#Engineer Detachment???
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Yes there is Ogre...But they are almost never on the front line...Im talking more of a front line engineer force
like 12Bs in the army or something
An element that is allowed to be in sustained combat
We had Assassin Explosives Specialists at one point
I guess people found em too niche and we haven't used em since. I personally didn't mind em, they were riflemen who could just pack a little extra heat in all honesty, I'd say to use em to open up new firing holes in walls, open up new paths (they had wire cutters so they could get us through some the fences if we couldn't climb or go around), hell now we could use em for minefield detection too
But that's just my opinion, they were useful and could still be just as if not more useful now, but it doesn't seem to be the general consensus
The thing with mines is that in reality Armies use a vehicle with a mining plow to demine large minefields
There is a stryker with a plow in RHS
We specifically used to have that one, but it gets damaged by mines
because Arma physics
Get a MICLIC mod then
which nullifies the point of a mine plow
that would be even better and cooler
I wish we had MICLICs
but no mod it seems
I discovered that using the Claymore is the most effective way of demining
it has a large range that can detonate a good amount of mines in front of it
but still tedious to place them
in a large minefield
See iirc, the ES also had mine detectors for IEDs and shit, if we had the slot back, they could use those to point out the minefields and hopefully we'd be able to find our ways around without constantly masscasing on minefields like we do now
Up to the admin department to figure it out
Very much so
So if anyone here wanted to toss it into the April Suggestions thread, they could, but honestly with the general opinion I've heard on the Expodives Specialists before, I don't think I'd hold my breath on seeing it come back
People could also slot Ogre (non-permed role) so we have a full team and could actually detach an Ogre to stay with 1-6 and act as a Combat Engineer⦠Other than the recent Op, thereās barely been 2 Ogres online at any time
Ah, the point has been made already in the Suggestions thread 
So, with having another Engineer Detatchment to the Karma Company, I have good and bad thoughts about it.
The most good part that I think is that it reduces the amount of responsibilities that Ogre needs to do and Ogre could prioritize other duties such as resupply, RRR, transport inserts, and whatnot.
The most bad part that I think is that it increases the chance of no one playing the role at certain times when there is a mission that needs to be done. In other words, no one is gonna play it because it's only going to be meant only for Combat Engineering purposes in the field. What else are they gonna do? Are they gonna be attached or be called by a command element while they're sitting at the FOB?
I do strongly suggest that they bring back the Combat Engineer/Explosives Specialist back into liberation. That way, it reduces Ogre's responsibilities of demining areas of points on the map while attempting to decrease mascasses that could happen.
Though, in my opinion, adding another unit just only for Engineering roles in the field is not necessary.
Ogre does do demining/mining operations, however, the problem is that we rarely get the call from any command element at all. That is the reason why you do not see Ogre as much for a call to demine an area before bounding or moving to secure an objective.
Also, depending on the amount of people you have on Ogre, Ogre prioritizes mainly on transport (when stalker is offline/grounded), supply, and repair/refuel. Getting boots on the ground and inserting people into the fight for better chance of victory is one of the biggest objectives that Ogre needs to do, which is why mining/demining operations are so rare.
That's another issue too, most players do not play Ogre. I don't blame them for that because most people do not want to do logistics duty. People want to be part of the action, part of the infantry. Believe me, I wanted to play infantry more than how much I have been playing Ogre.
After every time I get on, I always see one person or no one playing Ogre at all. Someone has to do it and it's got to be someone to take one for the team to supply with AT, ammo, and medical supplies.
Going back to what I said, it's the rare amount of calls for mining and people who are willing to play not just Ogre, but the detachment that you are suggesting.
It would also mean we could have more consistent access to minefield counters without having to 1) have a full Ogre team and then 2) get 1-6 to call them out, wait for them to arrive, and then protect them
For the cost of what? Giving one squad rifleman access to wire cutters, mine detectors, and small scale explosives? At that point we still have a rifleman just with extra utility, we literally lose nothing by changing the rifleman to an explosives specialist
That's the great point about it.
Having that role back could save so much work for us.
still think that ANYONE should be able to use mines/explosives - but only ogre can pull / supply them
I'd kill for a mine detector and some wire cutters
Honestly, I haven't been active here for the past few maps but I have been reading the forums.
Giving a unit or a squad the ability to work as EOD doesn't really take away from Ogre because if the criteria everyone seems to tote about Ogre being EOD mentions needing a full Ogre Team to send like 1 guy out for Demining. Let's be entirely honest, if that's the common criteria for Ogre to do that job, then it's almost not even a role Ogre realistic will/can fulfill 90% of the time. Ogre more often then not seems to be doing Logi or Reinserts, which is very important, but the people who play Ogre I feel play it so those things can get done, not to be EOD because I doubt anyone who logs on to Ogre expects to really get that call. Also, trying to encourage people to play Ogre so they can do Demining is a bit of a Catch-22, because those people who want to run EOD may not want to do Logi or Reinserts, and even then, theyre logging on in hopes to be the one selected for the role only for it to be someone else etc is not a very satisfying loop.
Even attaching 1-2 combat Engineers to a Plt, give them Demining Equipment and let them move with the combat units. It doesn't need to be a huge group by any means, but it would help solve the problem of not having Deminers in the field when they're needed, and ultimately won't really change anything with Ogre. Especially since by the time Ogre gets the call and hooves it across the map to perform the duty it's probably not even worth bothering anymore.
Just my two cents.
Also, say weāre pushing a mil point and thereās a bunch of barb wire or walls forcing us into a funnel at the front gate. If we had engineers with us they could just blow a hole in the side. Dismounted Vics could be boomed. Traps could be set for BGs potentially with ogre
Exactly my thoughts
And mine
I hear those two points, and it could be an idea, definitely not dismissing it. But we can already do a lot of this as soon as we have two Ogres slotted (particularly if one wants to do EOD) - 1 EOD guy staying with 1-6, able to mine stuff as soon as a BG spawns/clear obstacles/C4 some vics.
Particularly on higher pop when you might have Stalker doing reinserts, you can have 1 Ogre doing the Logi and one in the field doing last mile reinsert from LZ/EOD/combat engineering/in the field repairs
Just need more people to slot in as Ogre
When Iām 1-6, as soon as I have an Ogre on, Iām looking to see if thereās any areas/MSR BGs are likely to come along that could be mined
Skip the EOD role, we have to have someone in each squad able to use a mine detector. We cant turn grass off so cant see mines until we die on them. Then have to backtrack and leave the victims to die or all die in rescue attempts. No skill, nothing we can do, respawn and walk 2km again to discover a new minefield. SO fkn frustrating