#30+ faction ideas I threw together, some more complete than others

1 messages · Page 1 of 1 (latest)

crude cape
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Well my entire 3 paragraph explanation of what this is in further detail was deleted because I included a link with it 😭

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The gist of the deleted message was:
this was something I started when I was bored, and quickly grew into a short project that is currently incomplete. I may not ever finish it so I decided to post it here. Included are 13 completed factions (in game reworks and new) and a bit under 2 dozen more partially completed. A completed faction template includes equipment, units, special attributes, and fleshed out kits.

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It is meant to depict factions as roughly 2019-2021 with room for stretching the date if it would improve the faction.

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Constructive criticism is welcome but I make no promises that I will work on this project more. I have some links from my research but they are mostly just my jumping off points rather than representative of all my research.

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I also experimented with a couple different unit types with one or two factions. My favorite is the Heavy Engineers with 2 additional combat engineer kits (rather than HAT kits like Light Infantry), a mobile repair vehicle, and access to a heavy mortar emplacement.
Several factions have unique kits or units. mostly the irregulars.

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Any factions with a second table of kits is for specifically the special forces unit idea I experimented with. The various colors of highlighting for kits represent the 4 different types of kits (command and support, direct combat, fire support, specialist) and purple highlighted kits are only on specific units.

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Here is the list of factions in order

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<@&101483014839611392> (I hope this counts as a legitimate issue) It might help if the original message I sent as the start of this post was undeleted if that is possible, or if unable or unwilling due to including a link, if you could copy and past a quote of what the text of the message was. If not that's fine I think I repeated everything that was deleted.

crude cape
austere nest
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i respect the effort as someone whos known to make a massive concept spreadsheet for the game from time to time

frank pumice
hallow badge
prisma socket
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a 300+ page pdf is pretty impressive OP, but I'd suggest adding in a table of contents for easier viewing

crude cape
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Actually there is a table of contents, a button in the top left of the webpage, but idk if it will work with everyone's viewing method or browser.

prisma socket
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i was reading it on my phone and there isnt really a convenient way to skim through the contents afaik, but its still an important inclusion considering the length of the document and all

crude cape
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Completed Factions:
5 - CRF (full rework)
20 - Middle Eastern Insurgents (major rework)
49 - Germany (includes both my experimental unit types)
65 - Italy
75 - South Korea
85 - North Korea
94 - South Africa
102 - Eastern PMCs (I tried to make it distinct from the WPMC)
113 - African insurgents (Tried to make it distinct from both the current MEI and my rework)
126 - Spain
135 - India
144 - Finland
152 - France
Partially Complete Factions:
173 - Sweden
178 - Japan
184 - Chile
191 - WPMC
198 - Croatia
204 - Australia
211 - US Army
216 - USMC
221 - United Kingdom
225 - Russian Army
230 - VDV
234 - Iran
239 - Canadian Armed Forces
243 - Turkey
248 - China
253 - Ukraine
258 - Czech Republic
263 - Poland
268 - Brazil
273 - Venezuela
278 - Pakistan
Remaining Factions:
282 - Vietnam
286 - Philippines
290 - Taiwan
294 - Asian Militia Forces
298 - Mexico
302 - Argentina
306 - Colombia
310 - South American Irregular Forces
316 - Saudi Arabia
320 - Iraq
324 - Israel
328 - Greece
332 - Serbia
336 - Eastern European Militia (planned IMF rework)
340 - PLAAGF
344 - PLANMC

quiet arrow
crude cape
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The larger militaries like Poland, France, (UK, US, Canada obviously), Germany definitely need their own factions.

quiet arrow
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Aye

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Tis be true

crude cape
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Rather than a combined NATO faction with a full lineup of units I would personally prefer the smaller militaries to be 1-2 unit factions but I know that would be additional work, game size, etc. And as much as having 40+ factions with ~5 units each would be cool, that would make voting a gigantic gamble. We would almost never see the popular factions without servers making it a 5+ game delay before a faction could appear again, and with such a delay most people that can only play a match or two a day (if that) could take weeks to see new factions played.

echo moss
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Maybe finland, sweden, norway, denmark could be under an joint nordic alliance

quiet arrow
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Not sure about Japan and South Korea tho

quiet arrow
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Mainly because unlike Finland, Sweden Norway and Denmark actually got super similar weaponry and equipment choice

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(literally all 3 of em using HK416 as Infantry rifle)

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Finland got larger military and uses different gear

echo moss
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Could be an fictional military like MEA was. HK 416 is only issued in numbers by norway. But honestly I think when we have the brits, soon the french and likely the germans in the future, we got more than enough europeans. Only when other militaries from other parts of the world get added we can have more.

frank pumice
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Ngl OP... this is peak unemployed behavior 😭 ever in this discord

crude cape
chilly viper
crude cape
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ok. Let's see if that worked.

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Yep, thank you @chilly viper

chilly viper
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or add chapters to the pdf

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in bulk that's one hell of a document to get through

crude cape
chilly viper
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yes, cant update attachments in sent messages

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link is probably just best. docs has the chapters automatically

hallow badge
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Peak unemployed behavior bud god damn am I impressed that you had the will to research and write information about all of these kekw

frank pumice
quiet arrow
# crude cape https://docs.google.com/document/d/1wx9eK49uK0kdUn0cKDmka0maA2QwlW99N_MtQ0PHZjc/...

I find them cool, but some of those could have some work done to be more unique, soooo.... Some notes!

EPMC - Literally reskinned IMF, or a cool stuff in between (RGF + IMF) in my opinion - traded variety of funni and gimmick weapons from Soviet era to more modern AK-10X series.

It's... rather not super cool, as it really superbly implies that those PMC's are Russian of all sorts. If you were going for that - you managed.
If not - I would rather suggest getting some PushCo variants of the guns rather then just AK-103 and 105 being the main premises with bare inclusion of PP-19-01.
More options for Marskman kit - SVDM + Hyperion scope sounds like a good addition.
More options for Gunner kit - RPK-74 is good, you could go for additional PKM's and RPD's.

I do like the 103, concidering that it's likely to behave like AKM in other factions, but with attachments - might make it superbly.. intresting and fun to use.

There are some PMC's originating from Turkiye and Poland, so you could have yoinked something of there too, if EPMC is intended to be "whole eastern". Chinese stuff can be included too, since EPMC's are usually operating in Chinese area of intrest as well.

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(More coming in later, I am still busy and going through the doc)

crude cape
# quiet arrow I find them cool, but some of those could have some work done to be more unique,...

I didn't know about other, PMCs so I was basing primarily off of Wagner. And I was gonna make IMF even more into fortifications and other unique things but didn't get around to it. I will admit I was also somewhat lazy when creating the EPMC as I was starting to get burnt out by that point and wanted to complete more interesting factions before I fully burned out. Look forward to more suggestions you may have.

flat hamlet
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You have way to much free time man

crude cape
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On the note of factions with similarities, I want the distinction between the EPMC and WPMC to be the WPMC has better guns and powerful helicopters, while the EPMC has access to good guns, but in limited quantity. That's why there is veteran rifleman as a kit to use on EPMC, but it sacrifices one of your squad's slots for Autorifleman/LAT/Grenadier/Marksman (this could also probably be done by just having the Veteran Rifleman be variants within the normal rifleman slot but severely limiting the number of people in the squad who can have those variants). EPMC is kinda supposed to be between RGF and WPMC, and I don't really know how to fix that in terms of its actual structure, but adding weapon and maybe some vehicle variety is probably a good start to make it at least feel more distinct.
And with RGF, EPMC, and IMF, I want to make IMF quite a bit more distinct than they currently are in Squad. And WPMC as well, as I'm not much of a fan of them having a tank.

quiet arrow
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Right!
Coming back with some more EPMC stuff.

I withdraw most of my suggestions(Sorry, mind is quick and I overthought again and again), here is a new one:
Firstly - I agree with you as WPMC and Tank is not superbly cool feature(although M60T is pretty... bad, shall I say).

Distinction from WPMC - can be made by not giving them helicopter options, instead more relying on motorisation and +- durable, but not superbly reliable options - TIGR, UAZ, BTR-60/70, BMP-1/2/3, and things from VDV arsenal(I forgor which are those)
All that, and dedicated cool RGF vehicles(Tanks, BTR-80, BTR-82, GRAD, SPRUT(?) - to the specialialized brigades.

Still - their main way of transportation is gonna be lightning fast attacks via Tigrs and UAZ's + Artillery support for that.
They would make a fine storming units without stealing Motorized agenda from RGF and Mechanized agenda from VDV.

I do say that I only really see Reconnassance/Mountain Fighting Brigade + Mechanized Brigade + Combined Arms Brigade in here as a PMC stuff.

Secondly:
Since Russian Region and Russian PMC's Infantry do not like standartising shit, instead - give em a revolvance around ** 2 main gun systems**(similar to how there is QBZ-191 and 192, or how there is AK-74 and Malyuk in AFU) and then throw in couple additional options.

Best things to do around those:
AK-103 and AK-105.

AK-103 - Long, powerfull, high damage, high recoil - perfect assaulting weapon or
AK-105 - short, manueverable, lesser damage, better recoil control - perfect defence-based weapon, or if you need something more quicker and manueverable.

From here you can also throw in(Especially for Raider/SL kits:)
AK-74M(Possibly UUK/railed, similar to Kobzar Skin Pack AK-74)
AK-12
AKS-74
AS VAL
PP-19-01

Most of infantry(Medic, Rifleman, HAT/LAT, Squad Leader) - gonna revolve around mainly choosing between those two
Grenadier - free to choose between AK-12(For shorter ranges) or AK-74M + optic.
Marksman - VSS + PSO-1-1(Sneaky option), SVD+PSO-1-Cupless + PP-2000 sidearm(assault option), SVDM+1P88 + bipod(support option).
Light Machine Gunner - RPK-74M + Western optics, you can throw in a modified RPD or unmodified PKM.
Heavy Machine Gunner - PKP Pecheneg, opticated and not.

quiet arrow
# quiet arrow Right! Coming back with some more **EPMC** stuff. I withdraw most of my sugges...

For kits - all Fire Support Kits(GL, LAT, Gunner, Marksman) are great, you can throw in a Raider as a Direct Combat kit, and for Specialists Kits:

Drone Operator(AK-105 + Grip + Suppressor + Drone)
Sniper(SV-98 + machine pistol secondary)
Sapper(AS Val + PSO-1-1 Cupless + Standart Infantry Kit + Mines(x4) + C4 Remote + Repair Tools)
Heavy Machine Gun(self-explainatory)
Heavy Anti Tank(AK-103 + Optic + RPG-7 with Tandem, HEAT and 2Frag rounds) OR (AK-105 + 1P87 + 2x RPG-28)

You can experiment around throwing in silencers around kits, like Drone Op/Sapper/Raider, or even make some dedicated kits about it.

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For Weapons and Optics:

Weapons:
Less work is needed, just adding 103+105 by retexturing and reusing AK-74M texture and skins stuff.

If we REALLY wanna fantasize and add some new options, like you did suggest, it's worth adding:
PP-19-01
PP-2000(As a Machine Pistol)
DVL-10 URBANA/ORSIS-T5000 - for Sniper role to use, but it's rather nothing special - either 10rnd 7.62 Sniper or 7rnd .338, both hit hard and have their usages.
GSH-18 - 18rnd 9x19 pistol, nothing special about it, just a slight better option then MP443

Optics:
You could throw in variable zoom optics(PO-104, it's 1x-4x, kinda like Elcan with different reticle), as an option for an optics for both AK-103 and AK-105, and for other weaponry variants.

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How to differ them between and from WPMC, RGF, IMF and VDV:

Artillery focus for them is nice, as well as mass light vehicle usage. They should not have superb tanking capability options, like IMF and RGF can offer, neither they should have too much mechanisation or motorisation options.

My bet is to make VDV more reliant on helicopters, and getting these guys some slow BMP's as to support their fast and lightning-moving assault infantry brigades

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hell you can throw in some trucks with mounted open-top guns as battle busses for the infantry

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that could actually be fun

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but basically:

Infantry focused faction, 2 main weapon platforms, fast assault, better weaponry selection, sucks in vehicle selection

quiet arrow
# crude cape **Completed Factions:** 5 - CRF (full rework) 20 - Middle Eastern Insurgents (ma...

For the other Done factions that are there:

  1. Finnish Defence Forces:
    Now that's a funny one for a lot of reasons.

Firstly - their main assault rifles are all in 7.62x39. That's a pickle, means they will likely perform similarly to AKM, but with different recoil pattern. Problem is, both of them are pretty much the same weaponry class, with RK-95 having improved handling.
In theory, making RK-62 into RK-62M1 would pass it a Carbine role, and RK-95 can be great Full-sized rifle.

For the sake of balance and uniqueness, I'd either keep both(Like you did), or get only RK-95 as a main platform for everyone, because 7.62x39 Rifles and Carbines with controllable recoil and other recoil pattern - are not something you can see every day - and they could potentially be VERY scary in close quarters, hence the manueverability and handling.

Overall - no questions for the regular infantry, but I'd add the M2 Comp or Yolosun Colimator sight as an option for Rifleman, and invert the RK-95 and RK-62M1 roles, with RK-62M1 issued to Raider, Medic, Vehicle Crew, GL, LAT/HAT, and RK-95 being courtesy of Rifleman and Squad Leader

KK-62 for Gunners - superb stuff, supression rate is going to be great.

Secondly - I can bet somehow that they are a lot into sniping, so, I'd say, it's gonna be good to have a Sniper specialist with .338 Lapua Rifle, like iconic 8.6 TKIV M10 and have 2 Marksman Kits - one with TRG-21, and one with TKIV-23.

Dragunov, while IS making sence, it was on their weapon's list - way too many factions have it paired with PSO-1. It could be innovative for faction that is rather leaning into ranged combat. Therefore:
TKIV85 - 7,62x53r bolt-action, 5 round internal mag(Rounds reload), bipoded - for better precise shooting, and better handling then M10. It can still have the roughly same damage as Mosins/Mosin Sniper, rewarding precision more then everything.
(It is pretty much Mosin Sniper but with better optics and a bipod)
KIV-23 - 20rnd .308 DMR, Scoped, bipodless - for better agressive gameplay, rewarding forward positioning and flanking a lot. Since it's bipodless, it's not a direct upgrade, but still makes sence to have - 20rnd
TKIV M2000 - 5rnd .338 Lapua bolt action with more powerfull optic - to delete a person in one shot alright.

Plus, I'd increase limitations on those kits to make sure that faction leans more into that. Someone says Marksmans are useless - but providing suppression by precision and punish people for standing still - while having like a super lethal long-range stuff - can actually be superb on some maps.

...also giving them MG-3 or PKM/TA31 for Heavy Gunner could be great.

crude cape
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Yeah I found them being into sniping if I remember right, I just couldn't figure out which rifles they actually used, I think the list was like 6-8 different long range rifles.

quiet arrow
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Yup

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Well it would make sence to have a DMR + Boltie .308 + Boltie .338 in that case

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I just picked the ones that are the most famous

crude cape
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With India I tried to give them some leeway infantry wise so every kit didn't have the INSAS because it seems like it would be a pretty crappy rifle in squad. Irons or shitty scope, 20 round mag, 5.56. A detail I mentioned at the bottom of India's infantry table was that depending on the unit (since India has a pretty diverse military culture) some units would have unique knives corresponding to the culture of the actual unit.

quiet arrow
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So it wouldnt' be super bad

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In addition there are some funni weaponry variants that are yoinked from around the world

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AR-M1 or SIG-716i

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Pairing Battle Rifle and Conventional Rifle/Full-size/Carbine is like

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superb tactic actually

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into making engaging infantry experience

crude cape
quiet arrow
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hm

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didn't do my research, gonna think then

crude cape
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Although the modernized versions get the 30 rounders for normal infantry more often than the older versions.

quiet arrow
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It's a Full-SIzed rifle(barrel lenght is quite big)

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and since it's aviable in bursts + semi

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you can think of it as M16A4, which trades mag capacity for handling

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since it's 5.56 it might be handling quite well in terms of recoil

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So whoever favours longer ranges that stuff is for them, just gonna see if the sights are alright, which you said they are

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There are EXCALIBUR and Amough variants of this rifle

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first one I believe is better in sight selection, and Amough is made to be 30rnd Carbine/PDW type of weapon

grave anvil
quiet arrow
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...yep, sounds right

grave anvil
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Latter photo is TKIV23, KIV23 is almost same just has standard barrel and no bipod

quiet arrow
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?

quiet arrow
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actually in terms of balancing of gameplay(just not leaning into IRL)

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that is an intresting choice

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to have a .308 Bolt-Action with the bipod
and to have a semiautomatic dmr with better capacity, but without a bipod

grave anvil
quiet arrow
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W thanks for info

quiet arrow
grave anvil
quiet arrow
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So we will have 2 bolt actions for different calibers, and one semiautomatic

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TKIV2000 is a .338 sniper kit option

grave anvil
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If you need smaller caliber sniper rifle use TKIV85 instead. As I said TRG 21 is for competitions only

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That is the secondary sniper rifle anyway

quiet arrow
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...sound

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now gonna fully correct my msg

grave anvil
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Yes, good old M1891 mosin

quiet arrow
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Lol

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Well true, that is what it is)

grave anvil
quiet arrow
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I see

quiet arrow
grave anvil
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.308 = 7,62x51. KIV23 use it

quiet arrow
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needed to clarify

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Btw can you provide insight on main assault rifle as well?

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I do wanna know RK-62 and 95's main superb difference and how to properly intertvine and implement them here

grave anvil
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No, 85 was first purposely made sniper rifle and later desings started use .338 lapua just because it is domestic round

quiet arrow
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aha

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intresting

grave anvil
# quiet arrow Btw can you provide insight on main assault rifle as well?

RK-62 is standard issued, RK-95 is secondary. Technically there is no different between them that can affect a gameplay. 95 was designed based on what Israelis did to RK62 when they turned it to Galil. Differences basically are folding stock, new reload handle, re-shaped furnitures, new more open iron sight, place for optic mounting and ability to use rifle grenades (doesen't work irl, 762x39 is poopoo for that). Some RK62 was converted to M models between 2017-2020 but estimated numbers for conversions are <10k, so small number when compared to ~500k orginal ones

quiet arrow
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mhm

quiet arrow
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so it either makes sence to make RK62 as the main and only one

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or get RK-95 as a more lighter and handlable version and issue it to Raider and Squad Leader kits

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if raider is gonna be even a thing for FDF

grave anvil
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Well people start arguing about the lack of optitcs at that point

grave anvil
quiet arrow
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foldable stock

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better Crewman kit with an actual weapon rather then a carbine/smg

grave anvil
quiet arrow
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like BAF has in vanilla with L85A2LSW

grave anvil
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95+agoc

quiet arrow
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XDDD

grave anvil
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Probably still used, I don't think there is enough KIVs to field all squads with that

quiet arrow
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mhm

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hm

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wait

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hold up that's actually kinda genius, you know what can be done

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Either:

Get a limit on Scoped Rifleman, and get it RK-95 + ACOG as an option(The rest ones are RK-62 or RK-62 + CompM4)
Or
Do not give a Scoped Rifleman option, instead having a "marksman/automatic weapon operator" as a Direct Combat Kit

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forces people to both play as a cqc rifleman, which RK-62 gonna quite exel at, and forces them to rely on long-range kits

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that as we made em, they got quite an options to choose from

quiet arrow
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@crude cape wdythink?

grave anvil
quiet arrow
# quiet arrow For the other ***Done*** factions that are there: 1) **Finnish Defence Forces:*...

I come back!

1)Wrap up on Finnish Defence Forces(as agreed with info provision by Salzinenmies, big thankie to them. Also photoes of stuff suggested, in order):

  1. Overall Infantry Kits:

Command:
Medic(Irons + 2 grenades/Collimator)
Squad Leader(Irons/Collimator/Scoped)
Crewmans
Pilots
Direct Combat:
Rifleman(Irons/Collimator/Scoped(with limitation))
Automatic Rifleman.
Fire Support:
Automatic Rifleman(Scoped)
Grenadier(Collimator + singleshot GL, similar to USA)
Light Anti-Tank(Irons +2 M72/Collimator + 1 M72)
Marksman(Bolt Action/Semiautomatic).
Specialists:
Heavy Gunner(Unscoped/Scoped)
Heavy Anti-Tank(Irons + 2 Tandems/Collimator + 1 Tandem)
Sniper
Combat Engineer(Collimator, 3 mines, Sandbags, Barbed Wire, Repair Tools, 2 Smokes)

  1. Infantry weapon stuff:
    RK-62(Preferably RK-62M1 configuration) should be their main rifle, with mostly Rifleman, Medic, LAT and HAT kits either having Iron Sights or CompM2 Aimpoint(renamed to T-2).
    RK-95, paired with ACOG is reserved for either: Scoped Rifleman(should have a limitation to it) or Main Battle Role Marksman(similar to how BAF or CRF have it).
    RK-95 also can be issued to Squad Leader with both CompM2 or ACOG

  2. 2 Marksman Kit options in Fire Support and Sniper Specialist stuff:

  1. Marksman 1 - TKIV85(5rnd rounds reload bolt-action, with 1.5x-6x scope and bipod, 7.62x53mmR), standart pistol, standart infantry kit(1 frag grenade, 2 smokes, knife, 2 bandages, binoculars, shovel) - This kit is made for position shooting, counting every bullet.

2)Marksman 2 - KIV-23(20rnd magfed semi-automatic rifle, with 1x-6x scope, bipodless, 7.62x51mm), standart pistol, standart infantry kit(1 frag grenade, 2 smokes, knife, 2 bandages, binoculars, shovel) - this kit is made for more aggressive marksman gameplay, similarly to how you do the SVD.

  1. Sniper Specialist - TKIV M2000(5rnd magfed bolt action with 8x-16x-25x scope and bipod, .338 Lapua), standart pistol, standart infantry kit(1 frag grenade, 2 smokes, knife, 2 bandages, binoculars, shovel) - Sniper is where sniper is.

4.Gunner stuff:
KK-62 for Light Machine Gunner, scoped version for Gunner(FireSupport).
PKM for Heavy Machine Gunner, scoped gets ACOG

quiet arrow
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  1. Spain:
    it kinda looks VERY similar to Germany, due to equipment similarities, but does the job, concidering that it doesn't share the dual-sights, raider kit with MP-7 and other weaponry variation stuff.

I wouldn't be as keen on adding Raider in their midst(P90 would dominate, UMP-45 would likely suck, G36C is what the rifleman have), but I love the Mobile Repair Vehicle, it's a superbly fire idea, with addition of combat engineer leniance - like they are superb on Mechanized warfare.

NOTE FOR MRV: MRV shold be a tracked logi, that can both carry supplies, and use supplies off itself to repair vehicles nearby it. It is also should be activated similarly to MSV, so - when you turn off it's engine.

I would also not be as keen on adding both Marksman and Sniper, because I am pretty sure they are not as mobile for it to setup positions, plus G28 is not widely used I think. I would say - Sniper can stay, Marksman can be either replaced by Raider(which would make sence in that time) or you could add a Scout role instead to have a potential for Diversion-Reconnassance Groups, which is already high concidering that you got Combat Engineer Leniance

Overall - love it, gonna work hardly for it to have it's own agenda, despite sharing weapons with German faction

quiet arrow
# crude cape **Completed Factions:** 5 - CRF (full rework) 20 - Middle Eastern Insurgents (ma...
  1. France:
    I also like the duality of FAMAS + HK416, bullpup rifle + regular rifle works well in tandem, and both of them are fast firing 5.56 rifles. I am not sure though if people are going to like using FAMAS, since HK416 is pretty much a dominator in rifle fields overall in SQUAD, and for a good reason.
    Suggestion to resolve it: Take in FAMAS G2(they never used it) and Tune in the RPM's - FAMAS could be an ultimate CQC with 950-975RPM 30rnd mags + burst fire option, HK416 stays as a "regular, more controllable, but heavier" 850rpm option.
    FAMAS here has kind of a dual role - either an accuracy machine with 3 round burst fire and a scope, but 25rnd mags

Alternatively, removing HK416 for a brief, and introducing both FAMAS F1(Accurate, meant to burst) and FAMAS G2(Fast firing, bigger capacity) as options for the taking

Alternatively 2.0: HK416 can be used as a "special" weapon, issued to Scout, Squad Leader and Raider kits

Alternative 3.0(Works best in my opinion, cudos to unidentifiedSpecies) - giving certain battle groups HK416 and others getting FAMAS F1.

For other stuff:

Mortarman deployable kit? Yes please, that sounds like a cool specialist.

FR-F2 with fixed zoom kit? Great one, yes please - but I'd do what I suggested similarly to Finnish Army - make it an actual Marksman option, and remove SCAR-PR, since it's way too modern(Besides, likely to be issued to Belgian Army rather)

I am not as sure about Scout kit though...

Additional suggestions by me:
Medic - you could try giving them more bandages(from 9 to 12), similarly to how it works in Supermod. Makes them superby viable and awesome.

Combat Engineer - you could try giving 2 Combat Engineer kits deeper specialization - they can have either 4 mines or C4 charge, similar to how ADF works.

That way one with FAMAS will be more into mining and defending operations, and one with HK416 would be more into raiding and sabotaging.

prisma socket
# quiet arrow 3) **France:** I also like the duality of **FAMAS** + **HK416**, bullpup rifle +...

The french army never used G2s afaik, the two options to have both the FAMAS + HK416 in the french army is to either:

  1. limit the HK416 to specific battlegroups (i.e. air assault and light infantry) similar to how it is with the USMC and the M27 or;
  2. give the HK416 to direct combat and fire support roles while other specialist and support roles keep the FAMAS (exception for the rifleman that can use either the FAMAS or HK) or;
  3. implement a bit of both
quiet arrow
prisma socket
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G2 was used by the french navy supposedly, but to my knowledge the army always used the original F1s and kept on using and updating them throughout the decades until they procured the HK416

quiet arrow
# crude cape **Completed Factions:** 5 - CRF (full rework) 20 - Middle Eastern Insurgents (ma...

Sweden suggestions to make it complete

  1. I think, with how much of AT and Tanks/IFV's manufactured in Sweden, their key will be Armored Groups Battalions, and with high focus on Mechanized warfare - a.k.a. high usage and reliance on IFV's and Tanks - with super focus on mobility. CV90's can be a bit faster IFV's out there.

In addition - their high focus on AT weaponry will likely allow them to use 3 types of AT - Disposable AT4, Disposable HAT NLAW and Reusable HAT/LAT Carl-Gustaf M4 with a backpack and various of rounds. Alternatively, RBS 56 BILL also sounds like a good HAT - and they would likely have a lot of HAT/LAT kits in their possession.

As for infantry rifles and stuff:

MP-5 + Aimpoint is a good kit option for Raider and Combat Engineer, but likely and ultimately - AK-5D will likely be their main CQC option.

AK-5C, like stated, is an obvious choice for their main rifle - going to be one of the slowest firiring, but really controllable 5.56 Full-lenght rifles, especially since it's really common to have it with forward grip. For funnies and to further compliment their Mechanized Infantry Reliance, I'd say keeping only Iron Sights and CompM5 sights as options for infantry kits, mostly intertwining between having grip and not having it.

As an alternative - Image Magnifiers can be an option for SL, Scoped Rifleman and other roles that could use it. Still, majority should use AK-5C Red Dot + Foregrip.

What is also intresting, they've got AK-4D in their kit selection, which they use as a DMR. However, they can issue it both Squad Leaders(which irl is Deputy Commander) and Marksmans.... And they also use it with CompM5 + Magnifier optics, or an actual sniper optics(ZF-4).

For Machineguns - giving out mass Red Dots on FN Minimi's and FN MAG's is also an often sight, which could be an intresting addition for a regularly underequipped Gunners from other factions

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# quiet arrow **Sweden suggestions to make it complete** 1) I think, with how much of AT and ...
  1. Overall kits(based on that. Mind that all of them bear Standart Infantry Kits, typical to their roles, alongside Binoculars. Base Magnifiers are to 3x.)

Command:
Medic(AK-5C Irons + 2 Grenades/AK-5C Red Dot + 1 Grenade)
Squad Leader(MP5 + Red Dot SMG + Repair Tools/AK-5C+Red Dot + M203 GL/AK-5C + Red Dot + Magnifier/AK-4D + Red Dot + Magnifier)
Crewman(Lead and Regular, AK-5D Carbines)
Pilot(Lead and Regular, MP-5 SMG's)

Direct Combat:
Rifleman(AK-5C Red Dot + Foregrip/AK-5C Red Dot + 2 Grenades/AK-5C Red Dot + Magnifier)
Automatic Rifleman(FN Minimi Para + Red Dot)

Fire Support:
Automatic Rifleman(FN Minimi + Red Dot + Magnifier)
Grenadier(AK-5C Red Dot + M203 GL)
Light Anti-Tank(AK-5C Irons)
Marksman(AK-4D + Red Dot + Magnifier + Foregrip + Bipod/AK4D + Fixed 6x scope + Bipod(all pretty much renamed G3SG/1))

Specialists:
Heavy Gunner(FN MAG + Red Dot/FN MAG + TA31 ACOG)
Heavy Anti-Tank(AK-5C + Red Dot, NLAW/AK-5C + Irons, Carl Gustaf M4, 2 Tandem, 2 HEAT)
Combat Engineer(AK-5C + Red Dot, C4(30Seconds), 3 mines, Sandbags, Barbed Wire, Repair Tools, 2 Smokes)

grave anvil
# quiet arrow I come back! 1)**Wrap up on Finnish Defence Forces(as agreed with info provisio...

For the first time I checked that pdf and I would add this more changes to this list:

  1. First thing I noticed was P226 every where even though it is not use anywhere. Glock 17 is best fit. FN HP is standard among the military police and P99 is carried by some career soldiers and is service pistol for Finnish police. Glock 17 is the one that is considered as a standard issue pistol.

  2. I have never heard that anyone anywhere at anytime has been trained with KRPIST 02. I know that it is in Finnish arsenal and they are right now re-valuating do they have a need for any kind of grenade launchers. 66KES12 RAK (M72EC HE) is the most fitting. At least it is used.

  3. Units: Only consistent thing is inconsistency. Companies and brigades are mixed and for some reason battalion as peacetime organization is also there. During peacetime brigades are basically just for troop production, kind of companies brigades has right now doesn't really correspond how they look in full strength. Also Utti regiment is special force unit.

  4. RK-72TP is accurate choice for crews. Personally I would like to avoid AKMs but it's fine. Pilots on the other hand... not so good choice. Maybe MP5 would be better.

  5. Mayby if it's possible combat engineer could get VP10, it's widely use everywhere. Bonus points for having M95 as knife but personally I would translate it as 'M95 Sissi knife'

  6. Something about vehicles too:

-MT-LB have not been use for transportation in a long time as far as I know

-SA-150 would be more fitting truck

-No need to be so specific with BV-206, no one care if it has ford V6 diesel engine or scanias petrol one

-NH-90s haven't been armed with mg3 since 2006

-I don't know what is G-Class but it has to go

-RG32 or GTP... I would choose GTP just because it's Finnish

-XA-203 is more specialized version of XA-180; command, signal, medical etc. Just choose XA-185, it's upgraded XA-180 no need for both.

-120KRH Teka is odd choice

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# grave anvil For the first time I checked that pdf and I would add this more changes to this ...
  1. Probst that was deliberate choice - a lot of factions were going to use Glocks, so maybe he intended variety. Glock-17 is still likely the best fit, so thanks for the tip

  2. KRPIST 02 is probst the only aviable option for GL's... wonder if GL-less faction is going to be an okay-ish thing, concidering that smokes are always good.

I would gameplayvise cut them some slack on this one in particular, since, well, SQUAD is a game, but other then that - hm. Probst you have a point.

  1. RK-72TP for Crewmans sounds alright, it's a folding stock AKM, so fits the theme of being crewman - like AFU in vanilla have Crewmans with AK-74's fullsize

Other then that - great work and suggestions

crude cape
grave anvil
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Well, in that case FN HP is second best thing. I quess it is unique enough because Finland is only nation using it. I also forgot to mention about Konkurs. That thing was replaced with Spike in 1999.

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#

in terms of factionvise in game

#

ADF, CAF, some WPMC too

grave anvil
copper lantern
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Why dont the turks have the Altay MBT?

crude cape
copper lantern
copper lantern
# crude cape yeah? I'm not OWI

Did I say you were? I’m only saying you don’t have to be limited by a timeline because they devs don’t have one, is this not a suggestions channel tot he devs?

crude cape
#

It's much harder to find information on stuff and I don't want large portions of equipment to be nerfed dramatically to fit into game balance. Like the French Jaguar with its (iirc) 16 cameras giving the crew a 360 degree view. We don't even have top attack missiles in game and I wanted to balance around existing stuff so if even 1 of the factions was added as I made it, it wouldn't ruin the balance by itself.

copper lantern
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Yeah but there could and in my opinion should be asymmetrical warfare, to encourage unique play styles and give the strengths and weaknesses of each army a role in the game. As well as making it more realistic

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Im back again!

Partially Complete Faction Notes: Armed Forces of Ukraine

  1. In Vanilla, it's a quite solid faction already, so the tuning they'd need is quite minimal to be honest. Plus they got their agenda done quite right.

  2. M4-WAC-47 is superbly not widely used(I've honestly never seen anyone using that) people oftenly opt for AK-74's or actual AR-15's, whether donated, or home-produced under label of UAR-15(It's adopted by National Guard)

  3. Fort-224 SMG is NOT superbly used by the military, even tho on the wiki it says it does - the only SMG that is entering widespread service in AFU is Fort-230(A.k.a. MP-7 in 9x19mm, 30rnd), intended to replace AKS-74U in vehicle crews, and it's relatively new - with AKS-74U still being used

  4. KS-23 and Fort-500 are mostly courtesies of police, not military(especially KS-23, that's soviet era stuff, I literally never heard people utilising it, not in military not in police nor in special forces) - with small adoption of Fort-500 or other hunting shotguns for anti-drone purposes.

  5. Fort-101 - you are likely refering to IWI Negev, a.k.a. Fort-401. It's a good weapon, don't get me wrong, but their vanilla variants are already quite alright

Ideas on rework stuff that you like to do:

Expanding the idea that each unit of AFU has all 8 types of units:

  1. Each one of them has different weapon pool, retaining 2 unchanged options - AK-74 and Malyuk. Malyuk Caliber is gonna be changing alongside the unit too.

Best ideas for the weaponry mixes:

  1. UAR-15/M4A1/M4 Wormpool/M16 Wormpool - for Mountain Brigade and Air Assault
  2. Fort-227/228/229(that's Galil ACE-22, 31 and 52 respectfully) - also depending on a unit, they could get supplied some of those
  3. Couple of AKM's, or even Kryk(AKM Upgrade kit, locally produced) wouldn't go a miss.
  1. Including some other intresting vehicle variants per faction is also a good way to do things, without over reliance on other faction's vehicles.

  2. Grenadier - including either GP-25, RPG-7 with Frag Rounds OR - having a Fort-600 GL + rifle that wouldn't have GP-25.

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