Majorpain wrote:
In a company attack the Major will be out on the ground leading his company, and a Lt-Col will be somewhere close behind managing the company attacks. They need to be close to the fight to see what is going on and to keep in comms with the leading platoon/company.
The static commander we have now is more likely to be a Brigadier (1 star) commanding a few Battalions.
Glad I'm not the only one that sees this as the way a commander of a force
this size operates. If I was out there with 30 guys under fire and no
leader on the field I'd be pissed! Sure there is another guy on the
aircraft carrier or bunker who has the overhead view, but the guy who's
telling squads where to go can see the field. We're talking platoon sized
force on most maps not company or divisions.
Majorpain wrote:
How about this proposal...
Commander can leave his post and walk around.
He can call up his tactical map out on the ground.
He can only call in Airstrikes/Mortars from his command post.
He gets a 3 minute respawn when he dies.
Nice! Does that not cover US needs as well as EU/AU/whoever?
H3eadshot wrote:
This discussion seems to have run its course really, whatever we try to explain you categorize under change of gamestyle.
Best lock the thread then.... This isn't about you explaining and
us "getting it". We know how to play. We know how to fight. The current
commander feature-set doesn't work for us, maybe it does for you. This is a
discussion pointing out the problems and talking them over in the hope of
finding a solution. Please don't take it personally.
H3eadshot wrote:
If you guys can cope without a CO perfectly then why do you insist on complaining about the CO and him not being able to leave his CP?
We cope without a CO because that's how we're forced to play. If the CO was
a playable slot we'd use it. As it stands it's just much better to have
that leading player in a squad leader slot then a CO slot that can't do
anything. Adapting to a feature change we find comes up practically
"broken" (i.e. doesn't get used as it doesn't fulfill the users needs for
the feature) does not mean that we do not want or need a CO slot that works.
H3eadshot wrote:
So you can run up to the front lines unguarded and watch what's happening?
Who said anything about being unguarded? PR players in general are
disciplined enough to manage our own engagements and don't need the game
mechanics protecting us from noob commanders. There is no need for the game
to stop the commander rushing to the front as the players know the score,
if they don't they learn fast. The timer suggestion would fix this without
breaking the commanders legs.
H3eadshot wrote:
You ask why they are confined solely to CP post but let's hear your explanation of why they shouldn't be.
I think that's been explained from enough people to show that it's not just
some idiot on the forum that needs to be told off and then ignored. The
slot isn't being used, because it isn't fun, because it can't do anything.
I'd like to hear the explanation of why the game can't go forward with a
properly functioning commander slot?
So here are my base unanswered questions again.....
Why should the commander be restricted to his CP in this way?
Why should the commander not have the same map that ever player has?
Why should the commander not be able to build when squad leaders can?
Why should the commanders only role be coms and mortar strike approvals?
btw we've been using the map support markers that squad leaders create to
great effect, basically cutting out all need for any CO coms relaying.
These then result in choppers/CAS showing up without a commander having to
tell them of the existence of a request.
-Ben