More commander assets and better commander gameplay

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ElshanF
Posts: 357
Joined: 2008-07-22 12:34

Re: More commander assets and better commander gameplay

Post by ElshanF »

I'd love to have a Commander and a UAV 'crewman'. Because whenever I'm commanding I find it difficult to keep up with commanding my team & having to spot 24/7. So What I think would be great is if the Commander can view what a UAV crewman is seeing as he operates the UAV. e.g. get a new kit for the UAV?
Beee8190
Posts: 473
Joined: 2011-08-26 13:40

Re: More commander assets and better commander gameplay

Post by Beee8190 »

Chuva_RD wrote:commander isn't a light admin, it's a guy with access to UAV and ability to set some markers. No need to imagine what "commander" in PR should command apriori.
If you want to be commander for first you need at least small team of friends/guys who respect you/who love to play like you order. I thought it's obvious enough.
Yea just as you said commander is useless since most people can't even recognize bad commander from a good commander, let alone bother checking the map for surveillance occasionally and yes, I have nothing better to do than make friends online so that when I decide to go commander I'll get to advice and command single squad that have no strategic sense whatsoever but at least they will rely on my ''friendly'' advice

But that is surely obvious
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: More commander assets and better commander gameplay

Post by matty1053 »

I have been told in game that a good commander is a commander that uses the UAV only.

They are wrong.

I consider good commanders, if in start of match, get a logi and build a flippen FOB. But imo, a bad commander is when at start of round, they put UAV over enemy main. It's like "WTF??? What you think they are not gonna leave main with assets???"
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: More commander assets and better commander gameplay

Post by Pronck »

They will track the enemy assets from the main so he can guide his assets in a better position. And he is able to track down the enemy FOBs by following their logistic vehicles.
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KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Re: More commander assets and better commander gameplay

Post by KillJoy[Fr] »

Matty, Commander should NEVER go on the Battlefield for the simple reason his death cost a lot of ticket's.
Au dela du possible ...
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: More commander assets and better commander gameplay

Post by Psyrus »

'KillJoy[Fr wrote:;2022003']Matty, Commander should NEVER go on the Battlefield for the simple reason his death cost a lot of ticket's.
Incorrect :roll:
https://www.realitymod.com/forum/f10-pr ... ost2020022
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: More commander assets and better commander gameplay

Post by Brainlaag »

'KillJoy[Fr wrote:;2022003']Matty, Commander should NEVER go on the Battlefield for the simple reason his death cost a lot of ticket's.
I really want to know who started this bs myth.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: More commander assets and better commander gameplay

Post by Rudd »

The commander has a role at main, in the field, in the toilet, he is useful EVERYWHERE.
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Portable.Cougar
Posts: 1192
Joined: 2007-03-03 01:47

Post by Portable.Cougar »

CO rally is one of the most useful tools in the COs tool belt.

I'd love to see it used more.
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Danger_6
Posts: 294
Joined: 2009-03-28 17:24

Re: More commander assets and better commander gameplay

Post by Danger_6 »

There is only one scenario I can think of when a commander can be useful out of main and off the UAV:

1) commander rally (only useful for speedy deployment of concentrated troops and mostly at the start of rounds)

UAV is the most powerful weapon in the CO's arsenal. Information will always be one of the most useful weapons in war - this will never change.

If the commander is not on the UAV he is seriously crippling his team.

I challenge any of you to find a more useful place for the commander in PR than in their UAV.

The only way I can personally endorse more battlefield assets being provided to the CO is if the UAV is removed from the game.
Last edited by Danger_6 on 2014-07-16 00:58, edited 1 time in total.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: More commander assets and better commander gameplay

Post by Rudd »

hehehehhehehehehhehehehehehehehehe

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Death!
Posts: 318
Joined: 2013-04-03 00:21

Re: More commander assets and better commander gameplay

Post by Death! »

doop-de-doo wrote:
  1. Someone goes commander
  2. Commander starts requesting leaders for squads in his order of priority ("Who is going to run armor?")
  3. SLs take on responsibilities offered by the commander and create squads based on commander's request
  4. SLs take on squad members for their missions.
  5. All spawn in
From this you already understand that the commander is Power Supreme. Where that commander chooses to go from there is his choice.
That is how United Operations runs on ArmA 2 and it is goddamn amazing. A 10 minutes briefing snd respect from players would be enough for that.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: More commander assets and better commander gameplay

Post by Psyrus »

Danger_6 wrote:I challenge any of you to find a more useful place for the commander in PR than in their UAV.
In the field, building fobs, because his team is too stupid to do so, and all 9 squad slots are taken.

No point in assloads of intel when everyone is dying and spawning back at main base each time, and can't do anything useful with the intel.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: More commander assets and better commander gameplay

Post by matty1053 »

But TBH. If PR had a briefing, or at leasted introduced one.... there would be a mass TK of friendlies. Plus, people would quit PR.

But OT.
I think it's fine how CO is now.... since I had a commander destroy my super fob defending an objective, which was our last one!!!! The destroy command is horrible for those commanders who are just complete idiots/dicks to the team.
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Death!
Posts: 318
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Re: More commander assets and better commander gameplay

Post by Death! »

Dr_Death wrote:Agree, the PR playerbase is mature, but we like to joke around, we dont need 10 minutes of someone who may or may not know how to play to tell us what to do, in case he is there.

Why would you even try the CO post if you don't know what to do? BTW, that kind of mentality is what causes steamrolls: lack of central inteligence, general disorganization and lack of teamwork in squad-to-squad level. All of this can be avoided if a commander takes full charge.
The commander paradox its not easy, because a good commander will mostly be up to clans, but, unlike arma, i like PR because you can get a realistic play with complete strangers without having to join clans, so its kinda weird to see if you NEED a commander to have power or not, but it all boils down to "who even goes commander?" because most of the time i see either no one as a commander or experienced players
You can achieve the very same on ArmA if you get on the right communities. Don't just pick a random server on the list and join expecting a good game, but I've done a lot of nice games with people I've never played before on United Operations. I also heard |TG| has a very nice and organized ArmA server too.
Danger_6
Posts: 294
Joined: 2009-03-28 17:24

Re: More commander assets and better commander gameplay

Post by Danger_6 »

[R-CON]Psyrus wrote:In the field, building fobs, because his team is too stupid to do so, and all 9 squad slots are taken.

No point in assloads of intel when everyone is dying and spawning back at main base each time, and can't do anything useful with the intel.
You are right in that the CO should attempt to ameliorate fob situations if the team is uncooperative. But I've learnt that in most scenarios there will always be one squad willing to build a fob. Therefore, a good CO will always attempt to delegate.

In any case, my argument was that the CO belongs in the UAV for the vast majority of the match. FOB building should always be delegated where possible.

If half the team is spawning in main then you're implying that your team is losing rather badly. That being said, leaving the UAV will lose you intel at the most valuable stage: When the enemy is advancing! If the CO leaves the UAV then he is preventing vital information from being passed to his squad leaders.

Also, at the beginning of the round the CO should try and deploy the UAV to cover the predicted front line (for instance west city on muttrah - you can get a good idea of where front lines will end up on maps if you have enough experience) as well as behind that front line. The beginning of the round is the most important stage where intel is necessary. Mitigating a rush, or preventing enemies from building fobs in awkward locations is vital. Stamp out the problem sooner rather than later.

There is never too much intel. That being said, there is sometimes dissemination of too much intel. I.e. comms spam.

The basic premise of my challenge is asking all of you when UAV gathered information is less important than anything else the CO can do. In my opinion, my challenge should never be defeated. Information is necessary at all times, and I believe you can't argue that losing that intel in exchange for another CO capability is preferable.
Last edited by Danger_6 on 2014-07-16 15:51, edited 3 times in total.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: More commander assets and better commander gameplay

Post by matty1053 »

I have had a lot of times when leading a squad, that the commander doesn't speak english. He is only there for one squad for some reason. But the squad he was talking to mainly, translated info to the other squad leaders. But the commander later got kicked from the server. He kept marking Tank marks on every APC. (This was on Black Gold).
(This was on a USA server too!)

Then there are those commanders who think: "Oh, I will only communicate with one squad. I don't like talking much".
Then there are those commanders who think: "Time to sort out a plan for the squads." Then guess what? The squads don't listen, they just go right into a ambush.


It's fun being commander on certain servers. But on other servers, when players don't care about the CO and thinks he/she is a NOOB is pretty much pointless being a CO.

I have been commander since, I can sit in uAV looking for targets for my team, warning them as well. (Sometimes I go commander when I am eating dinner/lunch. So i don't have to worry about taking a bite of my Burger and getting killed in the process.)

But I have had commanders remove key fobs for no reason, since a squad wants to make a fob in the middle of no where and waste a FOB.
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Death!
Posts: 318
Joined: 2013-04-03 00:21

Re: More commander assets and better commander gameplay

Post by Death! »

matty1053 wrote: But I have had commanders remove key fobs for no reason, since a squad wants to make a fob in the middle of no where and waste a FOB.

Sometimes it is needed when people keep rushing retarded flags that are not even on the game yet, if you cut their spawn point, they die and spawn back somewhere else, possibly in a useful location for the team.

If they don't want to obey CO voluntarily, you can do it by force.
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