I'd like to ask you all what you think about being stuck with an inactive squadleader and the game automatically assigning players to 5 man squads. Personally, the squadleader thing is my greatest frustration, since you can't really do anything about it besides switching squads and hoping the other guy is actually performing his role (potentially creating more undermanned squads). Since that's not really a reliable way to solve this issue, I suggest one of the following sollutions: Add a function that enables you to actively opt in for the role of squadleader at the beginning of the match OR opt to take over that roll if the match is already in progress. Add a 'demote squadleader' button in the squad menu. If this demote request goes unchallenged the squadleader is demoted and people can opt in to fill his spot. (This doesn't have my preference, but still) Add an auto-demote function. If the squadleader does not issue any orders for X amount of time, he's automatically demoted and squadmembers can opt in to take his position. A special tutorial that is mandatory for a player to be tagged as "squadlead-ready". Like a certification or a digital signature that nobody can see, but without it you can not become squadleader, no matter the means. In that tutorial they would learn how to mark points, how to use leader-commands (via "V"-interface), the importance of mobile spawns and how capture points work with victory points. (thanks to @JojoKasei for this one) Now, on the squad size being automatically set to 5. For a game so focussed on teamplay, I still don't understand why the squads aren't filled up to 10/10 before creating a new one. The 'forced' small squads make teamwork harder, use up transports quicker and leave all players with less XP and RP gain. And now, with a lot of new people joining to play (thank the Emperor) the effects are even clearer. So how about making it so squads are filled up before auto-creating a new one? Players that don't end up in the same squad together can still use the leave/join/create squad options. Players who can't be bothered to look into how that works won't mind what squad they're in in the first place. Let me know what you think, and if I'm the only one with this pet peeve.
While we're on the subject of squads and teamplay: -Squads of less than 5 should be unable to request transport vehicles. -Friendly Fire should default to "forgive", with a deliberate option to "punish".
Couldn't agree more to the 10/10 squads. It's crucial to have them merged. Especially on Fortress maps! They should fill up, you can break them down afterwards if necessary. I also would vote for a demote button. But would advise against an auto demote. However make the squadleader able to override this choice by pressing and holding e similar to forgiving. To not be able undermine his position the second other people are not agreeing with his choice...no one is flawless. Maybe it's even better if people could promote others to squadleader position and not only the squadleader himself. If two to three people promote a person he takes over position, which again can be denied by the current squad lead?
Good additions, thank you! This would probably be best, as it shuts down any potential trolls before they even get started.
I would also like to have some sort of training in the garrison, where people can learn how to use the leadership abilities such as rally and markers just so people know how to use them.
And maybe squad lead should go for the highest ranking players by deafult to ensure (or try that, at least) they know what they are doing? Good idea, but garrison for learning is not usable at the moment. Tried to teach a friend the basics, got constantly interrupted by some asshat with a veteran loadout who randomly killed everyone who was not on the tree by three. Others followed suit, rest tried to defend themselves (and sometimes others), it ended in a wild ffa. So even if experienced players are willing to help others out, it does not matter, because very few people are interested in learning (tried that once in a garrison with 20 lvl 1 players, the only one who came to the danger zone tried to shoot me instead of listening). Means the only way to do this are Servo Skulls, and just look at the matches to see how many people even care for them, let alone read them all. Apothecaries attempting to capture points is what springs to my mind at the moment for it is the most recent memory. Would not happen to people who read that stuff, for all I know.
I disagree with you here. Sometime we run with a 2/4 man squad tank hunting and your idea would stop that. Though I do understand that sometimes when less than 5 man squad takes a tank that you as a full squad need can be a bit frustrating.
They need to take the time to make a short single player or co op tutorial mission with npcs and narrators explaining things.
We need an actual, propper tutorial. The garrison is a lazy attempt at this, in my opinion. Those serve skulls are too easy to ignore, and there are no class specific training areas. The way it's set up now is better than it was, though. So let's hope they get it right in time. The garrison deserves it's own thread though, so let's focus on the squad issue in this thread. That would be one way to go at it, but in my experience even high ranking players fall into the inactive catagory. It would also lock out low ranked players who DO know how to lead a squad. Which is why there still needs to be a demote button or an opt in when a squad forms.