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Showing results for tags 'new class'.
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Hey, US Army soldier here! Right now I'm a soldier in the MOS of 35N and I love squad a lot and all the classes act how they should and it makes me happy, but we are missing something, intel. Infantry is the King of battle, artillery is the Queen, Intel is the chess player. What I suggest is a class, maybe only 3 people on a team with radios and rifles just to listen into the enemy communications. It would make Squad stand out even more than it already does for being a great game. What I propose is being able to get on top of a hill set out a radio and listen to the enemy's coms and being able to relay the information to the squad leaders, they should be able to jam, or hell maybe even putting the prophet system in a vehicle, it would be very interesting see how players use it. If the devs see this and want to ask questions, I can confirm my Army affiliation and answer some unclassified questions
Hi everyone, thought I'd come and give one of quite a few suggestions that have been on my mind since Squad's release. I think especially from PR players this will be a fairly agreed upon feature however my method of implementation is a little different. So as it stands rifleman are starting to get some love (which is fantastic and I hope we see more) in the means of getting single deployables like the sandbag wall. Right now a fairly big problem that exists is that of being able to only resupply at FOB's (unless the cheesey, deploy fob > deploy ammo then destroy thing is still going to be in the foreseeable feature). Back in Project Reality every rifleman had an ammo kit which gave ammo to anyone who stood over it and it was very limited which worked fairly well. However it's understandable that having every rifleman being able to carry ammo could make fob resupply redundant so I propose we add a new non-support class which is an Assistant Rifleman. In many (probably most) real world armed forces down at squad or fireteam level you will have assistants whether they be automatic rifleman assistants or assistant anti-tank gunners and their job is to carry extra munitions for their respective role. Now in Squad having a different assistant class for each is not necessary and would clutter the spawn menu. Instead having a Assistant Rifleman that carries a depleting ammo box, could then be an assistant of anyone including rifleman or grenadiers (however read the further detail part below for a potential expansion) and the number of assistant's like the supports could be scaled based on how many people are in the squad. For example a squad of 4 can only have one assistant but a full squad could have 2. With a role like this you can easily have a more dedicated squad such as anti-tank or fire support without having "unfair" rifleman with ammo or being forced to retreat to a fob as soon as you run empty. This separate role could probably be removed in the eventuality of kit customisation but we will have to see how that works. The way the ammo box would work is different to PR and this is for good reason so bear with me. The ammo box would be placed similar to sandbags, but would come constructed and it would use the resupply menu similar to the current FOB resupply boxes but without the ability to change kits. The ammo box would have a set number of resources and inside you would have an option to choose between each munition of a squad and each press would give you one. So inside you could take: Pistol Mag Rifle Mag Autorifleman Mag Marksman Mag Frag Grenade Smoke Grenade (Probably just white smoke as it's used on most classes) Then you'd have the bigger supports which would cost more supply (maybe even having their own type of ammo box, so the assistant would carry two types?) Rocket/Tube (Yes I know disposable LAT's wouldn't fit but ignore that) Machinegunner Mag Mine/IED/C4 Grenade Launcher Rounds (Whatever new toys come later in development) So based on how much supply there is, you could choose a single rocket/tube for your LAT and then maybe a few magazines or you could choose two rockets/tubes and deplete it. The goal of the ammo box is to either resupply everyone slightly with the essentials or choose to resupply your special kits. The benefit this system has over the old Project Reality system is that ammo is not accidentally taken or given to the wrong unit and you can specify what you need rather than PR's (random method?) so now you/squad lead could choose who had what and if needed be you could resupply based on your situation, e.g. destroying armour, assaulting compound, etc. *Edit* I did try making a concept image but it looked horrible so I scrapped it but if anyone is good with that kind of stuff, the idea I had in mind was just the same UI as the build menu/ammo resupply. If anyone ever played Left 4 Dead the idea I had in my head for the ammo box itself was like that.
Idea: A role a squad member fills where the idea is that your squad cannot use squad coms and your squad leader cannot use coms to talk to other leaders if the radio operator isn’t alive/ in the game. Local chat would still work. The radio bearer would have the standard rifleman loadout with the only difference being that he has a large radio strapped to his back. Why: Communication is a vital part of conducting warfare and anyone who has played Squad knows how important it is to be able to tell your team that there is an enemy at Grid___ with a bunch of his friends or that you have found an enemy HAB. When in direct combat with the enemy, it is extremely useful to be able to point out enemy firing positions, request medical assistance, call in reinforcements etc.. but radios have their limits. The inspiration for this comes from the book The Trident: The Forging and Reforging of a Navy SEAL Leader by Jason Redman. In it he describes a mission he was on where he was tasked with sitting on top of a mountain with a large radio which provided a link between a small unit on one side of the mountain and a command element on the other side. The small unit comes under fire and Redman wants to go help them. He takes the radio and heads down towards the unit in contact. This creates all types of problems as now the command element has no idea what is going on with the small unit because they have lost radio communication, the small unit cannot call in an air mission, and the entire Seal team misses their extraction and is required to spend the night out in the mountains all because communications had been lost. I think that the scenario of being a squad leader, coming under fire from the enemy, having your radio bearer die, losing coms while he/ she re-spawns, and having to manage a defense or retreat though local coms would prove a fun and challenging leadership hurdle among other opportunities and drawbacks that come with being able to effect communication on the battlefield. Thanks for taking the time to read though this Masters thesis and please let me know what you thing.
DISCLAIMER: Yes, I used the search button, but I'd like to show my view on how this could work. With the appearance of shotguns in development, it seems likely that the US/Russian Ground Forces will get a counterpart to the Insurgent Raider kit. As we know, the Raider is best suited to close-quarters, preferably urban combat. We will replicate this with the Breacher, who's main purpose will be clearing indoor areas and corners, as well as destroying obstacles. It's a class that will be invaluable in maps like Al-Basra and Sumari Bala, and useful for clearing points in other maps. This will be one of the specialised classes, like the GPMG kit which I suspect will arrive soon enough. The Breacher would be, like the HAT kit, limited to a certain amount of players per game. I believe 2-4 per team would be a balanced amount. It will be restricted to the US and Russian factions. It would be best if they were unlocked once a team has 15 or more players. Let's go through what a breacher would have.... Primary Weapon (Slot 1): The obvious decision would be shotguns, already shown to us by the development team. However, they are not the only choice we have. What if they also had Sub-Machine Guns? From a developing perspective, having SMGs in an assault class (Raider/Breacher) would be the only way to implement SMGs (apart from special forces). So, just like you can choose from a number of weapons for the rifleman kit, you could choose between a shotgun and SMG for the breacher kit? So what are these weapons? Shotguns: M1014 (USA), KS-23 (Russia) SMGs: MP5 (USA), Vityaz-SN (Russia) Note, for those who desire a seperate USMC faction, the MP-5 could be replaced by the Colt SMG, for variety. Secondary Weapon (Slot 2): Probably same as other classes, no need for a change. Grenades (Slot 3): I'm a bit unsure on this. I think that this kit should lack smoke grenades, as there is little use for it in the indoors. As for fragmentation grenades, 1-2 would be fine. I don't want the class to have too many, because that could make it overpowered, as well as too similar to the Raider Class. Explosives (Slot 4) These will serve as similar purpose as the IED. Their blast radius could allow rooms to be cleared rapidly. It can be used also to destroy player-built fortifications like Hesco walls, roadblocks, bunkers or other emplacements. However, I believe they will become more useful when there are dynamic map elements in the game, such as destructible walls. This would allow a squad to easily create a new avenue of attack into a well defended position. The Breacher should get 1 or 2 of these in their kit. The US would obviously get the C4, while the Russians would probably get the PVV-5A or Semtex. Field Dressing (Slot 5) 2 bandages as with most classes, no need to change it. Wire Cutter (Slot 6) This would replace the shovel. To not waste explosives on razor wire, use this to remove it. Optional: Body Armour This might be something included, although I doubt it. Maybe it would give the user a chance for a bullet to be ignored, and for the damage caused by explosions to be lessened. I'm only including this because It seems interesting, but not necessarily balanced. I thank you for reading this. Please give critical feedback and constructive criticism.