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Re: Commander Improvements - Team buffs

Posted: 2020-12-25 00:54
by UncleSmek
Decrease the cooldown for Area attacks.

Decrease the damage done.

Re: Commander Improvements - Team buffs

Posted: 2020-12-25 07:17
by Danielj15
Show commander kills

Re: Commander Improvements - Team buffs

Posted: 2020-12-27 05:20
by WingWalker
So basically everyone agrees, but has different opinions on how to make the Commander role more fun, and more relevant.

There just is not that much to do as a commander, and you can't tell anyone to do anything.

Basically, you need to give the Commander something to do when no one needs UAV or area attack, and some ability to build a stat, like kills, to occupy their "game play mind".

You need to give them a reason to STAY commander.

Its a role of convenience only.

Personally I think it should be reorganized as FAC, or Forward Air Controller. Have a specific kit, not just an officer kit. Maybe even be the only one who can do critical things like lay FOBs, and revert SL's to only being able to lay a rally.

All the you can lay FOB's ia getting a little arcade like anyway.

Re: Commander Improvements - Team buffs

Posted: 2020-12-27 09:19
by Iguanadjy
WingWalker wrote:So basically everyone agrees, but has different opinions on how to make the Commander role more fun, and more relevant.

There just is not that much to do as a commander, and you can't tell anyone to do anything.

Basically, you need to give the Commander something to do when no one needs UAV or area attack, and some ability to build a stat, like kills, to occupy their "game play mind".

You need to give them a reason to STAY commander.
Maybe splitting the kill count of area attack between the “caller” and the commander
I like the idea of calling back stranded vehicles with some sort of timer added maybe. Even if i totally agree that logi should not get stranded anywhere once empty. Many people destroy them so they respawn thus wasting tickets to improve logi respawns...

Re: Commander Improvements - Team buffs

Posted: 2020-12-27 11:59
by PatrickLA_CA
WingWalker wrote:Maybe even be the only one who can do critical things like lay FOBs, and revert SL's to only being able to lay a rally.
It's already difficult to convince a lot of squad leaders to build FOBs without this leaving teams with 1 or no fobs resulting in a quick steam roll.

Re: Commander Improvements - Team buffs

Posted: 2020-12-27 12:32
by Suchar
WingWalker wrote:You need to give them a reason to STAY commander.
All markers placed by a commander disappear 10 minutes after he resigns.

Re: Commander Improvements - Team buffs

Posted: 2020-12-27 16:49
by PatrickLA_CA
Yeah, that gives the team a reason to have a commander active, but it doesn't really give much to the player in the commander seat. Personally, I'm not one that cares whether or not I will get stats as a commander, but it might encourage many players to try it. However, I still feel that the commander can have some more functions, perhaps the simplest one would be the ability to recall stranded logis, although this is also the kind of ability that doesn't really tempt anyone to STAY commander, just like with the area attack right now, hop in - hop out, which, as Frontliner said, is not really a bad thing

Re: Commander Improvements - Team buffs

Posted: 2020-12-29 23:42
by WingWalker
Suchar wrote:All markers placed by a commander disappear 10 minutes after he resigns.
I'm not really sure anyone knows that? Or would really consider it even if they did.

Maybe just having it so with no commander there is a ticket bleed of some rate. I think that would encourage the team enough.

Re: Commander Improvements - Team buffs

Posted: 2020-12-30 01:09
by PatrickLA_CA
I don't think not having a commander should punish the team, but having a commander should reward it

Re: Commander Improvements - Team buffs

Posted: 2020-12-30 13:08
by rushn
What about adding bots and having the commander loosely control them. Gives the commander something to do while waiting around. Bots could help increase immersion but not sure how doable that is.
commander could also get smaller inaccurate area effects that refresh fairly quickly for example 60mm but make them wildly inaccurate and low damage.

Re: Commander Improvements - Team buffs

Posted: 2020-12-30 16:19
by Iguanadjy
UAV with 2 hellfire missile for aircraft ordnances would be OP but so good... maybe making the refuel timing double if ordnance is used

Re: Commander Improvements - Team buffs

Posted: 2020-12-30 23:10
by WingWalker
PatrickLA_CA wrote:I don't think not having a commander should punish the team, but having a commander should reward it
Either or...

... would be a real tangible reason to stay commander.

Maybe 1 ticket every 2mins you have a commander, or some other time interval. That would be on a hour long match 30 tickets gained.

Though I'm not sure if its possible to gain tickets?

Maybe one team having a commander would cause the other to loose tickets, unless they have one also for the same time frame, like a flag cap.

The seems like it would make the commander essential to have, even without adding any special abilities.

But the CO should still get something new and fun to entice people in to doing it.

Though, overall I don't really care if there is a commander or not unless he can actually do something for me as soon as I ask for it. Otherwise I don't wait for one. Probably not even notice there is one until he starts being annoying on mumble or chat, or people start wanting area attack. Maybe that is why originally there were vehicle and supply drops?

Re: Commander Improvements - Team buffs

Posted: 2021-01-01 12:17
by LimitJK
wow this thread is all over the place with horrible suggestions, quickly becoming an all time worst.

first of its funny that people demand a buff, given that the sentiment so far has been that UAV/CO is OP, easily shifting the balance by denying enemy spawn points (spotting/coordinating destruction of FOBs) and tracking enemy assets giving a huge edge in armor fights. also lazes.

all of the given suggestions would detract from another gameplay element/role, making for less teamwork and less traceable gamplay:
supply crate paradrops
less teamwork: cuts out trans
less gameplay: supply is a critical mechanic that the other team should have the ability to deny
less traceable: sudden FOB lol (also resupplying hidden HAT/engi)

frequent small area attacks
less teamwork: cuts out mortars + supply chain
less gameplay/traceable: mortars should be attackable by the other team (counter mortar/recon)

spawning extra vehicles
-essentially only locking vehicles behind a timer, doesnt add anything gameplay-wise

reducing spawn times
-afk commander, doesnt add anything gameplay-wise

ticket gain
-afk commander printing tickets, epic

and even more bonkers suggestions
the problem is some ppl want powerful left click special ablities when it is about nudging the team in the right direction, shaping the battlefield through others by providing superior intel and as needed coordination and logistics support.

in order to do that i would have a single suggestion:
lower the requirements of the CO rally (e.g. only one SL+6). give it long delay after becoming CO to become available and long refresh times (e.g.10min). would allow the CO to instigate a quick assault if he sees a window of opportunity.

commander position is in a good spot right now, besides some QOL improvements that would be nice.

-show kills (why is that even disabled)
-dont force commander kit

Re: Commander Improvements - Team buffs

Posted: 2021-01-01 20:32
by WingWalker
LimitJK wrote:
all of the given suggestions would detract from another gameplay element/role, making for less teamwork and less traceable gamplay
You are missing the point, there is no teamwork with the commander role, because it is not needed by any squad accept for area attack or markers.

As is, no one cares about having a commander.

LimitJK wrote: it is about nudging the team in the right direction, shaping the battlefield through others by providing superior intel and as needed coordination and logistics support.
Yeah, and that is not happening because people do not want to stay commander, its not fun and nothing to do, just hop in, "area attack", hop out. There is also no reason for people to listen to a commander.
LimitJK wrote:.... first of its funny that people demand a buff, given that the sentiment so far has been that UAV/CO is OP, easily shifting the balance
LimitJK wrote: in order to do that i would have a single suggestion
So you say no change is needed, everyone's suggestions here are the worst ever, but you want your own OP buff suggestion? :roll:

Everyone suggestions here are individual things that could be tried to make the role of commander more favorable to play, and more relevant to the squads.

Re: Commander Improvements - Team buffs

Posted: 2021-01-01 22:26
by =-=kittykiller2
comander is fine remember all the fuss with the ins commander and his spotting points that accumilated intel when set at round start. what a fuss, its good to see commander intergrated with cas and mortars though

Re: Commander Improvements - Team buffs

Posted: 2021-01-01 23:41
by T.E.D.F4257845
Not sure if possible to implement, but maybe reduce in capture times / increase time for enemies to neutralise when commander is inside the capzone with officer kit? Would of course again come back to the issue where some random guy can just jump in the commander seat to give enemy a debuff, but could again be avoided by adding a special CO kit that can only be obtained from the main base.

Edit :

Or remove the commander role completely by renaming it to "Drone operator"

Re: Commander Improvements - Team buffs

Posted: 2021-01-02 23:15
by =-=kittykiller2
commander is fine, interface is damn ugly and can be confusing enough to put someone off.

im especially thinking of the UAV flight take off

but i believe interface is getting a overhaul soon in main game, maybe commander will get some love

Re: Commander Improvements - Team buffs

Posted: 2021-01-03 11:54
by LimitJK
WingWalker wrote:You are missing the point, there is no teamwork with the commander role, because it is not needed by any squad accept for area attack or markers.
thats just not true, you omitted the central capability of the CO role (UAV)/a whole paragraph of what i said.

good commanders provide an extra to the squads by providing intel, coordinating/building key fobs and small correctives/suggestions when needed.
WingWalker wrote:There is also no reason for people to listen to a commander.
thats a people problem. compared to RL the hierarchy in PR is rather flat, so you dont get far expecting to just order around others.
talk to individual SLs, give suggestions, ask whether they could build a FOB for you (and always give reason why this and that is needed)
and if you see a squad being useless/ideling consider that you may not have the full picture of what they (think) are doing. ask them and tell them why you think thats wrong and what they should do instead.
i had very good experience with that and after successful assignement of key tasks some SLs even came back to me by themselves asking for new orders (which usually isnt even what i want given that ideally SLs show initiative and COs shouldnt micro).
WingWalker wrote:So you say no change is needed, everyone's suggestions here are the worst ever, but you want your own OP buff suggestion? :roll:
it was an afterthought i wasnt sure to even include, but i didnt just want criticize whithout at least attemting to constructively throw in an idea myself. though i dont think conceding a small buff to an already existing mechanic is OP i have no problem with dropping this suggestion.

doesnt change the fact that most of the suggestions here have gone off the deep end.

Re: Commander Improvements - Team buffs

Posted: 2021-01-03 20:24
by CAS_ual_TY
LimitJK wrote:wow this thread is all over the place with horrible suggestions, quickly becoming an all time worst.

first of its funny that people demand a buff, given that the sentiment so far has been that UAV/CO is OP, easily shifting the balance by denying enemy spawn points (spotting/coordinating destruction of FOBs) and tracking enemy assets giving a huge edge in armor fights. also lazes.

all of the given suggestions would detract from another gameplay element/role, making for less teamwork and less traceable gamplay:



the problem is some ppl want powerful left click special ablities when it is about nudging the team in the right direction, shaping the battlefield through others by providing superior intel and as needed coordination and logistics support.

in order to do that i would have a single suggestion:
lower the requirements of the CO rally (e.g. only one SL+6). give it long delay after becoming CO to become available and long refresh times (e.g.10min). would allow the CO to instigate a quick assault if he sees a window of opportunity.

commander position is in a good spot right now, besides some QOL improvements that would be nice.

-show kills (why is that even disabled)
-dont force commander kit
I agree with this 100%

Re: Commander Improvements - Team buffs

Posted: 2021-01-04 00:14
by =-=kittykiller2
CAS_ual_TY wrote:I agree with this 100%
always show kills dude dont go full killtard