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Insurgent Commander

Posted: 2008-01-29 01:09
by Expendable Grunt
Out of curiosity, why can the insurgents get a commander this edition? Was it a mistake, or on purpose? And will they ever get assets, like road blocks?

Posted: 2008-01-29 02:07
by gclark03
They should get road blocks and a 'super-IED' commander asset that can be placed across an entire road and act as a giant landmine.

Posted: 2008-01-29 02:30
by ConscriptVirus
the insurgent leader would probably never fight in real life. just hide in a cave or something.

plus in my experience playing as insurgents...there isnt much need for a commander. simply all u have to do is defend defend defend those weapon caches.

Posted: 2008-01-29 03:21
by BloodBane611
They can get a commander!? Interesting....

Anyhow, I second grunt's question.

Posted: 2008-01-29 04:21
by gclark03
Insurgent commanders aren't really commanders in the sense that they hang out in some command post with a cup of coffee in one hand and a Blue Force Tracker in the other. Think about Castro - he was ultimately commander of the Cuban revolution, and he was really just a vitally important rebel infantryman, fighting alongside his subordinates in the jungle. There is no place for a true BF2 commander in an army without assets and a mod without the vBF2 command functions.

In short, the Insurgent commander doesn't work like the conventional commander because he is functionally just a one-man squad leader with yellow text. Giving him too many perks steps beyond the bounds of an insurgent force, and there really isn't much more to take away than the position itself.

Posted: 2008-01-29 05:14
by Expendable Grunt
Agreed.

In all seriousness, if Insurgents EVER got assets, they should be able to deploy them without a CO (road blocks, etc; nothing like a firebase at all, and any bunkers are not spawn points). Militia should be similar, but not require a truck (CO must give the order though).

Posted: 2008-01-29 05:26
by DavidP
I think it could work if...

1. The Commander had assets to deploy like those listed above.

2. Civi's getting back shovels to make the above happen.

3. All Commander toys/abilities are disabled.(I.E. no Jdam or Supply drops)

4. The Insurgent Cell leader kit was modified abit. A side-arm and a Grapple added.

5. The Ability to build a "Headquarters" of sorts. What i mean is a kind of central point where pick up kits would spawn that would spawn nowhere else(Maybe a dedicated Medic or Engineer?)

Posted: 2008-01-30 19:35
by Valtasar
I would be hapy if the will be commander even without eny esets just the abilaty to cammand other squad.
Maybe that will bring some order in the chaos.

Posted: 2008-01-30 19:40
by Expendable Grunt
I just want to know if it's an accident that it's even in the game :|

Posted: 2008-01-30 20:25
by fuzzhead
No its not an accident. A smart insurgent commander can get cells organised, redirect them to where they are needed, get them to blow bridges, put IED's in high traffic areas, etc etc

No major organised servers run al basrah because of the crashes but it would be nice to see a highly organised round on al basrah to see how things play out :)

Posted: 2008-01-30 23:16
by torenico
Like a Al-Sarqawi (They guy who was in fallujah)

or like a Bin Laden xD

Posted: 2008-01-30 23:24
by Wasteland
Yeah, there was only a lack of insurgent commanders in previous versions because they devs didn't want to give the insurgents the Eye of God.

Posted: 2008-01-30 23:28
by Sadist_Cain
What's the word on having the ability to deploy Insurgent assets such as roadblocks?
I know we can organise cars together but with how easily they can be made to Vanish into nothingness it's hardly effective.

I can't wait till we can run Basrah again :D

Posted: 2008-01-30 23:38
by Killer-Ape
[R-MOD]Wasteland wrote:Yeah, there was only a lack of insurgent commanders in previous versions because they devs didn't want to give the insurgents the Eye of God.
Maybe not the "eye" but they do get to use the "Hand of god" aka Bomb truck :mrgreen:

Posted: 2008-01-31 19:38
by Expendable Grunt
[R-DEV]fuzzhead wrote:No its not an accident. A smart insurgent commander can get cells organised, redirect them to where they are needed, get them to blow bridges, put IED's in high traffic areas, etc etc

No major organised servers run al basrah because of the crashes but it would be nice to see a highly organised round on al basrah to see how things play out :)
Thanks. To date, the only people going commander that I've seen personally are nublets who want x2 score at the end (for some reason). They rarely stick around though, as I actually try and get orders off of them.

Posted: 2008-01-31 19:51
by ReadMenace
I think Insurgent roadblocks should be a ;-) issue.

-REad

Posted: 2008-02-01 03:22
by Sgt_Canadian_Floss
Maybe, if we want a crazy fanatic at the head of the insurgents, give everyone in a 50 meter radius of the CO (insurgent of course) to have a health boost. To represent the fanatism with which they serve him.

(been playing to much warhammer 40K lately(witch hunters))

Posted: 2008-02-01 04:33
by BloodBane611
lol canadian

Haven't played with a comm, but I can see how one would be handy.

Posted: 2008-02-01 07:29
by HughJass
deployable vergin station

Posted: 2008-02-01 11:50
by s3v3ndust
A smart commander on basrah gets a squad dedicated to jihading, a different squad for roof top RPG's and AA, another squad for road side IED's and a mobile infantry squad with PKM's, RPG's etc running around securing everything.

Road blocks would be nice though.