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Old 07-18-2007, 04:23 PM   #11

Maverick--113's Avatar
Quote:
Originally Posted by StalkerZERO
Ok. I'm sure they would be critical. But do you like them? Is it cool enough for me to consider training to become a commander?
Well, I like them, I dont command though. So i dont know how fun it is. I would assume that its pretty fun, because you can still be near the action.

Democracy is two wolves and a lamb voting on what to have for lunch, liberty is a well armed lamb contesting the vote.
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Old 07-18-2007, 04:24 PM   #12

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Yeah in the beta it was crazy. Some rounds had huge fortresses built that turned the entire game.

Go through this thread to see a buncha cool pics of commander asset set-ups.

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Last edited by solodude23; 07-18-2007 at 04:37 PM.
Old 07-18-2007, 04:25 PM   #13

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Quote:
Originally Posted by daranz
I don't even bother going commander these days, because in .6, commanders aren't supposed to be commanding - they are supposed to be driving around in their truck building bunkers every 3 seconds, without taking even one look at the tactical map or talking to squads.
I'm sure you can manage to do both. It's a difficult task though.

Quote:
Originally Posted by StalkerZERO
Woah there soldier! What do you mean you don't miss arty? Arty is still in the mod I seen it last night while I was playing. =/
Yeah, but on most map, it has been removed. Furthermore, in the mapping guidelines for PR, it is specifically suggested to avoid use of arty.



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Old 07-18-2007, 04:27 PM   #14
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Threedroogs's Avatar
Quote:
Originally Posted by daranz
I don't even bother going commander these days, because in .6, commanders aren't supposed to be commanding - they are supposed to be driving around in their truck building bunkers every 3 seconds, without taking even one look at the tactical map or talking to squads.
sounds like a terrible commander right there. i honestly dont know what you're talking about here (this could be a joke), but it's about 1000X more important for the commander to be tactical in .6. the most successful rounds i had in the beta were do to the commander working very closely with the squads and getting shit done. if you were being sarcastic, i apologize...

Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!

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Old 07-18-2007, 04:42 PM   #15
PR Contributor

[R-CON]Wolfe's Avatar
Quote:
Originally Posted by daranz
I don't even bother going commander these days, because in .6, commanders aren't supposed to be commanding - they are supposed to be driving around in their truck building bunkers every 3 seconds, without taking even one look at the tactical map or talking to squads.
Of course, few squad leaders listen or obey the commander anyway. It's like pulling teeth. Everyone wants the shiny tank and plane to attack. Few defend because "its boring".

Commander: "Defend here"
Squad leader: "Roger that" (attacks anyway)
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Old 07-18-2007, 04:57 PM   #16

MoZo1's Avatar
Yes, but the enemy will push them back to the defense line, and then they will attack from there, so they will defend at last.

But why ppl don't liek to be commander: There was no commander in the last 5 mins, so I became. Then squads with 1 man ask me to resign, and insult, ppl insult in the chat, mutinity, then when I bore that and resign, no commander again...

Structures:
They are spawn points, and suply places. These bunkers can't stand the fire in the frontine. You should deploy them where ppl can go out and defend from a solid cover. The bunker is only good for a 2nd line.
And the most important: The enemy likes to camp these structures, we've lsot a lot of game where just the entire team died 3 times in a row because of camping. So if you're not sure that a bunker won't turn into a graveyard, don't lay it, nothing is better than a graveyard.

And general commanding:
Don't give orders, just inform the ppl what is happening, and if there is some trouble they will have. (Like the enemy is taking back a flag, and everybody is going to capture.) Informing the team that 5 squad attacking one flag, and 1 the other, and then telling if sby change target is perfectly enough.
Leaders can set orders themself. It's no use if they accept and then go to the other direction.

I hope this will help.
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Old 07-18-2007, 05:11 PM   #17

StalkerZERO's Avatar
Talking

Quote:
Originally Posted by [DVB] TRIggS
Here is a picture of the garrison we made at Seven Gates. Razor wire and AAA canon in pic.

We had constructed a bunker, AAA canon, sandbags, a support truck, and 2 rows of razor wire. We kept the brits out for almost an hour and a half until the AAA ran out of ammo.
Haaaaaaaaaaaahahhaahahahaha!!!!! Now THATS friggin cool!!!
Sandbags and other protection on certain maps will become incredible tools.
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Old 07-18-2007, 05:13 PM   #18
PR Contributor

[R-CON]Wolfe's Avatar
Firefights are over so quickly. With the exception of the largest maps (like Kashan and perhaps mestia), building bunkers on the front lines can quickly become old news or are too easily destroyed by tanks (oil fields map) and the commander's spawn truck becomes the most valuable asset and is used like an apc to spawn.

I don't think this is an issue with the commander assets, but more of a map design issue; with the increased firepower and view distances, the existing PR maps play out much differently than previous version. Hopefully we can see some new maps designed with this in mind.
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Old 07-18-2007, 05:27 PM   #19

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daranz, you can easily do both. If you can, I don't trust your commanding skills.

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Old 07-18-2007, 06:24 PM   #20

StalkerZERO's Avatar
Quote:
Originally Posted by daranz
I don't even bother going commander these days, because in .6, commanders aren't supposed to be commanding - they are supposed to be driving around in their truck building bunkers every 3 seconds, without taking even one look at the tactical map or talking to squads.
Wait a minute.....why should the commander be doing all the leg work to get the bunkers built?? That kinda stuff should be automated or delegated to the squad leaders.
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