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Showing results for tags 'fire teams'.
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Smith posted a topic in Feedback & SuggestionsAdvanced Delegation of Responsibility: Simply put I'd love the ability to take my nine man squad and organize it into two fire teams. This would allow for a whole new array of strategies and tactics to be executed more effectively. While we can make it happen without UI and dedicated mechanics having these elements designed around this concept would make executing it much easier. I'd also like to suggest that the Squad Leader be able to hand off the base building controls to any one designee within the Squad. The idea being that as an SL I may need to focus my attention on more immediate concerns but I also need to get a FOB built. While I'm focused on communication, coordination and directing the Squad I can have whomever I've designated work on constructing the FOB. One of the key functions of a leader is being able to delegate responsibility in a responsible and effective manner, currently I feel as SL my focus is being pulled in too many directions. Advanced Radio Options: In Arma 3 there is a Radio/Comms mod called Task Force Radio, one of the extremely convenient features it offers is the ability to have your radio, or radios play in the right ear, left ear, or both (Stereo). This is very useful for when you are leading a squad and have a command channel and a squad channel. It's easier to parse what people are saying and decide which channel to focus on when you have, say, the command channel in your right ear, and the squad channel in your left. If my squad is relaying information among themselves during a fire fight and I need to coordinate with another squad, as any SL can tell you, it becomes a spaghetti salad of voices making effective communication very difficult. It has been my experience that being able to choose which ears my various radios are playing in is extremely helpful. Thanks!
So I had an idea for a way to emphasize squad cooperation in the future. With tanks and helicopters coming eventually, we'll certainly be getting new weapons to combat them as well. I'm not going to speculate on what those may be, but my idea is to implement a squad role system. Essentially, this would make a new selection screen, like the squad kit screen, but for squad leaders to choose from various types of squads. Since militaries use this kind of system in real life, it would add to the immersion factor in my opinion. Here's some examples of the types that could be available: Rifle squad - 9 players with access to LAT, AR gunners, grenadiers, medics, and riflemen. Primary focus - versatile infantry element capable of close to medium range infantry combat, and able to engage light vehicles. Head of the spear, attacking enemy objectives first. Max of 3 rifle squads per team Weapons squad - 7 players with access to LAT, GPMG gunners, grenadiers, marksmen, medics and riflemen. Primary focus - high suppressive firepower able to pin down enemy infantry even at long ranges. Provides overwatch and covering fire for advancing infantry elements. Highly capable of defending FOBs and can also deal with light vehicles. Max of 2 weapon squads per team AT team - 4 or 5 players with access to HAT, AR gunners, medics, and riflemen. Primary focus - small, fast moving infantry element able to engage enemy vehicles at medium range. Supports other squads and acts as QRF in the case of vehicle contact. Max of 2 AT squads per team AA team - 4 or 5 players with access to MANPADS, AR gunners, medics, and riflemen. Primary focus - same as AT team except deals with air vehicles. Max of 2 AA squads per team Motorized support squad - 4 to 5 players with access to riflemen and medics. Primary focus - man transport and logistics vehicles to transport other squads and supply friendly FOBs (Note - I'm not sure about this one because I don't think very many people would want to play this) Max of 1 support squad per team APC platoon - 4 to 6 players with access to APC crewman kits, uses 2 or 3 APCs and/or IFVs Primary focus - provide mechanized transport for infantry elements along with suppressive fire with HMGs, capable of fighting light vehicles. Max of 1 APC platoon but could have 2 smaller elements instead depending on vehicle numbers Tank platoon - 2 to 4 players with access to tank crewman kits, uses 1 or 2 MBTs Primary focus - engage enemy vehicles and infantry at long ranges, dominate open areas of the battlefield. Max of 1 tank platoon but could have 2 smaller elements instead depending on vehicle numbers Combat helo crew - 2 players with access to combat pilot kits, uses 1 attack helicopter Primary focus - provide close air support, able to engage most vehicle types. Max dependent on vehicle numbers Transport helo platoon - 2 to 4 players with access to transport pilot kits, uses 1 or 2 transport helicopters Primary focus - provide aerial transport for infantry elements and supplies for FOBs Max of 1 helo platoon but could have 2 smaller elements instead depending on vehicle numbers While I think this system would improve the cooperation aspect and immersion, there are some cons: for one thing, it would make obtaining the specialist kits even harder because you'd have to be in a specific squad to get the one you want, I have a feeling most players would want to join a weapons squad over a rifle squad. Another problem that arises is that the overall success of the team is much more dependent of the cooperation of the SLs so there's very little room for the less skilled to be a squad leader, as one with a lack of experience could be more of a liability than an asset. The final roadblock for this idea is that each squad type aside from the rifle and weapons would have to rely heavily on the skill of the squad members, more so than in the game's current state. An APC platoon would have to know how to keep their vehicles alive and judging from the amount of BTRs and Strykers that are lost during a pub match, that might be a problem. Without any sort of training or tutorial in vehicle combat, for example, the APC platoons would be at the mercy of the crews' experience, which would definitely be inconsistent at the very least. All these factors would add to the already steep learning curve, so players would have to really dedicate themselves if they want to learn the game enough to have fun with it, and this is something that I'm fine with, but I can't speak for everyone. I'd love to hear other's thoughts on this and I'm open to criticism!
Just out of curiosity, what is the general consensus on breaking a squad of 9 into two fire teams? I have had a couple SLs do that and each time it ended with everyone in my fire team dead and wasting tickets. I just don't see the advantage of it (communication is set at a squad level, not fire team level; strength in numbers). Maybe I am not seeing something, so please throw knowledge and wisdom my way.
I understand a squad will have nine members. Somewhere I read that someone heard from a dev there will be fire teams also. Will these be actual game features, so that when you join a sq you also choose which fire team to join? Will there then be a fire team leader/assistant squad leader, where the two leader roles have one fire team each? Will this assistant SL be able to put markers out for the fire team? Or will the sq have two fire teams and the SL outside of these, running between them, so as to get more time to think and plan ahead?