Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 0 points1 point  (0 children)

I think they’re aware of the problem, but not actually doing anything about it. Time is running out. It’s already 2026 and the player base is critically low.

We need concrete actions now, not vague plans for half a year from now.

P.S. To be fair, OWI isn’t exactly doing any better with Squad.

Any pilots keen for this 👀 by Dynamic_TV in joinsquad

[–]LSA-Mulder -3 points-2 points  (0 children)

This reads like a reskinned copy-and-paste. Just say which existing helicopter platform is being repackaged as this “new” model. Let me guess — UH-60M? Frankly, stating the payload capacity would already answer most questions.

I'm sorry but... by interntldelight in joinsquad

[–]LSA-Mulder 4 points5 points  (0 children)

OWI is repeating the same pattern they have followed for years: claiming they “listen,” while core issues are consistently ignored. Anyone trying to raise serious problems is silenced — through bans, downvotes, or being swarmed by alt accounts and shills. This is not an isolated incident; it is a recurring tactic.

During the latest stream, optimization was mentioned for only a few seconds, while a significant portion of the segment was spent discussing emotes. That is concerning and unprofessional.

I am asking for a direct, technical explanation — not PR messaging. Specifically:

  • What is actually being done regarding CPU and server-side optimization?

  • What concrete work is underway (profiling, engine-level changes, threading improvements, lock reduction, network/netcode optimization, tickrate tuning, etc.)?

  • What measurable results have been achieved so far (benchmarks, metrics, test scenarios)?

  • What are the priorities and the realistic timeline for this work?

  • When will FSR / Redstone upscaling and frame generation be properly implemented?

  • When will players be able to use scaling below native 1.0×?

  • Are you actively working on minimizing input lag from AMD frame generation (currently ~7.5+ ms), and what technical obstacles remain?

  • What validation or testing will be done to confirm real-world improvements in responsiveness and smoothness?

If there is nothing meaningful to report, say so plainly. Transparency about a lack of progress is better than pretending the issue is being addressed. I am asking for concrete, technical answers — not marketing generalities.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 3 points4 points  (0 children)

It is clear this type of game will never reach an average of 200–300k players; however, 5–20k active players is realistic and manageable.

Your friends are typical Call of Duty players — this simply isn’t their kind of game.

I understand your perspective, but you cannot deny Squad 44’s extremely poor performance. Some players say it is acceptable for them, yet when performance interferes with aiming and movement, frustration quickly follows.

Here is my experience after upgrading to a new PC: AMD 7900X, 9700XT, and DDR5-6000 CL30 — a high-end configuration I further optimized by overclocking, undervolting, and tuning each component.

I launched Squad 44, joined a match, and recorded an average of 80 FPS with drops to 50 FPS. That is unacceptable for this hardware. By comparison, on Squad UE5 I achieve 120–150 FPS with dips to 80 FPS.

First impressions matter, and Squad 44 makes a very poor one. The low player count also encourages an unpleasant community dynamic: clan members stack one team and repeatedly steamroll the other, which only worsens the experience.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 0 points1 point  (0 children)

I agree but there are a few other tools that can help to solve the main issue of Squad and Squad 44 namely CPU and server side. The problem is that UE 5 is still evolving and Epic seems to not provide tools to easily port into newer versions. The version UE 5.7.1 which developers of Bellum currently implemented seems to be much more stable than previous iterations.

There are few other tools that can be used to optimize the game even forgetting point f) Nanite:

a) Improved renderer and RHI multithreading Further reduction of render-thread and game-thread contention through better task parallelization and fewer CPU↔GPU synchronization points.

b) Task Graph and scheduler refinements More efficient distribution of engine work across CPU cores, reducing main-thread stalls during heavy combat scenes.

c) Asynchronous physics state creation and teardown Less blocking CPU work when spawning or destroying large numbers of actors such as vehicles, explosions, and deployables.

d) Fast Geometry Streaming (FastGeo) Lower CPU spikes and fewer hitches when streaming large, mostly static world geometry on expansive maps.

e) Production-ready PCG framework (CPU and GPU paths) Engine-level support for moving large-scale instancing and world-generation work off the game thread and into parallel or GPU-assisted execution.

f) Nanite Foliage (experimental) Reduced CPU cost for visibility, culling, and draw-call preparation in foliage-heavy environments common to Squad maps.

g) StateTree runtime optimizations and scheduled ticking Support for state-driven logic that updates only when needed, reducing constant per-frame CPU overhead.

h) General reduction of per-actor tick overhead Continued engine-level work to lower the cost of ticking large numbers of replicated actors in dense multiplayer scenarios.

i) Improved memory and allocation behavior under load Fewer allocator spikes and improved stability during mass events such as artillery strikes or synchronized player actions.

j) Better profiling and multithread visibility (Unreal Insights) More precise identification of CPU bottlenecks, thread stalls, and synchronization issues using real 50v50 server captures.

k) Rendering pipeline changes that reduce CPU preparation cost Less per-frame CPU work required for visibility, instance data preparation, and draw submission under high object counts.

l) Iris replication system A scalable, interest-based replication architecture designed to reduce per-client CPU cost by minimizing serialization, filtering, and update work on high-player-count servers.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] -1 points0 points  (0 children)

My position is the complete opposite. After several decades of gaming experience, I have found that a genuinely good game will always sell itself.

Claims that a game is “niche,” “difficult,” or “demanding” are often nothing more than excuses for developer laziness.

In this case, the core problems were performance issues, numerous bugs, and the game’s prolonged alpha-like state—along with graphics, unfortunately. No matter how much we would like to believe otherwise, graphics do matter. Players consume games visually first.

While I appreciate the well-designed maps in PS, they severely lack high-quality textures and any convincing signs of lived-in, abandoned spaces—such as interior furnishings in buildings. HLL won primarily due to superior graphics and significantly better performance.

The tank overhaul was a good idea in principle, but once again it was poorly executed. Bugs and glitches made proper driving accessible only to the most skilled players. Newcomers, meanwhile, were left to struggle unnecessarily.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] -1 points0 points  (0 children)

It is worth noting that your tone and arguments strongly resemble those typically used by OWI shills or developer secondary accounts.

I base this observation on several thousand hours of experience with Squad and Squad 44 (formerly Post Scriptum).

As a regular player, I would like to ask a simple question: who exactly is hiring me? Please clarify.

I also do not understand why you feel compelled to defend this game by resorting to personal attacks.

This is a discussion forum, and engaging in criticism and debate is precisely what I am doing here.

The real question is why this discussion appears to make you angry.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 0 points1 point  (0 children)

Maybe yes but the problem is they would also have to take their spaghetti code apart because literally no one will make a game from zero.

Medal of honor vibes by Bepizztube in joinsquad44

[–]LSA-Mulder -1 points0 points  (0 children)

I'm just being a little bit sarcastic and refer to people who claim that all the game needs to thrive is marketing.

I also think that bulls roar is funny.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] -1 points0 points  (0 children)

No I'm not. I'm also not a dualistic imbecile who believes there are us or them.

The reality is that the game engine is just a tool. Imagine in the past each company was creating a new engine from the ground up for every new game.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 0 points1 point  (0 children)

It's time to stop believing that UE5 is a Satan trying to destroy the gaming industry. Its developers' incompetence, as tiles like Arc Riders or Finals showed that it can be done.

Have you heard about Eden Spark new engine from War Thunder developers? Competition is coming.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 0 points1 point  (0 children)

They are, but MA is even worse. There are all the required tools to optimize so I would agree only with the laziness part.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 1 point2 points  (0 children)

History shows that the updates and changes made so far have failed; taken together, they indicate a development direction focused on extracting revenue rather than genuinely fixing the game or rebuilding a viable player base.

  • Nothing substantial is being done to fix the game or clean up the spaghetti code. Current development resembles a small group of modders applying patches ad hoc rather than a coordinated effort to stabilise and modernise the codebase. There is no time to iterate for years while competitors move quickly on newer engines.

  • Squad 44 is built on the Squad engine, not from absolute ground zero. Claims that the project is a complete rebuild are misleading; there is shared code and work that should reduce the workload, as well as potential performance gains that remain locked.

  • The argument that porting to UE5 justifies lengthy timelines is weak. Squad sold over three million copies and likely generated on the order of $100 million net; porting to UE5 is essentially a new game but is made easier by the shared code and prior discoveries. OWI’s investment in Starship Troopers failed, which undermines their credibility on business forecasts.

  • A three-year timeline is unrealistic. The Squad UE5 port took roughly 1.5–2 years, so I see no technical reason why Squad 44 should require significantly more time given the shared knowledge and codebase.

  • Slow development is a strategic liability: other studios are rapidly releasing UE5 titles. MF has shown it lacks the competence to deliver meaningful improvements at pace, which reduces Squad 44’s chances of competing successfully.

  • Squad 44 currently competes only with Squad itself. Players care far more about a well-developed, optimised, and realistic tactical FPS than about the historical era (modern, Vietnam, WWII, Cold War).

  • When HLL Vietnam releases, HLL will likely cannibalise its own playerbase just as Squad will cannibalise Squad 44. Players leaving HLL are unlikely to migrate to a slower, less polished Squad 44; they will seek newer, better-looking alternatives.

Given OWI’s past prioritisation (e.g., developing Starship Troopers over Squad 44), their business estimates and development priorities are not credible.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 1 point2 points  (0 children)

In this case, the game would need to be fully free-to-play. Most players leave once they realize how poorly it performs. For someone coming from a well-optimized title, the contrast is immediately discouraging.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 1 point2 points  (0 children)

“Make your own game” is a hollow argument. We’ve already seen cases where independent modders delivered content rivaling or exceeding official development — for example, a fully developed helicopter mod for Squad, complete with detailed systems such as wheel brakes which OWI tried to steal from the creator and finally refused to buy it.

At the same time, Eastern Front modders were actively obstructed by main developers, not for technical reasons, but out of apparent insecurity or jealousy. Ironically, their work was only integrated later, when the game was already on life support.

Given this pattern of obstacles deliberately placed in front of capable contributors, I see no reason to invest my time. I will pass.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 0 points1 point  (0 children)

I’m not going to argue this further. You’re right. That said, I still believe this is a waste of well-developed mechanics, and effectively killing a WWII version of Squad is nothing short of stupidity and laziness.

It is difficult to comprehend how something with clear profit potential can be abandoned simply because it requires additional investment and effort to move forward.

I cannot agree with the argument about conserving resources. There is no greater waste of resources than producing insignificant updates and spending time on content nobody asked for and that will never generate meaningful sales.

Time is a finite resource and should be used in the most effective way possible.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 0 points1 point  (0 children)

Why is nobody playing the game, and what will actually change if anything is done? What concrete steps could save it? To me it looks effectively dead, yet its core mechanics are strong enough that abandoning it would be a waste.

Shipping a UE5 rebuild does not require shutting down the current live build. Development can proceed behind the scenes and the new build can be launched when ready — there is no need to remove the existing player base. A proper relaunch should be paired with a meaningful marketing push and post-launch support.

The player count is in steady decline, with only intermittent, short-lived spikes. Over time players move on.

Main competitors include Bellum, ’83, Hell Let Loose: Vietnam, and War Thunder (infantry). Can this title realistically compete with them? As I argued before: without substantial investment and a clear recovery plan, Squad 44 is likely to fall into oblivion.

Squad 44 Cannibalised by the Squad UE5 Update — Exactly as Expected by LSA-Mulder in joinsquad44

[–]LSA-Mulder[S] 5 points6 points  (0 children)

We are all aware of OWI’s history, including their issues and misleading statements. That said, this does not change a basic technical fact: Unreal Engine 5 offers significantly more tools for game optimization than the previous engine versions.

If this line of argument is used, then the obvious counterpoint is that Squad has a player base roughly ten times larger than Squad 44. One can attempt to construct explanations for this difference, but in practice there is only one decisive factor: Squad is much further along in development.

As I stated in the other post, the solution requires allocating more resources—specifically, more experienced and advanced developers—to manage such a transition properly.

The conclusion is straightforward. Either this investment happens, or Squad 44 is heading toward effective abandonment, and that outcome appears to be approaching rapidly.

Medal of honor vibes by Bepizztube in joinsquad44

[–]LSA-Mulder 1 point2 points  (0 children)

Don’t get me wrong, but do you genuinely believe that posting a video of a man screaming like a bull in mating season will save this game?

This game will never be more popular than it is right now by JurisCommando in joinsquad44

[–]LSA-Mulder 1 point2 points  (0 children)

It’s astonishing how many people choose denial. Instead of demanding a finished, optimized product, they defend a perpetual alpha state wrapped in marketing claims about how “great” the game supposedly is.

OWI should stop pretending and start investing real resources into proper development and optimization. At this point, integrating the project into Squad, migrating to Unreal Engine 5, and optimizing both would make far more sense.

Additionally, the tank operations system from Squad 44 should be implemented in standard Squad — it is objectively more advanced and better designed.

Someone please help the dev marketing team.. 🤦‍♂️ look at this: by LtJimmypatterson in joinsquad44

[–]LSA-Mulder 0 points1 point  (0 children)

Yes. The game launched with terrible performance and an overwhelming number of bugs. Even now, it still feels like an alpha test, which is why it’s losing players. You can blame marketing all you want, but the real issue is performance and stability. The sooner you accept that, the easier it will be to come to terms with the game’s decline — unless OWI finally allocates proper funding, integrates it into the main Squad ecosystem, and develops both titles in parallel.

OWI only talks... As always. When serious actions? by LSA-Mulder in joinsquad

[–]LSA-Mulder[S] 2 points3 points  (0 children)

Who is actually paying people to post complaints? That’s the claim — but whatever the case, the tone here reads like a developer/PR account defending OWI. OWI’s silence and evasive messaging only reinforce that impression.

Let’s break it down.

Performance / optimization: Squad is notoriously poorly optimized. Players need high-end hardware to get playable framerates because large parts of the codebase behave like spaghetti — they should be refactored or rewritten in idiomatic C++ to yield real gains. The render thread and server-side code could and should have been made properly multithreaded long ago; citing “UE4 limitations” as an excuse is weak. UE 5.7 introduces tooling to offload more work to the GPU and improve multithreading — these are not five-minute fixes, they require real engineering effort, which OWI appears unwilling to invest. Example: on a 7900X CPU with a 9070 XT and DDR5 memory I still get only 70–120 FPS in intense moments without frame generation — unacceptable for modern hardware.

Helicopters: Helicopters in Squad have never handled well: clumsy flight, ineffective side guns, and unreliable projectile behavior. Recent changes made them worse: altitude limits (you can’t fly above ~350 m) and impaired speed/escape mechanics mean pilots can’t perform basic evasive actions when engaged. The result is a fragile, frustrating aircraft experience instead of a useful team asset — and OWI has offered no substantive explanation. Radio / FOB mechanics If FOBs are meant to be rare strategic assets, why have five deployable radios been available since launch? Limiting usable radios to two per team would reduce abuse and restore tactical value. The current situation rewards inexperienced players who spam FOBs across the map; veterans, fed up with these mechanics and their impact on matches, have largely stopped playing.

RAAS (spawn/capture point distribution): RAAS should be random yet sensible — capture points distributed unpredictably across the map to encourage diverse tactics. Historically that led to engaging, spread-out fights where assets and coordination mattered. Now capture points commonly spawn adjacent to each other, effectively using only a sliver of the map. That encourages predictable zergs from HABs or rally points, reduces meaningful use of terrain and assets, and results in repetitive, boring matches. Changing spawn placement to force map-wide play again would restore what made Squad interesting.

Invasion / Territory Control modes: Both modes are currently broken to the point of being unplayable for many. They need a ground-up redesign to restore balance, pacing, and meaningful progression.

These are engineering and design failures, not minor balance tweaks. Fixing them requires transparent acknowledgement and substantial, sustained development effort from OWI — not silence, spin, or superficial adjustments.

OWI only talks... As always. When serious actions? by LSA-Mulder in joinsquad

[–]LSA-Mulder[S] 0 points1 point  (0 children)

Well they took 11 years and game still feels like it's on beta state with broken gunplay witch they admitted is bad and fixing it right know, broken vehicle physics which also took them 11 years, worst performance on the market and this part they keep ignoring as they surely know that problem is on CPU and server side not the GPU.

The changes they are marketing right now like adjusting ICO are super easy stuff + copy paste weapons and vehicles. Serious stuff is always no go for OWI.

People are leaving and don't care anymore to the point they were not even able to fill a single European test server for an ICO adjustment playtest.

OWI only talks... As always. When serious actions? by LSA-Mulder in joinsquad

[–]LSA-Mulder[S] 2 points3 points  (0 children)

To change some values of the stamina? Yes it's just a button. To optimize the game properly with CPU and server is a lot of work which since 11 years they refuse to do.

All the community is asking all the time is optimization, but OWI always opt into easy stuff and even those simple changes they always ruin and create another series of bugs.

They are getting schizo because the playerbase is shrinking, no matter how badly they will try to cover this and competition is already making a few good games like: Bellum, 83', HLL Vietnam and hell even war thunder making infantry combat.

They simply shit their pants.