vault animation to get over it. If the object is thin enough such as a sandbag the player will vault over it and remain at the same height, if not they will step onto it.

If the object is higher than that, the climb animation will be used. There are 4 animations that can be used depending on the height, as a general rule higher the object, more time spent in the animation.

If the object is over 2m tall, it cannot be climbed. That said, jumping can be used to extend the range you can climb up obstacles.

Vaulting Heights Visualized

Soldier Health

When soldiers receive damage greater than 25 initially, or greater than 10 any time they are below 75hp, they will begin to bleed. Soldiers will bleed passively at 0.5hp/sec until bandaged, or incapacitated.

Once incapacitated the soldier will begin to bleedout, until they die 3 minutes later. If bandaged while incapacitated, the time until bleedout, will be doubled.

IE Bandaged 30 seconds after incap, = 5minutes until dead.

Medics can heal soldiers with the medbag at 10hp/second. They can also heal themselves at 5hp/second.

If a soldier receives is killed less than 60 seconds after they are revived, they will not be incapacitated again, and will be killed instantly.

Taking more than 300 damage at once, from a single source. (Headshot dealing over 100 damage, IED) will instantly kill the player as well.

Spawning Systems

Rally Point :

60 second spawn timer.

Disappears when any enemy player is within 15m of it.

Refreshes every 2 and a half minutes if placed.

Refreshes in 2 minutes if placement was halted by enemies within 50m.

Lasts for 9 spawns and requires one additional squadmate within 8m to place.

FOB

To spawn build HAB Deployable. 400/300/250 cost US/RU,MIL,INS respectively.

Spawn timer of 45 seconds.

Is active as long as the deployable remains fully built.

Can be destroyed by mortars and IEDs.

Will be deactivated when 2 enemies are within 50m radius of the radio as well as radio being below 80% health.

Will automatically disappear if corresponding FOBradio is removed.

FOBs require 3 men to place and no other FOB within 400m.

Start with 0 supplies and can hold up to 2000 of each.

Deployables radius extends 150m from the radio itself.

AAS Game Mode

Flags and Bleed

All flags except flags deemed as the first capture point capture in 2 minutes. First flags cap in half that.

To gain tickets from a flag the enemy must have captured it previously.

Ticket bleed however starts its tick as soon as you capture a flag that has a bleed component on the enemy.

Ticket bleed occurs every minute after the first, for each individual flag.

IE Flag A capped at :24 Flag B at :32 bleed occurs at :24 and :32.

A teams first flag, enemies last objective, when captured will bleed 50 tickets/minute for the losing side.

A single soldier is all that is required to capture a neutral flag if the enemy does not have a link to a captured flag of their own.

If both sides neutralize each others attack objectives, the game will enter a double neutral scenario where each team must secure their defensive cap before being able to attack once more.

In this situation the flags are not captured and thus provide no bleed therefore on odd flag maps a double neutral scenario is often preferable to a 3-2 cap situation for the losing team.

Capturing a neutral flag requires one additional soldier than the enemy, while capturing an enemy controlled flag requires 3 more friendlies than enemies inside the capture zone.

Insurgent and Militia factions may have a 50-75 ticket boost on some layers to offset the advantages of the opposing faction.

Number of FLAGSTicket GainTicket LossTicket Bleed
326526ticks/minute
420406ticks/minute
516324ticks/minute
614284ticks/minute
713262ticks/minute
812242ticks/minute
911221tick/minute

Index

ROF = Rate of Fire

Falloffi = Falloff Initial Start Distance

Falloffe = Falloff End Distance

25mm HE = The gun on the Zu-23

PKT = The Coaxial Gun

KPVT = The 14.5mm BTR80 Gun

UB32 = Rocket Artillery Weapon

SPG-9 = Technical with the big recoil less rifle on it.

Sources

Weapon Info

Vehicle Info

WeaponPenetration

DeployablesInfo

If you see something wrong let me know, so i can update it.

Posted Feb 14, 2018, 1:33 AM UTC · edited

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