Command & Control (give it a chance)

General discussion of the Project Reality: BF2 modification.
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Command & Control (give it a chance)

Post by SGT.MARCO »

Recently we had the amazing experience of playing command and control on Quingling. As were were playing I wondered why game modes like command & control are not played. This game mode involves both sides building a single FOB. These FOBs can be fortified with extra emplacements like multiple Tows, AA, HMGs, etc. the point of this mode is to protect your FOB while destroying the enemies FOB. Assets spawn immediately in most cases and enables people to be both creative with their FOBs and able to make their own objectives.

I made this post to tell both the admins and community to give this game mode a chance and play it once in a while.
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Command & Control (give it a chance)

Post by Ratface »

I've aways kinda wanted to try this mode out online, but with the intro of mortars wouldnt it be a little too easy now for a commander to spot the FOB with the uav and call a strike down onto the fob? :/
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Command & Control (give it a chance)

Post by SGT.Ice »

I've always wanted to try the game mode, but still iffy.

Mortars have really been braking my balls ever since their introduction.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Command & Control (give it a chance)

Post by Brainlaag »

The main problem with CnC being you need a very competent team. Teamwork and general effort must be as high as possible to ensure this gamemode to be fun. If you can ensure that, CnC offers the highest creativity you can get from any PR gamemode, simply because the whole map is open for you and you can empty any tactics available.

I hardly doubt that these days you can get a decent enough team to make CnC work in a public game.
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: Command & Control (give it a chance)

Post by UKrealplayER666 »

The two times ive ever played CnC in a public game its actually been very fun, i dont understand how its any different in the way you play than a game of AAS, you find your objective, plan your move and carry it out, you just dont know where that objective is to start off with. Does need mortars to be removed to be worth while now though.
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: Command & Control (give it a chance)

Post by SGT.MARCO »

when we were playing last night the map was so big that their mortars were about 800 meters out of range. We placed multiple AAs on either hill and used that to triangulate the enemy CAS, we never lost the FOB.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Command & Control (give it a chance)

Post by Arc_Shielder »

You'll have the opportunity to play it soon in an organized manner. :wink:
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Command & Control (give it a chance)

Post by SGT.Ice »

I think CIA should bump it on KOKAN
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SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: Command & Control (give it a chance)

Post by SGT.MARCO »

SGT.Ice wrote:I think CIA should bump it on KOKAN
what do you mean?
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Command & Control (give it a chance)

Post by saXoni »

As Brainlaag said, you're dependent of a very competent team. I've seen this been done on some servers and it ended up in a complete clusterfuck between the CO and the squads.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Command & Control (give it a chance)

Post by Brainlaag »

Antol.PL wrote:Wicca, maybe some event? Would be nice :D
There is one right in planning, thats what Arc was hinting at.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Command & Control (give it a chance)

Post by SGT.Ice »

All you really need are SL's whom listen to the commander, from there it's pretty straight forward. The only problem is cooperation among the populace.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Command & Control (give it a chance)

Post by Brainlaag »

SGT.Ice wrote:All you really need are SL's whom listen to the commander, from there it's pretty straight forward. The only problem is cooperation among the populace.
Find 18 of those guys, put them in one server and your life will be fulfilled.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Command & Control (give it a chance)

Post by Wicca »

Brainlaag wrote:Find 18 of those guys, put them in one server and your life will be fulfilled.
I got a wife... :D
Xact Wicca is The Joker. That is all.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Command & Control (give it a chance)

Post by SGT.Ice »

[R-CON]Wicca wrote:I got a wife... :D
where's the 18 guys though?
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NuclearBanane
Posts: 200
Joined: 2009-02-14 16:52

Re: Command & Control (give it a chance)

Post by NuclearBanane »

20 people to be exact. You need a commander right?

But it shows how the community and the view of the community has on it self saying they need teamwork and competent teammates.
To say PR has become what BF2 was, chaos.
I have had awesome rounds recently but then again a lot are just normal rounds where teams are slugging it out and people are hesitant to come together because its not an " event "
Its like labeling a match an event makes people more team oriented.

Back to the subject at hand...
I Love Dynamic objectives. And player created objectives sound awesome and from what I've heard are.
Its ashame that people dont run this game mode. But then again when the general regulars from a server aren't there switching to one of these game-modes might kill the populace of the server.

I'll be at that event for sure!!!

~Nuke
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Command & Control (give it a chance)

Post by SGT.Ice »

Might need to start making a push for running this some more, since most people really don't know about it.
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Mantak08
Posts: 56
Joined: 2009-11-03 19:28

Re: Command & Control (give it a chance)

Post by Mantak08 »

the problem i see with C&C is that its completely asset focused. all the C&C maps are heavy large assets maps. that means that everyone jumps to get an asset and your usually left with 8 people who have no choice just to stand around the FOB. the only time its fun is with a coordinated team. i would be interested in seeing the same concept on a similar map that was more infantry/light asset centered.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Command & Control (give it a chance)

Post by AFsoccer »

Mantak08 wrote:the problem i see with C&C is that its completely asset focused. all the C&C maps are heavy large assets maps. that means that everyone jumps to get an asset and your usually left with 8 people who have no choice just to stand around the FOB. the only time its fun is with a coordinated team. i would be interested in seeing the same concept on a similar map that was more infantry/light asset centered.
I've asked the mapping team to create alternate CNC layers without heavy assets, just like we do for AAS... so that problem will be mostly solved with v1.0.
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