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  2. Hey Folks. So I've had this idea of Squad Leader Strikes knocking around in my head for the last five days and finally figured it was time to go ahead with making the suggestion post dedicated to it. But, before I get too deep into explaining how these Squad Leader Strikes work in my concept, we need to cover a few things real quick as I feel they will be vital in the long run. #1. Squad Vote System I won't go into a lengthy explanation what I mean behind this, but I will link to a post I made over my general idea behind a Squad Vote System, and how I feel it should operate in game if it was added in. By putting in this vote System, Squad Leaders are encouraged to perform as well as they generally can at leading their squad, no throwing marked objectives around randomly that seem overly nonsensical, no throwing a mark up randomly just to keep the SL position because someone requested a mark, or anything of the sort. If the rest of the Squad doesn't think they're a good Squad Leader, the squad can take a more direct action to solve this problem of theirs. #2. Fix for Squad Glitch Another issue that needs to be addressed before Squad Leader Strikes are even considered for the game, is the glitch where one Squad is able to have 6 or more members inside of it. If this current glitch was to remain in the game after the Squad Leader Strikes are added, then the Squad would generate a very high amount of Squad Points (which I will cover later in the post) during gameplay, thus allowing Squad Leaders to call in higher cost Squad Leader Strikes more frequently. Now, with those two things out of the way, lets get into the proper meat & potatoes of this post. Squad Leader Strikes Now the term Squad Leader Strikes is more a generalization name, they can really be called whatever the Developers would like to call them. But, the general idea is that these are "Strikes" only the Squad Leader can call in when their Squad generates enough Squad Points through capturing marked Objectives together, providing resupplies, medical aid, spotting enemies on the battlefield for their Squad mates, and etc. Basically, actually working together like a Squad. Squad Points are just like Battle Points, but are generated individually to that particular Squad's Squad Point pool. Squad Leader Strikes will also come in two different types based upon your Squad Leader's Role in game. Defensive Strikes Offensive Strikes Defensive Strikes Defensive Strikes focus primarily on defensive actions such as granting the Squad (and by extent the Team) access to Advance Weapons, Defense Systems, creating Light Defenses, Drone Security, and more. Here are three examples of Defensive Squad Leader Strikes, though obviously more can be added than this. Mounted Defense Weapons Mounted Defense Weapons are things like a 7.62 GPMG, 12.7 HMG, Grenade Launcher, TOW Launcher, and other such mounted weapons that can have their positions fortified for better protection for the Weapon user. The 7.62 GPMG is ideal vs. Infantry. The 12.7 HMG is ideal vs .Infantry & Light Armored Vehicles. Grenade Launcher is ideal vs. Infantry behind Cover & Armored Vehicles TOW Launcher is ideal vs. Vehicles Mounted Defense Weapons cost between 200 - 1000 Squad Points depending on the Mounted Weapon(Exact cost I leave to the Developers to figure out.) Upgrading a Mounted Defense Weapon to level 1 will cost 200 Battle Points, but will supply soft, destructible cover to protect the lower body of the user. Upgrading a Mounted Defense Weapon to level 2 will cost 200 Battle Points, but will supply soft, destructible cover that surrounds the user Upgrading a Mounted Defense Weapon to level 3 will cost 200 Battle Points, but provides roof protection along with a passive resupply container that regenerate ammunition for the Weapon itself. Mounted Defense Weapons can be destroyed by Mini UGVs, Sticky Grenades, C4, RPGs, UGVs IFVs, AFVs, Tanks, Artillery, and etc... Mounted Defense Weapons can generate Battle Points & Squad Points Mounted Defense Weapons can be used by anyone, but only upgraded by the Team/Squad that originally placed it. Only the Squad Leader and their Squad can upgrade the Mounted Defense Weapon Advance Weapons Container The Advance Weapons Container grants everyone access to 1 Advance Weapon and is deployed in a desired location by the Squad Leader. Advance Weapons Containers can give out a max of 3 Advance Weapons before being Destroyed Advance Weapons Containers come at a cost ranging from 1000 - 1500 Squad Points (Exact cost I leave to the Developers to figure out.) Players can have only 1 Advance Weapon at a time and cannot unequipped it without dropping the weapon on the ground. Squad Mates can equip Advance Weapons for free Teammates can equip Advance Weapons from these containers. But, it costs them 500 Battle Points, 200 of which goes back into the Squad Points pool of the Squad whose Leader deployed the container. Opposing Players may steal Advance Weapons for free from Advance Weapon Containers. Squad Points are not generated when Squad Members use these containers. Advance Weapons feature very limited Ammunition, thus are of better use in the hands of an experienced player. These Advance weapons can be things like the ASh-12.7, FGM-148 Javelin, XM25 CDTE, and etc. Weapons that would be cool to have in the game, but in generally very limited fashion because of their rather powerful natures. Predator Drone Squad Leader calls in a Predator Drone over a Friendly captured Objective Point for a limited time. Predator Drones last 20 seconds high above the target area Predator Drones come at a cost ranging from 1600-2000 Squad Points (Exact cost I leave to the Developers to figure out.) Predator Drones can be shot down with either Rockets, Guns, Anti-Air, and the likes. Depending on the loadout configuration will determine the target priority of the Drone. Stationary Targets are highest priority for targeting, moving targets are secondary. Predator Drones generate 100 BP a kill for every member of the Squad Predator drone loadouts come in three forms Heavy Anti-Infantry Anti Infantry & Vehicle Heavy Anti-Vehicle Offensive Strikes Offensive Strikes focus primarily on offensive actions such as granting the Squad access to Light Attack Vehicles, Infiltration Beacons, Light Artillery Support, Close-Air Support (or CAS), and more. Here are three examples of Offensive Squad Leader Strikes, though obviously more can be added than this. Light Attack Vehicle Light Attack Vehicles are fast, very lightly armored Vehicles that come equipped with mounted weapon(s) of a Squad Leader's choosing. An example of a Light Attack Vehicle, the Eskadron lightweight Assault Vehicle designed for the Russian VDV. Takes up 1 Vehicle slot on the Team Costs between 500-900 Squad Points depending on the loadout (Exact cost I leave to the Developers to figure out.) Crew capacity could be determined by the Vehicle chosen by the Squad Leader Weapons can be a 7.62 GPMG, 12.7 HMG, Grenade Launcher, or Missile Launcher. Infiltration Beacon The Infiltration Beacon is a device that the Squad Leader deploys in an area of their choosing and allows his or her Squad to choose to spawn there. Limited 1 per-Squad Costs between 100-400 Squad Points (Exact cost I leave to the Developers to figure out.) Level 1 upgrade costs 100 battle points and gives the Beacon a Camo netting to ensure it cannot be "spotted." Level 2 upgrade costs 200 battle points and gives the Beacon a local Jamming device to prevent C4 and Drones from operating in that small area. Level 3 upgrade costs 300 battle points and gives the Beacon a Camera that allows Players to see if the area is clear before spawning Only the Squad Leader and their Squad can upgrade the Beacon. Can be destroyed by gunfire, explosives, and etc. CAS: Attack Aircraft The Squad Leader calls in Close Air Support (CAS) from an Attack Aircraft that targets Infantry & Vehicles in the area. Limited 1 per-Team on the map at a time. Costs between 3000-6000 Squad Points (Exact cost I leave to the Developers to figure out.) Can be shot down by Rockets and Anti-Air. Is deployed like an Air Strike in that it has a target area that is X long & Y wide. Prioritizes Vehicles first, Infantry second. Only targets what is out in the open, giving Vehicles & Infantry a chance to duck for cover, or get out of the CAS: Attack Aircraft's Attack line. Does not generate Squad Points with kills. Enemies are given a brief warning with the words "Enemy Attack Aircraft incoming!" Vehicle APS Systems can protect from early Rockets. No player control over the Attack Aircraft. Comes in, does it's gun/rocket run, and leaves after it's done. Friendly Fire is possible. Attack Aircraft examples are like the SU-22, A-10 Thunder Bolt II, and etc. -- In the end though this is all just a suggestion. This may be of very little interest to the Developers, but I personally think it would be cool. It doesn't just encourage team work as it's actually directly effected by it, it encourages the Squad Leader to be effective at their role, and they can benefit either the Squad Leader directly for their leadership, the Squad as a whole, or the Team as a whole in some shape or form depending on the approach. Also gives more things for People to unlock, more strategies to employ during gameplay, and much more. But, again, merely a suggestion! Cast your vote and have a good one folks!
  3. Hybed

    VOIP Design Discussion

    I only would like to have the option to disable voip at all.
  4. Today
  5. jimharry127

    Suggestions pt.2

    Ayeee am back with some more suggestions: 1. Reduce the amount of bp required for the airstrike from 7500 to something like 4000-5000. 2. What if we could actually see the medkits and ammo bags on the player models so we can identify when someone has selected any of this items i belive that this might bring a nice dynamic into the game cause it will give the player to priorotize some targets over the others for example you may want to take out first all the players that carry a medkit so they cant heal their teammates. 3. Now this might be a little crazy and i dont know if this even possible to work in game, so imagine that we could have the option instead of picking a medkit or ammo bag we could have a portable jammer that its actually visible on the players back now its main purpose would be do disturb the optics of drones and tanks so for example if an enemy tank gets inside the radius of the jammer its optics will have a similar effect of what happens to drones when they get to close to mute jammers from r6 this will give players that dont have any AT stuff on them to run away from the threat. 4. When you somebody uses your medpack,ammobag or whatever the other thing called that replinsh armor and gadgets you get some bp so it can be more rewarding. 5. Have some visual cues that indicate enemys are nearby like in smolensk you could be able to spot pressed folliage and in the arctic map footprints. 6. Maybe add a ranger finder (look at the image below) for people who use snipers to take morw accurate shots. Thats all from catto. Stay in school and drink bepis.
  6. ZwierzaK

    Rangi

    Fajnie gdyby rangi były wyświetlane na scoreboard. Widać by było jak wypadają gracze o danej randze podczas rozgrywki, kogo lub kto cię pokonał (ranga) i często uniknęłoby to oskarżeń o cheat`y przez mniej doświadczonych graczy . Rangi mogłyby pomóc w balansie teamów przy dobieraniu graczy ( np. szeregowi 2 pkt. sierżanci 3 pkt. chorążowie 4 pkt itd. ) Do wiadomości F51 : Przy następnym wipe zabierzcie bronie i kasę, ale rangi zostawcie PLS
  7. tynblpb

    Supply drops?

    Why not? Supply drops with all packs combined. Armor, ammo, healthpacks, gadgets. All of them by the cost of 500-1000 BPs. U don't need to ask teammates for ammo. U don't need to look for gadget or armor packs. Just spend a little of ur achieved pts and u'll give ur team significant boost in the area where drop was landed.
  8. TZoningHard

    New transport vehicle?

    getting a buggy or HMMWV. HMMWV are getting phased out for MRAPs. Buggies are coming into more use instead
  9. Rozmo

    Moskwa - dziurawa siatka

    Dziękuję za zgloszenie, prześle to do QA. Pozdrawiam,
  10. MOBBOB

    New transport vehicle?

    I do agree there should be some kind of more protective transport.
  11. michaelpol90

    Berlin- game vs reality

    if you want next time i can use Sandu Ciorba - Dalibomba
  12. Personally i dont like the ATV so it would be nice if we could get some kind of a jeep something similar to a humvee,that way more players can get from point A to point B without dying in the process. Catto with a batto out. Stay in school kids and drink your bepis.
  13. HALCON4

    Head gltiching is getting rampant

    Thank Ragir Appreciatted ! Your feedback it's very valuable and important for us , so we can stay on track of the development of the multimedua product WW3 , your project , Our game ! And so, we can be ready to continue testing the game and give you guys our feedback, so we can have some sense of accomplishment towards our common goal... WW3 The Game we like to play. Sincerely HALCON4- WW3- k4to01
  14. DeWa95

    VOIP Design Discussion

    I would like to have an option for detailed or a minimalist icon. Because I like less clutter when trying to see in-game. But then again, with that we could end up with a huge options menu. So it could even mean a whole UI redesign. ____________________________ +1
  15. BluBoo

    VOIP Design Discussion

    I like this idea. would be neat to be able to toggle that in the settings too.
  16. HALCON4

    Never ending loading times (0.3)

    Appreciatted DareQQ ! Someone else will benefit from your idea ! I personally dont suffer from loading times as badly of other members, the only time when it happens, it's when I try to launch the PTE, direct from the shortcut of desktop, then it's where it get stuck trying to find the path. My solution was to launch PTE fron Steam , all ok . But the CTD's are atrocious , they are aware of this , Devs. are burning their eyelashes trying to find the culprit. Our loading times increase after a CTD. So we kill the process from task manager, then restart and find another server. Hope this get resolve for good , so we can continue our focus on other bugs. Thank you again DareQQ and to FARM 51 for been on the forums giving us feedback and for hard work!! Cheers HALCON4 - WW3 - k4to01
  17. ERZ_007

    VOIP Design Discussion

    My Idear, I know its cost intensive. Add a Social Score System. People that get muted all the time, will receive a negative Score. So they have to be unmuted manuelly. Ive a person gets muted by several People , Temp Ban then from VOIP. Screaming kids and ppl that make wierd high pitch noices are „filterd“ quite fast. Opt-in is ok for me. It should be disabled by default. Also a ingame VOIP Service could open a Path for personal DDOS Attacks, when not implemented right! Instead of implementing a Ingame VOIP Service that most ppl will rarely ever use, I would rather invest the time and money in optimization on the Netcode ect.
  18. BluBoo

    VOIP Design Discussion

    would be cool if that was configurable
  19. DeWa95

    Where are Developers ?

    It's been a while with those dev blogs, only the one I saw. Maybe using those once in a while and also putting those on social media so that people who don't regularly check the forums can also see that the work is being done. Also because I've seen "frustrated people" to say the least outside the forums in larger numbers. It could reassure them that the project is alive maybe?
  20. DeWa95

    VOIP Design Discussion

    Push to talk A channel for squad A channel for squad leaders only (i.e. leaders of entire team only). Squad leader would be able to hear both at the same time but speak in desired channel Ability to mute ... [All / Channel / Person]. Icon for speaking person for squad where the squad names are displayed [lower left]. Icon for speaking person for squad leaders only channel displayed only when a leader speaks.
  21. tynblpb

    More ammo pls

    I'm running with machineguns. Usually I have 100 loaded and 271(don't know why, but it's almost always 271) in ammopool. And don't forget about alternate ammo - +100 AP. Pecheneg with long barrel has bearable flash from the shot, that do not blind u like it does with short barrel. + it has lower recoil. With bipod and medium magnification it's almost all-range-combat weapon.
  22. JustGameGuy

    VOIP Design Discussion

    I strongly believe voice chat should be on by default however if that happens you need to have a "mute all except for squad" button and be able to turn it off completely also have a little mic icon appear next to someone's name when they are talking OR have proximity voice chat. Of course please have push to talk as an option
  23. Zari

    VOIP Design Discussion

    - Proximity VOIP - Separated Party, Squad, Team VOIP channels - Various "volume" settings what affects proximity voip e.g. in case of stealth action (Inspired by Arma VOIP system, it's really good in its class)
  24. Ragir

    Berlin- game vs reality

    That music tho, sounds like some Illuminati conspiracy
  25. Ragir

    More ammo pls

    Gonna be harder to find and fix those bugs then I hope you'll be back once we are a bit more situated in Early Access that started less than 3 months ago
  26. This is a no-contest, finalized maps will have something between what is there now and how this works on Smolensk, so heavy calibers will have no problems shooting through most walls and other materials. In the case of Smolensk right now the setup is 100% unfinished which results in nothing stopping bullets while on the rest of the maps it's a bit too aggressive, so most walls stop all bullets. There will be adjustments to this and it'll get more and more refined as we go forward. Thanks for the poll!
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