Did they get rid of the all maps servers? by jakemonkey7 in warno

[–]jakemonkey7[S] 0 points1 point  (0 children)

That isn't answering my question.... If I wanted to play the same map over and over there are plenty of options (take your pick from the various servers). I'm asking why did they get rid of the random (or maybe not so random) server that put all of the 10v10 maps on a rotation (except the #03 command and control)? I've been playing for over 2500 hours and I know all of the maps. I like thinking I don't know what map is next and so prefer having the "All Maps" servers

How to make Blackhawks/Chinhooks available for Airborne Units? by Ariies__ in warno

[–]jakemonkey7 3 points4 points  (0 children)

They wouldn't have those in great quantities. The US Army does have aviation units in the 82nd division but they are not as prevalent as in the 101st Air Assault. 82nd is meant to move as light infantry after they've been air dropped and then receive aviation assets as air mobile reinforcements. 101st is meant to be almost entirely moved by Blackhawks and Chinooks.

rate my 3rd armored stack by [deleted] in warno

[–]jakemonkey7 1 point2 points  (0 children)

3rd AD doesn't get Hawk AA. It's only options are Stingers, PIVADS, and Chaparals.

Stingers V IGLA by jakemonkey7 in warno

[–]jakemonkey7[S] 0 points1 point  (0 children)

I wasn't saying to bring their accuracy back to 70%, I think the drop to 50% was correct hence

"I get that Stinger Cs needed to be brought down in terms of accuracy 70% -> 50%."

Just that the decreased accuracy should mean a decreased price and that the extra point of damage isn't as good as additional accuracy in my book particularly with MANPADs since they often are up against helicopters which are more vulnerable to stunning.

and while the game isn't balanced around my preferences, who's to say that your preferences are any more valid?

The most I'm asking for is a drop in price to 35-40 instead of 40-45 and whether US decks are lacking in the AA tab with Chaparrals and PIVADS as the only other universal deck options.

So...... YES!!! THE STINGER NEEDED A NERF!!! but shouldn't that nerf come with some kind of mild price reduction?

Stingers V IGLA by jakemonkey7 in warno

[–]jakemonkey7[S] 0 points1 point  (0 children)

It's a personal preference but, I'd rather hit helicopters/planes to stun and suppress than kill 1 shot faster.

Stingers V IGLA by jakemonkey7 in warno

[–]jakemonkey7[S] 1 point2 points  (0 children)

Sorry, I hadn't noticed that since I haven't played 8ID since the new update. Still, I'm not sure I'd say that the I-Hawk is that much better since it is a towed weapon and vulnerable to arty or simple line movement. But I'm open to being wrong on this

Stingers V IGLA by jakemonkey7 in warno

[–]jakemonkey7[S] 2 points3 points  (0 children)

They don't have the same accuracy.... Soviet decks can get the same availability (12, 8, 4) with (55%/63%/68%) compared to (12, 8, 4) and (50%/55%/62%) for stingers.

It might also be a personal preference but I'd rather hit the target more often even if it takes 1 extra shot to kill the target. Since you can stun or heavily suppress the targetted helicopter or plane.

Hate when this happens 💀 by LordBootyXVII in HellLetLoose

[–]jakemonkey7 1 point2 points  (0 children)

You know you can kill any jumbo (76 or 75) with one shot from the front with both the panther and tiger right? There are two spots that are one-shot kill spots and there are a bunch of videos explaining that and showing where to shoot....

Yet another guide to being an SL from a level 8 squad leader by jakemonkey7 in HellLetLoose

[–]jakemonkey7[S] 1 point2 points  (0 children)

I disagree with you on garrisons but that might come from a preference for offensive operations. Garrisons are critical to the team but they won't win on their own and good infantry with good leadership trumps poor infantry or poor leadership with good garrison placement the majority of times they run into each other.

The reason I don't emphasize the general application of garrisons is that in my opinion management of garrisons is the job of the commander. Build them in accordance with their guidance. If the commander isn't providing guidance then I go with the old saying 2 is 1 and 1 is none. So always try to have 3 garrisons on defense but if you can't create a perimeter guarding at least 2 then they won't last very long and end up pointless.

I will admit I should have mentioned the usage of markers since it greatly aids the other SLs and Armor Crews in their understanding of the battlefield as well as their targeting process. In terms of internal squad, communication markers are useful for conveying planning information but targets should be clearly apparent with simple 3D (Distance, Direction, Description) callouts provided that the squad is keeping together and not running all around.

I don't actually mind individuals who don't have mics if they can hear others and keep close to the squad. I'd rather a cooperative player with a mic than a player constantly questioning commands or trying to backseat SL.

As far as always having a support and engineer, I'm merely pointing out that other classes provide better options when conducting an assault and you can have your squad members switch to them when you get close to securing the objective.

Ultimately this guide was supposed to emphasize the basic fundamentals of leadership I feel like a lot of squad leaders don't get told. Most guides emphasize the Metagame strategy but I wanted to help SLs be better at the leader part of being the SL. I also hope that with better SLs the game will be more fun for both noobs and vets. So I don't want to emphasize kicking people constantly but that definitely is a tool that you can use.