Right and that’s half the problem; people join delta to be delta, not to be delta fireteam kilo.
They’re unfortunately clunky in exactly the way that causes problems in them being useful:
Which is why fireteams are just an afterthought right now. Try and get even 5 people to set their tracker to the fireteam lead. Like 10% of the player population will care to bother and another 40% don’t have a clue how to do it. Right out of the gate you cannot have a cohesive fireteam due to JUST this. The problems I see with fireteams:
- People didn’t join the squad to be put in the fireteam
- They don’t know or care how to set their tracker to the fireteam lead
- The fireteam lead doesn’t want to run a squad
- Nobody is kit out to be in a distinct squad/fireteam
These are issues with fireteams that are largely resolves with this ASS thing, because people know what they’re getting into ahead of time, and they have a dedicated SL and tracker. Everyone joining Kilo is planning on sticking with Kilo, not running off to do whatever - or else why not just join Delta/Alpha?
But in turn there remains the unresolved issue of 4-8 man squads (or less god forbid on lowpop) simply being incapable of holding their ground anywhere, making the entire concept kind of pointless.
To me this feels like an attempt to resolve the problems with fireteams, and I think it largely achieves that, but the combat effectiveness of these squads is pretty terrible. You can skirmish with T1’s and T2’s to some degree, but that’s it.
I think these squads are largely useless without some kind of staying power. Alpha and Delta have that with numbers, but these squads don’t have numbers.
I think there needs to be either some kind of dedicated support squad equipment or maybe skill buffs; I don’t know what exactly, but these squads need something that preferably doesn’t help ungaballs but does help in more isolated fights. The problem isn’t in killing stuff, but rather in surviving with so few people.
On the theorycrafting side of things:
I’d try something like light armor that protects like medium, and/or higher endurance skill. Maybe endurance + ceramic plates by default. If the squads are a little faster and a little more survivable than a regular rifleman that might tip things enough to not get mostly steamrolled as soon as a T3+friends looks at them. The idea being, the squad should be able to get out of a fight they don’t want more easily than the alpha/delta squads.