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About Kendo

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    Fireteam Leader

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  1. Hitting a moving target is hard.
  2. British forces release date

    not in v10, we know that.
  3. Squad Roles: Discussion

    This is a known suggestion and very well known debate. Personally I am in favour but not to the extent you propose. 2 or 3 different squad types max. I'm thinking Recon, Assault, Fire Support. Done, easy peasy. No more complicated than that. While I believe this would be a good addition, it is not problem free. Squads rarely set out to do one task and keep doing it for the rest of the round. You may be FSP for a bit, then push in on the assault, then go back to defend etc etc. Limmiting the squads roles too much to fit a specific task is debilitating and upsets dynamic gamepley. For this reason I believe the differences would have to be very minor indeed.
  4. Razorwire Idea

    I dont think you should be able to walk through Razor wire. I mean, theres no way you could irl, unless someone belly-flops onto it and you walk across his back. You would just get all tangled up. Maybe, at the very least, add the V10 weapon lowering feature to people crossing the wire to simulate them using their hands to free their clothing and gear. Then, as you say, add some real damage / bleed effect to it. I think the wire should be an extremely quick and cheap fortification that differentiates itself from sandbags by providing no ballistic shielding whatsoever -- bullets & frag should go straight through it. That being said, it should be much more of a barrier than it currently is. Its more there just to look nice right now.
  5. Believe it or not, there already is damage dropoff at range. The ballistic of the weapons are unlikely to stay the same, so we'll see how it matures, but it is already in the game. Trouble is, needing 3 bullets to kill instead of 2 doesn't really matter if the shooter can put them all on target in rapid fire so easily. You buy, what, an extra 0.2 seconds of life? I feel like that's a dark path to go down and we may well end up with Gears of War / Halo bullet sponges in order to protract the fight time that way. It may be one piece of the puzzle, but I don't think its the way to go first and foremost.
  6. Scout unlocks at 4 players, although you could hack the system. Feels like more of an exploit then though.
  7. Its interesting, that's for sure. Maybe one 9 man squad for the sake of the HAT, but yeah... that would be awful...
  8. ^ Pretty much it. Depends on what kind of scale you are operating on. Anything from being a 1 man LAT/Marksman held up just behind enemy lines, to the above with two men, to something a little more intricate with 6-9 if you fancy it. VBIED is a classic 1 man job as well. You don't even need to be a scout yourself, just hop on a bike and ask your scout to do the deed when you say. Its actually infinitely more effective that way too.
  9. So I'm not going to toot my own horn here, but I tried this strategy a few times and it worked incredibly well. It's very delicate though, and hasn't worked every time, so take it as you will. 1: Make sure everyone in your squad is on the same page. If you say jump,. they have to jump. No one messing around. 6 people is a good number because you won't be in the thick of it very often and you don't want to draw people away from the fight if you don't need to. 2: Don't pick up any vehicles that'll slow you down or hold you back. So you have to be mobile, sure, but to hit hard when you need to. BRDM is perfect. (you don't need to be Mal or Ins for this... a spare BTR80 works well too, just remember what you're there to do and don't fall back into "normal" usage of it.) 3: Always hit the enemy where they are weakest, and never where they are strongest. Most people see a full enemy squad and try to kill them all or to contact them. Not you... let them pass unless they're in a killzone. Guarded enemy FOB? Wait until they leave or move on somewhere else. 4: FOB hunt; ambush Logis; flank enemies from the rear as they are assaulting one of your flags, then once you've done damage disappear again. Don't get into extended firefights. SLs and Medics are top targets. Always try and guess where enemy rallies are and sweep through those areas. 5: Lets say you back cap the enemy, and now you know the whole team are coming for you. Standard practice? Stay and hold them off, accepting a likely defeat and being overrun. Maybe you buy your team an extra 3 minutes? What you can do: Mount back up and leave the flag and wait for the enemy to come in force, recap, then leave again leaving only a fraction of people to defend. They will probably assume you've left to continue the backcap, and so they send even more people to the rear to hunt you. Maybe the defenders start building a fob, or start monging out through boredom. Then hit em again, neutralise/cap flag and leave. Rinse and repeat/change it up and go back to FOB hunting or smashing into the back of enemy assault groups. 6: In the latter case of these, you must wait until they are already in contact. Try to go for their SL, Medic, Rally and/or transport vehicle, then bugger off and leave the enemy stranded. "Flanking" doesn't mean attacking from the side/rear. People can just turn around. You have to wait until they take cover from the front, then leave them nowhere to go as you sweep in from behind. If you want to try guerrilla tactics, you must absolutely avoid entering into a fair fight. After about 40 seconds of contact, if you haven't won already, you've got to go. Otherwise they'll just send a 30mm to your neck of the woods, or mortars, or a full squad to flank/trap you and the party's over. You've taken 6 guys out of the fight on your team -- you need to make sure you justify this, forcing the enemy to send even more troops away from the fight than you have. All you are trying to do is give the enemy a massive headache, undermining their combat effectiveness and scrambling any plans they have. You 100% need to be mobile and have a vehicle to flee quickly enough if you have to. Fleeing is important because you are only 6 guys, and if you get wiped, that's it. If you can retreat, forcing the enemy to follow you, you can draw out what was a 2 minute battle into an 8 minute skirmish. If they don't follow you? Then you're still in the game 45 seconds before all those poor fools you shot in the back. Make sure you know where the enemy vehicles are so you can either avoid/flank ambush as necessary. 1x RPG LAT hit and a burst of BDRM will take out a BTR80A in about 4 seconds if you get in behind them. 30mm crews love to sit on a hill on their own and all looking the same direction.
  10. How to combat "dropshotting"

    That's a good point actually. I haven't seen a dive animation so far. I mean, it sounds very "COD-jumping-off-walls", but in real life I'm sure as hell doing a swan dive to get out of fire, that's for sure. EDIT:
  11. Agreed. People should realise that new players are a good thing. Just treat them as one of your friends whom you have just convinced to get the game. Patience is a necessity. Until we have a good way of telling when someone is new, however, I guess it's just good form to always ask people this weekend. Every Squadmember, every SL. Just say "hey, is anyone new here? Would you like a hand" etc. Even if you don't go SL, it allows you to take someone under your wing a bit more since the SL will more often be busy already. When he's on command chat at the start of the round, you can help him out with asking the rest of the squad.
  12. Sorry mate, not going to happen. Its a competitive game, and people are going to get competitive, and they're gonna start putting some of the pressure they feel on other SLs too. This will always happen. I'm trying to suggest a way that accepts this as a realistic part of the picture and minimises the bad aspects of it, particularly when new players are involved. "Accepting and respecting that you were new once" is only useful for behaving appropriately to other new players. That's how empathy works mate ...the key is in the word. To do that, you need to know if someone is new or not. So how, exactly, do you propose to "change the attitude of regulars and veterans" hmm? There's no magic bag of pixie dust that'll help here. We need to be more realistic about this. As for telling someone to get a grip... all I mean is that sometimes you have to do be able to do the following. Whether its an admin or a player, people will always speak to people in a stern way when its the last resort they have before getting the guy kicked. I was there in the above situation and it was 100% fair enough the way all the other SLs spoke to that guy, he was being an absolute catastrophe. Sometimes, yes, you DO need to tell people to get a grip.
  13. Yeah, new players are great. The more the merrier. They shouldn't be "barred" from going SL either...no way. Give them a fair shot. It would be good to be realistic about things too though. I think we all want to make sure they have the best experience possible and, as the thread goes, try and keep the quality of gaming as high as it can potentially be in whatever way the situation allows. To do that, people need to know what the situation is. Communication is a key one, right? Pretty much every server I can think of has rules about needing a mic, at least for SL. The other day all the SL's bar one were getting a bit salty because one SL was simply not responding to anyone on the command net. He was attacking enemy main at the time and we wanted to know what was going on, as you do. I think getting a bit pissy with him in this situation is 1) understandable, 2) fair, because those are the rules, and 3) the last resort you have in getting a potentially lazy or negligent SL to get a grip and respond, as is usually the case in this situation. This pattern of getting progressively more pressuring is never going to change so long as you assume everyone is a regular. The standard practice is to threaten him with a kick I do believe. As it turns out, the SL was just new to the game and genuinely didn't know the keybinds to respond apparently. 0 hours played. He kept direct chatting instead of command chatting or something, I dunno. I only found this out because another SL got suspicious and looked him up on steam. No one told him what to do, no one helped him. And he just didn't know any better. As a result, everyone's gameplay suffered, his own included I'm sure. There's nothing to be "sorry" about when you're new -- I'm just British and we apologise if we inconvenienced someone's heel with our toe being in the way. Point is -- how you treat someone depends on their context. We cant treat everyone as if they are new -- that's ridiculous and condescending to regulars. No one is honestly going to ask people like Nordic if he knows how to put up a FOB, and would he like a hand or explanation? Saying we should all "just be nice" to everyone doesn't help either. Asking someone nicely to please remember do his job he agreed to do, if he doesn't even understand what his job entails, doesn't achieve any benefit to a) the quality of team play; b) the individuals learning curve or c) said individual's enjoyment of the game. Its a recipe for disappointed players and the main reason for this thread I do believe. I want to help make sure these guys (hell, everyone even) have the best experience, but I don't think it'll happen until their context is known to the team. Online gaming just doesn't work that way. To avoid 90% of the grief caused, like in the situation above, there needs to be a simple way of everyone seeing that someone is new. Let that context determine peoples expectations, behaviour and corresponding strategies. Then, as you say, they can get on with their game and have fun. As for being a *** to someone for being new after they have already made that known, well... those guys are the problem, not the new guy.
  14. The keyword there being "if". I think people shoot themselves in the foot sometimes because we all know Squad can get very "high octane" and a lot of pressure can be put on SLs. Not many people will come forward and say "sorry, I'm new". Cant blame them really with the internet being the way it is. If I'm forming a plan at the start and I see another SL that I can quickly identify as new to the game, then great: I'll help him through what to do, how to claim vehicles for his mates etc. I'll also not suggest to him as critical or intricate a job, or perhaps be more forgiving if it doesn't go to plan. But I can't help people if I don't know they need help, and I'm not going to skim through every SL on steam before the match to do that..
  15. Yeah Odin, I know "hours played" doesn't necessarily mean anything for sure, but its the simplest and least invasive signal for whether someone knows about Fob mechanics etc etc. Its by no means an vitally important thing to know -- its pretty useless in fact since the majority of the time it'll just be registering the thousands of hours that the usual suspects all have. Thing is, when you see "hours:0" or however it would be displayed, that would help everyone involved -- both the new player and the rest of the team. Nothing worse than finding out 25 mins into a match that the other SL is new and that's why he's done X, Y and Z... and you could have helped him out with it from the start if only you had known.