Commander Revamp

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Operator009
Posts: 195
Joined: 2009-09-10 02:21

Commander Revamp

Post by Operator009 »

This, in my opinion, has had it a long time coming. The commander needs a good overhaul, and ideas need to start being thrown around as to how to make it not only a desirable role but an experience enhancing one.

As it stands now, the commander is useless. When an artillery strike is ready, someone pops in and approves. Then resigns...

UAV coverage is a helpful bonus to the team, and is not to be underestimated. Sadly, the commander only has access to this ability in bursts, and even then is quite boring.
He can conviecably act as a radio operator would, relaying info from squad to squad and getting situation reports (which btw are highly annoying micromanagement skills!).

Does that sound like something you would want to do? I understand that a commander IRL doesnt see any combat, etc etc. But this has to be a a moment where gameplay > realism.
Besides, what general only has command of 32 infantry troops? This guy is a platoon leader at best!

Now, how to make the role desirable AND enhance the experience for the whole team with a good commander. (These are just suggestions. Add or take away like you please)

1) Give Commander's radio the option to mark targets like a regular squad leader. (Perhaps this is hardcoded?)

2) Give Commander the ability to bring up capslock and squad radio screens while not in uav tent (but not uav view obviously).

3) Is there anyway to give the Commander the ability to personally place an asset? Like a foxhole or observation tent or whatever? Something that has no gun but an awsome zoom.

4) Is there any realism debate anymore as to airdropping vehicles? Currently there is another thread about them and they seem to be a great option for a 30min respawn air dropped recon hmv for one. No gun ofc, just fast.

What do you guys think?
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: Commander Revamp

Post by Startrekern »

Operator009 wrote:This, in my opinion, has had it a long time coming. The commander needs a good overhaul, and ideas need to start being thrown around as to how to make it not only a desirable role but an experience enhancing one.

As it stands now, the commander is useless. When an artillery strike is ready, someone pops in and approves. Then resigns...

UAV coverage is a helpful bonus to the team, and is not to be underestimated. Sadly, the commander only has access to this ability in bursts, and even then is quite boring.
He can conviecably act as a radio operator would, relaying info from squad to squad and getting situation reports (which btw are highly annoying micromanagement skills!).

Does that sound like something you would want to do? I understand that a commander IRL doesnt see any combat, etc etc. But this has to be a a moment where gameplay > realism.
Besides, what general only has command of 32 infantry troops? This guy is a platoon leader at best!

Now, how to make the role desirable AND enhance the experience for the whole team with a good commander. (These are just suggestions. Add or take away like you please)

1) Give Commander's radio the option to mark targets like a regular squad leader. (Perhaps this is hardcoded?)

2) Give Commander the ability to bring up capslock and squad radio screens while not in uav tent (but not uav view obviously).

3) Is there anyway to give the Commander the ability to personally place an asset? Like a foxhole or observation tent or whatever? Something that has no gun but an awsome zoom.

4) Is there any realism debate anymore as to airdropping vehicles? Currently there is another thread about them and they seem to be a great option for a 30min respawn air dropped recon hmv for one. No gun ofc, just fast.

What do you guys think?



Quite simply, "You're doing it wrong."

The commander CAN operate in the field with everything he currently has, sans UAV. Don't be afraid to get out in the field -- that personally is my commanding style. I prefer seeing the action myself and I like to micromanage the squads when an assault is occurring. One of the best ways to do it is to ride in the copilot's seat of a LB -- spectacular views from there and you still have access to commander functions. (See: Qwai, Karbala)
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Commander Revamp

Post by Operator009 »

Startrekern wrote:Quite simply, "You're doing it wrong."

The commander CAN operate in the field with everything he currently has, sans UAV. Don't be afraid to get out in the field -- that personally is my commanding style. I prefer seeing the action myself and I like to micromanage the squads when an assault is occurring. One of the best ways to do it is to ride in the copilot's seat of a LB -- spectacular views from there and you still have access to commander functions. (See: Qwai, Karbala)
So your entire battlefield role is dependent on the lb? Because once it goes down you cant micromanage without first getting situation reports, which are hugely annoying for a SL to do. And are you going to risk transport choppers on recon runs then?

I understand that the position of commander can be 'managed', but there is no victory for a commander. Even if you won, you only just hear about it. In the end you never really SEE it. All of my suggestions point the commander to a role of observation, to supplement his role as a leader.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Commander Revamp

Post by snooggums »

He said riding in the LB was one of the best ways, not the only way, and the Qwai LB is not a transport.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Commander Revamp

Post by Rudd »

the .9 commander is pretty good tbh, the right balance of freedom and rear roles, use UAV, it runs out, do supply runs, UAV again, arty.

the commander position is dependant on the players, a coordinator who will be listened to and obeyed = fun, otherwise not so fun.

but thats a player issue, I command the odd round on TG and find it fun and fulfilling.
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Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: Commander Revamp

Post by Startrekern »

The system should not be adapted to the lack of teamwork of some group of players. If people play the game the way it's meant to be played, everything will be fine.

And if the LB goes down, I would glance at the UAV for ten minutes then hitch a ride to the front lines so that I can _SEE_ the situation for myself, from the perspective of the troops, and then make a decision on the best course of action from there.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Commander Revamp

Post by HAAN4 »

I cannot say commander is useless, i am a someone that can call my self a bad *** commander,

i have led many noobs to victory facing guys alot better trained (i mean aditict to PR), organized and even suported be server administration. so commander is not useless. he can turn the tale of batlle.

but, if there something i belive is the place of fancy toys is in the command center, i really wishes to have alot of things to commander has well, like placing he own assets like tanks, helicopteres, and whatever he desires and thick will BE NEEDED TO WAR.

because normally in maps i am insued whicht equipement that in RTS i simples hate and see has a inefective asset of war, things like APCs and Automatic rifleman kits, i much more like to deploy infantry equiped whicht several explosives, like granede lauchers and Anti tank guns, has well maskmen rifles, and hight mobility infantry units, i would sacrifice the ammo bag and some armor of infantry to get then at last double spring and half more speed, because i the one how belive in mobility.

but personal, what commander need's is this, to chose he own toys, after all he is commander, and chosing what to deploy is commander job in real life.

also i strongly suport commanders to place MANY MARKERS HE WHAT, and to make sistems that allow he to make ******** like you that don,t like multiple markers just because it seens bad in your eye, you have TO OBEY!, not to ask, he is better that you squad leader. he can make more diference that you squad leader, so he is more important that he.

while i am squad leader a do a great job, but in this times PR SL cannot be a hero. or at last cannot be a hero alone, but a commander can BE!, i thick this is important to retink commanders position has the MOST important position. because that.

what can be give to commander?

give he back the will to make has many marks he wish

give he the power to chose he's assets (of couse whicht some map limitations to air assets for exemple)

give he the one aditional arty, since artilhary is WEAK!, no no no, it's no weak but it simple don't exist at all, we need at last one ligthy arty and one heavy arty, and the ligthy one must reload prety quick, at last 30 min, but in opnion 15 min will prevail people for acting lazy.

then give back the will to deny the constrution of fire bases.

and give the will to banish squads not alowing then to chose some kits, like snipers, crewmans AND PILOTS kits, what will come HANDY! to fuck ******** and keep orders and dicipline.
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Commander Revamp

Post by Jigsaw »

Operator009 wrote:1) Give Commander's radio the option to mark targets like a regular squad leader. (Perhaps this is hardcoded?)
Not needed as he can simply place them on the map. See point two.
Operator009 wrote:2) Give Commander the ability to bring up capslock and squad radio screens while not in uav tent (but not uav view obviously).
Already in-game. Commander can access capslock screen anywhere in the field.
Operator009 wrote:3) Is there anyway to give the Commander the ability to personally place an asset? Like a foxhole or observation tent or whatever? Something that has no gun but an awsome zoom.
Commander deployables/vehicles have been suggested before. A zoom would be rather pointless tbh, you can only zoom as far as the terrain/view distance allows and the GLTD already has a very powerful zoom.
Operator009 wrote:4) Is there any realism debate anymore as to airdropping vehicles? Currently there is another thread about them and they seem to be a great option for a 30min respawn air dropped recon hmv for one. No gun ofc, just fast.
Yes, it really isn't realistic and whilst it was in-game previously when things are removed from PR they are pretty much never brought back.

In addition if you use the search function you'll find masses of threads of this nature and none of the ideas you have presented in this one are new or original. For that reason this thread is locked.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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