Radio Operator needs better abilities

When I unlocked the Radio Operator, I thought it would be a great support class. Instead, you just sit on your spawn and spam artillery. Which is quite lackluster. So how about giving this class extra abilities such as:

1- Smoke Barrage: Call in a mortar smoke barrage, which will land 4 shells of smoke in the designated area, covering allied troops advance/retreat.

2- Ammo Drop: Paradrops an ammo supply crate on the designated area.

3- Incendiary Mortar: 3 incendiary mortar shells land on the target area. This could be a great tool for area denial.

4- Recon Pass: A plane will fly by in a line going from the operator’s position to the point he clicked on the map, spotting targets as it goes.

Also, all these abilities need to have cooldowns of their own, which would look like this:

Artillery: 1 minute
Incendiary Mortar: 1 minute 30 seconds
Smoke Barrage: 1 minute
Ammo Crate: 1 minute 30 seconds
Recon Pass: 2 minutes.

Also, all of these when used would trigger a 20 second cooldown on the radio tool itself, so they can’t be sent one after the other.

There. With these you have 5 abilities and the Radio Operator can be a proper support class.

13 Likes

Agreed, the radio operator needs to be a much larger asset than just “arty boi”. I have several radiomen spread out over multiple squads for the reasons you stated, I thought it would be a much larger impact player than it turned out.

I like this suggestion.

4 Likes

Agree, that is needed to make gameplay more tactical

Unnecessary imo - every squad can have engineer in their setup. Their role is to put down ammo boxes.

I think it is also unnecessary, there is special class for mortar soldiers. Teammates should mark areas for them instead of calling their own mortars.

I don’t know exactly how that should work? Every squad/tank/fortification would be automaticly marked and visible for the whole team?

I personally would like to suggest ability to call not only standard artillery but also rocket barrage - like Katyushas or Nebelwerfers.

6 Likes

Maybe two different kinds of offensive abilities: one with better damage on infantry, the other with better damage on armour. Plenty of possibilities.

And the Recon Pass would spot players and vehicles, ignoring Engineer assets. I think that would make it less “messy”. They’d be pinged just like we do with the “V” key. Maybe with a shorter duration.

2 Likes

I understand you but I think he though it just for few second (15-20) so infantry could get ammo really fast and enginers dont go often in real offensive.

And this should be changed, whole point of squads is destroyed because of this.

1 Like

Not exactly. Engineer squad can put down more offensive structures like AA gun, AT gun and machinegun nest. It is possible that even more things will come in the future (I hope for more squad specific buildings so engineers in different squads could serve a bit different purpose).
Engineers present in all squads are fine. People just need to learn to use them properly and put ammo boxes and rally points.

1 Like

Not true. Only Engi squads can build their more specialized emplacements like AT and AA guns. Same with Radio squads only getting the radio buffs etc.

Too late Ad9999 already covered it

That’s for sure, I rather thought of a huge opportunity to combine types of units that spoil the meaning of the squads.

It’s quite okay with an engineer, especially if the engineer squad would get more buildings, things to build.

Nevertheless, I think that the engineers (soldier) in an otherwise specialized unit should have less building material, or whatever you call it. So player would be motivated to use the enginer unit directly.

Yes, but often you don’t even use these things.

And the bonuses given to you by specialized units can often be easily overlooked, due to the small need to have them at all.

Aside from the radio unit, its timer reduction is really overstated.

???
I build at least 1 AA or AT gun per game depending on the situation. These assets are highly overlooked in terms of versatility.

From 10 games I could really use it only once, and still I didnt need it.

AA gun is nice, AT gun is good for HE shelling advancing troops but AT it’s eh since it will be one shot by any shell (HE/AP) and it’s anti-tank capabilities is in between light tank/medium tank in power.