2010-02-03, 21:11 | #1 | ||||
Join Date: Jul 2006
Posts: 2,189
Denmark
Location: Project Reality Frontline
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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:
- 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:
- 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:
- 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:
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Last edited by Michael_Denmark; 2010-02-03 at 21:20..
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2010-02-03, 22:25 | #2 | |||
Join Date: Jan 2008
Posts: 605
Germany
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Re: PATCH 0.9 - CO QUESTIONS
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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:
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:
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. | |||
2010-02-03, 23:33 | #3 | |||
Join Date: Jun 2009
Posts: 200
Europe
Location: Bayern
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Re: PATCH 0.9 - CO QUESTIONS
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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:
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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 | |||
2010-02-03, 23:52 | #5 |
Join Date: Aug 2007
Posts: 2,083
Afghanistan
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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. |
2010-03-15, 18:57 | #6 |
Join Date: Jul 2006
Posts: 2,189
Denmark
Location: Project Reality Frontline
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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 |
Tags |
patch, patch 0.9, questions, the commander changes |
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