Let me introduce the Relay Station!!! A conceptual, destructible squad support structure built by Radio Operator squads. Active stations provide a second simultaneous artillery/smoke queue and colour-code friendly vs. enemy artillery on the map.
It serves as a high-value secondary objective that earns enemies substantial XP for destroying it, while giving builders continuous artillery assist score.
Extension of my glorious post:
| Call Type | Used by | Cooldown | Notes |
|---|---|---|---|
| Artillery | Any Radio | 4 min (2 min for Radio Squad) | Shared team queue |
| Smoke | Any Radio (Upgraded) | 4 min (2 min for Radio Squad) | Shared team queue |
| Supply Drops | Any Radio (Upgraded) | 30s | Separate queue; underutilized |
| Rocket Artillery | Specific Radio Squads | 2 min for Radio Squad | Inaccessible to most |
| Bombers | Radio Squads Only | Very Long (idk how long) | Weak (50kg bombs), blocks main queue that pisses everyone (ME) off |
Key Issues:
- Queue Bottlenecks: A single newbie player calling a weak bomber run locks out all team artillery and smoke calls.
- Lack of Squad Identity: Radio squads only offer cooldown reductions and lack physical presence or unique battlefield roles.
- Bombers SHOULDN’T BE WEAKKKKKKKKKKKKKKKK
The Relay Station is a field-built antenna that doubles team indirect fire coordination.
Core Mechanics:
- Dual Queues: Adds a second simultaneous artillery/smoke queue for the entire team.
- Map Clarity: Friendly strikes display as blue icons; enemy strikes display as red icons.
- Reworked Bombers: Bomber calls require an active Relay Station, block both queues, but drop significantly higher payload saturation.
- Makes Proper Use Of The Extra Engineer You Can Bring Instead Of An Anti-Tank Gunner.
- Limits & Backups: 1 active effect per team (max 1 built).
| Requirement | Value | Notes |
|---|---|---|
| Built by | Radio Squad Engineer | Depletes standard 20 resources |
| Resource Cost | 20 | Incentivizes +40% Resource Perk to build with Rallies |
| Base Build Time | 30s | Reduced to ~20s (+50% perk) or ~10s (with helper) |
| Station HP | 300 HP | High durability against light explosives/AT rockets |
- Resource Gating: Prevents single engineers from spamming both a Rally Point and a Relay without perks or team assist.
- Co-op Building: Multiple squad engineers drastically cut construction time.
The station acts as a high-priority secondary objective (+300 XP on destruction, faint radio static sound cue, red map marker when marked).
| Explosive Weapon | Max Damage | Hits Required | Practical Role |
|---|---|---|---|
| Satchel Charge* | 380 | 1 | Primary Hard Counter (High risk, 1-shot) |
| Gammon Bomb* | 300 | 1 | Direct demolition |
| Explosive Pack | 250 | 2 | Standard infantry assault |
| Rifle Grenade | 100 | 3 | Ranged chip damage |
| TNT Charge | 60 | 5 | Placed demolition |
| AT Launchers (Bazooka/Panzerfaust) | 40 (Splash) | 8 | Inefficient (Requires more rockets than 1 soldier carries) |
| Existing Problem | How the Relay Station Fixes It |
|---|---|
| Radio squads lack team purpose | Responsible for enabling team-wide dual strikes |
| Underutilized Engineer perks | +40% resource perk becomes essential for solo rally + relay setups |
| Weak bomber call-ins | Locked behind Relay, but buffed into heavy fire support |
| Lacklustre support score rewards | Builder receives continuous assist score on strike kills (6 exp, similar to HMG nests, counted towards engineer score) |
Poll 1: Resource Cost Balance
How should the Radio Relay Station’s resource cost be balanced?
- 20 resources; Requires resource perks or roster setup to build alongside Rally Points (intended design)
- ~15 resources; More manageable for most engineers without heavy perk investment (compromise)
- ~10 resources; Easily affordable for any engineer, encouraging more widespread use (too cheap, risks spam, and kind of unfit for how long it takes to build imo, psst. just saying.)
Poll 2: Proper Integration
Should the Radio Relay Station System allow for Dual Artillery Strikes?
- YES!!! This allows two people to use artillery strikes simultaneously, all for the sake of better coordination.
- Maybe, but this would need testing for balance.
- NAHHHHH ts is evil. You need to make it so that the global cooldown is reduced, a certain % off radio and normal squads
- NO!!! I think the artillery calls themselves should be slightly buffed instead, all for the sake of better balancing. (this would be the easiest to implement, but the laziest option for gaijin)
Poll 3: Artillery Map Visibility
How should artillery strikes appear on the tactical map when a Relay Station is in Place?
- Colour‑code both friendly AND enemy! Blue for friendly, Red for enemy (complete battlefield awareness)
- Keep current system because colour blind people can’t see it anyway (Joke option, please dont vote for this sob sob)
Poll 4: Should Enlisted Integrate Tier III Mines/Grenades?
Do you think it is a Good Idea to have a high HP destructible and a proper counter?
- YES!!! -iii- is a tactical GENIUS
- Yeah yeah whatev -iii-
- nah
Poll 5: Satchel Charge Balance
How should Satchel Charges interact with the 300 HP Radio Relay Station?
- One‑shot (1 Satchel); Rewards high‑risk close‑range assaults with decisive impact
- Reduce station HP instead; Lower HP to 200, making explosives more universally effective instead of your stupid solution by making the problem in the first place, -iii-
Truly Yours, Mommy -iii-