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Old 08-31-2008, 11:11 PM   #21
[T]blackflybro88

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Default Re: Commander Changes

the changes they made to the commander just destroy the whole tactical part of the game. now since nobody has to go commander nobody wants to and all of the squads just go off and do there own thing, and there no communication with any of the squads so they don't organized attacks on a flag or anything. you would think that the squad leaders are smart enough to try to organized something with the other squads but they don't, if they don't have one person telling them what to do all tactics just fly out the window. i can live with all of the other things they done but this is the main thing the devs need to switch back.Fuck in reality there all ways some one telling you what to do. im sorry devs but i HATE this the commander is the only person that can turn a F%@$ fest into a organized battle. please change it back to the way it was.


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Last edited by [T]blackflybro88; 08-31-2008 at 11:17 PM..
Old 09-01-2008, 12:33 AM   #22
LithiumFox
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Default Re: Commander Changes

Quote:
Originally Posted by Waaah_Wah View Post
This is a great change IMO. No more playing Bob The Builder

When im a commader I sit in the base an command. Yes I usually stare at the commanderscree for the entire round. When you have one of these quet moments and no one is talking, ask a squad about howthey are doing
completely agree....

though wait, i thought your bf2 broke in half... o.o XD *laughs*

anywho, yeah

Commanding is more for someone who can stand doing RTS styled stuff....

i think there should be other repurcusions for not having a commander... like... idk.. crappier stuff or something.... maybe make it so you can put sandbags and razorwire anywhere.... you know? instead of in a place with a bunker... cause really you can put razor wire and sandbags in different places... and make it so you have to have a commander for bunkers =D that would be much better



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Old 09-01-2008, 05:02 AM   #23
MadTommy
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Default Re: Commander Changes

I still think a commander should be a pre-requisite to building anything.

I've heard the arguments both ways... and still stand by this.

The team without a commander should be at a severe disadvantage, and should not be able to build assets.

All the other changes look good.


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Old 09-01-2008, 07:08 AM   #24
VoXiNaTiOn
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Default Re: Commander Changes

Not 100% if this is the right place but has anyone noticed the Third Person View of the commander when he's in the CP?

>>LINK<<


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Old 09-01-2008, 09:01 AM   #25
hx.bjoffe
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Default Re: Commander Changes

Hehe yoga?
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Old 09-01-2008, 09:50 AM   #26
Sir.Grossi
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Default Re: Commander Changes

I'm not sure what the answer is but,

IMO it is now more efficient (building wise) to not have
a commander at all!
A team with a couple of competent SL's is going
to do just as well as one with an average commander.
If no CO is present I can now decide and build FOPs wherever/whenever
I like. I don't have to wait until logistics charges up or CO approves
build order.
Having tried to be CO on a couple of occasions now, it seems more
frustrating than before. Especially being limited to the command post.
Lap-Top FTW!!
(Part of the problem I have encountered is probably due the fact that
everyone wants to explore new maps rather than follow orders!)

So I guess to make having a commander a key role for a successful team
then I would go with Tommy's suggestion that CO's are a must to
build anything.

BTW Not sure if I like the new contact report system...but hey ho,
I guess I'll get use to it!

I know this has all been said before, but just offering my feedback!

Keep up the good work!


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Old 09-01-2008, 11:00 AM   #27
Waaah_Wah
Banned
Default Re: Commander Changes

Btw, whos bright idea was it to make the CP indestructable? What are Spec Ops ment to do now apart from blowing bridges (wich is engineers work i believe)?
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Old 09-01-2008, 12:19 PM   #28
Spacepiston
Default Re: Commander Changes

After playing some more I can see that nobody plays commander. Who would want to? In the last version I always had to follow CO orders. Now I don't. Goodbye realism!

Now communication is me typing over the team channel. We all know that doesn't work.

Bottom line, the commander was neutralized in this version. He is obsolete. Don't try to say otherwise, because the proof is in game. There is no command structure anymore. The only people filling the commander role are those checking it out for 5 minutes until they get bored.
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Old 09-01-2008, 12:21 PM   #29
Tartantyco

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Default Re: Commander Changes

-Yeah, we went through 8 COs on Muttrah one game, never heard a peep from them on VOIP...

Make Norway OPFOR! NAO!

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It's your hamster Richard. It's your hamster in the box and it's not breathing.
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Old 09-01-2008, 03:18 PM   #30
[T]blackflybro88

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Default Re: Commander Changes

Quote:
Originally Posted by -=WM=-Sir.Grossi View Post
I'm not sure what the answer is but,

IMO it is now more efficient (building wise) to not have
a commander at all!
A team with a couple of competent SL's is going
to do just as well as one with an average commander.
If no CO is present I can now decide and build FOPs wherever/whenever
I like. I don't have to wait until logistics charges up or CO approves
build order.
Having tried to be CO on a couple of occasions now, it seems more
frustrating than before. Especially being limited to the command post.
Lap-Top FTW!!
(Part of the problem I have encountered is probably due the fact that
everyone wants to explore new maps rather than follow orders!)

So I guess to make having a commander a key role for a successful team
then I would go with Tommy's suggestion that CO's are a must to
build anything.

BTW Not sure if I like the new contact report system...but hey ho,
I guess I'll get use to it!

I know this has all been said before, but just offering my feedback!

Keep up the good work!
ya its nice to build stuff without permission from a co but what happens when squads just start putting them down were there not needed and the theres noi one there to dresroy the usless ones


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