commander's assets

Suggestions from our community members for PR:BF2. Read the stickies before posting.
casualtyUR
Posts: 146
Joined: 2006-02-10 15:57

commander's assets

Post by casualtyUR »

After playing PRMM, I think the commander's assets should be employed.
Within the realm of PR, only squad leaders could call artillery and squad mates suggest strikes to squad leader, no commander's direct involvement with it's usage. Real life the ability to call strike is very possibile. Maybe lessen the mass of the explosions and decrease the wait time between strikes, giving the commander something to do. Get rid of scan and observation by the commander, too powerful. The UAV make available and visible to squad leaders only; he would have the laptop or whatever device to communicate with UAV and commmander. BF2 is excellent FPS and commander assets are a great addition to this type of games.
It's not that I hate being "pawnd", I really believe the commander asset's would add a bit more realism to PRMM and still be more like original BF2.
PRMM seems to be increasing it's numbers, too, great fun.

casualtyUR
mav3r1c
Posts: 81
Joined: 2006-02-07 20:24

Post by mav3r1c »

Good suggestion. I think that squad leaders should get something too so that they alone can see UAVs and stuff
Xeno426
Posts: 52
Joined: 2006-02-02 01:13

Post by Xeno426 »

I'd like the assets moved to a capturable base, instead of sitting in the main base. That just encourages baseraping. It would also add an extra level of gameplay, as you would have to properly defend the base that has your commander assets.
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mav3r1c
Posts: 81
Joined: 2006-02-07 20:24

Post by mav3r1c »

It alrready is partialy like that in some maps. Everything but the UAV box is in the Hill OP. Same with MEC accept they have there junk at the Hotel OP.
Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

I think that the commander should get full access to all of the assets. I just think that the only way the squads should get the benifit of say the UAV is if the commander spots them for the teams.
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Campez
Posts: 510
Joined: 2005-10-29 13:51

Post by Campez »

Like the idea m8
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

I love playing without the commander, it takes away all the BF2 magic that you see exploited in vanilla BF2. The worst thing in BF2 is getting hit with magic artillery from a commander who sees a flag go white on his screen. Arty, airstrikes and UAVs should be directly player controlled. Adding to that, when your squad is taking a flag, if there are no enemies within 50m, it's yours. With no enemy precense in the area 'taking' the CP should take mere seconds.
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casualtyUR
Posts: 146
Joined: 2006-02-10 15:57

Post by casualtyUR »

Artillery is part of the combat system and is availible to BF2. I do not understand why so many are against it's use. Yes, it suck to be killed be arty raining down; but both teams have this capability. There has been tons of times being pinned down by the enemy and a artillery strike would be necessary to clear an area additionally, it give special forces something to do other then destroying bridges. A squad leader would be required to call for a strike. The commander would start the firing process but not fire without a SL's request. Artillery is part of ancient combat and is built into the BF code.
The 50m range of a capture point would allow a "get away" from the arty.
UAV or scan ...
Personally, i think the UAV should provide a snapshot, rather then radar, of a area on the HUD. Maybe the UAV could update the snapshot the every 5 or 10 seconds for 30 seconds.
Supply crate should availible on request.
I dont mean to belabor this point but cannons are in place and special forces are meant to destroy these asset.
casualtyUR
elprogramer
Posts: 12
Joined: 2006-02-07 06:51

Post by elprogramer »

Wraith wrote:I think that the commander should get full access to all of the assets. I just think that the only way the squads should get the benifit of say the UAV is if the commander spots them for the teams.
No, not just the commander, but the squad leaders too.

Maybe artillery should be off map and have a really slow recharge.
[BiM]Black7
Posts: 402
Joined: 2006-01-08 22:10

Post by [BiM]Black7 »

remove the term airstrike and put in artillery fire.

make the reload time for artillery 10mins or something
squadleaders can call it in but the commander must agree for it to be launched..
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Zepheris Casull
Posts: 497
Joined: 2006-01-21 05:27

Post by Zepheris Casull »

you know, it would be mighty nice if we can get a REAL artilerry barrage.
i am talking the kind of 50+ round they pumped in vietnam during an assault to a VC front. Make it real big in terms of coverage, and last for quite a bit, but takes so damn long to recharge that you don't expect to see more than a few in a single match.

Yes, artilerry is part of the basic warfare tools... yes artilerry is vital... but NO, getting blown up every 5 min by an arty in a game is NOT fun. In real life technically it's possible to maintain a sustained barrage for over a minute using some of the latest self propelled artilerry system with auto reloader. But i do not see them reloading their ammo stowage after firing their entire ammo storage in 5 min. So yeah we got a fixed artilerry in game and not self propelled type, so what?? doesn't explain how the hell they reload in 5 min. It doesn't make sense one bit, and to the ground troops... it's hell... it's one thing to get blown to pieces upon arrival by someone, it's another to get blown sky high every 5 min by an all seeing commander.
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

I would still much rather see the artillery used by players, if you don't have someone working the arty, then it can't work. Having the commander point and click for it to rain down is just stupid. No skill involved, no teamwork really, nothing. Just let the SLs be able to call for it and then an actual player using an arty piece or vehicle can fire and adjust.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

'[R-PUB wrote:BrokenArrow']I would still much rather see the artillery used by players, if you don't have someone working the arty, then it can't work. Having the commander point and click for it to rain down is just stupid. No skill involved, no teamwork really, nothing. Just let the SLs be able to call for it and then an actual player using an arty piece or vehicle can fire and adjust.

This is how I would like to see artillery happen.

Please dont bring back the 'Auto Loading Ultimate Death Machine'
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

Auto Loading Ultimate Death Machine is the perfect name for it, they just can't fit that on the existing arty button :) .

I played vBF2 for abot 15 minutes today (bad idea) after literally being chased with arty, just missed being hit twice (in one life) and then finally killed by it (same life) I had taken enough and got off immediately. Also the new UAVs just look foolish.
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R.Johnson_USMC
Posts: 221
Joined: 2005-09-15 02:22

Post by R.Johnson_USMC »

Well... I think the commander should be able to set artillary but the squad leader has to request it. He cant just randomly place it.
elprogramer
Posts: 12
Joined: 2006-02-07 06:51

Post by elprogramer »

'[R-PUB wrote:BrokenArrow']I would still much rather see the artillery used by players, if you don't have someone working the arty, then it can't work. Having the commander point and click for it to rain down is just stupid. No skill involved, no teamwork really, nothing. Just let the SLs be able to call for it and then an actual player using an arty piece or vehicle can fire and adjust.
Then implement mortars.

A good deal of artillery should be offmap, especially considering the sizes of most maps. Maybe you guys should restrict calling the artillery for commanders and a special spotter class?
WNxMrage
Posts: 5
Joined: 2006-02-13 16:29

Post by WNxMrage »

I'm with elprogramer, I wouldn't be opposed to mortars. Sort of like in joint ops, engineers had mortar rounds and could fire them only a certain distance. Mortar accuracy was increased by another player marking a spot for mortar barrage. Regardless, the all-seeing all-knowing commander with magic arty needs to remain exiled from PRMM imho.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

mortars would make a lot more sense for the size of most bf2 maps anyways. and when you're out of range, you're out of range. that would add another little strategic layer when planning operations.
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CplMilhouse
Posts: 27
Joined: 2006-02-19 21:15

Post by CplMilhouse »

If you want mortars, I'd recommend something like the Tribes 2 system, wherein one person would laze a target, and the mortar operator would see a little "aim here" mark...if they aimed at that spot, the round would land on the lazed point. Throw in a bit of innacuracy, and a couple of "mortar pits" in each base where the operator can get more ammo, and you're in business. That way, the commander/squad leader can request a mortar strike, but it require some teamwork and co-ordination. Also, maybe a respawn time on the mortar rounds to keep it from being abused.

-Scott
Zantetsuken
Posts: 502
Joined: 2006-02-18 04:22

Post by Zantetsuken »

if you want arty strikes that last for a minute or 2, could you take out one of the arty cannons and replace it with the farther range+wider destruction area MLRS truck that cant fire but a few times a round? Real life military uses both, not one or the other...

Also, I would *REALLY* hate to see the arty aiming system go back to the crappy stone ages BF42 system, you couldnt hit **** with those, and when you called for arty, either nobody was manning the arty cannons, they didnt give a damn about the tank and 5 infantry up ahead of you and would rather attack the other 2 or 3 on the other side of the map, or they would just shoot in your general direction and probly kill you...
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