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| PR Suggestions : Suggestions from our community members. |
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#1 |
![]() Join Date: Feb 2006
Posts: 146
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commander's assets
After playing PRMM, I think the commander's assets should be employed.
Within the realm of PR, only squad leaders could call artillery and squad mates suggest strikes to squad leader, no commander's direct involvement with it's usage. Real life the ability to call strike is very possibile. Maybe lessen the mass of the explosions and decrease the wait time between strikes, giving the commander something to do. Get rid of scan and observation by the commander, too powerful. The UAV make available and visible to squad leaders only; he would have the laptop or whatever device to communicate with UAV and commmander. BF2 is excellent FPS and commander assets are a great addition to this type of games. It's not that I hate being "pawnd", I really believe the commander asset's would add a bit more realism to PRMM and still be more like original BF2. PRMM seems to be increasing it's numbers, too, great fun. casualtyUR |
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#2 |
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Good suggestion. I think that squad leaders should get something too so that they alone can see UAVs and stuff
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#3 |
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I'd like the assets moved to a capturable base, instead of sitting in the main base. That just encourages baseraping. It would also add an extra level of gameplay, as you would have to properly defend the base that has your commander assets.
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#4 |
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It alrready is partialy like that in some maps. Everything but the UAV box is in the Hill OP. Same with MEC accept they have there junk at the Hotel OP.
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#5 |
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Retired PR Developer
![]() Join Date: Feb 2006
Location: Eugene, OR
Posts: 1,739
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I think that the commander should get full access to all of the assets. I just think that the only way the squads should get the benifit of say the UAV is if the commander spots them for the teams.
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#6 |
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Like the idea m8
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#7 |
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Retired PR Developer
![]() Join Date: Jun 2005
Location: NH, US
Posts: 3,082
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I love playing without the commander, it takes away all the BF2 magic that you see exploited in vanilla BF2. The worst thing in BF2 is getting hit with magic artillery from a commander who sees a flag go white on his screen. Arty, airstrikes and UAVs should be directly player controlled. Adding to that, when your squad is taking a flag, if there are no enemies within 50m, it's yours. With no enemy precense in the area 'taking' the CP should take mere seconds.
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#8 |
![]() Join Date: Feb 2006
Posts: 146
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Artillery is part of the combat system and is availible to BF2. I do not understand why so many are against it's use. Yes, it suck to be killed be arty raining down; but both teams have this capability. There has been tons of times being pinned down by the enemy and a artillery strike would be necessary to clear an area additionally, it give special forces something to do other then destroying bridges. A squad leader would be required to call for a strike. The commander would start the firing process but not fire without a SL's request. Artillery is part of ancient combat and is built into the BF code.
The 50m range of a capture point would allow a "get away" from the arty. UAV or scan ... Personally, i think the UAV should provide a snapshot, rather then radar, of a area on the HUD. Maybe the UAV could update the snapshot the every 5 or 10 seconds for 30 seconds. Supply crate should availible on request. I dont mean to belabor this point but cannons are in place and special forces are meant to destroy these asset. casualtyUR |
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#9 | |
![]() Join Date: Feb 2006
Posts: 12
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Quote:
Maybe artillery should be off map and have a really slow recharge. | |
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#10 |
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remove the term airstrike and put in artillery fire.
make the reload time for artillery 10mins or something squadleaders can call it in but the commander must agree for it to be launched.. |
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