bahiakof wrote:I play 90% of the time in the position Commander of the team (and I'm already giving up). And I say, Project Reality Commander does not work the way the R-DEV's want, because the idea of ??having a "General" is not accepted by anyone, since players do not like to take orders from someone inside a armored vehicle in the Base. I realize that other leaders prefer to follow the orders of a field squad leader rather than a "General" in the command center.
An example is the Project Reality events, where the team commander is always a squad leader, the commander position is occupied by members of this squad to: use the UAV (when allowed in the event) to locate FOB from the enemy And release the artillery, and nothing more.
About scores for commander? Want to score as commander? Want to stay in first place? Then leave the mainbase, go to the battlefield, and create a super FOB in an area to be defended, stay close to this FOB, keeping it as the main contingent point. With this you will always be among the top 5 in the rank, because I always do this, and I am always well ranked.
The PR commander must be practical in order to be able to coordinate both the team on the mainbase and on the battlefield:
The thing is, right now commanders aren't a nessecity. heres what I mean,
70% of the players are grunts, 5% team leaders, 20% squad leaders and 5% commanders.
If there are no squad leaders(have that be in a squad with afk leader, or a split up squad talking on local in fireteams), members CAN coordinate amongst themselves(hence team leaders), but generally the intended mechanic(id assume) is to have squads working, as most of the playerbase will be here.
If there are no commanders, then the squad leaders can coordinate amongst themselves - however the commander position isn't as needed as the squad leader.
At the beginning of a round, most squad leaders coordinate with each other '1 will go for objetive ---(a)" "ok, 2 will go to objective---(b) then!" "anybody needs trans?" "4's going to support 1 on the main assault" "5 is gonna set up some fobs with our logi at grid ----, gonna temp mortar ask for fire mission"
the role of a commander in terms of commanding is:
- giving the team overall cohesion. if a squad asks for support the commander can see which elements are avaliable and reroute them to support the squad in need of assistance.
-UAV(to help identify threats and position your elements to exploit enemy weaknesses or reinforce locations prior to enemy assaults)
-field rally point, generally this is only when the commander's UAV is refueling, some field time is never bad, you can help encourage the troops too.
what i'm going to say is pretty important for all players
but when I say giving overall team cohesion, please don't do this(and this applies to not only the commander, but also squad leaders): Ask a squad(or member) of more than what that man/woman can deliver.
Think and command with logic, because if you don't, you'll lose the trust of squads and they'll start acting on their own ideas.(this is of course excluding those squads who didn't communicate or work together in the first place, because who tf cares about them, 95% of them are free kits) Never feel afraid to ask them for input, collaboration is what makes plans stronger.
and squad members, never feel afraid to tell your squad leader that you can't preform a role, just say it and get a role that's got more room. hell you can even just ask to trade kits with some regular squaddie.
so, my overall point here is: commanders are useful, but at the current state they are not a nessecity(they should be more of one, though). squad leaders can take the role of coordinating squads, and intel can be provided via recon.
and: never ask a man more of what he can deliver.