Name is self explanitory. In radioman squads only, you would be able to drop a rally, would work sort of like the ammo box drop, but the rally would have a time delay before activation, so it can reach the ground first.
Would this be broken? Let me hear your thoughts. Just thought of this and thought it could be cool
This would be a good incentive to use them as camping with one radio squad to take advantage of the reduced cooldown is irrelevant
I don’t think it would be op as to know paras are coming currently just listen for flak and or just see the red marker you get on top of your screen usually indicating their drop and then look for the chute so same would apply here except you might confuse it for ammo drop but still should check it out.
Should have quite a big cooldown though as it’s functionally just a flank rally that you don’t have to work for… could be considered op but has a good counter and this would help on a lot of maps that are rather bad with rallies
Not sure if just press the enemy backline and profit is the gameplay you want to promote.
What is the point of manually flancking the enemy when you could just order a flanking rally from wish.com at zero risk without having to spend a single second while doing so.
Skilled gameplay should be rewarded instead of beeing lazy.
Very original idea, I like it! I’m not sure if it should be restricted to one or two uses per game, or in some other way. It would, of course, have to be tested.
I don’t think this would happen for the following reasons: 1. Paratroopers are often met on the ground by an enemy greeting party—which means they are eliminated before hitting the ground, in many cases. I’m sure the same would happen with this rally point option. 2. Furthermore, the backline of the enemy area is well traveled by enemy troops (and is mostly gray zone area)—so thinking that this is going to be an easy and successful push-button option is highly unlikely.
Flanking in enlisted isn’t like flanking in other games; flanks are often quite small due to the gray zone. Add in both known and unknown enemy movement, building (or dropping, in this case) a rally point is quite risky—especially if there’s a cool down for dropping additional rally points—or, if you are limited in how many you can drop per game.
Where (and when) to drop the rally does take skill: It requires map knowledge, enemy spawning point knowledge, and enemy location & movement knowledge. You can’t just build (or drop) a spawn point wherever you want. Otherwise, it will be intercepted and destroyed.
This is a good idea and should be considered, just like the dropping of an ammo box was considered and added into the game.
I think your assessment of 90% dropping onto the objective is a bit high. Personally, my main reason for using paratroopers is to flank (or drop on the enemy side) to place a rally point in a hidden area (as best as you can, anyway—in regard to the restricted gray zone that impedes all maps). I only use paras to drop in the zone if it’s absolutely necessary. I see others using these two tactics as well. Guess what? I’m still greeted on the ground more often than I would like regardless of where I land because enemy troops on the ground will actually run to where you’re landing to intercept you.
Yes, sometimes people do drop in the zone—but not at 90%, because you’re forgetting about a specific group of people who have no idea how to use paratroopers properly: I see people dropping paras on the friendly side of the map at an alarming rate, when they should just be using other units to spawn on the ground.
There’s a fairly large percentage of people who play this game who will will spawn in the rear echelon even when there are forward spawn points available. Furthermore, as I already mentioned, the gray zone really restricts where you can go in this game—including air drops. Finally, paratroopers are NOT OP in this game—as some would argue. Thus, dropping a spawn point isn’t going to be OP either.
There’s always something lost when one option is chosen over another: It’s called an opportunity cost—which probably originated from economist. If there’s a cool down (or a limit) to dropping a rally point, then the radioman loses the opportunity to use other options, such as using artillery instead—or dropping an ammo box onto an open capture zone when engineers fail to do so. You trade one for another—and lose the opportunity to use the others. You also lose time & other gains when you could be doing something else, such as the shooting the enemy.
If you randomly guess where to drop a rally point, then it will likely be unsuccessful—no different than randomly shooting a gun instead of aiming it. This, once again, has opportunity costs associated with it—which is wasting time & resources.
The problem I see with this is that depending on the map and depending on the players map knowledge the player could accidentally (or purposefully) request the rally to be dropped on a high up building with no ability for those that spawn on it to get down, or it could get stuck in a tree or something.
I think back door rallies are OP already - but its creation requires a successful paratrooper landing, so you get something for a risky time investment.
Your suggestion has too little risk / too great reward.