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Peerun

Specialist Roles - Suggestive Concept

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Here goes.
Instead of a limited number of specialist kits, a SL would be able to choose a specialisation for his squad. 

Each squad would be able to only have 1 specialisation, which would be chosen when the squad is made and could only be changed by the SL at a radio or at main base.

The specialisation that he picks would determine the kind of firesupport and specialist roles that become available to his squad members.

For example, a squad with an anti-tank specialisation would consist of these Fire Support roles
2 LAT kits, 1 HAT kit, 2 Breacher kits, 1 Explosives kit(Mines, IEDs etc)

A universal specialisation could for example include
1 AR kit, 1 LAT kit, 1 Marksman kit

While an anti-infantry focused squad with that specialisation could include
2 AR kits, 1 Machinegunner kit, 1 GL kit, 1 Marksman kit, 1 Breacher kit

Or a vehicle oriented squad with
Crewmen kits instead of standard riflemen kits, 1 AR kit, 1 Engineer kit

Similar to how the available FS roles change, so does the equipment of standard rifleman kits based on the specialisation.
For example a Universal squad gets a standard 2 riflemen optics and 2 grenades per riflemen without optics.
While an Anti-tank squad doesn't get any optics and gets 1 grenade per a standard rifleman, and 1 additional warhead to resupply the LAT or HAT on the move.
Similarly, the Anti-infantry squad's riflemen w/o optics carry ammo or a tripod for the MG instead of grenades.

I think you get the point. A single squad could become only so much multi-purpose, instead all of the squad's kits would be based around a specialist role or roles in the squad.
This would mean that squad placement on certain objectives would be more important, which goes hand in hand with making squad-to-squad coordination more crucial.


I am sure there are other ways to do the same thing, in relation to specialist kits, but this one appears to me to be the best balance between Organic, Organisable and Balanced, so that's why I am suggesting it. On that note, I am also aware that it'll still be awhile for this to become relevant in any form - just putting it out there.

 

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I think it's better to keep a little freedom for the players playing pubs - if you're organised a locked system isn't really needed.

however, if at some point more specialist roles are added and the squad only can have one specialist, it would be fine with me for the SL to unlock the specialst kit he wants. so you don't get a heavy sniper instead of a javelin (I know there won't be heavy snipers, but you get the idea;) )

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8 minutes ago, Shovely Joe said:

I think it's better to keep a little freedom for the players playing pubs - if you're organised a locked system isn't really needed.

however, if at some point more specialist roles are added and the squad only can have one specialist, it would be fine with me for the SL to unlock the specialst kit he wants. so you don't get a heavy sniper instead of a javelin (I know there won't be heavy snipers, but you get the idea;) )


Not sure what you mean by locking.

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While a decent idea I think the current system is perfectly fine. If the squad leader tells you to pick a role and you don't, chances are you'll be kicked from the squad which is how a squad leader enforces his squad's play style. 

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2 hours ago, Peerun said:


Not sure what you mean by locking.

locking the squads load-out like you said - so there is only a certain amount of firesupport roles available.

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On 4/8/2017 at 5:38 PM, Shovely Joe said:

locking the squads load-out like you said - so there is only a certain amount of firesupport roles available.

pass worded squads might be a good thing to have at some point?

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Posted (edited)
On 4/8/2017 at 4:51 PM, Call Me Ishmael said:

While a decent idea I think the current system is perfectly fine. If the squad leader tells you to pick a role and you don't, chances are you'll be kicked from the squad which is how a squad leader enforces his squad's play style. 

I agree It works for now too but they are planning on introducing many more specialist roles. In fact, Im not going to go back and count but their may very well be 13 kit roles to choose from in a 13 man squad. Something will have to change. 

 

Locked Squads

I am not a fan of locking squads as in, only those certain people can enter it and u need to request to join, if thats what you mean. People come and go in matches all the time. But once a player is kicked he should never be allowed back in the squad again. Problem solved. I dont think we need to lock them. But preset locked specializations like you are saying peerun I am all for.

 

We are Forgetting Commander Input

I agree with you peerun there definitely needs to be more ways for the squad leader to make sure his squad stays the way he needs it to be. I think the commander should create all the preset squads but then the SL will be allowed some flexability on top of that pre-set choice made by the commander.

ie: Commander creates squad type pre-set CQB Team [Raiders] consisting of the breaching role, the engineer, rifle men, ect but no AT or Sniper or Marksman but inside of those roles the SL decides how many slots he wants of each and maybe even to exclude one role in favor of another.

Edited by madcat768

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There's like a billion threads on this subject already. You can start by reading this one:

 

The problem with this suggestion is that it restricts gameplay potential, introduces a complicated balancing issue, and it doesn't add anything.

 

The first issue is that you'll end up with useless squad setups that nobody will pick, and overpowered squad setups that everyone will pick. Everyone will run around with the same squad setup, certain kits won't be used because they're limited to the useless squad setups, and everything becomes predictable and boring. Just to take the examples you provided, nobody in their right mind would ever pick anything other than the AT specialization. Not only is AT essential, it also provides the greatest potential return on investment(1 Ticket vs. 20-40 tickets) and LMG kits are generally not worth is compared to a standard service rifle. You could of course make adjustments to all of this, but the fundamental issue would exist. You could only get an acceptable result with generic squad setups and end up back at square one.

 

Secondly, the more regimented any system is in the game, the less potential there is for players to play around with different styles, strategies, tactics, and setups to keep the meta-game fresh and varied.

 

Thirdly, it doesn't add anything to the game. There is nothing this suggestion adds to the game that does not already exist. You can have an AT focused squad by taking two LAT kits(And a HAT kit), you can have an anti-infantry squad by taking the AR, the marksman, and Grenadier(Not that much of this is really any more anti-infantry than LATs and Riflemen).

 

Instead, we should have a system where squads can be customized to fit a role, allowing for wide strategic and tactical variety.

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