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Command & Control (give it a chance)
Posted: 2012-07-19 19:26
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-19 19:38
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? :/
Re: Command & Control (give it a chance)
Posted: 2012-07-19 20:00
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-19 20:09
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-19 20:45
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-19 20:57
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-19 21:00
by Arc_Shielder
You'll have the opportunity to play it soon in an organized manner.

Re: Command & Control (give it a chance)
Posted: 2012-07-20 02:14
by SGT.Ice
I think CIA should bump it on KOKAN
Re: Command & Control (give it a chance)
Posted: 2012-07-20 15:57
by SGT.MARCO
SGT.Ice wrote:I think CIA should bump it on KOKAN
what do you mean?
Re: Command & Control (give it a chance)
Posted: 2012-07-20 16:16
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-20 16:20
by Brainlaag
Antol.PL wrote:Wicca, maybe some event? Would be nice
There is one right in planning, thats what Arc was hinting at.
Re: Command & Control (give it a chance)
Posted: 2012-07-20 18:46
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-20 19:18
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-20 21:28
by Wicca
Brainlaag wrote:Find 18 of those guys, put them in one server and your life will be fulfilled.
I got a wife...

Re: Command & Control (give it a chance)
Posted: 2012-07-20 21:44
by SGT.Ice
[R-CON]Wicca wrote:I got a wife...
where's the 18 guys though?
Re: Command & Control (give it a chance)
Posted: 2012-07-20 22:29
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
Re: Command & Control (give it a chance)
Posted: 2012-07-20 22:34
by SGT.Ice
Might need to start making a push for running this some more, since most people really don't know about it.
Re: Command & Control (give it a chance)
Posted: 2012-07-21 01:07
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.
Re: Command & Control (give it a chance)
Posted: 2012-07-21 03:11
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.