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Re: More commander assets and better commander gameplay
Posted: 2013-11-27 15:20
by Onil
I think that TOW and AA emplacements should only be place-able with CO approval, as FOB's where back in the day. SL's will send a request to place the TOW/AA and the CO will have to accept it for the asset to be placed.
Sure someone can still only go CO to accept it, as it currently is with JDAM/Arty but it is an inconvenient and if you have enough of those, it makes having a CO 24/7 a necessity.
I also agree with the destroyable UAV station, similar to the radar station that you had in vanilla. It would make the UAV less OP and would add another sabotage mission for the ones who enjoy those.
I still think that a CO deployable minefield would be quite a nice thing to have. Would allow the CO to also have some fun and at the same time it is a strategic option that comes in handy when you want to limit the enemy's maneuverability. You could still make it so that the asset would require a request from either a squad leader or an engineer and perhaps that it needs the engineer to "build" it.
Re: More commander assets and better commander gameplay
Posted: 2014-06-05 04:21
by Daxt2
Give the commander the ability to manually control a drone strike! Would be sick when you seen 30 Insurgents on an unknown haha
Re: More commander assets and better commander gameplay
Posted: 2014-06-06 05:32
by LeMe
Maybe give the commander or crewmembers the chance to move the Mobile UAV Vehicle, so the commander can get closer to the fights them self.
Re: More commander assets and better commander gameplay
Posted: 2014-06-06 07:24
by Ron-Schultz
My only suggestion for the CO: make the UAV mobile.
Achieved by(suggestions):
-Laptop weapon slot or
-UAV integreated in some vehicles (APC, Hmmvs, helicopter,...)
-UAV Station driveable or
-UAV Station deployable or
- no UAV Station needed at all
Re: More commander assets and better commander gameplay
Posted: 2014-06-06 15:24
by Raklodder
A few squad leaders have chose to disobey key orders and speak directly with themselves (squad leader to squad leader over all-squad communications) what's the point of being a Commander if squad leaders simply may use that button?
Re: More commander assets and better commander gameplay
Posted: 2014-06-06 18:19
by iwingi
I don't know if this was mentioned, but it would be cool if the commander would collect tokens for squads completing their objective. With these tokens the commander would boost the respawn timer for an asset or something.
Re: More commander assets and better commander gameplay
Posted: 2014-06-07 19:11
by TheAndrew1987
epicelite wrote:Bring back some more of the BF2 commander assets such as being able to Paradrop a supply crate.
I mean realistically there's no reason a big cargo plane couldn't fly over a battlefield super high up and drop some supplies. Just put a delay on the crate drop and make it come from high enough that enemies could see it, which would be the downside.
I rarely see anyone play commander beyond taking the position just to delete a few unused FOB's and then resigning.
Possible on maps with airfields for either the main or one that is controllable, the commander could call in a supply drop that would spawn a tank or something. Not sure if have a plane actually land and drop one quickly is possible.
As in: ever X minutes the commander can call in a vehicle drop that would spawn X vehicle at their mane(if its an airfield), or as a reward for controlling the maps airfield that teams commander can call in a vehicle drop in the same way.
I'm not sure about tanks but i could totally see a jeep/humvee or any other light transport vehicle being dropped somewhere on the map , perhaps make it so squad leaders can request a vehicle drop (much like the request for inf marker or calling trans squad via radio)
I mean just imagine this scenario: A squad is in a remote location and trans is not available , then they call in a jeep airdrop and use it to get to wherever they want to go to.
Also make the parachute descend very slowly so that the enemy has enough time to reach the dropzone and stop the squad that requested it from reaching the jeep/crate.
Maybe even implement a system similar to the rally point one where there has to be 2-3 players next to SL in order for the SL to be able to call it in so that it won't be wasted.
Re: More commander assets and better commander gameplay
Posted: 2014-06-09 09:35
by StandardSmurf
Perhaps a charging supply / trans vehicle drop would be realistic and cool. Have a big C 17 fly over and dump out 4 crates a repair station and a hummer or two with parachutes. That would be awesome and I'm not expecting it to happen. Commander lase was awesome on UAV, but that can be very cheap and brutal. The area attack is great, trouble is that most people don't know how to call them in. Using the radio you have to look at the target and request it, you cannot set distance and call it. Makes it hard to call accurate area attacks for most people unless you are an area attack artist like myself... Anyways that's my two cents
Re: More commander assets and better commander gameplay
Posted: 2014-06-09 10:42
by Death!
Raklodder wrote:A few squad leaders have chose to disobey key orders and speak directly with themselves (squad leader to squad leader over all-squad communications) what's the point of being a Commander if squad leaders simply may use that button?
I wish a I had a half decent commander all the time, so I could take care and position my men on the battlefield focusing on accomplishing the assigned task only.
Do you guys realize how stressful it is right now to be a SL on Muttrah? There is way too much shit happening at the same time and you need to act as your own commander AND SL.
I always try to obey commander when we have one, even if it is a shitty one. It's part of the roleplay.
Re: More commander assets and better commander gameplay
Posted: 2014-06-09 15:09
by ComradeHX
Daxt2 wrote:Give the commander the ability to manually control a drone strike! Would be sick when you seen 30 Insurgents on an unknown haha
And give INS commander ability to order suicide bomb(summon explosion on coordinate of a civi) on all BluFor.
Point-blank explosion can't be too good for their health, and it's realistic.
Re: More commander assets and better commander gameplay
Posted: 2014-06-09 19:11
by Beee8190
Before we talk yet again what is realistic for blufor to have, insurgents are long due to having suicide bomber capabilities
As for commander assets, artillery strike support would be good to have. Not quite like in vanilla BF2 but the choice of single shell or very short burst, where it takes some time to adjust could be useful.
The artillery should be in place where enemy can get to and be able to temporarily destroy it, for the both sides.
Something I'd like to see
Re: More commander assets and better commander gameplay
Posted: 2014-06-10 00:56
by doop-de-doo
Slapping some toys onto the commander position isn't going to enhance his roll. The UAV and team coordination are arch-rivals for the the commander's attention/function.
I would
- make the UAV a team asset, instead of soley commander's (finally a real recon squad with real recon duties, or included in CAS squads otherwise);
- codify the commander's Go to/Attack/Defend markers to contain timers which penalizes squad leaders for not arriving at those locations (say 100m area) within (say 5 minutes).
-New Go to/Attack/Defend marker resets timer
-Mutiny nullifies all timers
-Observe/destroy/etc. markers are not included
-Squad leaders may change their marker for personal use, but the timer still remains active for the Go to/Attack/Defend location received from the commander;
- make the "show kit" option, the default option;
- not force commanders to do all relaying of inter-squad information. In other words, I wouldn't force the commanders to manage all the inter-squad communication;
- allow the commander to call in area attacks on his own (God Mode FTW);
- remove the ability for commanders to build assets/FSBs to avoid Bob the Builder commanders (guilty here);
- return full zoom to the commander interface, so he can get the satellite imagery he deserves.
Re: More commander assets and better commander gameplay
Posted: 2014-06-10 06:30
by doop-de-doo
Dr_Death wrote:talking about the Co. position, i think that people dont obey the Co orders, even if there is a descent Co. in position.
doop-de-doo wrote:
- codify the commander's Go to/Attack/Defend markers to contain timers which penalizes squad leaders for not arriving at those locations (say 100m area) within (say 5 minutes).
-New Go to/Attack/Defend marker resets timer
-Mutiny nullifies all timers
-Observe/destroy/etc. markers are not included
-Squad leaders may change their marker for personal use, but the timer still remains active for the Go to/Attack/Defend location received from the commander;
I quote myself. lol.