Commander Rework
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fubar++
- Posts: 248
- Joined: 2007-07-08 17:04
Re: Commander Rework
You're welcome and I don't think it should be removed either. But there is reason why having a Commander in many cases doesn't seem to work well, and recognizing the reason is the key to fix it. Of course there can other reason, but I believe the gap between real life and the game is a major one.
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{UK}Suzeran
- Posts: 126
- Joined: 2009-03-17 17:07
Re: Commander Rework
dude yesterday i started playin commander again just to check my self. Now i was commander 3hrs needless to say our team won the round 400 tickets to 0, as they had no commander. Now i spent all my time filtering requests between squads acting as HEADQUARTERS kinda role. Now it was quite fun and as ppl came to repect my judgements and saw i was not a total incompatant they began to trust.UntenablePosition wrote:I think he is in the Main HQ.
I agree that we should either move him to TAC or give the option to move.
I think the rear HQ would be a tournement / scrimmage CO as he or she would spend time out of the game ( ie: away from the FEB) to prepare a plan etc.
Mumble is not often not found on publics, moreso it is often used on tournaments or scrimage. So it seems to me, nomatter how commander is reworked he could do with added TAC (see exellent back posts) abilities. So he can have fun THIS seems CLEAR to me, an most of the ppl here.
Maybe REAR HQ role comander could just remain unchanged as it is a major recode. This new mobile commander, would be ideal for smaller maps, infantry maps and insurgencies. Alowing the exhisting CO to "get outta the house". This is the DAWN of T.A.C. squad!!!!!!
summary -
-Scrimage and Tournament use mumble why do they argue about the role of commander being diversifyed often?
-TAC (mobile commander) voip to all sqauad leaders is represented by radio pack
-acess to intel represented by use of laptop already detailed as havin load delay and blood mist if injured.
-gun is old spec ops' carrbine sighted and zeroed to 250M, to avoid pistol gungho ness
- NO KIT TRANSFER - POINTS SCORING RELATED TO PROXIMITY TO FB/COP/ENEMY KILLS ????
-Command Trailer and Firebase allow Build Order & Call in of mortars or Aircraft (like that huh)
-TAC kit is available to commander from CO post/ ??? (dificult to have 2 chiefs)
-TAC Commander/RO is a specialised officer kit
-Finally TAC commander is available on either smaller maps or scenarios this would be great!
-TAC squad just a normal squad not much recoding squad ruled By TAC officer kit! most likely to contain , marksmen and medics by choice.
Last edited by {UK}Suzeran on 2009-04-06 23:35, edited 7 times in total.
Reason: i want u to love this V.2
Reason: i want u to love this V.2
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UntenablePosition
- Posts: 205
- Joined: 2009-03-04 13:28
Re: Commander Rework
Question:
Would you leave the existing CO slot and add the TAC or just remove the existing one and replace it with the TAC ?
I would love to have an HQ squad as a reserve/doggrobbing diggers.
Would you leave the existing CO slot and add the TAC or just remove the existing one and replace it with the TAC ?
I would love to have an HQ squad as a reserve/doggrobbing diggers.
When you're wounded and left on Afghanistan's plains, and the women come out to cut up what remains, jest roll to your rifle and blow out your brains and go to your gawd like a soldier.
Rudyard Kipling
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{UK}Suzeran
- Posts: 126
- Joined: 2009-03-17 17:07
Re: Commander Rework
this is my main problem im stuck on.UntenablePosition wrote:Question:
Would you leave the existing CO slot and add the TAC or just remove the existing one and replace it with the TAC ?
I would love to have an HQ squad as a reserve/doggrobbing diggers.
1/ All in all i would have to remove exhisting CO slot completely (possibley definately hardcoded)
2/allow commander only to use TAC kit no squad though makes me sad
3/have both a good compromise but dont want all the tacs orders getting vetod by commander
4/remove command post and make him obsolete as a temp. fix
much appreciate ure input mate on this, this is the final little niggle i have in the concept.
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{UK}Suzeran
- Posts: 126
- Joined: 2009-03-17 17:07
Re: Commander Rework
what is a doggrobing digger and whty have a reserve commander?
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mosinmatt
- Posts: 223
- Joined: 2009-03-02 03:10
Re: Commander Rework
While the cell leader rifle is good. I think it needs a scope on it. This would encourage someone to be cell leader as well. It will also give the insurgents slightly longer range
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Commander Rework
My ideas that may or may not be doable.
1) Give the commander sliders showing the time that kits will become avaliable in the pool again (like how it shows the Area Attack is charging etc) This at least allows him to have an extra job of saying "HAT kit avaliable" or even better, if he knows a squad is being attacked by armour he can say "Squad X, HAT is avaliable." so the relevant squad can have a headstart on getting it.
2) Spilt the Area Attack (arty and mortars) in to around 3 smaller strikes consisting of around 3 rounds.
Have them warm up 5 minutes after eachother, the first at 20mins. Forget Jdam its not good really, if it hits a static the explosion just goes wierd.
3) Augment 2) to mortars and arty, 2 of mortars, 1 of arty. mortars = 5 rounds each, arty = 3. Mortars have a wider area of effect, but that also means less chance of hitting what you wanted. Arty is more precise and thefore armour becomes a target for it.
4) Get that build order recharging FASTER, its a hinderance that the commander cannot afford.
5) SL needs more ways to quickly and easily inform the commander what is happening.
you see to avoid interrupting important coms (I'm only concerning vbf2 VOIP in this) I and others usually go "commander, sq X, over" and wait for aknowledgement. Otherwise the commander can end up having 5 voices in his head at once and can't hear anything. afaik IRL on a radio net of 9 section leaders they would all hear eachother's transmissions to the OC, which is why this suggestion is working around this difference in coms since so many people aren't using TS/Mumble/whatever.
anyway, the suggestion is a new comrose with SL activity. I don't think the game can actually know what squad ur in from the comrose, But I dunno.
anyway, it would be like this.

the selection would result in
Rudd_Medicman : "squad moving" etc
ofc it would mean alot of voice work, or not since its not really needed since its just info.
1) Give the commander sliders showing the time that kits will become avaliable in the pool again (like how it shows the Area Attack is charging etc) This at least allows him to have an extra job of saying "HAT kit avaliable" or even better, if he knows a squad is being attacked by armour he can say "Squad X, HAT is avaliable." so the relevant squad can have a headstart on getting it.
2) Spilt the Area Attack (arty and mortars) in to around 3 smaller strikes consisting of around 3 rounds.
Have them warm up 5 minutes after eachother, the first at 20mins. Forget Jdam its not good really, if it hits a static the explosion just goes wierd.
3) Augment 2) to mortars and arty, 2 of mortars, 1 of arty. mortars = 5 rounds each, arty = 3. Mortars have a wider area of effect, but that also means less chance of hitting what you wanted. Arty is more precise and thefore armour becomes a target for it.
4) Get that build order recharging FASTER, its a hinderance that the commander cannot afford.
5) SL needs more ways to quickly and easily inform the commander what is happening.
you see to avoid interrupting important coms (I'm only concerning vbf2 VOIP in this) I and others usually go "commander, sq X, over" and wait for aknowledgement. Otherwise the commander can end up having 5 voices in his head at once and can't hear anything. afaik IRL on a radio net of 9 section leaders they would all hear eachother's transmissions to the OC, which is why this suggestion is working around this difference in coms since so many people aren't using TS/Mumble/whatever.
anyway, the suggestion is a new comrose with SL activity. I don't think the game can actually know what squad ur in from the comrose, But I dunno.
anyway, it would be like this.

the selection would result in
Rudd_Medicman : "squad moving" etc
ofc it would mean alot of voice work, or not since its not really needed since its just info.
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lucky14
- Posts: 149
- Joined: 2008-06-20 17:28
Re: Commander Rework
I don't think it can be a new comm rose. It *could* be added to a current comm rose...but even at that....
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: Commander Rework
Very nice suggestions Rudd! Agree with all of m! Altough Im a bit worried about the increased support.
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fullonforce
- Posts: 42
- Joined: 2007-11-14 16:23
Re: Commander Rework
Ye I agree with that, ends up being exploited to some extent, time should increase 5 minutes between every barrage fired. Also on Insurgency it would end up being the main destroyer of caches unless that gets fixed[R-COM]cyberzomby wrote:Im a bit worried about the increased support.
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MadTommy
- Posts: 2220
- Joined: 2006-05-23 11:34
Re: Commander Rework
I'll support any changes that bring back the commander.
The commander went south for a holiday the day the team decided to allow firebases to be built without one, and then when he got a deskjob he died.
The commander went south for a holiday the day the team decided to allow firebases to be built without one, and then when he got a deskjob he died.
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ExoDuUs
- Posts: 69
- Joined: 2008-08-05 09:19
Re: Commander Rework
and if he gets killed in the field the enemy can grab his kit and abuse the other team via VOIP? now thats an enemy kit id like-TAC (mobile commander) voip to all sqauad leaders is represented by radio pack
But I totally agree the Comm role needs something to make it more of an enticing position to play..
I disagree that giving more options to worry about in voip is the right way - to much talking to SL's can give them a headache when their trying to direct 5men and listen for enemy gunfire., as is giving them a backpack and a pistol, as its not much of a benifit to the team dead or engaging at a critical moment.
I think Rudd's on to something in giving them more arty strikes with less power to each strike. Its to easy to watch the clock, then on the hour spawn @ main and use the strike, then rejoin the Sq. The idea of having smaller strikes every 10-15mins would be better esp in insurgency for BLUEFOR & insurgents. Maybe as an incentive to stick at the comm role would be after using 10 strikes in a row you get a JDAM?
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Commander Rework
yeah thats truefullonforce wrote:Ye I agree with that, ends up being exploited to some extent, time should increase 5 minutes between every barrage fired. Also on Insurgency it would end up being the main destroyer of caches unless that gets fixed![]()
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Antonious_Bloc
- Posts: 348
- Joined: 2007-11-20 05:57
Re: Commander Rework
The commander should definitely get more options for fire support. 15 minute respawn on mortars sounds a lot better to me. It's ridiculous that well equipped armies would only be able to fire mortars once an hour during a pitched battle. Plus that would give an advantage and incentive for going commander.
In Vanilla BF2 mortar strikes respawned once every 45 seconds or so. 15 minutes is no comparison to vBF2.
In Vanilla BF2 mortar strikes respawned once every 45 seconds or so. 15 minutes is no comparison to vBF2.

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Warpig-
- Posts: 1610
- Joined: 2008-08-06 20:29
Re: Commander Rework
I kinda agree. Area support should be more plentyful that it is now, not like COD4... but more so than it is now. I also agree the JDAM is kind of useless, you can't really level many buildings with it or anything, so I think replacing the JDAM with more frequent mortar strikes could be interesting

Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
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Michael_Denmark
- Posts: 2196
- Joined: 2006-07-10 09:07
Re: Commander Rework
Your wrong - I like it.{UK}Suzeran wrote:Ok i have tried to get attention to this sticky subject before so here i will paraphrase:
.no one likes to sit behind a computer ,sitting behind a computer
Have in overall done nothing else since playing CO first time in patch 0.4.
I like playing CO off-screen as well, but so far only when commanding static defense, since the mobile stuff (off-screen) is too complex to follow (to me at least).
For the radio operator - no thanks, there must be a commander to destroy this narrow-minded, immature, non-sensible, non-creative, non-body-creating, non-killing-machine-creating opportunistic squad leader culture.
Squad Leader Rework please.
Thanks.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.
However, in regard to EA, these guys never took the initiative.


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Smegburt_funkledink
- Posts: 4080
- Joined: 2007-11-29 00:29
Re: Commander Rework
^He knows what he is saying.^
I would agree that the Commander could use a few more tools but I don't like these suggested changes.
I would agree that the Commander could use a few more tools but I don't like these suggested changes.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"
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Masterbake
- Posts: 363
- Joined: 2009-03-13 16:34
Re: Commander Rework
^ Oh. My. Farcking. God. That is crazylong ^
More area attacks is a must. And can there be some way to watch them? Say, you call in a uav to watch over an area, giving you a feed for a minute, then you bring down the mortar strike and watch people get blown up and shit.
More area attacks is a must. And can there be some way to watch them? Say, you call in a uav to watch over an area, giving you a feed for a minute, then you bring down the mortar strike and watch people get blown up and shit.
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Sgt. Mahi
- Posts: 984
- Joined: 2008-03-27 07:44
Re: Commander Rework
I have to agree on this one. It's not the CO that fails it's the resources that is given to him that fails. Commanding can be great if the SL'ers do what they are told. When the CO has a full teamworking team it can actually be a very strategic challenge and great fun.Michael_Denmark wrote: For the radio operator - no thanks, there must be a commander to destroy this narrow-minded, immature, non-sensible, non-creative, non-body-creating, non-killing-machine-creating opportunistic squad leader culture.
Squad Leader Rework please.
Thanks.
Peace is that brief glorious moment in history when everybody stands around reloading



