Jump to content

Wonka

Member
  • Content count

    33
  • Joined

  • Last visited

About Wonka

  • Rank
    Fireteam Leader

Profile Information

  • Gender
    Male
  • Location
    UK
  • Interests
    Squad

Recent Profile Visitors

706 profile views
  1. 100% agreed. I’d use delta for similar roles or made it easier when we had a mechanised infantry squad. no idea why OWI removed content, just cannot understand why they won’t do it.
  2. A better armor and Gear system

    It still amazes me to this day that people think, line infantry units get to customise and change their weapons around. Shit doesn't happen in the British Army. What you get issued, is what you get issued. I'd rather have an ACOG over a Light weight day sight, but I get the latter. This fantasy of soldiers fully customising their weapons, with barrels, flash hiders, sights and paint jobs is just that. A fantasy. (From a serving Brit.)
  3. A better armor and Gear system

    Although, you shouldn't be able to remove your role. I.E - Anti Tank player, who ditches his LAT so he can take more grenades and ammo. Imagine being that SL who can't take out that limping 30mm BTR because your LAT wanted to rush an enemy HAB with 3 grenades.
  4. Your phone have a built in VPN? Might be that, my mobile network (vodaphone) has one?
  5. Mauti's Firefights

    Respectfully - I stopped watching half way. That siren is does not add any value, remove it in future?
  6. Alpha 13 Public Test, Round 1

    You know what the answer to this is? Be the change you want to see. I squad lead almost as a matter of course, every single game. I split my section (squad) into two fireteams. Alpha and Delta. I appoint a guy I know can reasonably lead a fireteam, and **** me it's bliss. Even if I'm with randoms? I go to town, I kick those who don't listen and I give simple and clear orders. Fireteam leaders (your averge ****ing bloke on Squad with a mic and a brain cell) can lead 3-4 men/women/gender-neutral/LGBT+ community members, with a huge amount of success. GIVE PEOPLE THE CHANCE TO DO IT. You are ENABLING future SQUAD LEADERS by giving them this minor command position. If you are on the Squad forums, you know how to conduct a basic section attack. I have had the luxury of being taught this in real life, it is not difficult, it is not complicated. You can learn and lead this yourself. The random Squad pubbie is desperate to learn and execute a reasonably sound plan. Half of my plans, aren't sound and they still do it. Why? **** knows, but I sell it in a half confident way and the lads jump to it. If you are complaining about a lack of tactics and squad cohesion in Squad, you are part of the problem. Watch a few YouTube videos, add me on steam if you really ****ing want and click the create squad button. I will talk to anyone, at length on how to SL with half a degree of success if they have the patience. You are all big boys. ****ing act like it. tl;dr It's easy to bitch on the sidelines. Stop being afraid of failure. Take that SL kit and sort it out your ****ing self, it isn't going to get better any other way. ==== I realise I maybe slightly off topic, buddy rally system is shit in my opinion, (I've not played V13 even though I've downloaded it, I've just read its kinda broken and needs work...) why the hell are the devs supporting bad SLs who place dogshit rallypoints by allowing them to piggyback off other SLs? FOBs become pointless and we return to a zerg format. Ditch that addition immediately, get rid. But I hate seeing people bitching about no teamwork in Squad when they are well aware of how to fix it themselves, yet can't muster the minerals to lead a ****ing section (/squad) in game.
  7. Ranking System?

    There are a few concerns of mine regarding implementing an effective ranking system that should be addressed in order to actually make it worth while. (Which I am not of the opinion would be) 1. Using military ranks is not helpful. Squad is, as the name suggests a Squad level game (Section to us Brits and commonwealth) a section or Squad is led by a JNCO typically a full Corporal or a Sergeant in the American case. The Second in command is a Lance Corporal and the remainder are privates. How would using a military ranking system be true lt reflective when you have three colonels and 5 warrant officers in a squad? It’s just strange and would kill off anything close to immersion. Ultimately a bad thing IMO. Furthermore, there are plenty of Corporals who would have better weapon handling, tactical awareness and leadership ability than a full colonel or even a Major, because officers tend to be focusing on big handful movements and framing a whole battlefield, the level we are playing at is that of a platoon + (reinforced). Point being, rank isn’t reflective of effective soldiering skill and that’s what is being suggested as an accurate measure of individual players. An alternative? I’m not sure, but I wouldn’t use actual military ranks. 2. Getting anybody to SL as it is, is a difficult enough task. If we add another layer of percivied ‘eliteness’ people will shy away from stepping forward into leadership roles because they will assume the higher ranking guys will make and lead Squads. But it is those new people who should be encouraged to take a stab at leading if they want to, lord knows it’s desperately needed within the community. Just by two pence. Not that anybody asked me.
  8. Get schooled on FTs

    He's an okay standard of SL. He gets allot of attention for jazzy videos, but his tactical play isnt anything to write home about. In answer to the OP's question, I agree with you - it's a shame they just get used for ranging. I always run SL in game now, I usually role Alpha and Delta (sadly we can't be Charlie and Delta and follow British Army doctrine and we're forced to use yank fireteams, but thats a minor moan) fireteams, Alpha 4 man and Delta 5 man. This only works if you have a "second in command" type player who can actually control a small team, without that you're up shit creek with apple maps. Aside from vehicle squads, I don't see the point in having more than two fireteams. It's not effective to control at all.
  9. Not especially helpful, I play on a Razer Blade and like you I am serving, so it's exceptionally useful for plug and play. It's about $1,900 for one with a big old hard drive. It's pricey, but it runs Squad on 80FPS on ultra all day long. And if you're gonna invest, my mindset is you may aswell buy high end for the longevity. Beautiful bit of construction, looks like a macbook too.
  10. Laughed too hard at nerdifications. Some times a SuperFOB is the best solution. Sometimes it is better placed on a flank for attack. I have lead, and been lead when both were used effectively. The reality is that not always so black and white.
  11. Looking for a Team? POST HERE

    Name: Wonka Steam Profile: https://steamcommunity.com/id/iFrenzy/ Primary Language(s): English Age (optional): 26 Timezone or Region: BST. (UTC+1) Nature of Interest: Competitive. I want to get back into high level Squad play with a competitive clan that wants to constantly improve, so I can likewise push my own ability further. Gaming Background: Countless hours in BF2, PR, 565hrs on Squad. Additional Skills: Would say I do a decent job at Squad Leading, people seem to always rejoin my Squads upon next pub match draw. I'm a reliable medic or AT or MG soldier too. Status: "Unsigned"
  12. MORTARS NEEDS LIMITED!!

    I have also tried running mortar crews, with similar experiences (largely on the QFF servers.) And would say these points here are exactly on the money. I have two suggestions that could assist with mortars: I think implementing a separate "ammo" feature would help this. If memory serves, a mortar takes 80 Ammo to refill 3 rounds? (Even if it doesn't, for sake of argument let's say it does.) How about taking the mortar off of the generic ammo requirement and giving it another category of it's own, increase the cost to fire a 3 round barrage, so even if you had a dedicated logi you couldn't keep the fire up continually. Or simply reduce the range of mortars, forcing mortar FOBs further away from main, thus increasing logi travel time (and therefor exposure to counter attack) and thus reducing the spam function. But the HE damage needs to be MASSIVELY increased. People do not fear the whistle anywhere near as much as they should. Here's hoping for people to fear the rain.
  13. Hand grenade bounce-back solution

    This, you know roughly where a tennis/cricket ball is going to travel when you throw it. It's not making the game more casual by adding a faint guide to the throw animation. It makes it more realistic.
  14. I'll just get right to the chase, hoping the developers look at this so I'll keep it snappy. Two things that frustrate me as a Squad Leader who enjoys building superFOBs on viable and worthy defensive objectives. (Not a popular opinion, but hey) 1. Why when I place the HESCO bunkers (Not MG) are my bipod wielding lads not able to set up on them? Seems like a very silly bug to have and I'm sure is easily fixed. 2. Why am I not able to place HESCO walls flush next to each other, but I can with sandbags? It's frustrating to have a hole too large to fill (giggidy) in a wall, for one HESCO wall, where two flush together would be more than enough? Just me two pence. Wonka out.
  15. Thats exactly what is being suggested and by the look of the Dev post earlier in the thread, what is likely to be implemented. Fireteams are not a long range unit, they are to allow a Squad Leader (if we insist on using American terminology ;)) to better organise his Squad/Section. As a SL myself, being able to arrange my lads into two teams ahead of time and then be able to call out "red team, provide fire support, blue follow me on the assault" will only further aide the squad's overall effectiveness. Any serving or veteran will tell you the same thing. Fireteams aide tactics and communication.
×