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Field phone

DAT

Grizzled Veteran
Dec 3, 2006
545
159
Fort Sill, OK
I think field phones should have been modeled rather than radio sets for artillery. Most communications were done with field phones over secure lines. The artillery TOE always had a phone section in it with a plt in a battery designated just for field phones to be strung to the battalions which the battalions then had a section to run lines down to the individual companies. Usually only brigade level elements or units designated for special needs for a radio had them. Radio sets were very rare for the Soviets in the early part of the war. They were easy to jam and intercept and were not as reliable as we think of radios being today. Just my two cents...
 
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I dont think it'll look very realistic if, after capping the zone, you run to the former enemy field phone and use it to call your own artillery. And you dont really need it in game. Even if enemy intercepted your radio call, the shells are still faster than the radio guy rushing to the troops triing to warn them about incoming artillery strike.
 
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So would you like to also perhaps introduce a new role to someone? The radio person? Not sure what its called in English, probably some communication specialist, or something.. But i mean, thats the person who's carrying the darn thing. Who would play that?

Thats if you want, the realism...
 
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Radio operator, just like in Darkest Hour RO1 mod. That is a class you could choose in order for the commander to call arty. The soviets did not have a feasible radio pack in the early part of the war. The Germans did but was not common at the company/platoon level. Would be cool if modders implemented the radio operator.

If Germans can steal AT rifles, Russians can steal radios.
 
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Please dont over complicate it any further... People ***** and moan about even slightest possibility of removing AI Aimbot machine gunner, and here you swoop in with this wonderful <sarcasm> idea of castrating your teams commander by having someone play the useless role of Radio Operator...

Oh and on separate note, Russians had field phones, maybe not as fancy, but they were definitely there.

Please, no, i scringe in pain just thinking of a slight possibility of having commanders hands tied to some Dumas (not the writer) running around with a radioset
 
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Hishnik in response: Soviets did not have any small radios like the germans did. Field PHONES in all militiaries were around since the telegraph. Darkest hour has a radio operator class to choose fun. Akin to what you may think about RO, it is team work not kills that win. Being a radio operator or a mortar operator in DH you were not always in direct combat but providing effort to the mission. RO is about realism, you can go solo on those other FPS.
 
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Hishnik in response: Soviets did not have any small radios like the germans did. Field PHONES in all militiaries were around since the telegraph. Darkest hour has a radio operator class to choose fun. Akin to what you may think about RO, it is team work not kills that win. Being a radio operator or a mortar operator in DH you were not always in direct combat but providing effort to the mission. RO is about realism, you can go solo on those other FPS.
Add radio operator so commander can run around with automatics and 2 smoke nades getting all the kills for the arty. Terminator-Commander Go! But its ok, give them to both or axis if you want, it'll be slower than MG guy with huge backpack and antenna to spot him who wont be able to go prone from sprinting because it'll damage the radio set. I'll enjoy killing that guy.

edit: Also this http://wftw.nl/gallery2/sever.html . There were other radios too. Respect the radio inventor's country.
 
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Hishnik in response: Soviets did not have any small radios like the germans did. Field PHONES in all militiaries were around since the telegraph. Darkest hour has a radio operator class to choose fun. Akin to what you may think about RO, it is team work not kills that win. Being a radio operator or a mortar operator in DH you were not always in direct combat but providing effort to the mission. RO is about realism, you can go solo on those other FPS.

Like i said in my post... People ***** and moan about IDEA of removing AI gunner (which i find just funny) and you want to add realism with a position that noone will go play because there is no direct reward? Especially with the way stats are made, the whole purpose of RO evolves around killing, and combat.

I understand what you're trying to accomplish, it would be great for clans, indeed. But lets keep in mind that as is PUG's having problems sticking on server that has only 10 rifleman slots left... And you want them to give you some teamwork?!
 
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Like i said in my post... People ***** and moan about IDEA of removing AI gunner (which i find just funny) and you want to add realism with a position that noone will go play because there is no direct reward? Especially with the way stats are made, the whole purpose of RO evolves around killing, and combat.

I understand what you're trying to accomplish, it would be great for clans, indeed. But lets keep in mind that as is PUG's having problems sticking on server that has only 10 rifleman slots left... And you want them to give you some teamwork?!

Alright. You have no idea what you're talking about. Anything you say from this point forward about RO is invalid, and shall be ignored by myself and most likely the majority of others.
 
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Alright. You have no idea what you're talking about. Anything you say from this point forward about RO is invalid, and shall be ignored by myself and most likely the majority of others.

Do elaborate please.
How so?
Because i believe that letting people have an AI MG gunner in a tank for a reason of "its impossibly silly to play that role" is not a valid reason?
Or because i'm being realistic about the fact that in pick up games everyone will avoid the role of Radio Operator, because they dont want to run slow near the commander, but instead rather be camping elsewhere?
Or perhaps you didnt like my point on the "stats"... With stat's improving your "weapon control" and giving bonuses for using weapons, is it not true that it involves killing to improve that statistic?

If i'm having some one of a kind experience in RO multiplayer, please do correct me. I'm very open to other ideas, as long as they're reasonable.



Hishnik in response: Soviets did not have any small radios like the germans did. Field PHONES in all militiaries were around since the telegraph. Darkest hour has a radio operator class to choose fun. Akin to what you may think about RO, it is team work not kills that win. Being a radio operator or a mortar operator in DH you were not always in direct combat but providing effort to the mission. RO is about realism, you can go solo on those other FPS.

Google ТАИ-43 (Stands for Telephone Field Set-43), and look at the pictures... These are not the same type of phones you talking abuot?
In case you plain out dont wish to spend energy checking first, here's a link
http://www.armyradio.com/arsc/custo...Howard_Russian/Russian_Wire_Communication.htm
 
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Do elaborate please.
How so?
Because i believe that letting people have an AI MG gunner in a tank for a reason of "its impossibly silly to play that role" is not a valid reason?
Or because i'm being realistic about the fact that in pick up games everyone will avoid the role of Radio Operator, because they dont want to run slow near the commander, but instead rather be camping elsewhere?
Or perhaps you didnt like my point on the "stats"... With stat's improving your "weapon control" and giving bonuses for using weapons, is it not true that it involves killing to improve that statistic?

If i'm having some one of a kind experience in RO multiplayer, please do correct me. I'm very open to other ideas, as long as they're reasonable.

The fact that RO's playerbase is very teamwork focused and that radiomen would bring squads together better. Here's another idea to increase effective teamwork, which basically everyone wants but is very hard to manage atm(effective teamwork that is), implement 3D VOIP, where the only way you can communicate to other people is by using a radio.

Here's a scenario, Commander is at a point with a radio, commander talks through radio to radiomen who is next to squad leader, squad leader hears command to mark artillery targets, squad leader marks targets, squad leader tells commander, via radioman's radio, that targets are marked, a hail of artillery rains down decimating the enemies.

Also, removing tank AI would cause players not to lock their tanks as often knowing that they would be less effective thus allowing for better teamwork while tanking.
 
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The fact that RO's playerbase is very teamwork focused and that radiomen would bring squads together better. Here's another idea to increase effective teamwork, which basically everyone wants but is very hard to manage atm(effective teamwork that is), implement 3D VOIP, where the only way you can communicate to other people is by using a radio.

Here's a scenario, Commander is at a point with a radio, commander talks through radio to radiomen who is next to squad leader, squad leader hears command to mark artillery targets, squad leader marks targets, squad leader tells commander, via radioman's radio, that targets are marked, a hail of artillery rains down decimating the enemies.

Good sir, i see nothing that speaks against any of my points, nothing that would cause anyone to discredit me :confused:

RO playerbase may very well be teamwork oriented. The players i encounter on daily basis - not so much. Question stands - do we tailor the game for the few and proud who would actually take advantage of this system, making it more into role play (as it meant to be), but by the same token devastate probably 80% of PUGs due to commander becoming absolutely useless since noone will pick radio. Or should we look at it, and say... "Great idea... but wont work in current scenario :(" and move on, leaving commander radio's as they are now..
One thing i've mentioned in my commander tips post on "Tactics" forum - current scenario allows you to also hear the enemy commander requests, which actually while not so realistic, can be used to a GREAT advantage by well communicating team. Whenever i hear the other teams commander calling in arty or recon, i right away warn my team, tell them to scatter, to move in unconventional ways, unless they can "dig in". With current design, when the location is always "B3" you cant know where it lands, but if you have played for a while, you can make a good 85% probability guess as to where it'll land.
^^^ Saves lives, and reinforcements, and very often can be your morale booster/momentum changer

Also, removing tank AI would cause players not to lock their tanks as often knowing that they would be less effective thus allowing for better teamwork while tanking.

Dude, exactly my point all along. I've been arguing that from very beginning. I believe that if gunner is removed, and the one and only person in tank isnt getting points for AI kills (Turret gunner/MG gunner), this will promote a healthier team play. But I've been told by others that it's silly because MG gunner "isnt fun" to play.
As far as i'm concerned, keep AI loader, because noone will sign up for that job, maybe... maybe driver, everything else should be players only.
Oh and i also was sayign from very getgo that killing a tank should give you points for every single position occupied, regardless AI or human, and all that should be taken off from your reinforcements...

Still not sure for your earlier post... Perhaps misunderstanding?
 
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Still not sure for your earlier post... Perhaps misunderstanding?

Pretty much.

I still feel that the radiomen would draw squads together better, I would play radiomen, maybe others would if they got assists for the things that the artillery destroys. I play radioman in DH all the time, but I also have my friend be the artillery officer while both of us are in a private voice chat.

As for AI reloader, just shootin out ideas here... but it wouldn't be bad for it to be taken by a player for, at least on the T-34, the reloader has his own hatch for spotting. It would be cool if it was a tank commander option to allow a player reloader, also allow the commander/crewman who uses the main weapon be able to reload the weapon, allowing a reloader to do it would just be faster.
 
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Pretty much.

I still feel that the radiomen would draw squads together better, I would play radiomen, maybe others would if they got assists for the things that the artillery destroys. I play radioman in DH all the time, but I also have my friend be the artillery officer while both of us are in a private voice chat.

Glad we settled that :p

I play generally with 2-3 of my friends on our own vent, and we end up either going all one squad, or i go commander, one takes SL, and rest are in the squad. Either way, we're always coordinating our actions, which probably happens to be the reason why it is that we're always 4 top players on our team, and are the ones capping/defending the primary objectives.
I personally really don't mind grabbing whatever role is most needed at the time, even if it doesn't sound all that exciting or profitable. Then again, i come from not only games like Arma, but also old school MMO's where the crucial for teams success position might not be the most desirable one :rolleyes:
 
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