|
PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
|
Thread Tools | Display Modes |
2024-07-08, 10:46 | #1 |
Join Date: Jun 2012
Posts: 717
Cape Verde
|
Being commander kinda sucks
"can someone go commander to delete that FOB?"
"Can someone go commander and accept area attack?" 90% of games this is the extent to which commanders are used. The other 10% is the times someone can be bothered to be a dedicated UAV pilot. Even though the game is platoon - reinforced platoon sized actions the commander is actively discouraged from participating in the fight/being in the field like they're a general. Presumably relegated to sitting at main base pulling their hair out trying to LARP like PR players respect any hierarchy beyond squad leaders. For WW2, Vietnam, 90s, insurgent and Militia factions commanders are even more redundant. Not being able to get kills and teamwork points like regular players just sucks the competitive fun out of playing this role. Instead of a squad leader with benefits its seems to be stuck in some weird limbo of trying to fulfill a role that's just simply not feasible in the unique casual/milsim atmosphere of PR (which isn't a bad thing btw). Commanders that get too lead from the front and fight alongside the troops would not only be funner for the commanders themselves, but also give them some added authority/respect. Rather than the dude sitting in a hut in mainbase everyone ignores. Heck when's the last time anyone saw a commander rally point? The abilities and versitility of commanders need to be significantly enhanced. Whether Being able to spawn from other SLs rally points that would give him even more power too lead from where the action is, or the ability to call area attacks directly, a unique commander kit/texture to add more power too his presence, or simply not nullifying his kill/combat record. The UAV should just be an additional tool too his arsenal rather than his sole, fleeting purpose (or lack of purpose in the absence of UAVs). Whatever the solution maybe, the current commander system needs a serious rework too enhance both is playability and enjoyment. And it wouldn't even be a case of sacrificing realism for arcade dynamics. Platoon commanders are very much in the field with the troops. Especially when we're talking historical conflicts. |
Last edited by waldov; 2024-07-08 at 10:52..
|
2024-07-08, 18:53 | #2 |
Join Date: May 2023
Posts: 79
International
Location: H8kp1
|
Re: Being commander kinda sucks
You can see an active battlefield commander deploying his team with a commander rally point, scouting critical intel, and leading multiple squads on many occasions from the front in that community game latest Saturday: https://www.youtube.com/watch?v=7z6P0EOV5us
You need a certain degree of team organisation to truly profit from the role. But if that happens, it can be a deciding factor. Check old some of Casuality‘s Project Reality Tournament videos in the Tales from the Front section of this forum for more. |
2024-07-09, 10:21 | #3 |
Join Date: Jun 2012
Posts: 717
Cape Verde
|
Re: Being commander kinda sucks
Commander is absolutely viable (if not essential) in competitive, organised, clan matches. Especially with UAVs.
These style of matches are the exception not the Rule of PR. Without UAV there's simply very little incentive to play commander. Which is a bummer because it could add some fun dynamics to the game. But without the established Hierarchy of community matches and little in way of abilities or incentive to be in the field, the commander is reduced too being a mostly unwanted backseat driver for SLs at best. A slight step up from rifleman for freekit lonewolf players at worst. |
|
|