Idea: If a radioman takes more than, say, 70% damage, make a % chance that the voice transmitter is inoperable - but the radioman can transmit coordinates using Morse code.
Numbers in Morse code are very easy to learn and this feature might broaden the appeal of the game to the ham radio community.
It’s also a genuine skill that gamers gain through the game dynamic.
Player checks the map and transmits map grid coordinates.
Dot and dash could be those keys on the keyboard.
I appreciate all the hard work the developers are doing!
Or add it as a separate feature. A single arty shell/heavy mortar shell without a cool down that goes via morse code. So the radioman is effectively in contact with a howitzer battery for the regular call, a fleet of bombers for the bomber call and then without a timer with a heavy mortar somewhere else with limited radio equipment.
It could work by grabbing the the radio as a weapon and “shooting” short and long press gives the dots/dashes. If a sensible coord comes out a round is launched. A single round after which more coords have to be passed.
This way you can 100% radio operator and be always busy. Right now the radio guy is good in the squad but there is 0 reason to actually select and play as one because you can call arty without having your radio operator selected. This way, they’d have something unique to offer.
If it’d turns out to be OP then they can just add a delay until the 1 round is dropped, or nerf the damage or whatever.
Frankly, I think Radio operators do need… a bit of some kind of skill involved with Artillery coordinate giving, rather than just have the RO sit, and get the player to click with mouse on a map.
I think the players should have to select a grid for artillery to fire at with keyboard (but of course, console complications), and then go with the mouse click for more accurate targeting.
the trouble is no the radio squad but that radiomen can be put in any squad take three infantry squads into battle with one radio squad and a radio man in each of the other two squads, launch squad one, art strike, launch radio squad strike, then third squad if everyone on the enemy team did that you would have a rolling non stop barrage
the trouble is not radio men but being able to have them in almost every squad limit them, to there own squad and maybe add them to engineer squad and you cut down on the problem,
Well, I had “bad suggestion” auto translated into morse code.
Apparently something went wrong.
Just imagine what would happen if these were not words but coordinates for an antillery attack
Can You please quote other forumites correctly, rather than butchering what we said? Question marks, full stops and commas are important to understand what the person is trying to say.
Not really. Mortarman can just shell the area around the objective point well enough on his own.
Not really…
I actually seen folks state the opposite - with radio artillery, You can see the radius and thus try to get out of zone/take cover, meanwhile mortar, You can only hear that it’s present, but there’s no way to know where it’s coming from. Mortar can hit at random intervals, meanwhile with artillery You get a warning.
I REMEMBER. You could spam it relentlessly. I’m not saying “It’s not better than it was”. Rather, “It’s still OP and needs adjustment”.
But mortars don’t drop the sheer amount of ordinance that radio operators do. Even with the 80mm mortars, its nowhere near as powerful. Do you see mortars breaking structures? How about killing people remotely near a window? Even behind a box? No. You don’t. But you see it all the time with artillery fire.
Mortars you have to stop and manually aim to fire each and every shell. Adjusting for range between each shot. Radio Operators on the other hand stop for a moment, point at the map, and drop hellfire on the enemy position.
The shells coming down you don’t get the warning with mortars, that is true, but as I just stated, they don’t have anywhere near the power that artillery does.
What I was talking about is dealing the mortar crew themselves. You can hear the direction the mortars are coming from. They have a max range of like 240m, and have to have access to the open sky, so if you look in that direction you can usually figure out where they are. Just look for the cluster of ammo boxes.
Meanwhile, radio operators can sit safely in a bunker near the sniper that is using them and call in artillery strikes that cannot be stopped in any way. You might be able to dodge them by looking at the red zone, but you can’t actually stop the shells from coming down.
Huh, weird that I didn’t see notification for this…
They can drop quite a lot… 50mm mortar, 10 rounds. Add in a regular engineer with 20 build points, we get 20/4=5 ammo boxes. 10+10*5=60 mortar shells. That’s not counting the possibility to have a 2nd engineer, 2nd mortarman and engineers themselves having perks that allow them to carry more resources. And what about asking for ammo boxes from allies…
To be fair, It’s been a while last time I played mortar squad, I suppose I should check if they can still destroy sandbags and other stuff…
It’s not hard to adjust for range in a mortar.
Radio operators point at the map, then do something else (basically, they have to decide whether they stay and try to survive for yet another attempt, or go in to attack), as artillery shells are arriving somewhere within that zone. I managed to survive a few times out in the open, lying on the ground, while still in the zone. Frankly, I’ve seen more success with bomber calls than artillery strikes with ROs.
No, I can’t hear the direction they are coming from, only that mortar is being used. But direction isn’t really needed, as You can assume pretty accurately that the mortar would be somewhere closer to the enemy spawn.
Last I played with 50mm German mortar, it’s range was 253 meters, I think…
Also, You don’t need access to open sky, after hearing the whistling noise of mortar shells, you know that if you want to take the mortar out, you’ll have to stop defending the point, and go towards the enemy lines to find that mortar fellow, if not try bringing in a plane to bomb random areas.
Also… cluster of ammo boxes… Dear me, what if my opponent is smart enough and not just placing them in whatever places for another opponent to find?
You can’t stop incoming mortar shells either, just prevent new ones from being fired… for a while.
Also, why do You think RO even needs a sniper? Sure, I personally try to give binoculars to him, if not sniper in his squad, but it’s not a requirement. He can just keep it calling in on the capture zone and chill.
And mortarman can also be in a grey zone/safe zone, with how small some maps are, he can also be quite inaccessible for average enemy infantry to retaliate.