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Old 2010-02-03, 21:11   #1
Michael_Denmark

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Question PATCH 0.9 - CO QUESTIONS

Zero point Nine

will it end up doing more than fine

in the art of commanding

a force of players

always in the fight

reaching out for that planned

commanded

controlled

communicated

Victory Line




THE CO ROLE IN 0.9




1. Mutiny is less fun for the "CO"
Quote:
Added new commander mutiny system accessible to Squad Leaders
- How do you think this system will affect the rounds having bad commanders?

- Will new players think twice now, before applying to play the position?

- Should there be a thread in the forums, using screenshoots from this new system, to warn the community about players having been kicked out X times of X rounds?




2. Flexibility is a funny word
Quote:
Added Armored Command Vehicle (ACV) for all factions, this replaces all Command Trailers for most factions and is where you can use the UAV (Carriers still have command post)

Removed requirement for Commander to be in the Command Post/ACV to use his Command Screen. Commander can now use his Command Screen anywhere (but still needs to be in the ACV to use the UAV)

Removed requirement for insurgent, taliban and hamas commanders to have the officer kit to enter the command post
These new factors will without any doubt increase the commanders flexibility. For those out there, always playing the co-function for its content, this is like an old dream comming through; the dream of flexibilty.


- In regard to increased level of team-play, what do you think the outcome will be ?

- Will these factors influence the amount of players who plan their battles in advance?

- Will squad leaders begin to plan in the rounds them selfs, thus at some point also stepping up and lead those teams without a CO?

- Will the outcome be less players wanting to command?




3. Evil metal from above
Quote:
Updated Mortars/Artillery, they no longer damage ammo caches

Updated Commander requested Mortar strike, they are now representative of a 2 x Mortar team firing a 30 second barrage of 30 81mm HE rounds. Approx. 20m kill radius, up to 40m wound radius

Updated Commander requested Artillery strike, they are now representative of a 4 x Battery team firing a 60 second barrage of 105mm M1 rounds. Approx. 35m kill radius, up to 80m wound radius

Updated Commander requested "JDAM" strike, , they are now approximately representative of a GBU-32 or KAB500L. Approx. 175m kill radius, up to 350m wound radius
Helpful fire. Nice and handy should the situation present it self.


- Will the outcome of the above result in an increased focus on mobile warfare?

- Will static defense decrease in focus?

- Will these changes affect the amount of players stepping up for the function? Maybe even embedding evil metal in x phase/s of their plan?


***



Quote:

CO Zero point Nine

Will it increase the function´s ability to shine?
Michael_Denmark is offline
Last edited by Michael_Denmark; 2010-02-03 at 21:20..
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Old 2010-02-03, 22:25   #2
Serbiak
Default Re: PATCH 0.9 - CO QUESTIONS

Quote:
Originally Posted by Michael_Denmark View Post
1. Mutiny is less fun for the "CO"

- How do you think this system will affect the rounds having bad commanders?

- Will new players think twice now, before applying to play the position?

- Should there be a thread in the forums, using screenshoots from this new system, to warn the community about players having been kicked out X times of X rounds?
1. I think the mutiny vote will be more effective. Just because the squadleaders usually care more about the commander than the general player. Meaning: Less Players able to vote bute caring about the vote. And therefore increasing effectiveness of the vote.

2. Don´t think so cause new players just wanne try everything and dont care, but they will be voted off quicker

3. Definately not since getting kicked does not neccessarely mean you made a big mistake. Just think of not joining a squad, or Pb issues resulting in a kick.
Possible thought for bans maybe but not for kicks.


Quote:
Originally Posted by Michael_Denmark View Post
2. Flexibility is a funny word


These new factors will without any doubt increase the commanders flexibility. For those out there, always playing the co-function for its content, this is like an old dream comming through; the dream of flexibilty.


- In regard to increased level of team-play, what do you think the outcome will be ?

- Will these factors influence the amount of players who plan their battles in advance?

- Will squad leaders begin to plan in the rounds them selfs, thus at some point also stepping up and lead those teams without a CO?

- Will the outcome be less players wanting to command?
1. Not a big increase as you probably exspect I would guess. Just because when you played on the right servers you already had a very high level of teamplay and communicating.

2. Maybe the area attacks since more effective but basicly same as in No. 1

3. Same as in No. 1 again. Sure commader is more flexible now but you will still be able to fight a good round without commander.

4. Probably a little more since you dont have to sit in the commandpost all the time anymore. You can look at the area attacks yourself


Quote:
Originally Posted by Michael_Denmark View Post
3. Evil metal from above


Helpful fire. Nice and handy should the situation present it self.


- Will the outcome of the above result in an increased focus on mobile warfare?

- Will static defense decrease in focus?

- Will these changes affect the amount of players stepping up for the function? Maybe even embedding evil metal in x phase/s of their plan?
1. You won´t expect faildams anymore and an overall increase of the area attack effectiveness. So the tactic of rushing in after area attack has always been there.

2. No don´t think so. Foxholes will be more resistant to area attacks. So I think they will find their love soon.

3. Sure but has already been there. Like I said rushing in after area attack.
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Old 2010-02-03, 23:33   #3
Proceed
Default Re: PATCH 0.9 - CO QUESTIONS

Quote:
Originally Posted by Michael_Denmark View Post

1. Mutiny is less fun for the "CO"


- How do you think this system will affect the rounds having bad commanders?

- Will new players think twice now, before applying to play the position?

- Should there be a thread in the forums, using screenshoots from this new system, to warn the community about players having been kicked out X times of X rounds?


A bad commander trying to lead is always better than no commander, and in PR its not the same like in Vanilla, there are not several guys who would fight to command.

I think new players who know about the way the commander should be played, will not apply as a commander anyways, because they need to lead without knowing about the possibilities they have with weapons, vehicles, strategic important points, and especially they have to use voip as a leader ...


Quote:
Originally Posted by Michael_Denmark View Post
2. Flexibility is a funny word


These new factors will without any doubt increase the commanders flexibility. For those out there, always playing the co-function for its content, this is like an old dream comming through; the dream of flexibilty.


- In regard to increased level of team-play, what do you think the outcome will be ?

- Will these factors influence the amount of players who plan their battles in advance?

- Will squad leaders begin to plan in the rounds them selfs, thus at some point also stepping up and lead those teams without a CO?

- Will the outcome be less players wanting to command?
I dont think that thís changes much, when commanding your command screen is opened all the time, UAV is an essential part of the commanding so the commander shouldnt run around too far away from the commandpost, the only thing is, that when there is no commander, and you desperately need an area attack, a squad member just can apply as commander, allow the area attack, and join back in without any trouble.

Quote:
Originally Posted by Michael_Denmark View Post


3. Evil metal from above


Helpful fire. Nice and handy should the situation present it self.


- Will the outcome of the above result in an increased focus on mobile warfare?

- Will static defense decrease in focus?

- Will these changes affect the amount of players stepping up for the function? Maybe even embedding evil metal in x phase/s of their plan?


***
It finally gets as dangerous as it should be, having such a long timer.

Static defense still provides cover against CAS/HEAT/TOW so it should not change, dont think that the FOBs will be placed open fielded with the argumentation "the JDAM could easily destroy it anywhere - Ill just pop purple smoke around it all the time to keep it unnoticed "
I think this change could make the commanders job much more attractive to all players, cause now you have the new area attacks aka BFG .


Cheers Proceed
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Old 2010-02-03, 23:39   #4
Rudd
Retired PR Developer
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Default Re: PATCH 0.9 - CO QUESTIONS

regarding mutiny vote, if the majority of squad leaders believe you are no fulfilling your role...you probably arent


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Old 2010-02-03, 23:52   #5
Silly_Savage
Default Re: PATCH 0.9 - CO QUESTIONS

I'm sure if you wait two more days, all your questions will be answered.

I see no such need for threads like these when v0.9 is going to be released this Friday.
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Old 2010-03-15, 18:57   #6
Michael_Denmark

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Default Re: PATCH 0.9 - CO QUESTIONS

Thanks for the answers, including the fifth negative one, not explaining why threads like these, made by a user of the game, should not be deployed.

All the best,
Mike
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