Yes
No
Terrible idea
Changing current comms would be the final blow to squad cohesion, which has been nosediving for a long while now.
You think people will stick to the RTO? No, they'll just sprint to the meta fight spot for a given map, which they already do. Doing anything unusual during a round requires TREMENDOUS amounts of effort from SLs and command players and is already borderline impossible to achieve nowadays. This change would finalize the downfall.
Last edited by Don; 04-03-2021 at 09:23 PM.
Removing comms would be funny for an event, but there's a reason that devs let xenos spend points to knock out comms, and it's not because comms are bad.
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Originally I was down for this but uh, after having a few rounds without coms, I think it comes down to the competence of the RTO - Squad leads relaying to the to and the to relaying back to cic, head departments the problem with this is that the response can be delayed to the point CIC won't get the cords for an ob - while under heavy contact or pushing in somewhere.
This is also the case with mortars as bravo squad who usually are fob squad would need to make sure the RTO stays on the mortar to take those calls. And if there isn't a assistant RTO that could be somewhat hard, of course this is just my own opinion.
The radial comms around RTOs sounds best to me, but that'll never happen due to BYOND being... BYOND. Full removal seemed like it'd be cool in the first week of RTOs being out, when they were almost as hard to roll as spec, but now that the interest in them has died down a bit, their pop is too low for full removal to be functional, as well as radial comms. I think the only real way to implement those would be RTO poplocks. If there's 5+ RTOs, delete comms tower and turn on radial comms. Any less, just keep it as it is currently, or it'll be too much suffering. This would give them more importance, while not being absolutely VITAL if pop is low.
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Spoiler:
Just make groundside headset comms reliant on a centrally-located telecomms computer/tower on each map that marines need to go capture and turn back on.
RTOs have their usefulness early in an op before techs start popping, portable tcomms no longer gets left, marines and xenos have a consistent second front to fight over besides the big deathball, and """rushes""" are discouraged by making telling the entire marine force where the hive is at 00:20 a lot harder.
This used to be how comms worked, they were dependant on having power on in the map's comms building, with LV always having comms for some reason. It was removed because you'd have to essentially waste either half or a full squad holding comms the entire round. It also made some LZs completely unviable, like Trijent LZ1 was just suicide because comms was at LZ2.
There isn't really an issue with the current comms, the issue is moreso with RTO phones existing only as a gimmick in the first place.
True, but having to hold it could be solved by just making it something xenos can't interact with after marines get to and use it, like flipping a switch on a power-agnostic computer that xenos are too stupid to understand. It's not as if portable tcomms being destroyed before the FOB falls is a common thing anyways.
But yeah, current RTOs are just a poorly-executed gimmick who end up giving marines an excuse to gib themselves more than they contribute anything of any real value.