The last discussion closelly related to that, happened over a year ago:
So, I guess it would be fair to mention it.
Either way, as the name implies - I suggest to move the radio to a 2nd weapon slot, rather than backpack slot.
This will make radio operators more consistent and in-line with other specialists:
Anti-Tank gunners have their rifle/bazooka in a 2nd slot. Engineers have their hammer in their second slot. Flamethrowermen have their flamethrowers in the 2nd slot. Mortarmen have their mortars in 2nd slot.
Only the snipers, assaulters and machinegunners have their dedicated weapon in the 1st slot (not counting riflemen).
So, why are radio operators so… special in this regard? What was (is) the point of making them like that?
Well, I do not know much of the development nuances here. I can only guess here.
There are some synergy issues with a lack of backpack slot: we have - I don’t remember which Radio operators (2 or something) - specific troopers with a starting trait that can heal more vitality with a medkit. They would be pretty useful as pseudo-medics, except…
They can have only 1 medkit. Because radio does not let them to have a backpack (or at least a bag).
My additional personal gripe with this would also be - you unlock a semi-auto rifle, which is more needy in terms of ammo (you typically need 2 shots instead of 1, not to mention lesser accuracy), and you can’t alleviate this, except by replacing it with a bolt-action weapon or a sidearm.
Now, maybe there are plans to overhaul the entire inventory system that will solve this issue? I certainly would prefer a system where we get to choose either:
the standard - 1 grenade/explosive + medkit package;
survivability-focused - forgo grenades/explosives and pick 2 medkits;
explosive-focused - forgo medkits and grab 2 grenades/explosives;
other, alternative options like more ammo/tools/resources to build/etc?
But either way, it probably asks for a separate thread and additional info on what the devs plan to add to the game next.
For now, as it currently stands - I think we need a radio to be as a 2nd weapon, not a backpack.
Yeah.
But, in this game, backpack slot sometimes stands for smaller pouches and bags for ammo/grenades.
I guess a compromise could be - let ROs have a backpack slot, but not let have that proper backpack (giving 4 inventory slots)?
Or, maybe we need a separate thread, with ideas for inventory system rework.
Wrong you have the backpack it gave you 4 more medikit and is a backpack, pouches use the same slot for avoid ubersoldaten spam with 4 medikit and 4 granade
Radio use the same slot because is a backpack wo give you the ability to call off-map support but you dont use him in active engagment is more an active ability, like in mmo press (number) for the ultimate attack
Flametroopers have flamethrowers in their secondary and tanks in their backpack, medics have medkit crates in their secondary and medic bags in their backpack; so radio operators should have a radio handset in their secondary and the radio transceiver in their backpack
so… how would we… justify putting radio handset in the 2nd?
I could see letting us determine the size/intensity of artillery/smoke/airstrike, which could be enough to make it active ability.
However, that does not solve the issues:
There are some synergy issues with a lack of backpack slot: we have - I don’t remember which Radio operators (2 or something) - specific troopers with a starting trait that can heal more vitality with a medkit. They would be pretty useful as pseudo-medics, except…
They can have only 1 medkit. Because radio does not let them to have a backpack (or at least a bag).
My additional personal gripe with this would also be - you unlock a semi-auto rifle, which is more needy in terms of ammo (you typically need 2 shots instead of 1, not to mention lesser accuracy), and you can’t alleviate this, except by replacing it with a bolt-action weapon or a sidearm.
Maybe, we need to tweak the starting traits and unlockable weapons, then?
You can justify it or not is your decision, i dont know wy or how justify it, but is really necessary? How gonna this change the gameplay in first place, if you are asking to move it for equipment aestethic purpose go ahed (it not gonna ever happen because dev in first place like it in backpack slot and use it as a backpack on our soldiers) but if this have a major impact in better or worse on the radio-operator gameplay go ahead and say it
Well, if both slots (backpack and 2nd weapon) for RO are going to be locked, there will be less grind in personnel menu (as there would be no need to unlock a 2nd slot, that is already occupied). So, I’d say it is a (masochistic) win.
Personally, I think they’re should be no red circle for radio artillery. Instead, the radio operator should need a line of sight to the target and remain on the radio for the length of the spotting rounds until the final barrage. Failure to complete the spotting would result in a much less accurate barrage
My radiomen ended up having two rifles where the 2nd weapon is a bolt action + a pistol. Sure would prefer ammo pouches over a 2nd weapon slot which is a standard for all my assaulters, MGs and some engineers.