Commander

Post your feedback on the current Project Reality release (including SinglePlayer).
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

Two things:

The marker does not seem to work every 5 seconds. The count down will be 5 seconds but a new mark will not actually show up.

But overall the UAV is amazing now. It easily makes the difference between two even teams in my opinion. Our team rofl-stomped the enemy on Muttrah because I would Q spot all the air units and they would die within seconds to our four APCs we had up. As soon as I spot the FOBs, they came in to wreck them. Spot an infantry, oh look who came to wreck them too.
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Felix
Posts: 115
Joined: 2011-08-30 20:31

Re: Commander

Post by Felix »

dbzao wrote:An idea that has been brought up before is attaching the availability of the UAV to an X number of FOs built. So it's something that is good for the team in general and you get the bonus of the UAV. A little unrealistic, but you get "specops" squads that can interrupt the enemy UAV by going around demolishing enemy FOs, and logistics squads that should worry about keeping the FOs up and secure to get the UAV for the commander.

Honestly, I think it's "balanced" for the conventional forces in AAS as both teams have it and can use it. Insurgency and other militia forces it's a little tough, but I don't have any ideas about that, yet.
Eventhough this is unrealistic I think this sounds awesome!
Twig life
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Commander

Post by PLODDITHANLEY »

The UAV is OP on insurgency but there is not a lot you can do after you've spotted stuff, had a kiowa do loads of runs on a glazed hideout, couldn't take it down, and we all know how hard it is for inf to go though the town to kill it is.
Felix
Posts: 115
Joined: 2011-08-30 20:31

Re: Commander

Post by Felix »

Maybe just removing thermals would be the solution? It would at least become a tiny bit harder to spot stuff. Just an idea...
Twig life
Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: Commander

Post by Stealth Clobber »

Felix wrote:Maybe just removing thermals would be the solution? It would at least become a tiny bit harder to spot stuff. Just an idea...
Please god no :shock: I would never play commander again if thermals were gone (especially on darker maps where sometimes it's impossible to see without them)
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a3dboy1
Posts: 194
Joined: 2012-09-17 17:40

Re: Commander

Post by a3dboy1 »

I don't get it..Everyone can use UAV so why all the whinning?
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Adalaxy
Posts: 103
Joined: 2013-03-05 00:09

Re: Commander

Post by Adalaxy »

a3dboy1 wrote:I don't get it..Everyone can use UAV so why all the whinning?
I dont think they like the fact when the commander is present they win so effortlessly.

I think it is OP. Make a jamming gameplay aspect, limit it to deployable around FOBs or make The command tent dextroyable.

Keep the feature but gives a way to combat the UAV. It woud make a "spook" class of gameplay.

The start of counterintelligence in PR has begun
soundcloud.com/adalaxy
notmyingamename
Posts: 89
Joined: 2010-03-19 05:59

Re: Commander

Post by notmyingamename »

Adalaxy wrote:I dont think they like the fact when the commander is present they win so effortlessly.

I think it is OP. Make a jamming gameplay aspect, limit it to deployable around FOBs or make The command tent dextroyable.

Keep the feature but gives a way to combat the UAV. It woud make a "spook" class of gameplay.

The start of counterintelligence in PR has begun
that's along the lines of what i was thinking adalaxy. it's so good that i'd hate to see it nicked. instead, implement ways to actively counter/make less effective.
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: Commander

Post by Stemplus »

Or what about limiting the UAV range to 1-1,5 km and making the UAV trailer mobile and adding deploy time to the trailer and not the UAV just like it is in TOW vehicles and such? For example UAV trailer spawns, commander gets in and drives to friendly position, becomes stationary and activates the UAV after x seconds of deploying and then has it for infinite amount of time but with limited range from the trailer? Of course he can change the operational area by moving the trailer itself
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Commander

Post by PLODDITHANLEY »

I met the problem with markers not placing on PRTA, on BIG D they place fine.

The marker click noise then the timer recharges but no marker, leaving and re-entering the tent seemed to help but not infallible.
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: Commander

Post by TeRR0R »

CO is finally not so boring anymore.
Keep permanent UAV. It enables much more teamwork.
Maybe make deploy and redeploy time one minute.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Commander

Post by Spook »

PLODDITHANLEY wrote:I met the problem with markers not placing on PRTA, on BIG D they place fine.

The marker click noise then the timer recharges but no marker, leaving and re-entering the tent seemed to help but not infallible.
Its a linux-server related bug and already known.

Yeah deploying and re-deploying should take a little bit more. Maybe 2 Minutes. But everything else is fine and not OP IMO. Its not like CO looks at the UAV the whole time. I usually spend 50% watching UAV and 50% watching the map and organizing stuff and talking to squads.
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Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Commander

Post by Heskey »

I was just loving it, until the server crashed.

However, annoyingly, the markers still don't actually place until 1m has elapsed. Very infuriating! Marking vehicles is currently a tad pointless unless they're stationary.
Last edited by Heskey on 2013-08-12 15:16, edited 1 time in total.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Commander

Post by PLODDITHANLEY »

Find a Euro windows server?
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