Dr2B Rudd wrote:Jumping in to the CO chair in the middle can be harder/easier depending on the teams but more importantly if there was a **** commander before you (evey1 will be pissed off with you b4 u start...)
Mestia is good because all you have to do is ensure theres a couple of bunkers and a useable FB, while keeping a squad on each flag and the rest attacking. But I'd go commander on any map, because it never hurts. I only resign if I'm not doing any good, all the squad leaders aren't speaking English (my schoolboy German only goes so far) or no1 is following orders or passing along intel.
What I really really really hate is when the squads are arranged in a way that makes asset control difficult on maps like Kashan. A squad need a helo ride to US outpost? I'd love to mate, but the squad that has the chopper pilot in it isn't responding. what I like is when the helo boys are in one squad, the jets are in another and have sorted out a system amongst themselves for conveying my orders/information. (e.g. a officer is SL for the jets so he can lase and pass on my orders)
The Jumping CO
True that the challenge can be fluid when jumping into position during a round. And yes reverting the low morale on a weak team when its loosing and just having experienced a bad previous commander jazzing everything up, is indeed a challenge.
In a specific period I tried playing CO only as the jumping into command on loosing weak teams. Was actually fun trying out.
Recommend the very same in like 10-20 rounds; Jumping into the CO on loosing weak teams, trying to revert the situation. Good challenge.
I never really won those Jumping CO battles on loosing weak teams, but did manage to revert the fighting spirit (morale if you will) and also managed to bring back some coordination on the team-sized level. Learned something about about how to view a team and how to try keep on adapting to a lost battle situation.
Really really really hate
Your triple hate to the organisational angle when in regards to asset-control just gave me an idea.
So,
What if at round start the CO to some degree could arrange the organisation of the team, like in example as listed below.
Logistic Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Armour Squad 1
Armour Squad 3
Armour Squad 3
Air Squad 1
Air Squad 2
Thus in such a set-up the specific kits could only be used by the players if they are in a related squad?
Huge change to the existing system, agreed, and more forcing alike than most already implemented in the game, but still a possibility to counter the Kashan problem you address.
The CO player would from start get the option to decide from different organisational graphical overlays based on the - at up to round start - present amount of infantry/armour/air players that the sever somehow already had recognized.
Langue problems
Yes the language is without any doubt the greatest challenge of them all in this game. Not only to non-native English like you and me, although we do have the greater challenge, but also to the natives them self s, since they are forced to translate those English alike sounds coming from us non-native into something they can actually understand and response too.