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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 11-25-2008, 03:38 AM   #1 (permalink)
 
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Commanding for Dummies

Obviously, this is a guide to guide you on how to command right. This guide will go over why a commander is important, and how to make yourself that one guy everybody wants to protect.

The Guide is in 5 parts.
1) Requirements for Commanding and types of commanders.
2) Importance of a Commander and his interaction with his team.
3) Commander's perks, downsides, and how to use assets. (advance and more spefic asset use in Tips and Tricks)
4) How to analize command.
.
6) Tips and Tricks and helpful hints to be a more successful commander.

************DO NOT JUST READ PART 6 AND ASSUME YOU'LL DO GOOD*************

First:
What you need for commanding.

-Patience
-Able to mirco-manage
-Able to work with people
-Knows what the heck the enemy is doing with thier donuts and coffee. (will explain later, in tips and tricks section)


There are 4 types of commanders. This guild will hopefully tell you how to be either the 1st commander, inbetween, or 2nd commander.

1) Great commanders

2) Good commanders

3) Bad commanders

4) Those who are just filling the slot to get exp from winning.



I will start from the bottom and work my way to the top and decribe the types of commanders i mentioned before.

The 4th commander is the one who loves to not do too much. Don't get me wrong, he or she may LOVE Battlefield 2142. But they don't like commanding. Nu-huh, too much work for them. BUT HEY! Experience for winning! Let's fill the slot if nobody else wants to!
Of course. This is when you and your team dies. The instant this guy takes it. Boot! Boot! Mutiny! Boot! Now!

The 3rd commander is one who wants to command. But you can't run without walking or crawling. These commanders just don't know how to effectivly use assets and thier team. These are the dorks that ACT like they know what they are doing, and just blow you up instead, and order you off the map which you can't even go anyway.

The 2nd commander is one who can command semi-well. This commander reconizes that a team ain't that bad and they are helpful. They can direct thier team to make them realize what they need to be doing. This indivudual knows how to use thier assets to advance the team in some way. You can appreciate this commander.

The 1st commander is one who just seems almost perfect at commanding. This commander's strikes and use of assets just wanna make you sign in relief, because he times it so well or it's so well placed. The team knows the Will of the Commander without much else direction or speech from him. This guy is great. Bow down to him.

(side note: If you plan on reading the whole guide, you already probably bump yourself between 2-3 commander type. Good job. If you are nearly impatient already, don't even try commanding)


Second:
Importance of a commander.

There is two parts to commanding.

There is you, and the team. Yes, that's right. A COMMANDER is NOT one person. The team is part of a commander also. Think about it. You won't get anything done as a commander if you orbital a big group of people, send supplies to your team so they can fight the rest of the ones you orbital, and tell them to move to the objective you want to take if the team just BLOWS YOU OFF! Or DOES NOT KNOW WHAT YOU WANT THEM TO DO!

So you are the Will. The team is the Way. But it can work backwords.

The Will can call bombs from the skies, make lighting hit them Walkers, and help people to health. He can make people light up like Christmas trees. But the Way can revolt, and refuse to do anything. They can manage and even do better sometimes if the Will is not present. The Way is sometimes the better part of command.

So the importance of a commander is, at some times important, and...not. The point is, your team is vital. You respect the personality of your SL's (squad leaders) and try to work with them. They will work with you and be the Way of the Will.

Third:
Sunny side up! Sunny side down...then you just take a spoon and make scrambled eggs.
Perks, downsides, assets of a commander.

Commanding has a lot of good things.

-Double experience for winning.
-Getting kills without getting fired at.
-Earn kills or time for your service badge without some of the effort of fighting.
-Able to sit back and get more relaxation time vs. fighting with team.
-Able to laugh at the enemy as they scurry around and drop a bomb on them.

Bad things.

-People remember if you screw everything up.
-More work then it seems, if you do it good.
-Stress, if people are presuring you all the time.
-Bad Reputation if you can't aim and hit a guy with a big spread orbital hit when requested and you miss the guy targeted completely.
-Almost no physical fighting, and most commanders, whether good or bad, will get bored with it after a while.

Assets.

Orbital strike. Calls down a orbital bombardment in a wide range of area.

USAGE:
Use for big groups of infantry killing your troops.
Use if people are on a base flag and you wanna make some time for your men to get there to retake.
Use in conjuction with EMP strike on enemy vehicles.
Use to get rid of pesky snipers that your troops seem to miss.
Use to flush enemy troops out of a area, away or TO your troops so they can shoot them.

EMP strike. Calls down 2 EMP blast in a small range of area.

USAGE:
Use to stop enemy vechicles.

About all it's good for.

Sat Track. Scans the map and shows ONLY TO YOU weak traces of all enemies on the map.

USAGE:
Use if there are a few troops not seen by your troops.
Use to check to make sure. (explanation in Tips and Tricks)
Use to check a enemy base to spot them.

UAV. Sends a Un-manned Aerial Vechicle to show detailed info on enemy on a large area.

USAGE:
Use if you know there will be enemy heading a certain way, and you want to make sure that your troops can see them.
Use if you wanna light up the enemy heading towards a base.
Use when there are some guys sneaking around and sat-track just doesn't wanna keep them shown.

Supplies. Parachutes a box down to a specific area.

USAGE:
Will give supplies and health.
Use if you wanna give cover to troops. (will explain that in Tips and Tricks)

Manual spotting. Right click the map, click spot, and it will light up one enemy, of any type, to the team. Lasts a few seconds.

USAGE:
To light up a enemy that is out of range of a UAV.
To show a enemy if no other visual means is available.
To check for a enemy without wasting a more helpful resourse.


Forth:
Evaluate commander.

A good and great commander should do this every so often.

How to evalutate yourself by serveral means.
1) By what people say about how you use assets.
2) The ticket counter at the end of the game.
3) How people respond to any orders.
4) What the enemy does because of what you do.
5) Did your asset accomplish what you wanted it to?
6) Did the Way, or 2nd part of command, do what they were suppose to?

1) People may or may not tell you if a strike or asset was excuted perfectly, or badly. It helped or hurt. If they do, act accordinatly and don't do it again and learn. If they don't, you can do number 6.

2) Usually great commanders don't have, you know, wins only with 1 ticket left. But refer to number 6 should it seem like your ticket counter was a little lower then you think it shoulda been.

3) If people quickly drop everything to do your orders, then you have likely shown them that by doing your orders, something productive will be done, and it is rational. Or other way around, if they just blow you off, that should tell you something.

4) The enemy can predict just when you are about to orbital them, or where your troops will be set up exactly EVERY TIME, you probably aren't too great a commander.

5) When you use a asset, did it blow up, disable, heal or show the enemy up the way you wanted it to? If so, you probably are doing some things right.

6) The Will can be perfect. The Way can just suck.
The commander can be smart, perfect strikes, awesome direction. Yet the TEAM the second part of command, will lose. Thus the commander fails also. It may not be your fault. The team could just not push through to that one objective. Or they just weren't using the right weapons. Either way, unless you're pretty sure, don't be quick to SAY YOU MESSED UP. If you messed up, fine, be honest. But defend yourself if you are sure you didn't. The team does not wanna hear how you as the commander can't deal with comanding. That lowers morale.

Fifth.
TIPS, TRICKS, AND HELPFUL HINTS

1- Try talking to your team. Say funny or encouraging words. Usually they'll respond in kind, and be less in a mood where they are mad or tired and they die because they aren't paying attention.

2-Play BEFORE commanding. Learn the maps. Learn most of the stratigies used on a map. That will help you think like the enemy.

3- Save your orbital for something worthwhile. One guy who shows up first is not a reason to us a orbital. Save the orbital for vehicles, or big groups of infantry that are trying to push forward.

4- Alert team if there are any available vechicles at any of your bases. Most people don't realize something like that is sitting around unless they spawn in that base or happen to notice on the map.

5- Study other commanders. Take some time, study some other commanders. Use the Evaluate Command step and this will help you. Then apply what they did to you and tweak it to make it better or if they are good, do it as good as them.

6- Use Sat-track every so often! It helps! But make sure that you use Manual spot to make sure the enemy is known to EVERYBODY else. Sat-track is only shown to you.

7- When a squad leader calls for a strike or asset, do not be quick to grant it. Do not be intimated by who it is if it's somebody that you think you need to obey. Before you grant any request, think about what they are using it for. I will use DocDuo for a second because i feel like picking on him.

You have all your assets. DocDuo is calling for a orbital for 2 snipers that are impeading him from moving up. You do a UAV or manual spot by him and notice that there is a walker right behind him. And he doesn't notice. Now...DocDuo orders you to orbital the snipers. But you know that taking the walker out would help more. So take out the walker. Most people don't realize that you have the big picture and somethings are more important.

8- When using a UAV, do not use it for one person or group. Use it to cover two bases, or a large group with squad leaders or beacons.

9- When striking a vechicle with EMP and Orbital, make sure that the VECHICLE is holding still. Do NOT try to guess at where it's going to be. Wait for it to stop and it's not going to move again. THEN use the strikes.

10- When using supplies, you can use it as cover. I will pick on DocDuo again, and make Rage his savior. Okay say that there is two blocks with a hole in the middle. Well DocDuo is covering that hole and he dies. Well Rage calls for a supply drop for his squad and he's also a medic. He starts running to revive DocDuo. Well you can place a supply for Rage...but do it in front of the hole, so the box covers Rage as he goes to revive Doc.

11- When dropping supplies, the supplies drift FORWARD from the orignal position you choose. Watch the supplies as they go down to see how forward they go, and see if it's going in the place you want it. Adjust Accordingly.

Anybody is welcomed to add thier own tips and hints, and ask questions.
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Old 11-25-2008, 10:35 AM   #2 (permalink)
 
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Re: Commanding for Dummies

Welcome to our Community SilverPanther and thanks for taking the time for writing this guide. May I suggest you take some time to get to know our little community as we have several guides for many things written already in this post...

http://www.tacticalgamer.com/battlef...ide-index.html

You did not include anything about communication. Communitcation is the key on the battlefield and typing is not the way to go. I understand not everyone is able to buy a Mic for their system but considering the cost of a computer, the 2142 DVD and the internet connection, a mic is pretty cheap. While it is not required for a CO to have VOIP capability, you will find that TG squads will respond to you much better if you have one. Speaking personally, I would not see any typed orders or commands as I am way too busy multi tasking as a SL to bother reading the scrolling chat and 9/10, it goes by way to fast to read anyways. Work in a mic and you will find your TG commanding to be that much more of a rewarding experience.
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Old 11-25-2008, 12:19 PM   #3 (permalink)

 
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Re: Commanding for Dummies

Welcome to the community and thanx for taking the time to write this. I have been under your command at times, you do a good job...but as Rage had stated....A mic changes the game 100%.

Now, in reading your thoughts...I have a few comments:

Quote:
First:
What you need for commanding.

-Patience
-Able to mirco-manage
-Able to work with people
-Knows what the heck the enemy is doing with thier donuts and coffee. (will explain later, in tips and tricks section)
The commander should never micro-manage. Give the orders to the Sl's and let them guide their troops. They are on the ground and know what their soldiers can do. They also may know more about the opposing SL and would know how to counter.


Quote:
There are 4 types of commanders. This guild will hopefully tell you how to be either the 1st commander, inbetween, or 2nd commander.

1) Great commanders

2) Good commanders

3) Bad commanders

4) Those who are just filling the slot to get exp from winning.
Bad commanders are simply inexperienced and need to learn. This caption should be changed. Although there are some bad commanders out there, we prefer to educate them....making them inexperienced, not bad.

Quote:
Commanding has a lot of good things.

-Double experience for winning.
-Getting kills without getting fired at.
-Earn kills or time for your service badge without some of the effort of fighting.
-Able to sit back and get more relaxation time vs. fighting with team.
-Able to laugh at the enemy as they scurry around and drop a bomb on them.
TG is not about points or badges, it is about teamwork and tactics. The best thing about commanding is leading your team to a decisive victory by out thinking the enemy.

Quote:
Orbital strike. Calls down a orbital bombardment in a wide range of area.

USAGE:
Use for big groups of infantry killing your troops.
Use if people are on a base flag and you wanna make some time for your men to get there to retake.
Use in conjuction with EMP strike on enemy vehicles.
Use to get rid of pesky snipers that your troops seem to miss.
Use to flush enemy troops out of a area, away or TO your troops so they can shoot them.
First and foremost, the orbital is for vehicles and any map that has them. Must be used in conjunction with either the EMP strike or a soldier Emping the target. Hence the communication between from the SM to the SL to the CO.
An Orbital should never be used on a lone sniper, that is a waste of the orbital. The sniper is nothing more than annoying in most cases.
I wouldn't really use it to "flush" troops, but if you lay one in front of an assault this could help the squads break thru.

Quote:
EMP strike. Calls down 2 EMP blast in a small range of area.

USAGE:
Use to stop enemy vechicles.
Also used to disorient the enemy while your troops are attacking. Very hard for them to aim when everything looks like Liquid Sky.

Quote:
2) Usually great commanders don't have, you know, wins only with 1 ticket left. But refer to number 6 should it seem like your ticket counter was a little lower then you think it shoulda been.
Untrue, performance of soldiers on the field from both sides will help determine this. I know some really great commanders and I have been in many rounds with them that ended very close...even at 1 ticket.

Quote:
7- When a squad leader calls for a strike or asset, do not be quick to grant it. Do not be intimated by who it is if it's somebody that you think you need to obey. Before you grant any request, think about what they are using it for. I will use DocDuo for a second because i feel like picking on him.

You have all your assets. DocDuo is calling for a orbital for 2 snipers that are impeading him from moving up. You do a UAV or manual spot by him and notice that there is a walker right behind him. And he doesn't notice. Now...DocDuo orders you to orbital the snipers. But you know that taking the walker out would help more. So take out the walker. Most people don't realize that you have the big picture and somethings are more important.
I would inform him that there is a Walker approaching and make sure he doesn't already have that covered. He may have an engy waiting or MM already deployed. Of course, I would orbital 2 snipers anyway. The communication is the key. You tell him there is a walker and he may respond:
"Roger, engy already deployed and waiting. We need to move forward"

Take the comments for what it is worth and remember, I do not command very often. However, I SL 95% of the time and I can tell you what I expect from a CO.
Lastly and most importantly.........TG is not about points and badges, it is about teamwork and tactics.
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