ShadowAce11 Posted October 27, 2017 Share Posted October 27, 2017 Hey guys, Throughout my ~1000 hours on Enhanced, one problem has remained consistent: There exists absolutely no desire to become a team leader. Nearly every other role, including squad lead, is more desirable than TL because of the specific outstanding perks you gain. TL has had the same abilities and responsibilities since I began playing, which, to my knowledge, are the following: Responsibility: Coordinating a team. Responsibility: If SL is not present, BLUFOR lead defaults to you, but cannot grab a LR radio if needed. This can include: Specialty team coordination Vortex coordination Requiring full commanding attention while managing a full team Ability: Underbarrel GLs are permitted. Since many people refuse to take a squad lead position, the responsibility of BLUFOR coordination falls onto the most relevant TL much more than it should; and continuing on that, the responsibility sometimes falls onto the most relevant AR since nobody wants TL either. This. Needs. To. Change. I've gotten used to the SL responsibilities being passed onto the TL after so long, but it is completely unacceptable to pass on this sort of responsibility to an AR or other role; they have their own roles to fulfill which keep them occupied. My highest recommendation to solve this is to make TLs more useful. I wouldn't go as far as adding SL artillery support or something like that, but make it so that the role becomes appealing again; after a year of observing, it's very clear that grenade launchers aren't enough. (Especially since grenadiers are a thing now.) I understand there's a larger underlying issue to this, and it's that people simply don't want to lead. And I get that, as I'm sure anybody else would. Leaders are definitely a minority in both this community and in real life. I'll lead if I have to, but I would much rather take a medic or engineer slot and follow, as well as knowing my role will have some applicable purpose in the field. This is not an issue that will be solved by a simple buff in the TL slot, but it might encourage those who are willing to step up more than they usually do. At this point in time I've only one idea for resolving this, and it's to change the TL role to something more specialized. What that specialization might be I'm not sure, since in a single squad we have ARs, engineers, medics, grenadiers, marksmen, LATs, riflemen, and intel ops. This is why this topic is going into this subforum - I'd love some player input on this. If we come up with a consensus, perfect. If we don't, we'll still get a good list going of TL role revisions. Things I highly recommend against when it comes to suggestions: Do not make TL an ammo bearer. The AR assistant role (for the new guys around here, that role was specifically for ammo bearing) was removed previously because nobody wanted to just lug around ammo for others. This would make TL even more undesirable. Do not give TL abilities like those of SL, i.e. artillery support. That is part of the appeal of taking SL, and should stay there. Additional comments about this in the spoiler below. Do not give TL a role already assigned to a specialty group, such as carrying a more powerful weapon or incredibly heavy MAT/HAT-like AT. Things I might recommend off the top of my head: Make the TL LAT-capable. Yes, we already have two LATs in each squad, but in the case of certain factions (especially the PLA), some light launchers such as the AT-4 have proven to be necessary. Rebuttal: The Rifleman LAT can just grab one from the arsenal and drop it to the TL already. Why should we whitelist the AT for the TL? For the sake of simplicity. It's much better if someone can have direct access to something rather than having to ask another player for a launcher, over and over again with every map change and such. Give TLs optional LR radios again. This way, should there not be a squad lead, the TL can simply go into the arsenal and grab one instead of having to knick one off of Vortex or stay near a long range-equipped vehicle. Once again, this is for the sake of simplicity. Additional comments about the second non-recommendation: Spoiler Perhaps giving TLs artillery support (I assume this would also mean giving them optional LR radios to communicate with the artillery) wouldn't be such a bad idea. But then overkill becomes a problem, because you would have 1TL and 2TL and SL (and CMD) all artillery-capable. Here's my thoughts on that, though: The ability to radio in artillery should be (if not already) dependent on long range capability. If a TL chooses not to take a LR, he won't be able to use artillery. Since ideally, only one TL should ever need a long range at one given moment, and everybody's doing the same AO, there shouldn't be any clutter on people trying to call in strikes. This takes care of TLs, but what about SL? To SL: Completely redo the support options. Remove artillery support, add the ability to call in AI support. For example: The SL can now call in a support LAV. This LAV would be spawned from a support area at the main base, with an AI crew, and it would arrive at the location ASL was at when he called it in (or ideally it would follow him throughout the AO and he could issue a "Disband support" command via ACE once it was no longer needed). The SL would still be limited in supports he could call in. It would be mainly APCs and medium vehicles; heavy things like tanks and airstrikes would be reserved for PlatCo. How land vehicle support would work on Bozcaada and Malden is beyond me; perhaps just have a secret support spawn location somewhere on the main island. For the other maps, though, this might work nicely. TL;DR: Read the post. An open discussion on this would be great. Whether you're an experienced player, an admin, a veteran, or just getting acquainted with Enhanced, feedback and your personal suggestions about improving this role would be incredibly helpful. Link to comment Share on other sites More sharing options...
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