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03-02-2006, 09:04 AM #16
Re: New CO role in Tactical Mod version
Yeah, I just thought of that 'V' and 'B' thing... the PL could keep his overview screen clicked to highlight his support squad, then he could communicate with his squad leader using 'B' and the whole team using 'V'. Seems simple, but it was an epiphany for me!
So.....when do we get to try this out officially?????
Kisses!
Sassy[age-c1][tog-c1][tg-c1][ma-c2][medic]
[command][at][conduct][tpf-c1]
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03-02-2006, 11:10 AM #17
Re: New CO role in Tactical Mod version
Sorry, Sassy: B key only works from within the CO screen. V works outside too. You cant talk to a specific squad while outside of the CO screen, AFAIK.




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03-02-2006, 11:33 AM #18
Re: New CO role in Tactical Mod version
Well that's dumb.
[age-c1][tog-c1][tg-c1][ma-c2][medic]
[command][at][conduct][tpf-c1]
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03-02-2006, 12:15 PM #19
Re: New CO role in Tactical Mod version
I was thinking ( I know, scary) But in Desert Combat snipers could spot for artillery. I know that in the trailers for BF2 they have a kit that is painting targets for laser guided strikes. Since this is a mod could it be put into the game where only the CO's or PL's could use this feature. If you don't know what I am talking about here is a thread that talks about it. That might help spice up the CO role and bring a new aspect of the game into play. Just a thought.

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03-02-2006, 03:05 PM #20
- Join Date
- Jul 2005
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- 1,355
Re: New CO role in Tactical Mod version
How about Sunday's Tac Mod Night?
Originally Posted by SassyOne
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03-04-2006, 11:15 AM #21
Re: New CO role in Tactical Mod version
I call Shotgun!




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03-04-2006, 08:26 PM #22
Re: New CO role in Tactical Mod version
Could we get a couple of people to volunteer to SL the "COSupport" squad for each team? It would only be a fair test of the new role if each team had a CO and each team had a COSupport squad. John and I have both volunteered to CO for one round. Anyone else wanna step up for one of these important positions? I look for tomorrow night to be some of the best Tac Mod gaming ever!
Kisses!
Sassy[age-c1][tog-c1][tg-c1][ma-c2][medic]
[command][at][conduct][tpf-c1]
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03-05-2006, 07:37 AM #23
Re: New CO role in Tactical Mod version
Sorry, troops. Can't make it tonight...




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03-05-2006, 10:23 AM #24
Re: New CO role in Tactical Mod version
Been musing on thoughts for the CO role-and while my suggestions might best be suited for the MOD suggestion thread, I throw them here because they're only partially thought out-but I thought they might have some appeal. I'd like some opinions....
1-CO (maybe not in vanilla) SHOULD act like a PL-and to that end I think they perhaps need to be more of a 'frontline' presence. I don't know about assigning a Praetorian guard to him/her at the moment, because of our continued (forced) ability to get along without one. Add to that the fact that the mod removes much of the CO's power, and I don't know that the assets committed to Platoon defence aren't to a degree wasted.
2-Accepting the idea of a more 'immersive' CO, and their importance-I offer the following suggestions..
a) I think we should reintroduce a very much weakened arty capacity into the Mod. Either one gun or 3, but with much, much slower rearm rates.
b) make those assets worth taking out! I don't know if we can mod the capacities of the supply crate, but I'd be in favor of an ammo crate as SIMPLY A FRIGGING AMMO CRATE! No more repair of assets, vehicles, health and the like. If we can't agree that far, make the ammo crate simply one of health and ammo-no repair. If that's not possible, tie # of commit-able ammo crates to squad elements-if 5 squads as a norm, no more than 5 ammo crates are allowed in a round for deployment.
c)-I say toy with the idea of making a sniper, or preferably even a spec ops kit to be responsible alone for spotting. I'd agree with the sniper kit, but I'm of a mind with Bommando-I don't like the kit's pervasive use-especially THAT kit, because I think it represents a huge sway from reality. Limit 1 such kit to a squad, if that's the idea, because I'm sick of the sniper wars. At least Spec Ops' kit is with a scope for recon, but a diminished-ranged weapon.
CONCLUSION- this would allow something of a PL element-you could task a 3 man element with spotting, or opfor's asset disruption, or calling in arty strikes. Since there is no scan, and if that element is required to an extent for both the job of protecting PL AND spotting arty placement, it would have both an offensive (and an important one) AND defensive purpose.
It would make being a member of such a squad somewhat more important than merely wandering around making sure PL hasn't sprained an ankle-but still force the PL to be immersed in the nearby action.
Lastly, if we could make the ammo crate less of a 'hand-of-god' element, it would mean that medics' role increases (since they alone are needed at all times for health improvement), engineers become far more important (I see Robo dancing for joy pumping a shotgun with this one) since ALL asset and vehicle repair becomes their baleywick, and makes the tactical requirement of a focus on enemy assets of some kind something for the PL to consider-either as defense or as of support.
All that because I see that without ANY assets whatsoever, and better support weapon function, that currently assaults have become victim of the Civil War motto-"seek ye better ground". Assaults currently are IMHO, a little too difficult. At least with a little arty, and a little purpose and a little immersion of the PL, these can become (again) focal points with a chance of being carried out.
WHEW.
Ok bust a gut telling me I'm wrong.
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03-05-2006, 10:43 AM #25
Re: New CO role in Tactical Mod version
As is, is there any reason for the CO to be any kit besides Medic? Lack of assets means that the CO is out of the CO screen more. What better way for extra intel than by being able to see exactly where your men are falling then be able to zoom in on the CO screen to find the enemy?
No reason to go after the assets anymore, and no need to defend them currently, so Engie is nerfed for a CO. Only other kits worth taking is Sniper for Recon and Spec Ops if you were going to try to singlehandedly defend a back flag.
What say you? Medic for CO?
Lucky Shot
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03-05-2006, 12:32 PM #26
Re: New CO role in Tactical Mod version
I thought there was still lively debate about possibly reinstituting assets, albeit drilled down to include very limited arty. If not, you're quite right, additional medic is about the only role worthwhile, or the over-used sniper kit.....
Originally Posted by Lucky Shot
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03-05-2006, 01:39 PM #27
Re: New CO role in Tactical Mod version
I agree, Lucky. CO should be Medic. I even wrote about it here: http://www.tacticalgamer.com/438636-post1.html




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03-05-2006, 08:18 PM #28
Re: New CO role in Tactical Mod version
I'll volunteer to lead one of the CO squads, if you need it. Either that, or I want to be part of/run a recon squad. I'm a little tired of heavy fighting, heh. Unless I end up having to run a regular infantry squad, I'll be running a small locked one, so apologies in advance to those that want to get in but don't.
I think that the CO and the Command squad, while not being completely out of the fight, should stay to the more secure areas. The Command squad could act as security for the CO and a support squad for the troops around them (ammo/meds). The squad should be small, no more than about 3 people (to fit all 3 + the CO into a van), and should never really be in the heaviest of fights if they can help it. I'm thinking defense on a medium/rear flag, possibly sweeping into a newly taken flag to revive/rearm people and get a "report" on the situation.
edit: this is assuming that I can actually play; I'm about 50/50 as far as being able to play due to lag on my end.
[squadl]
"I am the prettiest african-american, vietnamese..cong..person." -SugarNCamo
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03-05-2006, 11:00 PM #29
Re: New CO role in Tactical Mod version
This is an interesting idea, I'd like to hear if Sassy got to try this as we were going to attempt this in game but the round ended shortly thereafter and my connection dropped so not sure what happened. I have to wonder though, is it really possible for a CO to properly CO and be near the front line?
I commanded a round a few weeks ago for TM night and I must say that I did not leave the command screen once during the round, cept to respawn from being knifed repeatedly (heh). It required a great amount of communication between the SL's and the CO, at times 30 second intervals with each squad for an update on their current status and a heavy reliance upon spotting.
Spotting.
This begs an interesting subject in reference to the limited use of arty, what if a unit could paint (anyone ever play tribes with the mortars, that was a cool feature) a target? I think Canuck is headed in the right direction with the use of a unit to scope out targets, however if that is the case what benefit would it have over using all squads (as I mentioned above) to religiously spot things?
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03-06-2006, 11:55 AM #30
Re: New CO role in Tactical Mod version
I actually find the CO job in Tacmod more interesting than in vanilla for this very reason. In vanilla the SL's don't really communicate with the CO very much at all. The CO in vanilla is much more of a 'button'.
Originally Posted by oakenfol
"I push the button when I need arty, a UAV or a crate. Then sometimes when I'm bored I push the button to get the button to give me a task"
However in tacmod SL's really have to communicate their needs to the CO. Let's take a concrete example.
On karland, Squad 1 USMC is east of the river and thinking about assaulting Factory. The SL decides to get some intel from the CO.
Vanilla: commo rose, Request UAV, end of interaction with CO.
TacMod: "Co, this is S1. Can you get me eyes on the areas south and east of factory so I can make an approach" "S1, CO--- eyes on--- full squad vicinity the sniper I just spotted, on the roof of building west of flag. Otherwise currently clear."
See the difference? I find the TacMod Co position to be more engaging and the SLs are far more human to me-- they aren't just pawns to be moved around-- they are guys I actually have a rapport with (if we're both doing our jobs).Kornkob
I want to move to Theory. Everything works in Theory.
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