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Battlefield 2 - Point of Existence Discussion General discussion for Point of Existence

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Old 08-29-2006, 11:32 AM   #1 (permalink)
 
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Post Commander functions

Greetings, I would like to do some discussion on what is cool and what is not for the CO on PoE.

In vanillia, the CO can easily spend the whole map in their office, so besides the occasional c4 defense on the flag, they focuse on using their assests and of course coordinating the team.

As many of us know in Tac Mod, the supply crate/ zooming in spotting the enemy; and coordinating attacks were the biggest past times for the CO with regards to assets.

However, many times the CO elected to more of a hands on apprach by leaving the office, and on the way out taking their rifle.

I do not like the zoom and spotting function, but i use it so the team knows were the enemy is coming from. I believe it to spoil flanking manuvers and such, but i us it to better the team.
This is a commander function that betters the team, like a uav or scanner; however, i do not want to spend 1/2 of the match spotting the enemy.

I'd rather be a passenger in a apc helping out with a wrench or
helping out a defensive position with a squad, or
being a chooper pilots engineer or
provide spotting for are arty with the binocs and the zoom fucntion or
any task that comes up at the moment.

U can't expect players to go CO and stay in the UCB.

Granted there are some matches were the compitiion is so intesne and so much is going on that the CO will spend the match in their office just to mange things.
One time on I. Forest it was like this, the enemy was so tuff, it was all i could do to get squads spawning on certain flags and moving squads out, and spotting the enemy as they disperatly tried to stop bleed. For me this was intense action. Here is a AAR on the matter. u have to go down a little ways to see the I. Forest report. http://www.tacticalgamer.com/battlef...-8-6-06-a.html http://www.tacticalgamer.com/battlef...-8-6-06-a.html


With so many players on the server, the potintial for good gameplay is abound. Giving the COs more range outside the office will encourage more use and more gameplay.

Can we allow the CO to be more hands on PoE?
If they are not getting the job done, initiate a kick vote or tell an admin, or better yet, SLs tell them to stay in the office a little longer.

I believe being a pilot is off limints.
I believe driving anything long term is a no go, cause u may need to duck back in to the office. However, u could be in a apc as a passenger and looking over the team and be ambushed, u will then need to get out and make things happen with the rifle or wrench.

Please make suggestions if u wish.
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Old 08-29-2006, 11:43 AM   #2 (permalink)
 
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Re: Commander functions

If you're a good CO, there is always enough things to be doing "in the office".
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Old 08-29-2006, 11:48 AM   #3 (permalink)
 
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Re: Commander functions

Just trying to make the position more atractive cause for some reason many people are under the impression that it is boring. OHH, and it seldom gets played.
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Old 08-29-2006, 12:00 PM   #4 (permalink)
 
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Re: Commander functions

It's only boring (for me) if my team isn't working as one. If people are obeying my orders and everyone is playing right, it's fun.
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Old 08-29-2006, 12:23 PM   #5 (permalink)
 
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Re: Commander functions

Same with me.

But what we found in Tac Mod was that CO were seldom used inspite of the game actually being more realistic than vanillia.

I believe COs should have more range on what they can do outside the office.

If we can get more COs, in the very least some baseline coordination will be set in motion with regards to defense and assaullt.
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Old 08-29-2006, 12:25 PM   #6 (permalink)
 
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Re: Commander functions

Ive tried this once on a 16p map and it was much harder then I thought.

-situations change alle the time
-you cant do anything when your dead
-your crippled both ways: your leading ablitily as well as your ability to fight (more deaths, less time to lead. When your in the middle of a firefight and someone asked for orders it's a sure death if you bring out the map).

My suggestion of a comprimise is to go commander, assign tasks roughly (like assign each squad to a certain sector of the map) and when everybody knows what to do resign from the function.
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Old 08-29-2006, 12:47 PM   #7 (permalink)
 
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Re: Commander functions

Good points.

assigning Area of operations is a good move.

As long as we get someone to coordinate things that is cool.

At the end of the day it comes down to blocking and tacking anyway. Meaning, defense and assault are the essentials to victory.
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Old 08-29-2006, 12:58 PM   #8 (permalink)
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Re: Commander functions

I CO'd a map on Saturday when PoE was first released. Only 1 or 2 squads followed orders, it was a complete mess. It would be enjoyable with all squads and squad members obeying orders, but without that it's torture.
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Old 08-29-2006, 12:59 PM   #9 (permalink)
 
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Re: Commander functions

CO has a specific job, just like any kit. A squad medic shouldn't be leading the assault, nor should he be flying the attack helo. He has a medkit and paddles for a reason - to be there when the team needs him to those tools.

Similarly, the CO has a series of critical tools that the team will need deployed pretty much during the entire battle. My philosophy is, if you sit in the chair, stay in the chair. An entire battle may hinge on you making a key decision or spotting an enemy thrust. If you want to go cranking on an APC or lobbing grenades at peaple, simply don't be the CO.

TacMod is a different animal. It's so squad intensive that unless the other team clearly has a CO at the helm, it's almost preferable to go without one, just to maintain the style of play. I imagine as people settle into POE we'll start to see a general affinity for or avoidance of the CO position. The toolset is similar to vanilla, but not quite the same role.
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Old 08-29-2006, 01:06 PM   #10 (permalink)
 
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Re: Commander functions

here is the tactical forum. Be sure to check out the stickys.

http://www.tacticalgamer.com/battlef...ns-discussion/
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Old 08-30-2006, 08:08 PM   #11 (permalink)
 
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Re: Commander functions

The CO position in PoE would be a lot more demanding if they lessened the time it took for commanders to be able to drop supplies by a SIGNIFICANT bit.

My .02.

-Mom
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Old 09-01-2006, 12:49 PM   #12 (permalink)
 
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Re: Commander functions

The better people listen to the commander, the more control he has, the more important his role becomes.
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Old 09-01-2006, 02:23 PM   #13 (permalink)

 
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Re: Commander functions

Quote:
Originally Posted by powersmoker View Post
The better people listen to the commander, the more control he has, the more important his role becomes.
I tried commanding the other day. Some squads were real good at follwing orders others weren't...Though I said to all the SL's I want to hold the flags on the east and give them the center, don't you know I still had a couple squads of one and two players doing pretty much what they wanted.

Admins--I know call us in and we'll kick--my wife tapped me on the shoulder to tell me dinner was ready and I resigned. If I had been at it longer I wouldve taken more action to ensure they were following orders...I think this is a common thing where we are at now with server population. I also think in a few weeks things will shake out more and the players that are coming back will be the ones who get it.
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Old 09-01-2006, 08:19 PM   #14 (permalink)
 
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Re: Commander functions

Another way is to check with a squad that does follow orders and let them invite the squads that dont listen.

1) |TG|Niceguy do you have room in your squad (yes, I have 4 members currently)
2) Could you please invite squad 4 into your squad, and if they wont come invite squad 5? (sure)

Have squads merge and be sure the squads led by TGers get full.
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Old 09-01-2006, 10:39 PM   #15 (permalink)
 
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Re: Commander functions

Quote:
Originally Posted by JMJ View Post
I CO'd a map on Saturday when PoE was first released. Only 1 or 2 squads followed orders, it was a complete mess. It would be enjoyable with all squads and squad members obeying orders, but without that it's torture.
I can usually get them to at least accept my orders, but some SL's have no control over their own squads and I see most of their squad off at another flag with only the SL attacking the "Attack" marker. What they almost never follow is a "Defend" order. I see we have 3 flags and they have 2, so I set a few squads on defence. Well, nobody feels like defending with such a pubbie-heavy server population so half the squad runs off again and the SL I set on defense has no chance of actually defending any attack.
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