Squad leaders should be awarded for not dying and for people spawn near you if you near capzone.
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Minimaps should be gone altogether and replaced with compasses and tactical view is silly while the pull up map shouldn't be as detailed as distributed or updating.
I had this idea a while back, with the twist that other players could access the map if they were close enough to the SL/TL, the idea being that people would stick to the leader if they wanted to see what was going on.
In the end it all boils down to personalities. I'm not much of a one for bossing people about or being confident that I know what should be done, so I stay off team chat for the most part. I have, though, played a few games in RO2 (and RO and DH, even IL2) with people who are prepared to put themselves out there and you usually get good teamplay (or at least the illusion of it) then.
Of course I'm not talking about someone's who's just a loud mouth or *****ing about his team being noobs. I guess people who make good leaders in videogames are few and far between, much like IRL.
What I'm saying is that no matter how many gameplay tweaks and mechanisms you put in, it's the players that make the team. Maybe this is the most realistic aspect of RO2!
Job varies from class to class and EACH ONE OF THEM needs to do their job. Not only squad leaders and commanders. I find it suprising that commander needs to set artillery on his own, because his squad leaders don't care.
I guess that giving them all (I mean both the commander and squad leader class) bolt-action rifles will make this class less desired by people taking it for the weapon only and squad leaders should get assist per each kill made via their mark by the commander's artillery.
I need to defend fellow sharpshooters here. I often - as a marksman or rifleman - decide to cover my team by keeping windows and certain spots clear from the enemy. If the enemy can't shoot at them they won't die and will be able to actually get into the capzone and capture it. Of course, when the time comes that everybody is needed then I will go myself, but I want to protest against seeing everybody who is not running in the front line as deserter or person not helping his team at all.
The problem with that is if you're on a realism server & not familiar with the map layout.... and lost.... you'll never find your squad leader except by chance and remain lost until you stumble upon where you're supposed to be or killed by the enemy.
Often enough, I'll be following my team, then we'd start getting shot at, I'd focus on taking out the threat for my team, only to find that my team took off without me. With no minimap, map or tactical view and even with a compass, if I was a new player and not familiar with the maps, I'd spend most of the time running around lost and being completely useless to my team more so.
Commander-squad leader chain is more important while defending to mark good spots fast and kill as many attackers as possible when the opportunity presents itself. On the offensive it is more important that people follow squad leaders who will give them some smoke cover while approaching the objectives.Cpt-Praxius said:But even with everybody on your team working together, yet the leaders weren't doing their jobs properly, their impact on the team is more noticed.... in my observations anyways.
I see it a bit differently - squad leaders are both spawn points and artillery spotters for their commanders. They also make (re)capturing objectives a bit faster from what I know. It is imperative for the team that officers survive for as long as possible. To lead the attack and charge we have assault teams and common riflemen if needed, not officers. That is how I think.Cpt-Praxius said:Hmmmm.... as a SL/Commander most times, and as someone who's usually leading the charge into the thick of things with the hopes my team is following behind, handing me a bolt rifle would only make my job more difficult and probably entice me to stay back from the fighting and let everybody else do the hard work..... and when other players see their leaders giving them orders to attack, but don't follow and just stay behind, chances are, fewer team members will follow those orders.
I am not saying that you did. It has been directed to people in general who seem to think that shooting enemy sharpshooters and not going directly into the capzone is not helping the team. I agree that people staying back in strange places for lone kill aren't helping, but killing enemy sharpshooters in the windows of the Apartments or on the Town Hall on Spartanovka is indirectly helping the team to move a bit more safely through the area.Cpt-Praxius said:Agreed.... I wasn't attacking Marksmen or others who stay behind. I was saying that so long as they are taking out enemies I'm happy.... but if they're staying all the way back at spawn to do this, that's a bit iffy, since they could at least gradually move up closer as objectives are captured.
I agree.the game offers a a public channel , a team channel and a squad channel...the only problem i see is unless you know who your squad mates are, you cant tell who is talking .....having the voice comms color coded or voice messages color coded would help out......
Ofcourse you get good teamwork by microphones. But in ROost it
was very often that the talk didn`t go over the playing. There
was to much talking so you couldn`t hear an enemy coming.
But we have also the textchat. In ROost it was good to read and
it was in 2 colours. Players did read what you wrote.
I am now coming to the conclusion that nobody reads the text of
the team text.
So, TWI must give us the old coloured text back.
This.2: Comms. There is virtually no talking going on in RO2. Hell, the game doesn't even let you say "gg" when the round is over. Project Reality both in BF2 and Arma 2 makes great use of voice chat. I particularly love how in Arma 2 you can directly talk to people around you (including the enemy!) with your mic. Getting people to talk is an obviously important step towards teamwork, and I think the ideal method for RO2 would be a voice chat overhaul that gives you 3 channels to talk over: 1. Your squad 2. your surroundings (direct speech) 3. Other Commanders (only available for people with leader roles). Having a channel for the whole server or your entire side is too cluttery.
Commander-squad leader chain is more important while defending to mark good spots fast and kill as many attackers as possible when the opportunity presents itself. On the offensive it is more important that people follow squad leaders who will give them some smoke cover while approaching the objectives.
I see it a bit differently - squad leaders are both spawn points and artillery spotters for their commanders. They also make (re)capturing objectives a bit faster from what I know. It is imperative for the team that officers survive for as long as possible. To lead the attack and charge we have assault teams and common riflemen if needed, not officers. That is how I think.
I am not saying that you did. It has been directed to people in general who seem to think that shooting enemy sharpshooters and not going directly into the capzone is not helping the team. I agree that people staying back in strange places for lone kill aren't helping, but killing enemy sharpshooters in the windows of the Apartments or on the Town Hall on Spartanovka is indirectly helping the team to move a bit more safely through the area.