There are currently 2 squads of radio operators in the game and there is really no difference between the 2. I suggest for radio operators II have a new artillery attack available, more powerful and deadly than the common one, for example, to the German side it could provide bursts artillery with Flak 88 and the Soviets bursts of Katyusha shells.
i’d rather have the ability of radio operators II to being able to call smoke artillery outside the radioman squad.
no need for bigger he and what not.
at least, in my opinion.
88mm shells? What a joke when you have Nebelwerfers(15cm~32cm), 15cm, 21cm, 28cm, 60cm amd 80cm shells in the arsenal
I’ve suggested Rocket Artillery as a Radio call-in.
But I’m just saying do we really need all these Class IIs, IIIs, etc. There isn’t anything special they can do as all the Classes can do the same things regardless. The only thing is they have certain things unlocked that you can already unlock with the base class. If anything it’s just an excuse to have multiple of the same Squad type
I would like the ability to change the shape of the Barrage maybe even control size
examples a x axis or y axis rectangle or oval,
ok don’t bite my head of if you make the circle bigger you increase dispersion, decrease size and the opposite happens, this would encourage people to improve skill and not just throw a barrage over the control point
The standard artillery and bomber raids already seem a bit overused, and more powerful than they should be.
So NO, I don’t think larger artillery should be a thing, at least until the power of standard artillery is reduced or fortification resistances against them is buffed.
Before any radio abilities are added there needs to be a nerf to how the artillery should be deployed, specifically when a radio man calls in artillery. When a player calls in artillery the AI radioman should sit in one spot while the artillery is being sent out that way the enemy can can fully interrupt the artillery strike/ air raid by killing the radioman.
For the air raid interruption I would suggest that instead of fully stopping the air raid the bombardment loses 50% of its accuracy.
That way radiomen aren’t hands of god that smite any part of the map whenever they please.
Here’s how I came up with it earlier, what it might look like.
I’m dropping the link.
Doesn’t work that way though, the radioman is not using the artillery directly dude
So? It’s a balancing mechanic not a realism issue. Radio operators are as i said hands of god that drop death where ever they please with little effort. The Radio operator should be sitting on his radio while an artillery strike is in process to give the enemy a chance to counter it by eliminating the radio operator.
Like I said it just doesn’t work that way and you are ironically encouraging people camping in a game that requires players push the cap to win
It’s still a video game and either way it’s only one AI infantry staying in place while the rest go do business elsewhere. It’s not a requirement for the whole squad to sit and wait for the radio man to finish. All that is needed is a way for the enemy to counter the literal counterless artillery and air raid strikes that nobody can stop.
And even then if the player wants to sit in the back and not play the objective that’s on them for choosing to camp than to advance. There are plenty of other classes that do this periodically such as the grey zone camping tankers, snipers, and engineers in AT/MG emplacements so this concept isn’t new.
And you are increasing that number of players, good job
How would you go about balancing the Radio Operator then bucko? Name the direct counter to preventing an artillery strike from being spammed on top of the open-air cap point?
No counter, just let them be, there never was a counter against Mortar and Artillery when the shells are already dropping,artillery doesn’t work against real players to begin with, unless you never look at the minimap
We’re not playing a milsim like ARMA 3, it’s an arcade shooter with historical accuracy in the mix. Now that you bring up mortars, Mortars have a harder time hitting what its aiming at due to actual input the player has to put in than what is literally a click on the map and forget for Radio Operators. But to even out the playing field, the Radio Operator and the Mortar man should have their location displayed on the map while they’re firing/calling in arty.
Artillery, including air raid bombing runs do work or there would be complaints of it being useless on this and the reddit forum so you’re definitely talk out your rear end on that point.
Let us have bombers and smoke for premium radio operators.
Sir this is not Call of Duty or Battlefield… actually we might on the path to those, in the bad way lmao
I’m not getting any good discussion from you nor have you pointed out any good balancing points that would improve how the game handles its artillery class. Pity.
Oh you want balance? Sir, you are asking off map artillery stop shooting in the process after the radioman is killed, I tell you that doesn’t work because it cause people hide in the corner of the map, there shouldn’t be counter to them except hide inside a solid building or kill them before they call it, the only thing that work is reasonable cooldown and AoE changes
A milsim game you have artillery that cover the entire town, not some measy zone, those even you are hiding deep inside the building still suppress you heavily to give enemies a short period of advantage for pushing the front, in this game is just cheap kills against AI