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To RTB... or not to RTB...


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I'm sure we are all familiar with the experience of waiting at base for half-an-hour (or longer!) waiting for other players to gear up only to have the AO last 30mins and then return to base to start all over again.

 

A couple of times recently I have suggested that units proceed to the next AO immediately from the past AO if fit to do so, this has worked well and on one occasion everyone opted to go straight to the next AO in a straw-poll whilst the initial order was to RTB, which would have resulted in more 'down-time' at base.

 

I think this method is now especially relevant with the 'no-insta-death' tweak and use of the medi-vehicles (Blackhawk and M113 ambulances) to completely heal people in the field.  Some of you may ask "what about making the plan for next AO?" - I think the simple answer is the commander can specify a staging area near the next AO that units can proceed to, either in vehicles on site or with Vortex/Talon providing transport.  In either scenario, air support could bring a re-supply crate the to staging area so that specialist units can re-arm with missiles etc.  I also think that this method can be compromised, e.g some units ready to move and proceed to the staging area and provide some reconnaissance whilst other units RTB and come back to the staging area with supplies.

 

The main benefits I can see from this method is a greater ratio of time spent 'in action' versus. waiting at base, especially important if you don't have hours to spend standing around whilst someone else discusses the history of an M2 .50cal.  Also, moving from one AO to another adds another realism aspect to the game, e.g. bumping into ambient units or evading patrolling helicopters.

 

There will of course be situations where RTB is necessary, however I make a plea to all commanders to think for a minute before giving the default order to RTB...

 

Regards, Alex.

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Great suggestion, if you think a FOB is a good addition then also don't forget it counts as an idea/suggestion you can use the forms on the sticky forums pages on the top of eu3 forum section!

Together we make eu3 a more pleasant place ;)

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Main issue is ensuring the troops are still combat effective, which usually comes down to injuries and the number of AT4s we burned through.

 

If there's enough players that we have a half-full Bravo squad, I find it feasible that either Alpha or Bravo could beg, borrow or steal equipment from the other squad, leaving us with one of them combat effective and the other in need of a rearm. In which case, one could be extracted while the other moves to secure an LZ in or near the next AO.

 

However, if Alpha happens to be all we have, we're moving into the "splitting up the squad" territory, which of course I'd never do. Meaning the full squad would be required to RTB if its combat effectiveness against enemy armor has turned to zero.

 

So given that we're getting the ability to fix people up in the field, that's great and all, but we still need to start packing extra AT4s in our HMMWVs, and ensure that we don't get them blown up :P

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I think the first quote is the answer.

Logistics, however, usually only happens when there's a large amount of players on (as per rules, 21 players, as far as I've been told), so it is likely at least half of Bravo would exist as well, which would bring us to one of Amentes' points.

 

If there's enough players that we have a half-full Bravo squad, I find it feasible that either Alpha or Bravo could beg, borrow or steal equipment from the other squad
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I think you're over complicating it, plus you'd still be infringing on someone gameplay by taking their gear and sending them back to base - I wouldn't accept that.

There's no reason a crate with AT4, mags, belts, nades etc can't be brought out to the staging area. And if this doesn't happen, what would happen in real life? Distribute the gear evenly and make do! Some of the best fun I've had has been whilst I was low on ammo and supplies fighting for survival!

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Logistics, however, usually only happens when there's a large amount of players on (as per rules, 21 players, as far as I've been told), so it is likely at least half of Bravo would exist as well, which would bring us to one of Amentes' points.

 

That's when "editing the rules" comes in, as staying in the AO would require logistics at lower player count.

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Why would we need a logistics squad just to get a crate to the staging are whilst we are between missions? This is just another role that the transport pilot could take whilst waiting to ferry in reinforcements back to the AO. Filling a crate and lifting it doesn't really require a team to do so

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+1 for Field FOB's
I would love to build a FOB in a forest on other side of Chernarus island as its huuuuge. A point where people can hop out, rearm, get medical attention, and move to the next objective. With FOB being constantly resupplied by Logi bringing in crates with Medical Supplies, Ammo, and Launchers. 
(Option to spawn a crate filled with 20-40 Mags of few types, Medical Supplies, or AT4 Launchers would be amazing, as no one wants to fill the crates manually)
 

Building a working FOB with Fuel, Rearm and Medical area's. That is being maintained by Logi and being constantly expanded with watch points and all that. 
My wet dreams

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I got a few people to stay in an AO yesterday and push to the next objective. One member of our squad didn't seem to understand and left with exfil. The others had fired their AT at buildings for fun while waiting for a lift, and we got hit hard by BTRs we were unable to take out. We completed the mission, but took heavy losses. If people were overall more willing to not just hose down enemies, and use their supplies in a more rationed manner, I suspect we could do at least two, of not three objectives in a row.

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use their supplies in a more rationed manner

Especially ammo. I always take 7 magazines with me on most roles. I very, very rarely spend more than two per AO. Some people take 10+ and spend them all during one objective.

It's insane.

I'd suggest people are taught how to ration their ammo and supplies on training nights (if that isn't already something that is taught).

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I can comfortably complete an AO (Assuming no death) with 3-4 mags. Most of my loadouts are 4, with one in the weapon. At extreme ranges (for an M4A1 with ACOG for me, around 550-600m) it could take a maximum of 5-6 shots to get a kill. Usually I'd say 3 rounds per kill. That means I can, in theory, get 50 kills. If everyone used ammo like I did in this example, we'd never need to resupply.

 

 

Sadly that just doesn't transfer to reality :)

 

Ryko, if you'd like me to run a short piece on keeping loadouts sensible and lightweight, I'd be more than willing to do it.

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