Commander Improvements - Team buffs

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Grump/Gump.45
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Re: Commander Improvements - Team buffs

Post by Grump/Gump.45 »

PatrickLA_CA wrote:Currently the commander does not offer too much to a team except for about 15 minutes of UAV time and 1 area attack.
To get the full use of commander in this game there should be instructions to the full role beyond the coded game functions, lets look at coded human brains functions and capabilities. New neurological pathways to unlock within your own minds, to program it. Like when learning and programming use of camouflage neurologically, your mind should see bush as survival. Apply this to a unit with common sense standard worded instruction.

A commander is only as useful beyond the given assets as their individual intelligence gathering, information extrapolation, inventive uses and methods with every marker, tool(binocs, smoke, tracer), eyes, ears not just of yours but other squad leaders filtering down to what their guys see. Being self aware of your roles fullest extent of considerations to make, beyond what could be instructed on how to be a leader, to paint and track a full picture of the battlefields developing events. Many uses for the commander, the yellow chevron bar markers lay down the Alpha-Golf waypoints. I use this for for predetermining mortar target zones for defense, easier for everyone to call out "west of Delta waypoint".

You can tell squad leaders you are watching their markers so all they need to do is say what it is. If in the field helicopter to vantage point for visual and listening post for armor. Grab a logi, build a fob, save one crate for carrying while you do repairs on armor if nobody is doing it. Armor also needs its medic. Always something to do in Project Reality, no matter what position or role, just create a list in your mind of every little thing you could do.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
=-=kittykiller2
Posts: 77
Joined: 2017-04-13 21:08

Re: Commander Improvements - Team buffs

Post by =-=kittykiller2 »

Grump/Gump.45 wrote:To get the full use of commander in this game there should be instructions to the full role beyond the coded game functions, lets look at coded human brains functions and capabilities. New neurological pathways to unlock within your own minds, to program it. Like when learning and programming use of camouflage neurologically, your mind should see bush as survival. Apply this to a unit with common sense standard worded instruction.

A commander is only as useful beyond the given assets as their individual intelligence gathering, information extrapolation, inventive uses and methods with every marker, tool(binocs, smoke, tracer), eyes, ears not just of yours but other squad leaders filtering down to what their guys see. Being self aware of your roles fullest extent of considerations to make, beyond what could be instructed on how to be a leader, to paint and track a full picture of the battlefields developing events. Many uses for the commander, the yellow chevron bar markers lay down the Alpha-Golf waypoints. I use this for for predetermining mortar target zones for defense, easier for everyone to call out "west of Delta waypoint".

You can tell squad leaders you are watching their markers so all they need to do is say what it is. If in the field helicopter to vantage point for visual and listening post for armor. Grab a logi, build a fob, save one crate for carrying while you do repairs on armor if nobody is doing it. Armor also needs its medic. Always something to do in Project Reality, no matter what position or role, just create a list in your mind of every little thing you could do.
give me a break man lol commander is uav and arty only more if he earns respect.

there is a clear reason to play commander, but not to stay.

maybe clean up interface and make using commander linked to proximity to a apc!or commander rally!

i know uav enterable vehicle . so why not an extra seat on suitable apc
Last edited by =-=kittykiller2 on 2021-01-04 23:33, edited 4 times in total.
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Suchar
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Re: Commander Improvements - Team buffs

Post by Suchar »

Commander rally point is really interesting. It is quite OP, especially if it's really difficult to get supplies, yet no one uses it. I've only seen it being used twice in public games (once by me) and only one time during 1 life event.
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=-=kittykiller2
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Re: Commander Improvements - Team buffs

Post by =-=kittykiller2 »

Suchar wrote:Commander rally point is really interesting. It is quite OP, especially if it's really difficult to get supplies, yet no one uses it. I've only seen it being used twice in public games (once by me) and only one time during 1 life event.
i see plenty of times it could have been used but its rare for a commander to remain in the field, personally i like the UAV linked to apc also!

commander rally isnt enterable though so how would he use uav
=-=kittykiller2
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Re: Commander Improvements - Team buffs

Post by =-=kittykiller2 »

rabbit had right ideaalso higher or lower spawn timers on his assets
Bastiannn
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Re: Commander Improvements - Team buffs

Post by Bastiannn »

Also a QoL change for CO would be allowing him to request at least Rifleman besides Officer so that he doesn't have to resign and join a squad, request the kit and apply again (solo building FOBs).
Making the UAV entrances on the new carriers somehow more visible or unique would also be nice for some (new) players.
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Coalz101
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Re: Commander Improvements - Team buffs

Post by Coalz101 »

Suchar wrote:Commander rally point is really interesting. It is quite OP, especially if it's really difficult to get supplies, yet no one uses it. I've only seen it being used twice in public games (once by me) and only one time during 1 life event.
Because it takes too long to place the rally initially, every time I've try to place CO rally it's unavailable, after being commander for atleast 10 minutes.
UncleSmek
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Re: Commander Improvements - Team buffs

Post by UncleSmek »

Commander rally and its lack of use in pub games just shows you the limit of organisation in a pub game. Change it, make it more accessible as a weapon and it will be used more.
Grump/Gump.45
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Re: Commander Improvements - Team buffs

Post by Grump/Gump.45 »

UncleSmek wrote:Commander rally and its lack of use in pub games just shows you the limit of organisation in a pub game. Change it, make it more accessible as a weapon and it will be used more.
Placing commander rally is easy, especially on maps like Muttrah where you can walk up to a squad in defensive building while not under attack, its good especially since most cases you dont want a FOB directly on the flag but still need team spawn. When you cant put it down it is not a lack of organization, it is simply impatient squad leaders thinking they own their squad when it is one of the teams squad. Its why when we are swamped with tasks (FOB building, FOB attacking, guys on AA/TOW) we ask another squad to deal with it. Sometimes even to the teams demise by sending a squad to take out a far away useless enemy FOB which would buy us much time if enemy actually walked from there and had as 1 of 6 max FOBs. I have requested a SL wait for less than 60 seconds to place a command rally, sometimes i could place it but they keep moving or arent all in view of each other, they say "ill wait" then start going anyways maybe forgeting. Its either i cant catch up, they arent in view of each other "get closer guys" or they get too close to enemy.

That squad should wait for their teams sake so the commander can place the rally for their team, instead they think they need to get moving right then which causes us to lose tickets faster. That SL and his squad mates of players of the type to always one man rush vehicles when others nearby need a ride, they straight up ignore people needing ride sometimes based off their mood. Even if i think my team is dumb or i dont like somebody i still give rides. They dont care about their team, who they inconvenience and honestly shouldnt play PR where teamwork is required. Taking trans trucks so they can get all the ammo for their LAT or whatever going straight to enemy to die, those types of players cant even wait for somebody who needs a ride.

Look at the character of that person, who has a commander driving or flying out to them currently after command communicates intention to place commander rally. Having a commander fly or drive to your squad is the same delivery as crates, instant spawn point with no digging. They waste that commanders playing time and they dont care unless empathy is forcibly taught to them where you need to show them how it feels to be inconvenienced in a similar way. I feel bad if i waste another persons time. We are organized, we communicate, its just impatience for no reason that we cant use the function of command rallies or even by standard have two squads attacking a flag at the same time from equal distance.

Squads just go off on attack instead of saving the tickets from deaths by any means to increase their chances and make less respawn attempts to cap a flag by having a way to get more guys there. They could delay ticket loss by waiting, waiting helps the team not lose tickets while enemy attacks and dies. Some people are so toxic to teamwork functions including others causing others to raise their voice un-aware of how they caused and effect that person in social interaction, they dont realize or care how they affect others on their team. Makes me wonder how they are in real life. Operating autonomously in their own world, they dont even recognize the tickets are the teams tickets, the armor is the teams armor operated by the armor squads, not owned by the armor squads. Its all the same concept. The team owns everything together, including tickets which are apart of and tied to assets. It is impatience that ruins the experience of this game round by round, an attack could have been greater, bigger, more players, epic. But squads would rather go in one at a time, one after the other rather than wait for the farther squad to get equal distance to objective. Lots of small brained impatient "tactics" of people trying same thing everyday never actually learning from the game.

There were times i needed to and could have put down a command rally point. I request the squad i see in good spot to wait till i get there to place it. But they never wait because this programmed impatient rush mentality that comes from other games they played or still do. I think another part of the "rush" and no waiting mentality is SLs worry about boredom of their squad mates much like i do. All it takes is one impatient squad member to ask "can we get moving" and the SL will make decision based on what that person said, its happened to me where i un-wittingly listen to suggestion. Patience is a sign of intelligence and you should never listen to impatient people who are not under any objective time constraints(meaning they have time to wait for crates/commander for rally) by currently having defenders or on a layout not needing to defend.

I dont want to bore my guys but that doesnt stop me from waiting, ill wait for commander get there to place rally(only had one commander place once, then many attempts of me waiting for one who said on the way then dies). Ill wait for another attacking squad to get equal distance from objective to set the time for when i move in, teamwork takes patience, if a squad that can increase your chances. One time we had max fobs, i had dude in my full squad go commander, grab officer kit from crate we dropped and instant commander rally. Think of ways to innovate around the BS non-teamworking hot shot players.

Rare to find a SL patient enough. Frustrating enough its even the wannabe special forces like "Danger Squad" or "Spec Ops" who are a single squad making an attempt on a flag when they should help the team by waiting if commander is on the way, of course they never wait. They cant sit in the place distant enough from the enemy for even 60 seconds. All i need to do is place command rally and sit within 100 meters for it to stay.
Last edited by Grump/Gump.45 on 2021-01-06 15:23, edited 1 time in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Grump/Gump.45
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Re: Commander Improvements - Team buffs

Post by Grump/Gump.45 »

=-=kittykiller2 wrote:give me a break man lol commander is uav and arty only more if he earns respect.

there is a clear reason to play commander, but not to stay.

maybe clean up interface and make using commander linked to proximity to a apc!or commander rally!

i know uav enterable vehicle . so why not an extra seat on suitable apc
Ok, i guess if that is what your individual mind is capable of, finding useful ways to use commander tools for other than their intention and whatever human capabilities you bring to table. Another role of commander aside from arty or UAV would be turning on active awareness in ALL the players to remind them or their SL to tell them to report sounds of armor direction and not get lost in ignoring sounds they are hearing. Just another thing i could list off for commander to do, make sure peoples awareness is up.

I use players as a tool by turning them into listening posts for armor direction from them for early warning, sometimes you actively need to do this for the players who dont naturally report it, program the mind to hear armor then tell somebody going up the line. I dont use UAV, arty or even commander postion to command except when i do in fact actually use it. Im just another SL, many other SL show these command qualities too without using command position except solely for arty. I prefer to use my ears to find loud things like armor because i always hear them before seeing them, if i dont hear it i dont got to worry about it so my eyes can be elsewhere on many other things with armor becoming peripheral.

I agree, wish there was a tent emplacement for FOBs or the UAV viewer APC so the commander isnt lonely in main, its why i stopped doing it. I would love to set up UAV on defense flag, see enemy coming and get ready to fight. It would also give our armor a reason to defend because that would mean they are also defending the UAV. Instead of "flank" the map looking for enemy tanks playing objective in view of it, UAV could watch itself, defense flag, our armor for outer perimeter threats making it in.
Last edited by Grump/Gump.45 on 2021-01-06 15:54, edited 1 time in total.
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1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
lakinen
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Re: Commander Improvements - Team buffs

Post by lakinen »

-The command position is dead.
-No one follows unwritten rules to be respected and listened commander anymore.Almost half of the participants in this topic do the opposite.
-Nobody wants to be just a commander to place a dot marker(sitting for up to an hour)
-To go into battle kills not count.
-To use area attack anyone can.
-To put really point need teamwork....
-Who watches cowboy movies he will understand.
-And at the end the commander can be assigned a broom, to clean the deck or base :m1helmet: :35_rip:


all the best ;-)


greeting



There's no real flame on your screen, it's just magic :2gunsfiri
Grump/Gump.45
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Re: Commander Improvements - Team buffs

Post by Grump/Gump.45 »

lakinen wrote:-The command position is dead.
-No one follows unwritten rules to be respected and listened commander anymore. Almost half of the participants in this topic do the opposite.
-Nobody wants to be just a commander to place a dot marker(sitting for up to an hour)
-To go into battle kills not count.
Essay of the day

If you want people to listen to you as commander you need to provide intel for them to listen to, there is that first simple trade off. Being a commander requires analyzing and extrapolating who, what, when, where and how intel, players, squad leaders come together on common ground. Finding the right squad leader who can accomplish something, same for individual volunteers for task requires this analyzing of what needs to be done and who can do it. Like the AA guns on Ia Drang, only needs one man to use camouflage, move cover to cover and patience to wait for moment to place C4 on AA. Not a full squad is needed to deal with them as i have seen certain squad leaders do for no reason, everyone back there gets compromised and dies.

Who you pick to do something should depend on how long you know person played or if a new player how well they learn and listen to instruction. Which long time player doesnt always mean they are good if they need claim it, just because a few times an ambush against un-skilled, outnumbered or un-prepared enemy went in their favor. They feed their own ego too easily without looking at the reality of the situation. Be careful of a squad leader or players ego, only listen to those who speak like they know the list of skills they used to win. Even if you sent one player to go do it, you should request it quietly directly to only that player and tell the player not to tell anyone where he is going. Somebody of less skill will be like "i want to go too" getting him compromised.

They dont know the standards of surviving. Anybody who claims being a long time player made them good, those who feel the need to say it cannot demonstrate it with knowledge of using or describing how skills like camouflage, awareness of enemy perceptions. You need to know each ones intelligence level. That intel also needs to be relevant priority or maybe just close to what you are asking them to do. Also lakinen i haven't seen you on in months, i remember you talking very little or it was just very basic stuff everyone says. Another thing that worked for me, I remember this Yale Course on YouTube about the American Revolution. The professor said the French General Lafayette that was sent to us said of American troops "you can give them an order and they will not carry it out until it is explained why" which applies for all humans.


It also takes convincing sometimes based off prioritization. If you want someone to listen to you without intel, it needs to be something common sense applying a better method idea than they originally had based around objective. Better yet to give them an order before they come up with their own and carry it out. I can get a squad leader to listen to taking hidden paths, ensuring camouflage is used with edge of cap. Maybe another common sense thing to ask of them is wait for another squad to join in cap zone, see if cap moves then before attacking. So it takes mental speed to think before the best quickest thinking squad leader does, knowing the squad leader and the commander has to prioritize who he talks to first before they start thinking. You cannot plan to do big things if the basics arent being ordered as common sense orders, things everybody knows by common sense, more friendly bodies than enemy in cap means you get it. Best to cap fully without fighting from edge before moving in, make sense? It does to most and they agree when the squad leaders arent noobs. Needs to be said in a well thought out sentence that delivers each key point hard, plan before saying.


Another way to work around people not listening is you could accept who doesn't listen or doesn't need to listen. Have your own respect and trust of the squad leader as a commander in the squad leaders hierarchy based how you rate their skill. Its not like the old line battles of 1800s where everything the command says goes just because he said it. Modern officers and squad leaders will risk their career for their mens lives and image to not listen to stupid orders IRL since WW1 with their high attrition rate of good officers who died. College educated idiots came along to the front or survived in the rear. Many removed from command seen as mistakes. Add on to or build other squads orders based off the squad leader who came up with his own plan cause its good. Commanders cant be selfish, its not about forcing people to listen to you based off some un-written rule everything the commander says goes just because you want to try it. Watch this video for a depiction of that commander who gets people killed when listened to.

https://www.youtube.com/watch?v=Bx10fOpl2js&t=117s Weekend at Murphy's Part 1 [halfsode]-Vet TV

Read history of officers from Lieutenant to field colonel having no respect all the way to getting fragged. Its anthropological human nature in command structure. Another video example here. https://www.youtube.com/watch?v=7Y32VIWhJmw Hearts and Minds | A Grunt's Life Episode 2 [half o sode]-Vet TV

Once a squad leader comes up with an idea, whether its new or they use it all the time they want to try it to see how it goes that time around. Few common sense things work to get people to listen, it takes explaining and it needs to be short, simple and asked of them, not ordered or told. If you find something that works for most or all human minds write down the wording to make it better and more standardized as it develops. If you want people to listen everything you say you want them to gain respect, confidence and dependence on your better ideas. This takes time and dedication, i havent put that effort in from the commander position since 2017 when i commanded everyday for a year sometimes up to 24 hours straight on weekends. Every squad leader on at everytime got to know me.


As an individual i can get tanks to go where i want them without asking if i give them repairs from at least one logi, the tanks get cocky with it. So as a commander find a volunteer in armor squad who wants to repair tanks and watch a tank battle. An example of convincing someone with asked orders, like finding a volunteer. Its much like being a car salesmen, you have to get their mind to buy into it. To get them to drive logi to repair tanks just tell them the reality of it "you sit in view of tanks ready to save a burning tank, nothing can look at you and nothing will prioritize a logi in view of tanks unless they are smart, engine off while sitting still so no exhaust". Sweet deal right?


Find someone who likes being medic and word it as "armor medic". The kind of player who runs by when you ask for help to dig on insurgency is not a good volunteer choice because they wont do it but even if that kind of person were willing to repair tank. Not high enough intelligence level to see importance of doing the task at all or in that specific manner I described to stay alive and keep doing the task. That is common sense and reality, giving them a method to do it with. You ask "can you wait for this other squad to get equal distance from enemy flag as you on their side before moving in? thank you.". Another thing i wont listen to, commanders always tell me to go do something that gets my squad killed and takes it away from objective.


This game is not meant to do things one squad at a time against a larger force, thats a reason i personally wont listen to a commander. This game is about teamwork in the squads and among all squads, not just one squad doing one task unless its a FOB or something quick, small easy objective. If everyone is dispersed, apart of the fight, in view of at least one other squad or asset providing a distraction and division to share enemy fire and attention thats full teamwork and sharing brunt of hits plus delivering hits back.


If you apply that concept of everyone dispersed, providing a distraction and division of enemy fire and attention to open ground maps like Falklands, the guys getting shot at move zig zag or left to right of enemy fire, those not getting shot at shoot 1 or 2 shots then scoot, repeat until they are shot at. If movements are done perfectly to make the enemy miss(enemy skill/number of enemy shooters dependent) along with the people not getting shot scooting then shooting nobody dies. Then it switches off between who gets shot at naturally, not one man can run for cover or its one less distraction, everyone running away from each other in zig zag. That is highly complex and we accomplished this on the open field of Ia Drang on the creekbed once as a squad leader, JESUSLOVES was there.


I only tell people to do things to stay alive like get in edge of flag cap zone, camouflage up, wait for another squad to out cap them. Its refreshing when someone simply asks you to stay alive. We have gotten new Squad leaders over the years, rush mentality with them or some have turned hot shot and just dont listen to easy methods to cap flags. Only thing that should be rushed in this game is a cap you want to hold in beginning of game or a single neutral objective for both teams. Usually the hot shot but good squad leader go do what they do then they run out of things to do before joining the team.
Last edited by Grump/Gump.45 on 2021-01-08 20:02, edited 8 times in total.
Reason: add video title next to video URL
=-=kittykiller2
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Re: Commander Improvements - Team buffs

Post by =-=kittykiller2 »

lets just all agree to do something to get the commander out of main base period no essays.

access assets, on fob or vehicle or something.

or easter egg the commander with a fling function broom for pesky base campers.
Last edited by =-=kittykiller2 on 2021-01-09 22:58, edited 1 time in total.
=-=kittykiller2
Posts: 77
Joined: 2017-04-13 21:08

Re: Commander Improvements - Team buffs

Post by =-=kittykiller2 »

new thought what if he had a commander mobile like batman, but it let him do all his base stuff in field
Nate.
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Re: Commander Improvements - Team buffs

Post by Nate. »

Command vehicle that prevents backcap.
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curahee150
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Re: Commander Improvements - Team buffs

Post by curahee150 »

Just to give my two cents as a longtime PR player and someone who has been commanding a lot over the past couple of months: Commander is mostly fine, please don’t change anything too much beyond quality of life/ UI improvements.

Some things have been said about getting the commander our of main base. But the commander already has things to do outside of main base. They can go on the battlefield and recon/laze, they can build backup fobs, something that has greatly benefited my team many times.
If you aren’t seeing commanders leave main base, that’s at least partially because there is still a lot they can do even when the UAV is refueling. They can check in on squads, make sure flags are being defended and fobs are being built and push and prod SL’s to build them, ensure the intel markers are up to date, listen to comms for relevant intel to mark on map, and respond to requests for intel that other SL’s are too busy to respond to. The process of marking things as a squad lead is often somewhat complicated and difficult to do in the heat of battle. Having a commander greatly simplifies things and provides a great boon for squad leaders.

I find any of these strategies to be generally engaging and fun, and I have never thought that the commander role was “dead.” Many find commander boring and difficult, and that is their prerogative, but it doesn’t justify making the commander role more arcade-like with things like supply drops, frequent area attacks, and lower asset spawn times. I find flying difficult and boring, but that doesn’t justify making flying easier and more arcade-like.

It is true that, as a matter of technicality, squad leaders are not forced or strongly incentivized to follow commander guidance or orders. But the same is true of members of a squad. If a squad leader is confusing, incompetent or overly harsh, his squad will fragment, and they will refuse to follow his orders. Squad members only follow the SL in so far as they believe he is competent and they have something to gain from his guidance. The same is true for the relationship between a commander and squad leaders.

While its harder for a commander to manage squad leasers and easier for squad leaders to manage their squad members, if a commander communicates clearly, provides relevant and salient intel(a task greatly aided by the UAV), and shows good guidance and makes good suggestions for squads, they will tend to follow this advice, and the team will be better for the coordination.

I am not often skilled enough in my communication or intelligence gathering to gather this level of confidence from squad leaders, but it has happened. And when it doesn’t happen, and SL’s ignore my suggestions, request, or commands, that’s a problem with me and my style of communication and commanding, not a problem with the commander role. This last bit is, in my opinion, one of the main reasons why people want the command role changed to offer more tangible benefits like less respawn times and on-demand free-of-risk supply drops. Commanding, (and I mean actually commanding and guiding the team, not merely intel gathering), is difficult. But just because something is difficult doesn’t mean it should be changed.

If there were any changes to the commander role I would suggest, it would be to remove the requirement to have an officer kit to mark things on map and use the UAV. I imagine the change to require and officer kit was made to encourage dedicated commanders and discourage someone from leaving their squad, going commander for 1 minute, accepting an area attack, and then rejoining the squad. If this was the case, this can be more adequately prevented by simply increasing the “warm up” an area attack has from 1 minute to 5 minutes when a new commander is accepts the role. This still encourages dedicated commanders, and isn’t a complete nuisance for commanders trying to build back up fobs.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
sapper1893
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Re: Commander Improvements - Team buffs

Post by sapper1893 »

PatrickLA_CA wrote:Currently the commander does not offer too much to a team except for about 15 minutes of UAV time and 1 area attack.

Would it make the commander a more important role to have if having a commander would reduce the spawn times of logistic vehicles (logis, helis, trans trucks) by a set percentage?

Also, the UAV seems to be circling a little bit too fast, making it uneasy on the eyes to focus on things. I forgot to record it, but I've noticed it quite often. While we're at it, we could either extend the UAV "fuel" for 5-10 more minutes, or make it refuel slightly faster to keep the commander occupied.

While this might make it more important, I'm not sure if it will do anything to incentivize players to take this role up more often.


COMMANDER should be given the ability to sack squad leaders if they are not following orders/instructions. The commander is or should be looking at the overall bigger picture.
FFG
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Re: Commander Improvements - Team buffs

Post by FFG »

sapper1893 wrote:COMMANDER should be given the ability to sack squad leaders if they are not following orders/instructions. The commander is or should be looking at the overall bigger picture.
Nah, thats way to easy to abuse to get people removed if you don't like them and so forth.
Commanders rarely do this IRL and it doesn't really support healthy gameplay. Just learn to play with the people you have.
Brotherscompany
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Re: Commander Improvements - Team buffs

Post by Brotherscompany »

sapper1893 wrote:COMMANDER should be given the ability to sack squad leaders if they are not following orders/instructions. The commander is or should be looking at the overall bigger picture.
That would be so much fun. Having a Commander with 1 month of experience sending my SQ to a dumb place, or not allowing a SQ filled with more experienced players to Attack because he wants us on defence and being resigned if l dont obey him.
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