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Old 06-01-2007, 01:35 AM   #16 (permalink)
 
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Re: MOS: Scout Snipers

Personally, I think the CO should be fair game anywhere... but there's been alot of deliberation on this, and after pages and pages of threads, the rules have been set.

Only commander assets are fair game in base. No infy, not SLs or COs. If you're fired upon while attempting to destroy assets, you can return fire, but no starting the engagement.
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Old 06-01-2007, 02:56 AM   #17 (permalink)
 
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Re: MOS: Scout Snipers

Heh, this rule will need to be revisited once .6 is released. The CO will have to be outside of base to "do his thing". I dread the idea of having to assign a squad to be his security/personal builders. A little to much reality if you ask me.
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Old 06-01-2007, 03:54 AM   #18 (permalink)
 
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Re: MOS: Scout Snipers

The commander gets nifty stuff now. Have you seen the size of that tonka truck he gets Dual uzis now too and a sniper gun, fighting commanders will be more of a problem imo (though I prefer that to no commander personally)
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Old 06-01-2007, 09:04 AM   #19 (permalink)
 
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Re: MOS: Scout Snipers

It is hard enough to get a good commander to even want to play in the CO spot. I have played a number of rounds where one team or another didn't have any CO. In some of the cases players who I have seen play CO well didn't want to just so they could play the normal game. Making CO less fun will not encourage more people to step up to the position.
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Old 06-01-2007, 05:24 PM   #20 (permalink)
 
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Re: MOS: Scout Snipers

Discussed and cleared.

Quote:
Originally Posted by Tempus
COs are not valid targets unless they are actively engaging enemy troops and/or repairing assets.
posted in thred "Assassinating CO's and Active Assets" 05-13-2007, 08:16 PM
by admin
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Old 06-02-2007, 02:31 AM   #21 (permalink)
 
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Re: MOS: Scout Snipers

The OP's issue isn't whether or not it's currently allowed. The OP wishes to make clear his desire to *change* the rules, and provides a reason for doing so.
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Old 06-02-2007, 01:03 PM   #22 (permalink)
 
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Re: MOS: Scout Snipers

I can understand his reasoning but I think it would be detrimental to game play.
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Old 06-02-2007, 01:54 PM   #23 (permalink)
 
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Re: MOS: Scout Snipers

Food for thought:

In .6, the CO CANT be in his uncap to do anything since he can't build his initial structure there. The CO in .6 is going to have to be doing more then laying in a corner somewhere with his map open. He has got to be with his structure(s) which are probably going to be open game to go after. All the reasoning's behind him not being a target currently will be basically null and void. He will be stationed at a prime target and certainly wouldn't stand by and allow enemies to destroy the structure(s) that allow him to do anything as a CO, will he? Killing him in .6 means a lot of things you enemy cant do with him and his structure(s) down.
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Old 06-02-2007, 02:08 PM   #24 (permalink)


 
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Re: MOS: Scout Snipers

Then there will be no issues. He's out of the UCB, he's fair game.
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Old 06-02-2007, 07:42 PM   #25 (permalink)
 
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Re: MOS: Scout Snipers

It'd be funny if he couldnt be attacked.
"diplomatic immunity", he bellowed while mowing down another squad with the MG
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Old 06-04-2007, 01:26 PM   #26 (permalink)
 
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Re: MOS: Scout Snipers

I haven't really read anything about .6 so this may be in the works but it would be nice to have a command APC with more antennas on it for the commander to cruise around in and he would have to be near the APC or other radio objects to be able to use his command screen.
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Old 06-04-2007, 01:31 PM   #27 (permalink)
 
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Re: MOS: Scout Snipers

In 0.6 the co has to travel with his 6 wheeler supply truck to build various assets but the map is usable from anyway I expect that includes the 3x zoom thats like permanent uav
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Old 06-05-2007, 09:15 AM   #28 (permalink)
 
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Re: MOS: Scout Snipers

Alright, now you're just spamming. See my post in your thread.
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