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Old 09-01-2008, 03:48 PM   #31
[T]waylay00

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Default Re: Commander Changes

Agreed. The new command system (or lack thereof) really destroys tactical gameplay. There is barely an incentive for anyone to be a commander or follow their orders. I feel like I'm playing vanilla again as far as command structure goes.


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Old 09-01-2008, 04:08 PM   #32
Ecko
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Default Re: Commander Changes

I thought that you were going to be placing incentives for people to play commander role, all I see are nerfs to be honest. They aren't needed for FOB construction, they can't effectively command in the field.

It's such a dull job now, Before hand you could sit your self just behind the front lines so you saw a little bit of combat, built some bases and still operated as a commander. Now you feel like your doing nothing.


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Old 09-01-2008, 04:23 PM   #33
Zar2Roc
Default Re: Commander Changes

Am I only one who likes the change? Now, commanders don't die somewhere away but sit and do their job. When all squads will attack the flag, I hope someone will realize that commander is needed and apply.

And please, don't whine that CO has nothing to do - how about new spotting system, eh?
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Old 09-01-2008, 04:28 PM   #34
unrealalex
Default Re: Commander Changes

Quote:
Originally Posted by Zar2Roc View Post
And please, don't whine that CO has nothing to do - how about new spotting system, eh?
Havent seen it put to use yet, at all. Most people ignore those icons I think.
If you have competent squad leaders, they can coordinate without a commander. Last night on Muttrah on the US team we had no commander and yet we
- built 3 firebases and had constant helicopter support
- were able to defend and advance
We won the game, and had no commander the entire round.

If anything, it's almost easier without a commander, since you don't need his approval to build firebases and the squad leaders can do what they want (not always a positive).

This goes to show that the commander is no longer required.
Honestly, I may even like that a little bit :P
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Old 09-01-2008, 05:35 PM   #35
[R-COM]SnipingCoward
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Default Re: Commander Changes

true gameplay wise it became a whole lot easier when there is no commander

in exchange the role for the commander has become totally boring

i my self tried it - 10 min that was it on a server with 44 ppl on it - boring as hell, i then had more fun grabbing a truck and delivering supply crates - and it did not hurt the team that i left the chair

my summary:
- no real need for the commander anymore (gameplaywise)
- commander role became boring (less intel on the map, ppl do not really rely on you)

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Old 09-01-2008, 08:16 PM   #36
Waaah_Wah
Banned
Default Re: Commander Changes

Why cant i blow up the CP anymore?!
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Old 09-01-2008, 08:33 PM   #37
<<SpanishSurfer>>
Default Re: Commander Changes

My take: Commander role is boring far less people will use it now. How about introducing Satellite view again?

"Get lost, support your Coast Guard."
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Old 09-01-2008, 08:38 PM   #38
Enderjmu
Default Re: Commander Changes

Well, since my role of going out and spotting stuff (sitting on my heels with a SOFLAM somewhere far away) is gone now... all I do is sit down and do nothing... give it an hour and I have a JDAM/Artillery/Mortar strike.

Perhaps if I could access the command screen from firebases/bunkers/seat 2 on the com. truck... Can't drive and watch a screen at the same time...
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Old 09-01-2008, 08:40 PM   #39
[R-DEV]fuzzhead
PR Developer
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Default Re: Commander Changes

As previously mentioned, the commander role is not intended to be played by the "average" player.

You need to have a specific mindset in order to enjoy being a commander in v0.8.

I dont expect any serious use of the commander position on servers until a few weeks from now, when all the ruckus has died down and players have adapted to the new changes.

The new CO role is one of communication, coordination and strategy. Its NOT a glorified building foreman as was previously. If your CO is sitting in the seat and has not said a word on VOIP, he has not concept of what that role means.

Sometime I hope to run a training video or demonstration video on how to play effectively as a CO. Ive done thse videos in the past, and let me tell you the CO role (when played properly) is the most complex and challenging role out of any in PR. Picture the squad leader role and multiple the complexity and intensity by 10 times.

Those CO's that are early adopters and braving the waters, my hats off to you guys. Stick in there, more competent squad leaders will slowly fill the ranks as players adapt to the new gameplay.

Waaah Wah - Whenever I read your forum name, its really hard to take anything you write seriously, all I can think of is this image that pops into my mind:



To answer your question - PR has NEVER been about Special Operations units, and its never going to be the highlight of the mod. PR is about combined arms infantry/armor/air. Special Operations is still a fragment of vbf2 that still lingers in the mod, for whatever reason. PR does NOT cater towards lone wolf spec ops types, and were actively looking to make those types of roles as difficult as possible.

CO post is a position removed from the battle, nearly all Operations Bases in maps are in an out of bounds area for the enemy, we do not encourage fixed spawn camping on any map, and are actively looking for ways against this.


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Old 09-01-2008, 08:57 PM   #40
Waaah_Wah
Banned
Default Re: Commander Changes

Why not just remove sniper and specops kits?

Sniper:

A kit with a good scope and a powerful weapon but you have to hold it steady for 3 years to hit a target, and in 0.8 you might miss even after doing that. The kit was useless for shooting in 0.75, and in 0.8 its even more so.

Snipers in 0.8 are a joke. Wolfes agrument to why the kit isnt more effective was that it would be far to easy for a guy to kill an entire squad from a distance. Wait... This kit is limited to 2 per 24p team. The grenadier kit is far more availabe but that kit can do a whole lot more damage than the sniper. If you complain about that kit you will get flamed to hell by people yelling "But that REALISTIC and we are playing Project REALITY", but when you say that a sniper irl should be able to kill plenty of people from a good distance you guys pull the "GAMEPLAY" card.

Specops:

A kit that has loads of explosives but as of now, nothing to use them on. Why does the kit have 4 SLAMs and one C4 when the only thing that is remotely useful to blow up now is bridges? You no longer need explosives to blow up CO assets, you no longer can prevent the enemy team from building assets by destroying the CP.

Why does the kit even have a silenced pistol now? Where am i supposed to "sneak" with that kit?

All specops is now is a spotter.


So why dont you guys just merge the sniper and specops into one nice squad with a carbine and a SOFLAM eh? Why even give us the idea that this kit can be used for something other than spotting?
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