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Old 04-24-2007, 03:00 PM   #16 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

yea Ive had some good rounds on TG recently.... heres a great round of jabal that we had on saturday night:
http://www.youtube.com/watch?v=4x4ze-NelU0

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Old 04-24-2007, 04:45 PM   #17 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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Originally Posted by BigGaayAl View Post
Here is an idea. Let's expand the no-squad-kick to the co!
"Your team will be kicked if you do not have a co within xxx seconds!"

Hahaha. Actually that might work very well. But it would put more bad co's in command than actual people that are great ones.

But then again, a bad co is better than none at all.

Last edited by AbyssGaze; 04-24-2007 at 04:47 PM. Reason: Clarification
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Old 04-24-2007, 05:51 PM   #18 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

Or at least they would be, were it not for the fact that having a bad CO prevents a good CO from actually COing.
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Old 04-24-2007, 06:34 PM   #19 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

What real value does a bad CO contribute that isn't already present when the comm position is vacant?
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Old 04-24-2007, 10:32 PM   #20 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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What real value does a bad CO contribute that isn't already present when the comm position is vacant?
Supply drops, and arty... but thats about it. If the co even knows how to do that..
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Old 04-24-2007, 11:06 PM   #21 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

I'm sure even the worst commander could press Page Up.

Maybe.
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Old 04-25-2007, 12:24 PM   #22 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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Supply drops, and arty... but thats about it. If the co even knows how to do that..
Supplies can be got from various vehicles, not to mention your local squad rifleman. Arty is being removed in most of the 0.6 maps. That doesn't leave much for a bad CO to do IMO.
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Old 04-25-2007, 12:25 PM   #23 (permalink)

 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

Is the whole option of having mortors ever going to happen?i think i reas about it somewhere, and if it is true would bring a nice new dimension to the game.
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Old 04-25-2007, 01:20 PM   #24 (permalink)



 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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What real value does a bad CO contribute that isn't already present when the comm position is vacant?
It's good practice for the bad CO to become a better CO.
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Old 04-25-2007, 01:29 PM   #25 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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It's good practice for the bad CO to become a better CO.
If someone isn't able to perform as CO to the full extent of the position because they are new to it, but ARE willing to learn, then they don't fall under the heading of "bad". They're easy to spot because they try regardless of any mistakes they make.

People who go CO and then issue no orders whatsoever, fail to communicate with their squads at all and make no effort to learn - these are the bad COs. They have add no value.
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Old 04-25-2007, 02:07 PM   #26 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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If someone isn't able to perform as CO to the full extent of the position because they are new to it, but ARE willing to learn, then they don't fall under the heading of "bad". They're easy to spot because they try regardless of any mistakes they make.

People who go CO and then issue no orders whatsoever, fail to communicate with their squads at all and make no effort to learn - these are the bad COs. They have add no value.
A BAD CO makes poor decisions.. Doesn't assign squads to defend flag's and sends them off all over the map, doesnt drop supply crates judiciously, etc. If your only choice on this server is to follow orders or risk being kicked, bad CO's can make a HUGE difference over no CO at all. Are you going to risk breaking server rules to defend a point your team should be defending, if your CO has given you orders otherwise just because nobody is defending said point?

Now you mentioned Arty being mostly taken out of the game in .6, noting that as one thing a "bad commander" can't help with anymore. What about all the new things they are adding to the commander position? A bad CO can place firebases at poor locations, defensive bunkers in useless position's, waste tickets building sandbag's where none are needed.. On this server, you have no choice but to follow orders, so you had better be building the stuff said bad CO want's built.

Am I suggesting rules should be changed? No sir. What I am saying is that on a server where you risk being removed for not following order's, a bad CO can have a HUGE impact on the game especially with the changes to the CO position upcoming with .6, and there is a lot more to being a bad CO then not giving orders and failure to communicate.
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Old 04-25-2007, 02:48 PM   #27 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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A BAD CO makes poor decisions.. Doesn't assign squads to defend flag's and sends them off all over the map, doesnt drop supply crates judiciously, etc. If your only choice on this server is to follow orders or risk being kicked, bad CO's can make a HUGE difference over no CO at all. Are you going to risk breaking server rules to defend a point your team should be defending, if your CO has given you orders otherwise just because nobody is defending said point?

Now you mentioned Arty being mostly taken out of the game in .6, noting that as one thing a "bad commander" can't help with anymore. What about all the new things they are adding to the commander position? A bad CO can place firebases at poor locations, defensive bunkers in useless position's, waste tickets building sandbag's where none are needed.. On this server, you have no choice but to follow orders, so you had better be building the stuff said bad CO want's built.

Am I suggesting rules should be changed? No sir. What I am saying is that on a server where you risk being removed for not following order's, a bad CO can have a HUGE impact on the game especially with the changes to the CO position upcoming with .6, and there is a lot more to being a bad CO then not giving orders and failure to communicate.
Right on!

So how do we turn it around? Simple. People who are willing to give it their best shot and learn from their mistakes need to step up more. That will stop the truly bad COs getting the chance to lower the standard of play.

I'll also drop a hint at this point: there's something else in the works that will help.
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Old 04-25-2007, 03:15 PM   #28 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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Is the whole option of having mortors ever going to happen?i think i reas about it somewhere, and if it is true would bring a nice new dimension to the game.
IMO It depends on how they are included... We are just about to kick off campaign 7 over at http://www.battlefield-command.com and one of the many new additions to the minimod we will be using is the mortar. We have it included in one of the kits as a weapon at the moment and you can deploy 2 at a time, my only concern is that doing it this way is that its prone to be spammed with too many on the battlefield at any given time, ours have a range of 500M so essentially every squad could have its own arty. They have been a bit annoying in the pre campaign scrims, but thats just a personal opinion. I'm not sure how the ones in PR would work but ours are essentially deployable vehicles (so basically you select it as a weapon, press "fire" to deploy it, then press "E" to get in/on it). In the early stages of testing the problem was that because they are a "vehicle" we had loads of them lying around the battlefield, and if the round ended, when the new round started they were recognised as a vehicle that spawned where you had previously deployed it in the previous round. Quite funny to see all of them at round start but annoying all the same so we had to tweak them a little to slowly loose their health so they blew up like a vehicle would in vanilla when its left unentered for an amount of time. On the other hand if they are included as part of a pickup/request kit they may work better... but I'm not a big fan of them anyway.

On another note...

Something that really would be cool to see in PR, and something that we were also going to include in the EBC minimod is the Javelin AT... If you have never seen this thing in action then all I can say is WOW!

http://www.youtube.com/watch?v=vsNfnAZfQHQ <--- Check this.

http://www.youtube.com/watch?v=q3p6H_w3qv4 <--- BF2 Javelin footage

And given how pants the regular AT in PR is this would be a wayyyyyy better option for the HAT. The one we were looking at had two fire modes. A "top attack" mode where you acquire a target, fire, and the rocket goes straight up in the air, coming down vertically on the target and blowing it to pieces, like in the video above. And a "direct attack" mode, where you could acquire a target, and then after you have fired, say if you were looking at a armour column, could change the target lock to a different target mid flight. Its a very powerful piece of kit but having them as limited pickup/request kit would work well IMO. Unfortunately we found the direct mode in the model we were looking at to be a bit buggy and didnt have the time to fix it for this campaign, but hopefully next time we can get it included, it's awesome.

Last edited by Finestyle; 04-25-2007 at 03:51 PM. Reason: Added Javelin BF2 Video
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Old 04-25-2007, 03:28 PM   #29 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

I think a wonderful addition would be some kind of "commander FAQ". I have tried a few times to write one of these for submission, but I have difficulty due to the scope of what a commander can contribute to a team in regards to strategies, support, logictic's, etc trying to tighten everything up into 1 concise guide. I start writing a "guide", and it turns into a "novel" nobody will read due to it's length and depth so I get annoyed and scrap it. I bog down trying to explain different "style's" of CO'ing and I am unsure how "in-depth" to get with general CO'ing strategies. (to in-depth, and you will only reach people who probably don't need the guide, no depth given to the thought processes involved and you defeat the purpose of writing the guide)
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Old 04-25-2007, 03:42 PM   #30 (permalink)
 
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Re: Sincerely impressed with where the TG Project Reality server is going :P

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I think a wonderful addition would be some kind of "commander FAQ". I have tried a few times to write one of these for submission, but I have difficulty due to the scope of what a commander can contribute to a team in regards to strategies, support, logictic's, etc trying to tighten everything up into 1 concise guide. I start writing a "guide", and it turns into a "novel" nobody will read due to it's length and depth so I get annoyed and scrap it. I bog down trying to explain different "style's" of CO'ing and I am unsure how "in-depth" to get with general CO'ing strategies. (to in-depth, and you will only reach people who probably don't need the guide, no depth given to the thought processes involved and you defeat the purpose of writing the guide)
What have you got so far for your FAQ? Is it something you'd be willing to share by starting a commander thread? If you're looking for editing and scope, drop me a PM and we'll see what we can thrash out between us.
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