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Showing results for tags 'ftl'.
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I've been SL a number of times since Delta was removed, and I really miss having Delta as an option for FTL. In the past, I would typically use all FTL's when defending a fob and I'd send each FTL to go cover a cardinal direction (North/South/East/West.) This worked incredibly well as it gave the guys focus to help get eyes on all 360 degrees of an objective. Since the removal of Delta, it has been a bit more challenging because I can no longer tell an FT leader to go cover "South" or "North". I now have to break up the compass in 3rd's. I'm sure there will be people out there that tell me "you can still cover the cardinal directions" and a bunch of other ways THEY feel I can still accomplish the same goals. The reality is, I like 4 fire teams and this is only one example of how it made it easier for me. I also used 4 FTL's by having 3 stay back and one group was my recon group, or my logi group, or my "shovel" guys. It just flat out made managing a squad easier. Please bring back Delta FTL.
What's up guys, First off just let me state that this game is great. At the time of posting I have about 180 hours in. This IMO is one of the best mil-sim type games I have played. The amount of "Realism" They have in the game makes it a good experience and an enjoyable way to pass the time. However, with all games, I find some improvements would benefit the game. Below are some of the improvements I believe the game can benefit from. Let me know if you guys agree or what your opinion is on them. - All factions weapons should have access to sights. It makes it a bit unbalanced and isn't very enjoyable to be forced to have no sights. If an individual wants to have no sight they should be allowed to choose that. However, forcing some classes or weapons to not have sights on certain factions seems quite foolish to me. If that individual is equipped enough to have a 203 launcher attached to their rifle, then they probably have a sight. It actually does not sound bad to have the ability to choose whatever sight for your weapon if it is typically used for that weapon. For example, A AR Kit could utilize Iron Sights, M68 Red dot, EO Tech, or an ACOG. I'm not sure if everyone agrees, but that doesn't sound bad. If not that, at least allow a sight OR iron sights if not the choice of the type of sight. - a "Party" option for friends added to the game so they can be brought into servers with you, and the ability to add a friend and/or send an invite to a player in a server who is not in the party prior. This enables people to make "Friends" in game and bring them along, sidestepping the whole searching for them on steam process. - Fire team leaders should be allowed to set emplacements like the squad leader. If not straight-up allowed themselves then at least be able to request permission to set emplacements from the Squad leader (Just like the vehicle mechanic) - Fire team leads should also be allowed to set Enemy / Fire mission markers - No 1-man locked squads. This should be changed to at least a 4 man requirement. This way that squad can at least run a 2 man armor(Vehicle) team. Anything below that doesn't make sense. - An option to make the mini-map smaller. If not universally at least for when you are driving. Not everyone has a reliable TC (Truck Commander). - Advertisement. As I've stated, this game is great IMO and one of the best if not the best mil-sim type shooter. However, the player base isn't very large. at the time of this review there is only a 5,823 peak player base. Not terrible, but not great. My concern with this is overtime the game will take the natural course of losing players and dwindle down to even smaller numbers. I'm not sure how exactly the game could or should be advertised, I just think that it should be. I think they should utilize advertising on social media platforms, and more specials on Steam. The specials could range from more free-to-play days with front page advertising of such on steam so people can see it, to more frequent discounted days. I understand it's easy for me to state that when I am not the one fronting the money to do such, but I believe this player base can grow even more and I don't want the game to lose any of the player base it has over time simply due to it not growing because people do not know of its existence. Let me know how you guys feel about some of these points!
Just hear me out before unleashing the standard "Nyet. Meta is fine" The buddy rally created a major butth...... Was not received well. Why? Because it allowed the whole team to magically teleport from one part of the map to the other in a much more efficient way than current FOB does. It allowed bypassing the defenses. It wasn't liked for that reason. What was its goal? To cut back on the downtime in the case of the squad being left without the SL being able to create a RP, resulting with spliting the squad into the ones that are still alive, and the reinforcements running/driving from the much further placed FOB, or even the Main Base. It was put there to make the consequences of SL death less severe. So, since the Buddy Rally is definitelly a bad attempt to solve that problem, how can we do it in a different way? Quite simple. Make FTLs also be able to place the rally point. Singular Rally point for the whole squad, replacing the old one, The same as SL, following the same rules (2.5 minute cooldown, 3 squadmates, etc.) with the addition of: -SL has to approve it in the same way as vehicle claim (maybe added automatical map marker for where the FTL is putting it) If he approves, the deuce is dropped. He can be dead, he can be alive, doesn't matter. It just creates an option of sending the FTL to do it instead of SL. The time counter only starts AFTER the approval, if SL doesn't give the permission, there's no rally point and there's no cooldown. That way SL still has the full control over where they are put, and too eager yet incompetent FTLs dont hinder him. -Only the first 2 (or 1, or 1 for regular forces and 2 for insurgents, whichever version you find the best) FTLs can do that. Why? so we don't end up with "4 FTL meta", like we did with "give it to AT for rangefinding" for some time. On top of that, its supposed to be a helping hand for the SL, not an overpowered "I can always choose 4 places to set the rally" That way, when the SL dies the whole squad is not completely screwed, yet a major component of the squad has to get somewhere to put a rally there. There's no zipping around, other than FOB, which is much harder to set up.
I liked a12 fireteam comms colors, which all were set to green in a13. As a SL, when I assign FT to specific group of players, report from member of FT gives me source location immediately just by their comms color. When I'm a FT member, it's easier to identify when it's my responsibility to respond immediately to the comms report, without need to memorize all my FT by nicknames. Was useful feature, see no reason to remove. Can we make it optional instead?
Making FTL unable to determine range presented in a13 is an incomplete solution. A12 algorithm was: 1. FTL sets marker 2. FTL reads range to the marker A13 algorithm is: 1. FTL sets marker 2. FTL asks SL to set a marker on top of his own 3. SL marks on top of FTL marker 4. FTL reads range to the marker Does it require more teamwork? I guess. Something like quick event for medic and someone he is trying to revive, then need to do it together successfully, then revives is successful. More teamwork as well... Does it make finding range to target harder? I guess. If SL is aware of issue, it's +2-3 seconds, but same result. Although as a SL I don't really appreciate such minigame. I'm not sure what exactly is trying to be archived with removing rangefinder from FTLs, but to make it complete, SLs should give up their ability to see range to the marker as well instead of playing minigame "SL, marker my FTL marker". Or another way is removal ftl marker UPD: For full picture it's interesting to compare more similar features: 1. Squad marker (attack, observe, etc) + FTL marker 2. SL marker rangefinder + FTL marker rangefinder 3. Map contact marker + reinforce, resupply, etc markers All of them increase effectiveness of operation and lead to decrease in squad communication. Elimination of them lead the game to be more hardcore and "encourages players with excellent eyeballing/map reading/teamwork/etc skills". In that sense, Squad marker makes my job as squad leader pretty dull. All I have to do is to press hotkey on my mouse, get squad marker in the middle of my screen and scream "Marker" in the comms. I engage something? Marker. SL, where to go? Marker. SL, where to spawn? Marker. SL, which track to take? Marker. I mark before, during and after engagement, I barely ever have to call direction, everyone from my squad will find the marker on their compass and determine relative direction better than I could ever do with words. How is it in principle different from FTL rangefinding? Thinking of it, makes me want to play without this feature, but I know how effective it is, so while it's enabled, if you don't do it, you are in disadvantage.