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01-23-2008, 04:23 PM #1
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- Aug 2007
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- Quebec
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This mod has a problem with the commander...
The major problem is its rare to get a commander and when we get a commander we rarely get one that coordonate the squads, he spots ennemy and drop box. Thats way better than no commander at all but still...... We either need some dedicated players to start commanding on a regular basis or increase the size of the carrot so more players gets interested. A suggestion to improve the commander system is to remove the pick up kits and have the commander assign then to squads via a points system. The experience could be so much improved with team wide coordination.
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01-23-2008, 04:54 PM #2
Re: This mod has a problem with the commander...
I think it is worthy to mention that it seems that some maps benefit more from a commander than others.
Are there particular maps you are thinking of or just in general?
I don't mind commanding if I think my team needs it, perhaps I will try to do so more.
I find that the CO's ability to use voice with all squads is heavily underutilized. A bit offtopic: when using voice does the CO speak to all squads, only the selected squad, is there any way to toggle this?
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01-23-2008, 05:34 PM #3
Re: This mod has a problem with the commander...
Pressing "V" talks to all squads. If you highlight a squad (or several with shift-click), pressing "B" talks only to the highlighted squad(s).

|TG-12th|WhiskeySix
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01-23-2008, 05:50 PM #4
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Re: This mod has a problem with the commander...
I think the beach landing maps definitively need a strong commander. The more assets you have the more a commander is needed to coordonate them. A eye in the sky to spot advancing squads is an extreme advantage.
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01-23-2008, 06:28 PM #5
Re: This mod has a problem with the commander...
I think my new armor map will be another huge map for a commander. While one will not be needed to play like Snake Eyes, the team that uses one will almost certainly win.
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01-23-2008, 07:15 PM #6
Re: This mod has a problem with the commander...
Coordination can be done amongst squad leaders in teamchat... it is not a requirement to have a commander to do this. Simply stating what your squad's intent is (i.e. "Squad 3 defending cabin!") will help the other squad leaders determine what their course of action should be, assuming halfway competent squad leaders.
That being said, having an extra eye in the sky and being able to drop supply boxes to re-arm and repair is a nice advantage to have... but if the server is interested in true tactical play, you shouldn't need a "bigger carrot" to motivate individuals to be commander. They should do so in the interests of giving their team the tactical advantage a commander provides without thought to reducing their personal "kill count", right?
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01-23-2008, 07:45 PM #7
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- Nov 2007
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- 149
Re: This mod has a problem with the commander...
I've played Snake Eyes with a commander, a weak commander, and a good one. I think that Namebot did a really good job the other night. We didn't understand each other at first, but it worked out very well. We also won the map. It was a close run thing, but we did win. And when playing in arty, the commander is indispensable, whether it's arty on the ship, or on other maps, the mobile arty.
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01-23-2008, 08:01 PM #8
Re: This mod has a problem with the commander...
Saitcho isn't saying one map or two maps but the mod in general and I tend to agree with him. While I understand the dev's desire to remove the Satelite, UAV and Artillery, it wasn't replaced with anything worthwhile to convince people to ascend to the CO chair. It's a bummer and as far as I can tell won't likely change at this point in the game.
Lucky Shot
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04-01-2008, 08:22 PM #9
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- Aug 2007
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Re: This mod has a problem with the commander...
Sorry to bump an old thread but Axis of Eevil came out with a good remark, in the scrim signup post , regarding the commander in POE. My view on the matter is still the same, the gameplay on the server could be improved soo much more with a few good commanders playing on a regular basis. Right now on the server we usually have a few coordinated squads,a few free for all squads and our traditional sniper squad. Problem is the coordinated squads rarely work with each other. Thats where a good commander could spice things up....send air support to squads working on a flag, send armor to destroy the anti-air units...and so on.
For the majority of the commander we get to see from time to time....commanding equal to dropping box and spamming "ENNEMY SPOTTED" until the players get irritated. I dont blame those who do that since its better that nothing but its not using the job at his full potential. Another problem is we get guys with good intentions but they get discouraged because half the squads dont follow the orders so they give up.
On a final note here is a suggestion: Once per week a 12th vs 71th night. Guys from each IHS on separate teams. The commander and squads leaders are from those squads(or other good squad leaders). Enforce the follow the squad leader policy and I think this could lead to some pretty fun gameplay.
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04-01-2008, 08:28 PM #10
Re: This mod has a problem with the commander...
I have never sat in the CO chair for BF2 anything. I have done some commanding in 2142 and I imagine (since DICE did both games) that the interface if fairly similar. That being said, there are always maps that I seem to get boned on. On those occasions, if no one applies to the commander position by the time the round starts, I'll give it a shot.











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04-01-2008, 09:35 PM #11
Re: This mod has a problem with the commander...
As far as something to replace the previous assets with, what about a droppable 10 second spawn point.
Something like that would only be available to either those players who are dead waiting respawn or a well coordinated squad spawn. Something only the Commander could until it's placed.
It would also be nice to see some sort of indirect fire support. Perhaps a battery of heavy mortars instead of just smoke."Damn them and their superior firepower!"
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04-01-2008, 10:21 PM #12
Re: This mod has a problem with the commander...
I try to CO regularly, the single biggest issue I have is that all the experienced people pile into the same squad. It's not unusual to see two squads full of TG tags and known players, and five other squads full of pubbies or run by inexperienced SLs.
With two responsive and reliable squads, I can attack one flag and defend another. Everything else depends on how willing the SLs are to respond and how well they execute. Yes, OK. I realize that I can admonish and report every single SL who doesn't follow orders. I just don't think it's fair to complain that the pubbie/newbie doesn't follow the TG way when there are no TG players in his squad...
If you want more strategy from the CO, give him 3 infantry based squads to work with. Even without a CO but with 3 experienced SLs, you can all of a sudden trust the other squad to play a strategically sound game.
The second most helpful thing is to place assets in dedicated squads. For example, with Hind, Arty, Jets, and Armor squads to work with, a CO can do amazing things with getting the resources to the right place at the right time. I can give crazy amounts of support to the infantry squad attacking a flag. When those same resources are scattered within squads, or the Arty squad has 6 people in it, it becomes much more difficult to respond to requests from squads.
When I don't have these two basic things to work with, you're right, I stick with spotting and dropping crates. What else can I do?|TG-12th| fallen

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04-01-2008, 11:15 PM #13
Re: This mod has a problem with the commander...
I think I accidentally deleted a paragraph in the middle there, anyway, the point was not to shift the "blame" to the SLs as it may have sounded.
The fun in being CO is seeing squads working together to accomplish the objectives. It's an awesome sight to see arty and jets pummel a flag and then have an infantry squad move in to take it while being supported by armor and choppers.
I think POE can add anything to the CO screen, including the ability to paradrop nekkid cheerleaders around the map, but unless there are squads that the CO can employ to achieve his objectives, you're just not going to find people willing to sit the whole game staring at that screen.
COs depend on SLs far more than SLs depend on COs.|TG-12th| fallen

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04-02-2008, 01:28 AM #14
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Re: This mod has a problem with the commander...
I have raised the point about the uber squad before but didnt seem to catch on. I suggested to spread the good guys around to keep the boyzs in line but seem like some people find it more aggravating to "babysit" the pubbies than playing with their buddies. I suggest to play with spreaded guys once in a while hoping that it will catch on with the masses.
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04-02-2008, 11:48 AM #15
Re: This mod has a problem with the commander...
Well I tried doing that and all I got was grief TBH, I even actively waited to make squads so regulars wouldn't pile in but that didn't work they just waited til I made the squad. So its damned if you do and damned if you don't.

Long May the FFTHFF(5th) live in our memories and our teamplay.
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