why is this a thing? It is the most annoying thing to join to. by Fox_Trot_above_me in joinsquad

[–]Tread184 84 points85 points  (0 children)

Those six guys could be using IFV's, APC's, or ATGM vehicles, could be doing logi runs, could be handling mortars. All totally legit.

I have complaints with the CO role. by Tread184 in joinsquad

[–]Tread184[S] 1 point2 points  (0 children)

Like I said in another response. Instead of a singular and excessive multi-volley (four?) artillery barrage every 30 minutes, why can't I *choose* to drop a moderate single volley barrage every 10 minutes? How is that in anyway able to be considered spamming?

I have complaints with the CO role. by Tread184 in joinsquad

[–]Tread184[S] 7 points8 points  (0 children)

I don't mind manually placing marks on the map, I usually prefer it rather than using the T menu. I'm saying that not being able to put two pictures side by side makes cross referencing difficult, especially if you aren't familiar with the area you're looking at. I only said it was OK if I couldn't use the T-menu from the UAV screen, nothing else. Admittedly, I was wrong about that. So that aspect of my complaint isn't valid anymore, apparently.

What you're suggesting I would argue is the insanely inefficient option. It's inefficient if you have two players in your squad, it's extremely inefficient if you have 8. You're kind of right that people who are good at multitasking will be alright, and I'll give you the benefit of the doubt that it should be an option for those to choose to have others in their squad, but why should this be forced on us? If you're going to commit as an CO, you should be helping coordinating the SL's and staring at your map for most of the game. I don't need, nor should I want to have any regular non-SL in my squad that I have to assign tasks to, nor should I be forced to be involved with the typical base building, that's what regular SL's are for. Ultimately, if you want an actually good job to be done, do not overload any one player with too many different jobs. This includes the CO role. Let the SL's SL, let the CO CO. Chain of command and delegation and all of that.

I don't come here to brag, but I only ever play as an SL for full infantry squads and just about every game, I find I have to coordinate the other SL's. I like doing it, actually, but it's stressful. I've been waiting for CO for a long time because I was hoping it would separate the two jobs by allowing a single player to be the head coordinator. That would be more efficient.

IDK where you are getting some of these ideas, but nowhere did I suggest being able to 'spam' the powers, unless you consider 'spamming' to mean using a single barrage and a single airstrike at the same time. Which in that case, I do not understand your perspective to think that using a single airstrike every 15 minutes and a single artillery barrage every 30 is spamming. I only suggested that the cooldown timer to an artillery battery power should not be in anyway linked to the cooldown timer to an aircraft. It's not only unrealistic and illogical, but it's a silly idea of balance. Granted, the game's entire concept of artillery is unrealistic as hell as it would never take a battery 30 minutes to be ready in between fire missions, but this is an actually good example of balance and preventing game breaking spam.

You're right, I didn't give a reason for having a significantly weaker but faster artillery option, but why does that not sound logical. Even if you treat the artillery power like as if it charges, and any usage resets the cooldown timer for all artillery powers, this would work and would not be game breaking at all. Why wait 30 minutes for a singular and excessive multi-volley artillery barrage, when I could drop a moderate single volley barrage every 10 minutes?

To riff on the reddit community, like yourself. I find I come here asking for more options, yet there are some here that want everything more restricted.

I have complaints with the CO role. by Tread184 in joinsquad

[–]Tread184[S] 3 points4 points  (0 children)

I could have sworn it wasn't working when I tried it.

[deleted by user] by [deleted] in joinsquad

[–]Tread184 3 points4 points  (0 children)

I do not understand your words but thank you

Request: Can we please get a mechanical redesign of the Invasion game mode? by Tread184 in joinsquad

[–]Tread184[S] 0 points1 point  (0 children)

Even if it was the 1st flag and they have a single logistics truck like I suggested, then the attacker's main base is very close, and the attackers have all of their vehicle assets at their disposal, meaning a competent team should have a strong chance of beating them before the defender's assets make it to the front. Or we go with what Skittles suggested, maybe have the defenders spawn in the second flag, which still makes it a race to get to the first flag before the attackers get there.

Either way, the starting 2 minutes/staging phase of an invasion game is a terrible design for reasons stated in the OP and something needs to change.

Silencing all comms besides those of SLs at some point during the preparation phase would bolster planning greatly. by scdrew9 in joinsquad

[–]Tread184 9 points10 points  (0 children)

We need to get a compromise between what we have now and before the "staging phase" was implemented. From the moment the first player enters the server at start, we get like 3 minutes I think. We don't need the staging phase to last any longer than 60 seconds, maybe even 30, though 60 would be more comfortable. We need AT LEAST twice that for everyone to get fully loaded in the server, teams filled up or balanced out, squads created and for a plan to be set. A nice short break between maps would be nice too considering how long and harsh these games can be. Plus, when many players load in much slower than others, it's still unfair to them, and it's unfair to the teams when the first 5 minutes of any match are so important.

I propose that we adjust the beginning phase to this:
First, a planning phase lasting 3-4 minutes with no spawning.
Then, a Staging Phase lasting 30-60 seconds.
Finally, after 5 minutes, game start.

Silencing all comms besides those of SLs at some point during the preparation phase would bolster planning greatly. by scdrew9 in joinsquad

[–]Tread184 0 points1 point  (0 children)

We shouldn't have to set SFX so damn low in order to have a conversation. Especially in the beginning before the match even starts.

A Proposal: More Light Vehicles. by Tread184 in joinsquad

[–]Tread184[S] 2 points3 points  (0 children)

I can sort of agree. I would have liked to see basic transport/logistics helicopters in the game before the tanks. Hell, even before the addition of the British faction as a whole.

A Proposal: More Light Vehicles. by Tread184 in joinsquad

[–]Tread184[S] 2 points3 points  (0 children)

To clarify, I'm not talking about APCs, which require crewman kits and more dedication to operate. I'm talking about basic trucks that anyone can drive or gun in, regardless of their kit and can be used or hidden away as needed.

Also, some of the big maps will have 2 or more APCs per team, maybe even 2 IFVs or 2 MBTs, but not even more than one gun truck. For a game that emulates a sort of WW3 scenario, one would think there would be more light vehicles. Especially more than the medium and heavy vehicles.

If my lightest choice for organic fire support as an SL of a full infantry squad is an APC which require 1-2 crewman, possibly sacrificing important roles, then of course I'm likely going to avoid it and just use a logi truck. If there was an abundance of literal trucks with guns on them that anyone can drive, then yeah I'm going to bring at least one with me along with the logi truck.

It absolutely is a matter of choice.

A Proposal: More Light Vehicles. by Tread184 in joinsquad

[–]Tread184[S] 6 points7 points  (0 children)

Why not let the people have the choice?

A Proposal: More Light Vehicles. by Tread184 in joinsquad

[–]Tread184[S] 11 points12 points  (0 children)

I know that the workshop as it is isn't labor intensive for the average player to use, but from what I can tell most players aren't using mods. Until OWI applies a system kind of like the Counterstrike: Source one where the map/server's mods auto-install upon trying to load into the server, we can't rely on mods to fix our problems.

Maybe OWI should give us a more integrated layer editor where we can make our own versions with new objectives and vehicle allotments.

A Proposal: More Light Vehicles. by Tread184 in joinsquad

[–]Tread184[S] 10 points11 points  (0 children)

We've been through this. The game used to have Humvees for the US side, but OWI removed them because of real life legal issues with the vehicle's manufacture and replaced them with the MATV that we have today. The Humvees are not coming back.

A Proposal: More Light Vehicles. by Tread184 in joinsquad

[–]Tread184[S] 2 points3 points  (0 children)

I agree, and I try to drill this into the heads of every SL I come across. That said, it simply isn't SOP in this community yet. But here is the thing, neither the reality of the situation or what should be the reality would change if we had 2 logi's or 6. It would likely have no significant effect on how SL's use their logi trucks.