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About pinko

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    Fireteam Leader
  1. What SPECIFICALLY is your problem?

    I'm waiting for the commander role release to start modding, but could work on spawn logic in the meantime. My thoughts are to remove rallies and limit FOBs to require ammo to respawn on HAB. All troop movement is to be accounted for by movement of ammo, vehicles and personnel from Main.
  2. What FOV are you using

    90 Peripheral vision is only good if you can see things at a distance. Better to have the zoom and keep your head on a swivel.
  3. Marksman Changes.

    That's the SLs job. If a player is not communicating, ask them some specific questions like "what are you firing at?". Most of the time they're just new and shy with the mic or don't know what info is important. Same goes with positioning; just place a move mark and tell them where to go. Remember that they might get distracted on the way there, so if they start shooting it's "what are you shooting at?" again. This goes for all noobs, not just marksmen. The little bit of effort then pays off in later rounds after you've trained a halfway decent squad that gives callouts and has an idea of good positioning. This game is very different from other shooters, so it takes time to develop the appropriate skillset. We can't expect to have a good squad of experienced players every time we SL a public game. Lower your expectations and improve your curriculum and you can train problem players on the fly. As always, kick any griefers and trolls; they aren't worth the effort. If your squad is full of noobs, play an easy objective. Take backcaps and explain the game mechanics. Play on defence and explain screening, recon, overwatch and crossfires. Create fireteams and delegate some training if you have a couple experienced players to teach the others. Play to win but also play to improve. Be patient, lest you want to raise your blood pressure like Dr Hammer on a free weekend.
  4. Marksman Changes.

    Pretty much. As an SL I don't expect my squad to stick together unless I tell them to, because we all have different ideas of how to play the game. That's why early and clear communication is important, especially when leading noobs. That fellow you mentioned for instance sounded new, and might have used a pointer on how to get in the vehicle. My suggestion for leading noobs is to have them shadow you and explain everything you do to them, like placing a rally or FOB, staying hidden while moving, etc. That way when you need to give them instructions later they'll know what's up.
  5. Marksman Changes.

    Yea, the thing is after 3 years SLing I have rarely come across such a player and I haven't found the marksman kit to be any more or less likely to elicit that behaviour. In my experience, players lone wolfing are usually doing so in response to a lack of coherent direction from the SL. If it's a case of them ignoring you, there's always the kick button I think that what many people describe as lone wolfing is just solid marksman behaviour. When they look at the map they see a lot of marksmen off on their own. What they don't see are the wide angles the marksman is covering, the info they are relaying, and yes the downs they are getting. These can all be as important to the team and the squad as having players on the objective or an extra gun near the SL. One thing I've noticed is that marksmen have a tendency to survive a squad wipe. This can be because they were separate from the squad to set up a crossfire, or because the scoot and shoot nature of the weapon increases survivability. In any case, marksmen may be separated from the squad simply by staying alive. Often this puts them in useful recon positions while the enemy mobilize. If they're not relaying that info on their own initiative, all it takes is to ask them what they see and you get valuable info for the squad and the team. I guess what I'm saying is the role doesn't encourage lone wolfing more than any other. The decision to ditch the squad is the player's and not the role's, so the response should be to kick the player, not lock or change the role.
  6. I don't think we should be relying on or encouraging ninja HABs anyway. The constant flow of soldiers out of a farmhouse basement looks quite ridiculous without any indication of troop or supply movement on the map. Supply drops from helicopters would already have the advantage of speed over logi trucks. The disadvantage of visibility is IMO a good balance.
  7. There's an SL tutorial out there somewhere that explains the steps needed to have a good time leading. The best tip was to outline the plan and your expectations at the start of the round. For instance, I rarely want to command vehicle support so I will explain at the outset that I'm running an infantry squad. Then anyone who requests a vehicle gets a reminder to check the name of the squad (e.g. "Pinko INF") and a kick if they continue to ask for vics. As for roles, be sure to open the squad early at round start and explain the plan and the roles required to fulfill the plan. Most players will switch to roles if they know exactly why they are needed and how they'll be taking part in the action. For instance, if you are rushing the middle objective you will probably want 2 AT, 2 medics. The reasoning may be obvious to you, but not to your squaddies. So simply explain that you expect enemy vehicles to be present and there is a high likelihood of taking fire from the outset. This is much better than simply stating "2 LAT, 2 medics; no questions" because it clarifies the players' roles and gets them excited for their piece of the action. SLing can be a fun way to practice leadership skills, as long as you actually put those skills into practice. Communicate clearly, take advice and criticism graciously, be firm but fair. You might be surprised what you can then do with a bunch of internet randos. The tools are already there to have a great time as SL, you just need to learn to use them.
  8. Marksman Changes.

    Even without suppressors, the marksmen kits benefit by not having tracers and having low rate of fire. AR may be able to suppress but a good marksman will put enemies down without requiring fire superiority. This makes them ideal as screening elements that can stay alive while disrupting enemy movement. Before the change marksman kits were less effective in this role than optic riflemen who had larger magazines and CQC advantage. A skilled shooter can land long range shots with an optic at the same rate or better than a DMR. The DMR bipods may tip the scales by increasing the rate of accurate fire, giving DMR the advantage in long range engagements. The tradeoff is a loss of mobility and thus survivability when fire is returned. I don't understand the beef people have with "lone wolfing" marksmen. The role shines in overwatch positions and long-range shoot and scoot. The effective range of the DMR also allows for wider angle crossfire with the rest of the squad. If the enemy are between you and your marksman, that's a good thing, not a sign of poor teamplay.
  9. It kind of fixes problems with friendly FOB blocking. If the squad with the logi is the only one able to drop a radio, they won't be blocked by another SL "proactively" placing their preferred FOB. Since a radio requires supply to place anything anyway, this won't change the meta much while cutting down on that particular form of griefing.
  10. Feedback: Current Run and Gun Meta

    With HABs and rallies as they are, there is no reason to slow down gameplay until you are running out of tickets. Teams are just playing the optimal way the game logic dictates. The strategy is to continue feeding bodies to the obj until you or the enemy cap. Typically the best shooters win. Then it's a race to the next obj. So, games are basically always a 40 v 40 (really ~34 v 34) on middle cap, then ~20 v 20 on defence and attack points. My favourite alternative (which I'll be modding soon) is adding an ammo requirement for all spawning on the map. Run and gun would only be advantageous as long as ammo is plentiful. Harassing supply lines would force teams to slow down and regroup.
  11. New game concept

    1. and 2. are close to a game mode I'll be working on after the Commander role is released. The idea is AAS with limited ammo and supply with regeneration at Main. Controlling objectives on the map gives more ammo and supply per minute at Main. Spawning on FOBs require ammo for the kit. No rallies. Map layers will focus on smaller areas, 1-3 objectives. Mains are capped as last point. Wipe the enemy team off the map to win. Basically a combination of Squad with RTS game logic. Resources are produced at Main and moved across the map as troops or proxy FOBs. Map control provides more resources. Total domination wins. Aiming for ~1 hr round times.
  12. Buddy rally poll

    How would it mean you'd have to take a longer route? Shorter routes would require less manpower to secure. The reason logis take long routes now is because they go unaccompanied and must avoid detection.
  13. Buddy rally poll

    The interest would come from having to coordinate safe routes and protective convoys, as opposed to the current norm of having one guy drive on his own. If logi runs were more important, they would be more interesting as the action would naturally spread to supply lines to a greater extent than currently.
  14. Buddy rally poll

    I should have been more specific; people I talked with were in-game SLs and other squad members. I would be playing now but my desktop is in the shop
  15. Buddy rally poll

    Yea, but when they run out of ammo the meatgrinder would end. The teams would also tend to be more careful with their troops, and diligent about their supply lines to keep soldiers on the field. The best strategy in most scenarios would be a build-up of supply, followed by a coordinated attack. Teams that simply throw bodies against the opposing FOB would quickly run out of ammo. The team with the best plan and execution would win, not just the team with the best shooters.