r/joinsquad Apr 11 '26

[MegaThread] Looking For Friends/Clan/Squad

2 Upvotes

This Megathread will remain pinned for at least a month. If you have any suggestions regarding this thread (text improvement, better way to handle recruitment, etc), please send us a modmail with "LFF megathread" as topic. Do not put any suggestion in the comment.

Anything that is not a recruitment comment or a reply for a recruitment will be removed.

With the recent released of Squad, a huge influx of new players and clans around here are looking for friends to play with. The purpose of this thread is to help people find others they'd like to play with without breaking the rules of "no active recruitment on the subreddit".

If you're looking for a person/group to play with, add a comment explaining what you're looking for. Communities can also post one top level comment advertising what they have to offer.

The replies in this thread will be in contest mode. Regularly posting, removing your post and posting again to keep your reply on top will result in losing your ability to use /r/joinsquad. Do not attempt to disguise a LFF reply as community recruitment.

When submitting a response to this megathread, be sure that your comment contains at least:

LFF replies:

  • IGN (In game name)
  • Location
  • Play time
  • What are you looking for?
  • What are you looking to avoid?

Community recruitment replies:

  • Community name
  • Server rules
  • New player friendly?
  • Server location
  • Community links (Discord, forums, etc)
  • Expected play style
  • Looking to avoid

Other places to find people to play with:

Any negative feedback about other individuals or communities will lead to a removal of the comment and a ban from /r/joinsquad.


r/joinsquad 2h ago

Discussion Squad has no real answer for team stacking, so I spent a year building one

32 Upvotes

TL;DR: Squad has no native skill balancing system, so games often end up as snowbally stomps. Over the past year, I've been developing a 4-plugin suite (TeamBalancer, EloTracker, SmartAssign, and Switch) that tracks real player skill (TrueSkill) to scramble teams, assign players as they join, and prevent team-switching abuse. Since disabling native ChangeTeam functionality and running the full suite, we've cut 150+ ticket blowouts by over 15% and functionally eliminated team-stacking complaints, with nearly zero admin intervention. My plugin suite (SlackersSuite) is open source and highly configurable. If your server is having team balance issues, you might see success giving it a shot.

---

Hello fellow squaddies! My in-game name is Slacker and I've played Squad for about 7 years at this point. I've accrued over 9.5k hours on servers like 56, Xpats, gmg, and now finally Northern Lights (henceforth NL). I'm highly competitive and really love the strategic depth and breadth that Squad offers. That being said, Squad has one glaring flaw that I've been raging against for literally years at this point.

Squad's laissez-faire approach toward skill balancing causes a vicious cycle with several contributing factors that make games inevitably turn into stompy steamrolls:

  1. Brain drain: Competent players often get frustrated with incompetent teammates, causing them to change teams or leave the game.
  2. Abandonment: When a team is losing badly, they often lose players (leaving or team-changing), causing potentially less skilled people to join the same team. Over several games, this organically causes people to migrate away from the losing team, making the balance problem even worse as the match progresses.
  3. The "friends" excuse: "I want to play with my friends" is a commonly used excuse for switching to the stacked team. The team with the more experienced players will almost always have more people you recognize, simply because they've played the game more. It's a very organic mechanism that results in team stacks even when nobody intends to team-stack. Worst case, their intention was to team-stack, and being "friends" with someone on the other team is a good enough excuse to skirt any criticism.
  4. No tools: There's no in-game mechanism for rebalancing teams, so admins often have to politely ask groups of players to switch. That assumes people will actually listen when asked, and that admins can eyeball-balance effectively. Even when there is a programmatic solution, the balancing that happens is largely blind and random, making it a coin flip whether it improves or worsens things.
  5. Permissive switching: Squad's native team-changing mechanism (~ChangeTeam) is extremely permissive, letting people switch every 5 minutes. Someone can change teams 10+ times in a single game if they want to.

All this to say, there's a real problem with the way Squad handles team skill balance. Left alone, we get an organic vicious cycle where one team progressively gets worse over time. What's more, Squad provides no real recourse for admins trying to host fair, competitive, and interesting-to-play games. I used to argue that team stacking was a community problem we all needed to actively combat, but that was an overly optimistic take. I now believe it's impossible to fix without intelligent, reactive server tooling.

Long story short, myself and the admins on Northern Lights have, over the past year, been progressively developing a comprehensive team balancing solution I'd like to share with you all today.

TeamBalancer: the first attempt

It started as a simple project to replace the proprietary team-scrambling plugin we were denied when NL was founded (from the ashes of gmg). I built the first version of TeamBalancer, which tracked consecutive wins/stomps and mixed the teams up with a fairly naive heuristic. It preserved squads so it didn't split up friend groups, but beyond that wasn't very intelligent. The idea was that since we had no real data on the players, the best we could do was shuffle the deck and hope the teams were balanced after the dust settled. This had mixed results: sometimes it worked great, other times it just made things worse.

EloTracker: giving it a brain

It became evident we needed a smarter solution than hopes and prayers. This led me to design and build EloTracker, a plugin that implements Microsoft's TrueSkill algorithm and wires player skill data into TeamBalancer so it can actually balance teams intelligently. It took a few weeks of tuning the algorithm and collecting player data before the system started accurately predicting match outcomes. TrueSkill was built for games with far fewer players per team, so it only takes win/loss and overall team skill into account, which means it takes a lot of games before a player's estimated skill is known with any certainty.

That said, I deliberately resisted adding metrics like kill/death ratio to speed up that certainty, because all that actually matters is whether you win or lose. I've seen SLs spend a whole game carrying the team with support work (HABs, resupply, yelling at goobers in command chat) while finishing the game 0 kills, 3 deaths. Margin of victory isn't considered either; a win is a win regardless of the ticket difference. Injecting my own beliefs about what it means to be "skilled" in Squad, and trying to balance for those metrics, could arguably worsen the predictive accuracy of the algorithm rather than help it.

That said, in the future we hope to implement TrueSkill2, which addresses a lot of the shortcomings of the original algorithm: it accounts for skilled groups of players a bit better and factors in individual performance data (kills, deaths, score) on top of win/loss. I don't mean to shit on the original algorithm, since it works, but it does take a lot of games to gain real certainty about a player's skill.

SmartAssign: fixing the join

At this point I realized one of the only levers left to us was controlling which team a player is placed on when they join. By default, Squad places players on the team with the fewest players, or Team 1. We could do better, so I built SmartAssign, which takes player skill, clan tags, and team size into account the moment a player connects. Before they've even finished loading in, they're placed onto the team with their clan, or the team most in need of their skill (or lack thereof). This gave a marginal improvement in game quality.

Switch: closing the loop

Though TeamBalancer, EloTracker, and SmartAssign did improve ticket differences on NL, the whole system still assumed a certain amount of good faith from players. Nothing stopped anyone from using the native ChangeTeam command, or even the much more permissive !switch command, at any time. We even saw groups of players (whole clans!) switch teams right back after getting scrambled, just to keep the stomp going. We ultimately had to disable native ChangeTeam and build a less permissive but still fair alternative.

We extended the Switch plugin to:

  • enforce a longer cooldown
  • block mid-game team changes unless you'd just joined
  • block team changes the round immediately after a scramble
  • run through a queue system so people didn't have to spam the command

After a short period of growing pains, the new and improved Switch plugin is working fantastically.

The results

After disallowing native team changes and forcing players through our improved Switch plugin, we saw the largest improvement in ticket difference to date: a >15% decrease in blowout games (150+ tickets) and a 5% increase in close games (sub-50 tickets). As of today, I believe NL is in the top percentile of servers by ticket difference. It feels a lot more fair and competitive to play, and complaints about team stacking are functionally nonexistent. Best part, it takes nearly zero admin intervention. The whole system is autonomous. It's been literal months since the admins had to manually scramble teams.

Try it yourself

At this point, I know of 4 servers running TeamBalancer + EloTracker. NL is the only one running the full suite (TeamBalancer, EloTracker, SmartAssign, and Switch) and disallowing native team changes. NL keeps player Elo data private, but other servers have set up public Discord channels where you can query player Elo with !elo <identifier>.

The SlackersSuite is open source if you want to run any of this yourself, and you don't need to go all-in to get some benefit out of it. Just running TeamBalancer + EloTracker with native ChangeTeam left on will probably already cut down on complaints and improve game quality. But if you want what we've got on NL, that means disabling native ChangeTeam and running the full suite too. Each plugin has its own setup instructions, so grab whatever you actually need.

If I can do anything, even marginally, to improve game quality and cut down on team stacking across the Squad community, I'd consider that a win. Hit me up on Discord if you have any questions (@real_slacker).


r/joinsquad 4h ago

Im US west and no matter what i do to my filter settings I still get chinese or russian servers. I am no longer in a chinese time in my life please help.

5 Upvotes

r/joinsquad 14h ago

Media I did not deserve to win that fight

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28 Upvotes

r/joinsquad 7h ago

Realized That His Body Disappear

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4 Upvotes

r/joinsquad 1d ago

Weirdest bug ever

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75 Upvotes

r/joinsquad 1d ago

cheat sheet for new SLs

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104 Upvotes

i have about 8500 hours in squad and level 83 on the SL kit (yes im very special) i dont add this to brag because that would be cringe. just to abait the sudden urge to criticise from every other SL when they see this and everyone else whos like who the f is this guy telling me how to SL. ive seen a few things on our server lately that prompted me to put this together. happy to share for new SLs and for experienced SLs to add to it. it started off as a decision flow chart on when to attack but i ended up adding some other basic stuff to help new SLs.

im sure i missed some stuff, this only took me about an hour. i dont get to talk about this stuff with other SLs enough and i always enjoy learning new things so maybe this sparks some stuff i know yet.


r/joinsquad 1d ago

Discussion Squad Esports Launches Community Only 46vs46 League + Announces 26vs26 and 36vs36 Split 2 starting in September

10 Upvotes

Squad Esports Split 2 Is Coming!

Split 2 begins this September

What's New?

  • 12-week ELO regular season
  • Followed by Single-elimination playoffs to crown the Split Champion
  • Flexible scheduling based on team availability (play as little or as often as you like)
  • Monthly rotating competitive layer pool

The Title Holder

Each league also features the Title Holder.

The Title Holder defends their title in every league match. If they lose, the victorious team immediately becomes the new Title Holder.

The team holding the title at the end of the regular season earns a huge reward by skipping straight to the Grand Final, needing just one more victory to become Split Champion.

They also get to make 2nd layer ban

Leagues

  1. 26vs26 - Open to everyone
  2. 36vs36 - Open to everyone
  3. 46vs46 - Community server owners only

New Layer Pool

Following extensive feedback from Team Reps, we've redesigned the competitive layer pool.

  • 4 layers will be available each month
  • You'll receive every monthly layer pool before the split begins
  • 2 layers rotate each month, with 2 carrying over
  • Before every match, each team bans a layer with the coin flip winner banning 2. The remaining layer will be played.

Confirmed Layers

The first batch of Split 2 layers has now been revealed, the rest will be similar to these. (Mains are indicative and locations may be tweaked based on testing)

Discord

Join our discord, this subreddit auto deletes discord links so go to our website for this.

Player Rule Changes

Players can NOW play in 1 team per league. For example:

  1. 26 vs 26 - Team A
  2. 36 vs 36 - Team B
  3. 46vs 46 - Team C

Want to Compete?

Registration is now open!

squadesports.com/squad-esports-cup-split-2-registration/

If you're looking to compete in Split 2, speak to your Team Rep and make sure your team is registered.


r/joinsquad 1d ago

Media Blowing out tail rotors is my passion.

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79 Upvotes

r/joinsquad 1d ago

Bug Weird scope, too small to see anything

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37 Upvotes

I selected scoped automatic rifleman IP29, irregular militia faction. But scope was bugged, too small.

I think I have used this scope as a rifleman also but their it worked correctly.

Another problem: I think in PLA faction don't remember correctly, theirs magnified scope with only green lines. Those lines are not visible very faint and hazzy, other scopes work good. Is this problem related to textures or something?


r/joinsquad 1d ago

Question How is Squad doing now

12 Upvotes

I haven't be able to play since the UE5 update. My performance was good at the start of the match but it keeps getting worse as the time goes on from 60 fps down to unplayable 20 fps. I rarely see big youtuber like Operation Drewskey and Slorgs play this game at all in the recent months. I wonder if I should come back to this game or should I wait for the dev to announce a big update because it seems like they have unmade and remaking the game from the ground up.


r/joinsquad 1d ago

Question Why are the localizations so scuffed?

6 Upvotes

I play with the german localization and it is so cursed, sometimes things just aren't translated or have weird misplaced symbols added (for example a chinese character added next to your commend level for some reason). The things that are translated are done pretty well however. Overall its decent but I just don't understand why its like that, it doesn't seem like mistakes a translator would make. It's more like something with the code is messed up.


r/joinsquad 1d ago

Sniper Team VS Sniper Team

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22 Upvotes

r/joinsquad 1d ago

Discussion Anybody else feel like pistol handling sucks?

17 Upvotes

r/joinsquad 1d ago

Question Graphical Settings Recommendations

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17 Upvotes

Hello everyone. I am looking to get some help on making my game look better than how it does now. I've long watched youtubers play this game, and it looks super beautiful, however when I play it looks like a mess of rectangles being mushed together with flickering black lights on foliage dense areas.

I am playing on 1440p, so the attached video isn't the best but it still captures a good deal of the issues i am experiencing.

PC Specs:

Ryzen 7 7800X3D
5070ti 16gbs GDDR7
64 gbs DDR5 RAM
M.2 SSD
XG27AQWMG Rog Strix 1440p monitor

Settings:

Fullscreen
2560x1440
scope Res 100
AA: NVIDIA DLSS - Quality
All other Settings - Epic

Forgot to mention all sharpness is at 0

I apologize if this is a repeated question or if its already been answered, I've tried looking for the answer myself, even commenting on some squad videos for further help to no avail. I was wondering if maybe there are some NVIDIA global settings that assist some peoples squad look near flawless.

I appreciate all help. Thank you.


r/joinsquad 2d ago

Its My Mortar Hab From Now On

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111 Upvotes

r/joinsquad 1d ago

Discussion Hoster "Gamerzhost" going out of service on 30.7

3 Upvotes

Please be aware, if you are hosting with Gamerzhost you should have gotten en email yesterday! (sorry this is the german email version)


r/joinsquad 2d ago

At Least He Gave It a Try (Mr. Knife POV + Enemy POV)

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12 Upvotes

r/joinsquad 2d ago

Sneaky Radio Defence

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17 Upvotes

r/joinsquad 2d ago

Media MI-8 casually eats Kornet missile for breakfast apparently

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18 Upvotes

F*ck me ig


r/joinsquad 1d ago

Question Getting into flying

6 Upvotes

I’d mainly like to fly helicopters. In Arma, I spend most of my time flying as well, which is why I’m interested in doing the same in Squad. However, I’ve read that most teams only have one helicopter available and that it has a pretty long respawn timer after updates. Is it still worth getting into flying in this game? Also, is there anything I should keep in mind besides getting used to the flight model before hopping online?


r/joinsquad 2d ago

If every faction was realistically depicted, how would the average Squad game go?

19 Upvotes

US Army vs USMC would be chaotic af, just constant artillery and air support


r/joinsquad 1d ago

Media Like to keep this Handy, for Close Encounters | Squad SuperMOD

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0 Upvotes

r/joinsquad 2d ago

I think OWI should hire more people

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67 Upvotes

How is it that 70 developers can successfully optimize an FPS game with 100 players on UE5 complete with all sorts of features even before the official launch? Yet, 140 developers spend four years doing nothing but toggling blur on and off and adding new emotes? Can anyone give a clear explanation? I’m no game dev, but it seems to me that with that level of funding, they could have achieved a lot more since development began in 2014. Or am I just stupid and wrong? PS: BulkHead is the studio developing War dogs.


r/joinsquad 1d ago

How to Land a Heli

2 Upvotes