Considering that almost all squads require at least 3 or 4 soldiers, I do not understand why more of these are not received when we buy units in logistics. It is not feasible to receive the same number of vehicle drivers as soldiers, due to the aforementioned, in addition to the fact that the latter requires more time to increase their level, due to the simple fact that the vehicles are weathered to a maximum 1 per team in games. If a teammate is driving a vehicle, obviously you won’t be able to play drivers. So, for this reason, our unit reserves fill up quickly and we must be erasing them to constantly make space.
I suppose this has been suggested before, but in any case I leave it there because it has reached a point where it becomes very annoying not having space for more soldiers and having to erase other units all the time.
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You need to keep rotating soldiers from reserve to active duty. And when they are ready then go to the academy and train them up to the next level.
In the academy you lose 2 soldiers and get one at the next level. This will also help in getting rid of excess reserves.
Now I will agree that the RNG on soldiers and weapons need to be weighted differently than it is currently. The RNG needs to give you more of the soldiers and weapons than you use on a regular basis.
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They should allow you to convert any type to Trooper rank 1 or rank 1 something else.
It is quite annoying sending all these pilots, drivers, flame troopers, and radio men to the rear constantly.
1 Like
Not sure why the RNG is weighted so heavily toward pilots and tankers but that does seem to be the case.
The weighting should be heaviest toward troopers because that’s what you use most. Next, if you use engineers a lot then it should be weighted to give you more engineers. Or maybe Assults or Gunners if those are your preferred choice.
Someone who flies a lot should get more pilots but also it should take into account how many slots you for a particular type of soldier.
Weapons should be the same sort of system. If you use more bolt actions then that’s what you should get the most of. As you transition to more semi’s or smg’s then the weighting should change.
Yes! I have like 12 attacker pilots for the Germans from the bronze orders, and have had to order regular trooper units with silver orders just to manage to fill out my squad.
Keep in mind they want you to use the Academy. A bunch of level 1’s can be turned into 1 level 2 to thin out the herd, and once you understand how the Academy works (ie, the first soldier you pick is the one to come back) you can start gaming the system to keep and rank more of the troops you like.
I am always ranking lower level troops and trading them out with spares I have in reserve, every game. It’s not hard to have a good game and get all your level 1’s perked up to 1-star. Once they are perked, immediately trade them out with soldiers who have not leveled yet.
At the same time, as others have said the RNG has GOT to be bugged with how many Pilots, Tankers, and Snipers I get compared to all other roles.
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Yup, I am constantly making sure that as many soldiers as possible who aren’t fully leveled-up are in the squads/vehicles. If I don’t have an unleveled soldier for a certain class, then I will grab one of my 5-star ones to take that place until I can get a fresh soldier to put there. The annoying thing is, constantly changing equipment. That, and when you move a soldier, you don’t click on that soldier. MANY times I went to ‘remove all equipment’ on a fully leveled soldier only to realize I accidentally did it on a different one, and also at times I have gone to equip a soldier with weapon or two/grenade(s)/mine/medkit(s), only to realize I just re-equipped the fully leveled soldier I had formerly removed the equipment from. Over time I have begun double-checking that I have the correct soldier selected, but even when I get it done right, all that double-clicking for stuff… time-consuming.
Ideally, you would have the option of swapping-out soldiers in a way that transfers all kit to the new soldier. If they have different chevrons and you haven’t unlocked the second weapon and/or the grenade or sidearm or what have you, it ought to prompt you that not all equipment can be swapped, rather than just not equipping the unequippable items leaving your soldier to go into battle without all the exact kit you intended for them to have. I ALWAYS feel ill at ease if I find enemies getting close or I come across enemies that are near and didn’t know they were there, as a sniper, when I don’t have a side-arm. Not a happy time, doubly so if it’s a bolt-action. If it’s an M1D, not so bad… speaking of which, making it as easy to use irons on scoped rifles as it is when the rifles don’t have scopes, would be lovely, specifically talking about the M1D. In Rising Storm II: Vietnam, I just hit the ‘6’ key and the scope is so far off to the side, I can very easily ignore it. With Enlisted, I can quickly right-click and the irons come up but they’re so small and far away. I could hit shift and they get a tiny bit close, but it’s nowhere near as good as when it’s just a standard M1 Garand.
Anyhow, yeah, keeping the academy running is a great way to diminish the need to send away soldiers… though that said, I NEVER use the flamethrower, can’t stand the idea of killing human beings with fire, so I probably have like 20+ flamers in reserve, none of them leveled at all, and none of 'em are gonna BE leveled. I should probably just get rid of them all.
I’d say the easiest way to deal with this is to add an academy function to retrain soldiers from one class to another, you could take 3 unleveled soldiers from any class and just turn them into 1-star soldiers of any other class.
Or maybe 3 soldiers of a given star level of any class and turn them into an equal level star soldier of any other class.
Either way, it’d be a better way to deal with the excess pilots I have taking up my reserves.