r/ArmaReforger Second Lieutenant 8d ago

1.7 Update How to Squad Lead in 1.7?

1.7 allows Squad Leaders to kick players from their squad, so how do we create effective squads now that we can pick and choose players?

  • Rename squad to 'Mics only', 'Teamwork' etc.
  • Set a Rally Point on a base to regroup to if KIA or falling back

Then where do we go from here? Or is there even any point.

28 Upvotes

34 comments sorted by

51

u/gothic_cowboy1337 Major 8d ago

One of two things will happen.

1.the player base won’t give a fuck about the changes. 2. You’ll see a shit ton of locked squads now

Actually both. Both will happen

-5

u/SWAMPMULE74 Private 8d ago

I lock my squad and only run with people who i know are not idiots,

5

u/Wasteoftimeandmoney Specialist 8d ago

Now it would seem you could keep it unlocked until you find out they are idiots and then kick them. I wonder if that locks them out of your squad for good?

0

u/SWAMPMULE74 Private 8d ago

That works too. Im not sure why im getting down voted for saying i lock my squad.

1

u/Wasteoftimeandmoney Specialist 8d ago

Must be a reddit no no

0

u/SWAMPMULE74 Private 8d ago

I know right heaven forbid I want to do my own thing

1

u/That-Length1366 6d ago

how do you know if someone is an idiot or not though? i totally understand this mindset, but it sucks for people like me that don't have a regular group of people to play with and have to hunt for a squad. its just as frustrating to be a player looking for a squad only to find out the SL doesn't have a mic. i have a feeling its going to end up like HLL where every squad is locked and you just end up playing by yourself bc no one will give you a shot

1

u/SWAMPMULE74 Private 5d ago

I will watch how they play or listen to them if they ask to join ill let them

17

u/SovereignHermit69420 8d ago

well i would imagine you tell them, hey push with us and spawn on our radioman or we'll have to swap you out

21

u/IllustriousRise9392 USSR 8d ago

There's no point when everyone thinks they're the squad leader but can't even read a map and just drive a truck with their one IRL friend straight into a heavily guarded base time and time again

7

u/numlock86 8d ago

probably like 80% won't give a damn about changes. the other 20% will probably adapt to the change, with a small portion of them getting a mental breakdown while trying to deal with the majority of people who don't care.

7

u/realStinkyMouse 8d ago

I want role based euipment, and limited role slots within a squad, that will force people to really have to cooperate.

Want a mortar? No problem, but you'll have to be an active member of a squad to get it.

6

u/Max_Bronx Private 8d ago

HQC exist for this exact purpose

0

u/realStinkyMouse 8d ago

Not really, I can still take what ever the fuck euipment I want. I can choose a sniper and still go to arsenal and eddit my loadout  and take 20 rockets if I want to.

3

u/Max_Bronx Private 8d ago

True but it gives incentive to not do it. Not that any of the Blueberries ever stop wasting supplies and then wonder why they can sprint as long as me

0

u/Desire_of_God Sergeant 8d ago

The only way you can get even close to that is if you've already contributed so much to your team it doesn't matter.

3

u/tleigh1989 8d ago

Try early access to Bellum I’ve been playing it off and on and yeah I had to buy it to do so but honestly was worth it after the last couple games I bought and thought would be good Arma is good stuff but Bellum if you want assigned roles and equipment is probably more your style not sure if they allow a try feature but worth looking at if I was you

1

u/InformalYesterday760 Sergeant 8d ago

Or do what I did

Buy and play Bellum. Have fun. Join a unit. Then, during the week, play Reforger with folks in the unit who play Reforger a little bit like it is Bellum. Now we have solid comms in 2 squads, folks playing their roles, etc.

But it doesn't quite work out cause it's so much easier to kill someone dead-dead compared to Bellum. Turns out that grace state is a huge win for squad cohesion

7

u/Mediocre_Painting263 Sergeant 8d ago

I get what you're saying, but that's antithetical to Arma. Arma is, purposefully, a sandbox. Where the player has near absolute freedom to progress and act as they please. If the player wants roles-based equipment, it is their responsibility to enforce it.

Yeah it sucks and Arma probably does have a bit of a way to stop people treating Reforger like COD or Battlefield. But what you're describing is Squad. And they're 2 very different games.

2

u/realStinkyMouse 8d ago

I get that, but I also think what I'm saying can be a seprate game mode. We can have both experiences available. 

1

u/Jakerod_The_Wolf 2d ago edited 2d ago

Arma is, purposefully, a sandbox.

Which can be limited at a scenario level which is what it sounds like he wants them to do. Frankly, I agree

1

u/Plenty_Cheesecake_21 8d ago

Made a server doing exactly this but no amount of server promotion helped

1

u/That-Length1366 6d ago

role limited slots is a double-edged sword. you will often end up with 1,000 one-person squads of AT or snipers

1

u/realStinkyMouse 6d ago

There are ways to counter that too. Let's make it a seperate game mode for people who do want this kind of experience. You can also disable the option to lock a squad under 4 players.

0

u/Bonjansky 8d ago

The problem is not game, but players. Like you have now with HQC, where 90% of AT squads are empty while rest is full. People just don't want to play certain roles and no "locking" items will fix that. So there is quesrion should they leave some freadom or should they risk no one playing at all. Same backlash was after 1.6 when they had to roll back and return legacy game mode.

-1

u/WntrTmpst 8d ago

This is basically just how squad does it and you end up with locked squads of 2 people because they wanted certain pieces of kit.

3

u/InformalYesterday760 Sergeant 8d ago

I am sure folks will hate this, as it would take away some of the realism, but Bellum has kind of showed me that the best way to keep squads together is for bleed out timers to last a VERY long time, and for there to be limited ways to actually make someone dead-dead.

In Bellum a squad can roll up on an objective and get in a huge firefight. Maybe 4 folks end up going down and the squad throws tourniquets on if they can, and afterwards the rest of the squad picks everyone up with bandages and medic.

In Reforger? Squad rolls up to a point and 4 go down? Maybe you die to a single headshot. Maybe you get sprayed and bleed out in 30s. Either way, those 4 casualties are now respawning waaaay far away from the squad. In pub servers this means that you basically start a fight with folks and then maybe don't see them again for 30 mins.

The Bellum system isn't perfect, but I definitely enjoy the fact that firefights can drag out and then you have this post-fight window where you collect wounded and patch folks up. In Reforger this could work well with the medical system, the ambulances, etc that we have

1

u/Specialist-Algae8457 7d ago

Vanilla reforger needs a lot of expansion on the medical side as things stand. Better hitboxes, more medical items and equipment, and I agree with longer bleed out times, but you would have to make sure to account for the types of bleeds when you're updating the bleed times. If you get shot in the wrist vs getting shot in the femur one should keep you down for considerably longer.

1

u/Jakerod_The_Wolf 2d ago

I am sure folks will hate this

You got that right. That's the exact opposite of realistic. Timmy shouldn't be getting revived after he took a 30mm round to his chest.

Edit: feel free to ignore this. I didn't realize you were the same guy who brought this up in the other thread.

1

u/InformalYesterday760 Sergeant 2d ago

As I've said in reply to your other comment, it simply trades less realism in impact of certain rounds/ weapons for more realism in importance of medics/ and medical systems on the battlefield.

Currently we have lots of realism in having headshots kill us instantly with no revive, but we have far less realism in terms of having squads that actually can stick together, fight together, treat wounded, etc.

1

u/Puzzleheaded-Block73 Sergeant 8d ago

Now that’s interesting. Need to check vanilla again but I played not so long ago on vanilla and had 4 different people I’ve kicked from group in group menu window as squad leader. Did it only because those blueberry fuckers used group radio to spawn but didn’t care about placing new one nor check if it was last respawn. After 3rd trip back from obj to vehicle for radio change I’ve just started kicking anyone who didn’t respond neither in group chat nor group radio channel

1

u/Krautfleet Second Lieutenant 8d ago

One thing, is having a squad that works together. 

Next thing is, what would you as squad leader be doing to get work done? And which work? 

1

u/Vegetable-Value-1532 8d ago

They need to cap the amount of squads otherwise people will continue making their own squads and locking even as 1 person. If they want to force teamwork they need to do what Squad does and not allow squads to lock with less than 4 players and have a limited number of squads to be created. That way it gives squad leaders more power behind the threat of a kick when they will be squadless. Which will force players to listen or not have a squad