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Re: More commander assets and better commander gameplay

Posted: 2014-06-10 21:52
by doop-de-doo
...suddenly, mutiny...

or sudden admin...

Re: More commander assets and better commander gameplay

Posted: 2014-06-11 03:38
by Rabbit
Eh, I played commander on sbeneh for the first time the other day. It could use more features, however remember that adding commander assets means hurting the insurgents even more. If you see any changes in the future it will MOST likely be in realism for him.

Re: More commander assets and better commander gameplay

Posted: 2014-06-12 02:14
by matty1053
[*]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);
God, this would ruin the game. Someone would just sit in it the entire round, not doing anything.... that is what I see.


[*]allow the commander to call in area attacks on his own (God Mode FTW);
God, no.
The commander IMO would waste it. (Depending on who is commanding)




[*]return full zoom to the commander interface, so he can get the satellite imagery he deserves.
I have an issue with this.
If they added this back, (which I doubt they will) remove thermals.


But, on Insurgency. It's boring being CO, even though it helps the blufor. (I have noticed a lot of INS matches w/o a Commander, the blufor loses often)
All the CO does is use UAV, scan for targets, accept area attack, blah blah...
And only GOOD squad leaders follow commands from GOOD commanders.



But, honestly. Commander is fun, especially if you are eating some kind of food while playing PR! :razz:

Re: More commander assets and better commander gameplay

Posted: 2014-06-12 17:45
by Adalaxy
This will never happen but....

If you were to take away the Squad leaders ability to talk to one another, it would make the commanders job so critical it would probably break the game.

Re: More commander assets and better commander gameplay

Posted: 2014-06-12 19:47
by Beee8190
[R-DEV]Rabbit wrote:Eh, I played commander on sbeneh for the first time the other day. It could use more features, however remember that adding commander assets means hurting the insurgents even more. If you see any changes in the future it will MOST likely be in realism for him.
That is a fair point but its a matter of how we look at it

Skilled Commander can be devastating asset to the opposing force by just sitting at his green little tent and if his team is also quite capable, Insurgents have absolutely no chance whatsoever.

I was a commander the other day on Op. Archer and I was able to find their every cache and even hideouts very easily.

We also had a transport squad that really acted as CAS but did a great job at that, taking out one gary after another and a number of their vehicles. In the end we simply destroyed the taliban to the point some players even felt sorry for the other team as most talibans has had something like 2 or 3 kills but 20 or even more deaths.


With that said, some issues around insurgency are now known but I think removing a commander from insurgency style maps should probably also be considered

As to why - IRL there would be very slim chances of UAV / Commander being able to keep track of vast land area that insurgency happens in but is ingame put into relatively tiny areas that is far too easy to keep track off and as mentioned even finding potential cache before its even known to the players

THe maps would have to be vastly larger for UAV to be fair or make sense

Re: More commander assets and better commander gameplay

Posted: 2014-06-13 01:08
by doop-de-doo
As someone who regularly plays SL, my mentality is to play one of several roles within the team, depending on its lineup, and I'll try to fill any hole that might have gone missing. Sometimes I don't want to do anything too stress related and am happy to sit back and build FSBs or run mortars. Having a commander can easily upset that balance.

The balance of what I enjoy doing at the time.

I choose to SL because I understand (to a limited degree) what is needed for certain maps, under certain circumstances, and am interested in taking on a special responsibility for that match. A commander, in this situation, can either enhance my gameplay or ruin it because I've already created a mental image of my squad's role for the match. Game on!

When the commander works with SLs in their roles, it's wonderfully superb from an SL's point of view, being that the CO can provide intel, create links between squad maneuvers and sometimes call a wayward squad back into battle. As you can see, this is most likely what players in the PR community expect from the commander: SL support.

However, that role is ***-backwards. In reality, the commander gets to choose what the team's layout will be, who goes where, when, with what purpose, & creates the maneuvers through the SLs.

I don't believe that many are really prepared to deal with that kind of commander; not necessarily because it might appear boring and a bother, but because the majority mindset is that SL>commander and the commander is more like a support hub.

The proper team initialization should be
  1. Someone goes commander
  2. Commander starts requesting leaders for squads in his order of priority ("Who is going to run armor?")
  3. SLs take on responsibilities offered by the commander and create squads based on commander's request
  4. SLs take on squad members for their missions.
  5. All spawn in
From this you already understand that the commander is Power Supreme. Where that commander chooses to go from there is his choice.

Posted: 2014-06-25 22:27
by Cavazos
A supply and small vehicle drop would be awesome. And for insurgents it can be a weapons drop.

And Doop's idea is great. But I don't think it can be implemented in this engine.

Sent from my XT1028 using Tapatalk

Posted: 2014-07-04 08:15
by Cavazos
You are saying the purpose of RTB is for supplies and vehicles.

Repairs are the main reason. Supplies are not. And a one vehicle asset drop with a timer isn't something an entire team can rely on for getting a vehicle.

It's like artillery. Sure, we got it. But a lot of times it's not used and it doesn't suppress the use of motor pits.

Sent from my XT1028 using Tapatalk

Re: More commander assets and better commander gameplay

Posted: 2014-07-07 13:58
by Beee8190
It would be handy for commander to be able to resign squad/s.

From my own experience not only some squads simply and constantly ignore their commanders but repeatedly waste assets due to lack of skill and ignorance there is nothing anyone can do.

However only long term commanders ( must have been commander for the past 10 minutes or so ) should have the ability to prevent trolling

Re: More commander assets and better commander gameplay

Posted: 2014-07-07 14:08
by Beee8190
Also would it be doable to have higher resolution maps for commanders?

When red-marking targets, a nearby treeline, road or a rock formation can serve as identification point to place accurate markers or even somewhat close laser pointer for CAS but that can prove very difficult due to lower resolution of said map available to commanders.

I'd like to also suggest better positioning awareness or some sort of digital compass displaying the North, south, West and East as on maps like yamalia its near impossible to know which way is the UAV pointed at as the flat land lack any pointers to orientate by.

A simple GPS guidance could work as well?

Re: More commander assets and better commander gameplay

Posted: 2014-07-08 10:40
by StoneClaw
I primarily want to see these to commander changes happening:

- The "Satellite Feed Lost" screen is pointless and annoying if you need to quickly send an order or place a marker. Maybe, you've finally spotted that sniper, then you spin the mouse wheel (too much), it goes onto the "Satellite Feed Lost" screen, then you zoom out again but, you zoom out too much, so you zoom back in and finally get to max zoom, and place that "Accurate sniper marker". By now, APCs, Infantry and maybe even the sniper have changed location, just because it took so long to place that one marker. That black screen has no purpose and simply makes it harder for commander to command. If you are going to add satellite view for commander, fine, keep it, but otherwise remove it. Just FYI, this actually happened to me on numerous occasions.

- Commander Kit for insurgency factions. Not the standard officer kit. Yes, I get it, in INS factions gear such as scopes are in short supply and only issued to specific operators that could make the best use of them. These kits are valuable. But, what is perhaps the most valuable unit in an INS faction, if not the commander? Since there is no UAV asset in INS, the commander has to take a front line role in spotting the enemy and guiding the team. You can see where I am going with is, yes? In a front-line role, a scope is almost always required, since the attacking Blufor Faction always has scopes-a-plenty, and prefer to keep a distance. There is only one commander per team, so it makes sense that the HAMAS would muster a scoped weapon for their commander. Also, IRL it would be the commander that issues specialized weapons, and what kind of commander wouldn't send one of those toys his way, especially when he knows he'll need it? What I'm asking for here, is a special kit, only usable and request-able by the faction's commander, that either in standard or alternate form, features an optic mounted to a weapon. To stop the commander from lending team-mates this kit, you could add the "You cannot use this weapon" script, to ensure that the commander doesn't supply his whole team with weapons with scopes.

Posted: 2014-07-08 20:26
by Cavazos
It makes sense an insurgent commander would have a scope as part of his loot.

Sent from my XT1028 using Tapatalk

Re: More commander assets and better commander gameplay

Posted: 2014-07-09 00:29
by PLODDITHANLEY
Someone told be the new red CAS symbol is actually a visible laze is this true? Checked and yes it is, but because of the lack of finite zoom it's always going to be a bit approx....

Ins CO using CO rally could be a game changer assuming it still works with insurgents.

Re: More commander assets and better commander gameplay

Posted: 2014-07-09 04:17
by Psyrus
PLODDITHANLEY wrote:Ins CO using CO rally could be a game changer assuming it still works with insurgents.
It doesn't work, which I really hate :evil:

Re: More commander assets and better commander gameplay

Posted: 2014-07-11 21:41
by Chuva_RD
Beee8190 wrote:It would be handy for commander to be able to resign squad/s.

From my own experience not only some squads simply and constantly ignore their commanders
commander isn't a light admin, it's a guy with access to UAV and ability to set some markers. No need to imagine what "commander" in PR should command apriori.
If you want to be commander for first you need at least small team of friends/guys who respect you/who love to play like you order. I thought it's obvious enough.