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Mungus

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Everything posted by Mungus

  1. I feel that the current issues with FSG can be categorised into 2 issues: 1) Over micro-management of FSG 2) Failure of ASL to control FSG and/or be aware of FSG's position I feel that FSG is perhaps being over managed as other squads, such as Alpha, have a lot of freedom as to how they operate. They choose the weapons they take, how they proceed to the objective, what they do in an emergency. With FSG, ASL tries to control next to every aspect. "We want you to take these weapons, even though you are the ones that should be deciding which weapons you take for the most part since you are the ones that will be using them". I also feel that the reason there are issues with FSG and ASL is a lack of communication. Stan is complaining that he didn't know where FSG was when he needed them, but it is both FSG and ASLs fault. FSG didn't tell ASL they were moving and ASL wasn't paying enough attention to notice that FSG had moved off. It's as simple as that. Separate from these issues I also feel that removing FSG will not get rid of the issue that we have players who don't play for the team and play for themselves. I feel that this is also the fault of ASL and the admins. If there are players who consistently not doing what you tell them to, do something about it rather than complaining FSG doesn't listen to your orders on the forums. If you see these people join FSG just tell them to get out as they don't listen to orders rather than facing issues in the field because you failed to deal with the problem early enough. Make FSG like Vortex, only players known for their reliability to listen to ASL can be in it unless stated otherwise. By removing FSG, you have not solved the problem of insubordination. These players will continue to fail orders until you deal with actual problem: the players themselves.
  2. I do not think creating a new role that goes around with anti-tank would be good. Anti-tank is very heavy, limiting what main weapon they can carry OR limiting the number of rounds they carry meaning they are less effective against the armour they are meant to stop. I approve of getting rid of the grenadier role however, grenades are very rarely used and I feel there is a reluctance to use them without a commanders permission which makes the grenadier feel kind of enslaved whilst everyone else can go whilly nilly with their assault rifles. I think FSG should remain. Sure replacing the grenadier role with AT is a good move, but they will lack the amount of munitions FSG can have (if they take a crate of ammo with them). FSG provides the mass anti-armour role that a single rifleman trying to balance a good rifle with his ability to counter armour never will. I also advise that if FSG should remain, the rules for FSG (and other roles) are made much more obvious. Currently the link to the rules they should follow are buried at the bottom of the setup room (which very few people will actually read as they will either be: new and focusing on how they get in the EU 3 channel rather than what looking at the text OR a regular who will go into the setup room and straight back into Arma and never look at TS until he stops playing at which point he'll just close the program). Also, attempting to search for "rules" on the forums results in a post that contains rules that aren't precise enough: The in-depth rules should be pinned somewhere more obvious (not in TS) as there are rules in the detailed rules that aren't mentioned there which affect most roles.
  3. Thank you, we'll be sure to follow these rules in the future and we apologise for our ignorance. Could I suggest that this is made easier to find? I read the normal rules before playing but these are too difficult to find and are easily overlooked (resulting in people, such as ourselves, accidentally breaking the rules).
  4. Could you provide a link to this? Looking at the official rules there are no mentions of any limits on FSG other than the standard ones (e.g. Don't wear the wrong kit).
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