Make radio operators great again

IMHO, radio operators after BRI-II are useless as hell:

  1. Arty has the same small cone and can’t destroy buildings(tbh - nothing can, but in reality - this is the one of main usage of it: to destroy enemy fortifications and to supress enemy forces) and tanks(except for rocket arty, but this is paywall/event stuff, not a common one)
  2. Planes are having the same amount of 50kg bombs across all BRs plus very slow, so can easily be vaporized by enemy AA/Fighters(except for BRI-II against USA - they got machineguns those can wipe german/jap planes very fast)
  3. Smoke is just bad/useless
  4. Ammo crates looks like used only by bots radio operators

So nowdays, when we can see diff between engineers(low/high BR AT guns and potentially AA guns) - why not to make radio operators have similar diff, e.g.:

  1. Bigger cone for arty with either bigger shells or bigger amount of shells(to prevent AT capabilities)
  2. Not only different planes, but also different bombs (e.g. brIII - 100kg, brV - 250kg)
  3. Same as with arty - bigger cone with bigger shells
  4. Several ammo crates in one air drop
  • Yes
  • No
0 voters

No!
Artillery is useful on all BR’s if used correctly. It is great for hindering the enemy in taking an objective or blocking a passage.
Main problem is when people start using air raids because it takes so long (to long) to come into effect.
I’ve more than once seen an objective lost because of air raids where normal arty has been able to keep the enemy at bay. Often the enemy is at the next objective before air raid hits and the bombs hit absolutely nobody.

Air raids shouldn’t been made stronger as it encourages people to use it.

2 Likes

I say make Supply drops give meds as well. That will make them more useful

4 Likes

You know, it sounds like “eh, we have a sht, so let it be a sht, so no one will use it”.

Why not to buff it so it will be high risk - high reward mechanic?

We do not need more explosion spam. I think normal arty is fine but support calls like smoke and supply drop need to be buffed by separating their timer. Bombers could be upgraded with slightly bigger bombs as long as it doesn’t become op

1 Like

I only voted yes because 50kg bombs are horrible on br V. If we had 100kg on high br it would be a bit more of a improvment. We also should revisit separating smoke from other strikes, and lowering the amount of time between the bomber strikes.
To save others from a wall of text here’s the information in the below drop downs.

Bomber strike rework

How I would solve this is have the planes arrive sooner after hearing the air raid sirens, still have the same cool downs, still have the same time for the initial arrival of the planes.

My idea is shave off 2-5 seconds between the siren and the bombs going off. This would also put more pressure on high level poilets to prioritize bombers more instead of spamming the ground with rockets and bombs to frequently, making them the air support that’s not just bombing the objective the entire match.

You would still have time to find cover after the bombers enter the objective area.

With this every deployed bomber would have a tail gunner that targets the enemy when they get to close as they do for each faction and more durable planes in BR V.

Smoke strike rework
  • Remove this from the cool down of the ammo box

*Introduce a new cooldown that allows a strike from smoke at the same time as a regular strike.

  • Radio ops would be restricted to 1 strike of any type on a cooldown of 15 seconds.

The above mentioned 15 second cooldown would stop players from using regular/rocket/bomber strikes in combination with smoke almost immediately after or before.
The original timers would still be in effect and would just check for smoke strikes during that time a strike was requested and vice versa.

Examples in practice:

Regular strike, 8 second pause, smoke strike called - smoke strike failed to request, regular artillery strike continues to count down.

Regular strike, 17 second pause, smoke strike called - smoke strike called successfully

Smoke strikes would become bigger the higher the BR your in. Looking at it in a distance going in a straight line we can see this is how different of a change per BR.

For example numbers:

BR I - 25/30m
BR II - 45/50m
BR III - 65/70m
BR IV - 80/85m
BR V - 100m

This takes in to consideration the length of a smoke trail in a straight line over a set distance.

Artillery, rockets and ammo boxes remain the same.

Radio op II------------

  • Added 1 level to all radio op II squads

  • Added rocket artillery to Radio OPs II as a unlock

This shouldn’t be event specific, that’s plain and simple. We have had a issue with P2W/Limited run event squads locking off specific squad mechanics behind a gross overvalued high cost or 1 off limited time events. This creates time gating and player fatigue when they see these used often enough against them and can’t obtain them due to time or financial constraints. This goes for all fomo mechanics that are used with squads, some are exempt because of reruns are often enough for squads that can make all basic engineering buildables and things like AA/AT.

To carry this on, this can also go well with a rework and update on AA guns which can be visited in various other topics (I also have my own). All numbers are subject to what would be the most balanced to implement these changes to Radio OPs .

The only downside of artillery is they’re less useful the more competent ur team is. Other than that very powerful and important. U feel it when ur team doesn’t call artillery.

The only change I would make with Artillery is give the damn Radioman his ammo pouch that they would have carried in real combat, instead of forcing them to carry around a radio and two rifles, which they didn’t. :roll_eyes:

2 Likes

Definitely has a useful purpose when playing against a competent team if used properly.

Bomb runs should be buffed across the board. They used to be impactful but got nerfed to a nothing burger. Just a waste of resources even in low tier.

Artillery is just as good in br5 as it is in br2. I’m not sure why you think it’s useless there. Voting no on buffing this. It’s not needed.

Because air raid is shite.
You get to cover a larger area at the cost of having to wait a very long time. What’s the point in the caller to get 5, 10 or 20 kills if it loses you the objective and ultimatly the battle?

Like somebody pointed out - air raid is only good against noobs as more veteran players know how to avoid it and often the objective has been lost and the battle moved on when air raid finally strikes.

All I want is being able to call smoke faster…

I can honestly say even when I was a noob years ago, and even all the way to now. Bombing raids never once killed a single one of my soldiers. I’ve always stayed well outside of the range, it’s an immense help to avoid any sort of death at the hands of one of these bombs dropping when it’s telegraphed minutes in advance where they will fall. It’s always dead center over the objective, This is one reason why you have so many ranged players that spend most of the match outside of the objective.

I just got good enough to bob and weave in and out of the objective as necessary so my squad survives and completely avoids the bombs. The second those bombs finish going off it’s easy pickings to take the objective.

This is why I think they need to speed up the bombs themselves dropping and going off while still keeping the same time for them to arrive.

More HE in higher tiers?
Changes that could help are getting rid of plane bombing runs all together as they arent extremely effective, tie up the radio waves and allow the nemy to farm points by shooting them down.
They should make the arillery not splash down the way it does…1 warning round to alert it is coming…followed by another couple before the full barrage. The first was used to make corrections which doesn’t happen in game.
Bigger HE means bigger rage quits at higher tiers.

Definitely not. Artillery is a lazy cheap way to play. Nerf the base strike and buff the bombing raids.

1 Like