PR's Selling Point?
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Stemplus
- Posts: 333
- Joined: 2011-06-25 17:31
Re: PR's Selling Point?
The fact that noone goes commander is mostly countered by a "main" SL which coordinates all squads, while leading his own.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: PR's Selling Point?
Coordinates "all" squads?Stemplus wrote:The fact that noone goes commander is mostly countered by a "main" SL which coordinates all squads, while leading his own.
Nah.

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Stemplus
- Posts: 333
- Joined: 2011-06-25 17:31
Re: PR's Selling Point?
Yah.
Sometimes 1 SL will command the whole assault on a flag/cache, including mortar strikes, infantry squads movement, Air Support, and apc cover. He does it because people know him well, and because of that he won't say "could you go to E5 and cover us from North?", he will say "go to E5 and cover us from the North."
If you know what I mean.
Sometimes 1 SL will command the whole assault on a flag/cache, including mortar strikes, infantry squads movement, Air Support, and apc cover. He does it because people know him well, and because of that he won't say "could you go to E5 and cover us from North?", he will say "go to E5 and cover us from the North."
If you know what I mean.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: PR's Selling Point?
I know what you mean, but when that happens he is able at most to draw the attention of a few squads. Not all of them.

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icecreamterror
- Posts: 73
- Joined: 2008-06-07 14:31
Re: PR's Selling Point?
For me its about the team work 1st and foremost.
If it was just about the FPS aspect you wouldn't get people (like me) who are willing to spend their time shifting ammo from a crate to a mortar pit all round.
Its when people only see this only as realistic FPS, you get quads with no leaders, coms or objective other then lone wolfing and asset wasting.
A good game for me has bugger all to do with how many kills I get, but the shared experience of a good squad!
If it was just about the FPS aspect you wouldn't get people (like me) who are willing to spend their time shifting ammo from a crate to a mortar pit all round.
Its when people only see this only as realistic FPS, you get quads with no leaders, coms or objective other then lone wolfing and asset wasting.
A good game for me has bugger all to do with how many kills I get, but the shared experience of a good squad!
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CopyCat
- Posts: 353
- Joined: 2010-12-24 19:02
Re: PR's Selling Point?
Agree with Stemplus, done it couple of times myself - and it does work, but most of the time the understanding and experience between couple of SL's not just one that leads to great accomplished things in PR during rounds.
/C
/C

Central Asian Treaty Alliance [CATA] - Campaign 9

"The only thing neccesary for the triumph of evil, is for good men to do nothing"
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Solver
- Posts: 64
- Joined: 2009-04-17 18:20
Re: PR's Selling Point?
The commander problem is not really solvable.
It's easy to make teams have a commander. Just go back to the old system where a CO is needed for deployables, logistics, etc. This will ensure that there is a commander, but will do nothing to improve gameplay standards. The problem isn't that there is nobody occupying the commander spot, the problem is that, generally, players do not really want someone coordiating the whole team.
A commander only works if the vast majority of squads listens to him. At the very least, a couple of infantry squads and some heavy assets need to listen to the CO, or he can not execute a plan. And in my experience, that just rarely happens. Some SLs will listen, some will not. I don't even blame some of them, when the SL knows he's good and doesn't known the commander. This is, at any rate, definitely a player mentality issue and not a game mechanics issue.
I'm of the opinion that the presence of a real CO (one that coordinates effectively) is simply a level of planning and teamplay beyond what most pubby rounds can achieve. Works very well for events but only rarely in pub play. I've seen it work numerous times on TG, but really, I think it takes at least three conditions for it to be possible:
1. A significant amount of server regulars on the team, especially as SLs.
2. A commander that is known to several of the SLs, and vice versa.
3. A server rule that enforces the chain of command and enforcement of said rule.
Then it's possible to have squads doing what the CO says, and it's beautiful when it happens. I also believe COs should be capable of getting near the front lines and issuing orders from there. I do not mean running and engaging enemies, but being near the front to better see the situation.
And finally, there is the issue of CO boredom / frustration. No, you don't need to give them more toys to make it fun. Playing CO can be exciting as it's like playing a strategy game where the individual units are actually full squads of human beings... but then it's also a strategy game where any of your units can disobey or ignore you at any time. And you don't know that in advance.
In my recent gameplay, I had two rounds where the team had a CO for the majority of the round. One was very successful just a couple days ago on Muttrah. The commander first coordinated Mortars to soften up a US FOB, then told specific squads to move in and assigned others to defense, all of which resulted in a successful push and won us the game. The other round was a complete failure. The commander was constantly arguing with one squad claiming they do not follow orders, with said squad claiming not to hear the CO on Mumble. An admin also got involved, and the round essentially degenerated into a constant argument in the text chat.
It's easy to make teams have a commander. Just go back to the old system where a CO is needed for deployables, logistics, etc. This will ensure that there is a commander, but will do nothing to improve gameplay standards. The problem isn't that there is nobody occupying the commander spot, the problem is that, generally, players do not really want someone coordiating the whole team.
A commander only works if the vast majority of squads listens to him. At the very least, a couple of infantry squads and some heavy assets need to listen to the CO, or he can not execute a plan. And in my experience, that just rarely happens. Some SLs will listen, some will not. I don't even blame some of them, when the SL knows he's good and doesn't known the commander. This is, at any rate, definitely a player mentality issue and not a game mechanics issue.
I'm of the opinion that the presence of a real CO (one that coordinates effectively) is simply a level of planning and teamplay beyond what most pubby rounds can achieve. Works very well for events but only rarely in pub play. I've seen it work numerous times on TG, but really, I think it takes at least three conditions for it to be possible:
1. A significant amount of server regulars on the team, especially as SLs.
2. A commander that is known to several of the SLs, and vice versa.
3. A server rule that enforces the chain of command and enforcement of said rule.
Then it's possible to have squads doing what the CO says, and it's beautiful when it happens. I also believe COs should be capable of getting near the front lines and issuing orders from there. I do not mean running and engaging enemies, but being near the front to better see the situation.
And finally, there is the issue of CO boredom / frustration. No, you don't need to give them more toys to make it fun. Playing CO can be exciting as it's like playing a strategy game where the individual units are actually full squads of human beings... but then it's also a strategy game where any of your units can disobey or ignore you at any time. And you don't know that in advance.
In my recent gameplay, I had two rounds where the team had a CO for the majority of the round. One was very successful just a couple days ago on Muttrah. The commander first coordinated Mortars to soften up a US FOB, then told specific squads to move in and assigned others to defense, all of which resulted in a successful push and won us the game. The other round was a complete failure. The commander was constantly arguing with one squad claiming they do not follow orders, with said squad claiming not to hear the CO on Mumble. An admin also got involved, and the round essentially degenerated into a constant argument in the text chat.
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L4gi
- Posts: 2101
- Joined: 2008-09-19 21:41
Re: PR's Selling Point?
I used to be CO quite often on pub matches a few years ago, then I stopped and now Ive started doing it again, and I have to say it never gets boring if the SLs do what you tell them to. If I do go CO, its usually on a server that has rules to enforce chain of command, and admins willing to enforce it. Good example would be PRTA.
CO job is not boring, its just that people dont have a clue how to do it right. Its not a RTS game where you move units around and micromanage the shit out of them. The most simple thing which a CO can do to make the round good is just to have some people attacking and some people defending. If the CO doesnt want to use the UAV, he can drive around with a truck and build fobs or drop crates.
Tell a squad to attack, an other one to defend and youre already doing it. Aint that hard!
CO job is not boring, its just that people dont have a clue how to do it right. Its not a RTS game where you move units around and micromanage the shit out of them. The most simple thing which a CO can do to make the round good is just to have some people attacking and some people defending. If the CO doesnt want to use the UAV, he can drive around with a truck and build fobs or drop crates.
Tell a squad to attack, an other one to defend and youre already doing it. Aint that hard!


