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Old 03-09-2009, 03:51 PM   #11
Rudd
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Default Re: Who wants to command? Anyone?

commander today is useless, a hindrance even given the build order system can delay a squad up to 5mins if the damned firebase refuses to set.

I firmly believe and have seen, have done even, that 3 or more SLs on mumble utilising efficient radio coms can work together much better than if they had a commander. The lack of a designated leader is usually offset by one SL stepping up to propose a plan, though its usually a great collaborative effort.

Commander should be completely redesigned imo.

able to access commander screen from a log truck would be a good start

more offmap support in whatever form it comes in, smoke screens for example could be very plentiful.

Build orders regenerating in 5seconds would be good


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Old 03-09-2009, 04:24 PM   #12
Robbi
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Default Re: Who wants to command? Anyone?

Yer, I like going CO every so often, but yes we need more from it

Hopefully we will get this sorted in .9


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Old 03-09-2009, 04:28 PM   #13
JohnTheRipper
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Default Re: Who wants to command? Anyone?

Quote:
Originally Posted by Dr2B Rudd View Post
commander today is useless, a hindrance even given the build order system can delay a squad up to 5mins if the damned firebase refuses to set.

I firmly believe and have seen, have done even, that 3 or more SLs on mumble utilising efficient radio coms can work together much better than if they had a commander. The lack of a designated leader is usually offset by one SL stepping up to propose a plan, though its usually a great collaborative effort.

Commander should be completely redesigned imo.

able to access commander screen from a log truck would be a good start

more offmap support in whatever form it comes in, smoke screens for example could be very plentiful.

Build orders regenerating in 5seconds would be good
a system where squad leader all could talk to enough other through the game would be nice. also a smoke screen would be so great to have.
But the commander position shouldn't be removed just made useful.
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Old 03-09-2009, 04:42 PM   #14
Gaven
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Default Re: Who wants to command? Anyone?

It's boring to the point where you just want to give up at everything.

They lock you in jail, give you 0 powers and give you a bunch of squads who dislike you because you make the building process slower.

Do the DEVs seem to care? Not exactly. I would like to see a good DEV post in one of these commander threads.
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Old 03-09-2009, 05:02 PM   #15
Anderson29
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Default Re: Who wants to command? Anyone?

i play commander when I'm eating or don't feel much like killing a bunch of medics.

i remember playing back pre .8, some of the best games i ever had were in .75. anyways...it was the small minority complaining about the "bob the builder" role the commander played and that's reason it was taken out. i always thought of the commander role simulating the engineers coming in after a place has been captured...setting up O.P.'s, defenses and obstacles....infantry units shouldn't have to do this work. they should be pulling security attacking the next target, etc.....infantry stuff...ya know.

i see the current PR play relates to IRL a company mission and on all the company missions i was on the Company Commander was on the field with us along with his entourage that consisted of his RTO, FSO&RTO, JTAC&RTO all with their own radios coordinating for the CO. the only thing the commander at the FOB would do was put a marker on the bluforce tracker so all units in the area know where we are and if we call in arty or air support they call other units and let the know they are about to hear some large explosions...that's it.

i just feel the current build of PR doesn't accurately portray operations as they are conducted IRL...but it use too
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Old 03-09-2009, 08:04 PM   #16
503
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Default Re: Who wants to command? Anyone?

Commander could be useful if you remove the minimaps for everyone except the commander post. That way if you come into contact, the squad leader would have to contact the commander to determine whether that contact is hostile or friendly.
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Old 03-09-2009, 08:56 PM   #17
Grim1316

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Default Re: Who wants to command? Anyone?

I agree, I loved the commander in .75. I loved being able to coordinate my squads, while at the same time taking supplies around or helping with building. As of now the Commander spot is a burden placed upon the poor souls that take the position.
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Old 03-09-2009, 09:19 PM   #18
UntenablePosition
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Default Re: Who wants to command? Anyone?

I would just like to see a system that requires a CO for maximum performance, thereby " forcing" people to play CO.
The game uses various rules to " force" certain types of behavior and I think it works.

The cab dispatcher is a good analogy and is a necessary part of the combat team.
Mumble is great and text chat works for some things, but have a centralized command structure makes the team stronger, all things being equal.

I know that all things rarely are equal and having comms and coordination w/ only 50% of the squads can be truly frustrating but, IRL radios break, 2ndLts get lost, call fire in on friendlies....etc etc.

The fog of war I think they call it and the "noobs" are a large component of that fog.
New players are not "noobs" to me unless they charge around wildly broadcasting their general ignorance of the rules of the game.


To me, " noobs" are the people that understand the game but still want to take the supply truck as a taxi because it's faster than walking, even on AsadKhal were the distances are relatively small.

The "noobs" are also the experienced players that don't have any situational awareness.
They have the perfect spot to win the game from and won't listen to any directions because they "know " how to play and don't want to be bothered with following CO orders or even explaining their squads intentions so they can be shoe-horned into the overall plan somehow.
These are often clan members but not exclusively.

If I just described you, think for a minute that perhaps the CO has more info than you and that maybe your "perfect" plan requires conditions that no longer exist, like a cappable flag.

I have been caught out as CO with my forces( my- term used loosely ) overextended and spread out but because the SLs listened when I asked them to fallback ,we were able to counterattack and often win the round.

So when you find yourself 2 flags behind the front line with a 10min hike to the front and the CO asks you to move back and defend the flag, try and think of the bigger picture.
You know, strategeryness.

Regardless of the features of the CO post, unless the players embrace the idea of following orders and being part of coordinated team the CO post will never be that exciting, no matter how many bells and whistles you attach to it.
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Old 03-10-2009, 03:33 AM   #19
[R-DEV]fuzzhead
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Default Re: Who wants to command? Anyone?

Quote:
I would like to see a good DEV post in one of these commander threads.
YouTube - PR v0.85 Karbala commander (1 of 5)

Obviously the CO needs work in v0.85, particularly to make it more attractive, but calling it "useless" is just pure ignorance.

A team with a competent CO and willing SL's will be at a huge advantage over a team without a CO.

There is several things that need improvement, but returning to vanilla bf2 arty, UAV scans and running around shooting at enemies I dont think is a step in the right direction.

Feel free to offer some suggestions, but saying things like "Do the DEVs seem to care? Not exactly.", is making yourself look like a giant ass.


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Old 03-10-2009, 03:43 AM   #20
Rudd
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Default Re: Who wants to command? Anyone?

Quote:
but calling it "useless" is just pure ignorance.
1) IF you get a good commander who speaks the prevailing language of the server
2) IF you get at least 3 squad leaders with meaningful assets (i.e. a full infantry squad or an air asset) who talk to you
3) IF you can get the damned firebase foundation set before the build order expires and u have to wait for the log to recharge and try again while at the same time another squad is waiting for the build order....

then yes, commander is useful

now, just pulling out stats from my experience on pub servers

1) 20% of the time
2) 30% of the time
3) ignore that one

do the math on the % of the time an effective commander is in play on a pub server, ignore the teamwork nights etc, just the pub servers where the average joe plays every week.

so yes, I apologise for calling the commander useless, I retract that statement and correct it to "the commander is useless the vast majority of the time"


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