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Discussion: Project Reality / PR:BF2 - One minute commanders - Originally Posted by Mr_Fighter_99 No one should be allowed to even move, love around, etc.
  1. #16

    Sabre_Tooth_Tigger's Avatar

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    Re: One minute commanders

    Quote Originally Posted by Mr_Fighter_99 View Post
    No one should be allowed to even move, love around, etc. until a commander is accepted and then if that comm. quits, everyone is frozen again until a new one takes the postion. I realize that this could be abused, but no solution is perfect.



    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  3. #17

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    Re: One minute commanders

    Quote Originally Posted by Mr_Fighter_99 View Post
    No one should be allowed to even move, love around, etc. until a commander is accepted and then if that comm. quits, everyone is frozen again until a new one takes the postion. I realize that this could be abused, but no solution is perfect.
    This better be a joke.

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  5. #18


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    Re: One minute commanders

    If you guys are talking about the LOVE around, that was an error. I noticed it and kept it there to see what kind of response it would get. But besides that that was no joke.

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  7. #19

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    Re: One minute commanders

    wow that was serious. That would kill PR.

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  9. #20

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    Re: One minute commanders

    Mr.Fighter, go to suggestions section of the pr forums. POst that, i'm sure it will get tons of love from everyone there.

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  11. #21

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    Re: One minute commanders

    bad idea fighter, honestly.

    Life's too short to live it fast.





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  13. #22

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    Re: One minute commanders

    Quote Originally Posted by sirsolo View Post
    I do think that we are being a little overdramatic.
    These solutions are comparable to "Very bad men whom started WWs" (Scale wise)

    Games are going to happen without COs, and everything that is within any game WILL be abused by someone at somepoint. Im sure that we have ALL left and joined the squad to override the cannon warmup.

    Heres the benefit of having a CO: Bad or Good, we stil have a higher chance to win with one.
    If hes good, then the answer is obvious. If hes bad, then we can do what is natural, and ignore the fool, do our own thing, and still have Firebases/bunkers.

    Just.. try to imagine a game freezing every time both teams dont have a CO. Imagine having a tactically placed RP being destroyed by a pubbie CO, because "What I say goes"
    Imagine the balance issues that a lack of CO would cause for a team.

    Lastly, as a side note from all Ive been saying, everyone blames a CO for a bad game. Nobody (in the COs shoes) likes that. So maybe the problem is with us? Edit: Neat... there was randomly a Facebook link here... My bad (? Im as confused as you are Creepin)

    §Sirsolo
    I say again: That ^^^^^^^^^^^^^^^^^^^^^^^^^

    §Sirsolo
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  15. #23


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    Re: One minute commanders

    When I see that my squad has more than twice the points of the other squads then I will not hesitate going CO for one minute and return to my squad. In that case I doubt that going CO for the entire game will benefit the team more than leading the squad that is performing relatively well. In this situation I decide that the bunker or firebase is direly needed to help my team. I do not quite understand why being a "one minute commander" deteriorates gameplay in this case.

    If the other squads are doing well, then I will usually refrain from going CO. Most of the time a CO will then step up, as a team that performs well is much more of a joy to command.

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  17. #24

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    Re: One minute commanders

    I can understand why we have so many commanders at times, I have been CO a few times & it is very frustrating to be CO when you have locked little 2 & 3 man squads & squads in the middle of nowhere & squads attempting to attack uncap enemy mains. No matter what you ask or tell them to do they don't listen so the CO say's screw it I quit!! I hate it when I join the game to see 3 or more locked squads that only have 2 or 4 guys in it & not enough unassigned players to make a squad.

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  19. #25

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    Re: One minute commanders

    Skim reading the title, I read this as One Minute Gay Commanders. Which says alot about myself, I think.

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  21. #26


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    Re: One minute commanders

    Quote Originally Posted by machineofdeath View Post
    I can understand why we have so many commanders at times, I have been CO a few times & it is very frustrating to be CO when you have locked little 2 & 3 man squads & squads in the middle of nowhere & squads attempting to attack uncap enemy mains. No matter what you ask or tell them to do they don't listen so the CO say's screw it I quit!! I hate it when I join the game to see 3 or more locked squads that only have 2 or 4 guys in it & not enough unassigned players to make a squad.
    Perfect! Exactly what goes through my head! It is very frustrating to have that going on. Second, people are talking smart to their commander and theirs really no rule against that, Id like to just mute them, but then that deterioates gameplay everytime a squad mutes u, the comm or the comm mutes a squad. I wish there was a way the admins could justify what is said in VOIP. But back to the topic, like machine said, "it is very frustrating to be CO when you have locked little 2 & 3 man squads & squads in the middle of nowhere". When I command, I stay there the entire round unless its just too dramatic over VOIP.

    Fin.

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  23. #27

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    Re: One minute commanders

    I prefer a 2 or 3 man squad that sticks together and follows my orders over a 6 man squad that has it 's SMers all over the map. 3 men squads can be good for certain objectives and if you have two of them, you can make them attack/defend a flag from 2 directions which sometimes can be very effective.

    Numbers don't make a good squad... players and organisation do.

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  25. #28

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    Re: One minute commanders

    Hmm..
    CERTAIN objectives.

    2 and 3 man squads should definatly not be used for flagcapture/defence. Thats wasting assets.
    Id rather have a cluster "dirtyhardsex" of guy shooting in random directions then 3 making occational headshots.
    If every squad was a 2-3 man squad and they were doing medial tasks like cap/def, half the team would be booted from TG,because there arnt enough squad spaces.

    §Sirsolo
    |TG-Irr|Sirsolo since 18OCT08.

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  27. #29

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    Re: One minute commanders

    I don't think any squad should be locked unless they are full, I can undersatnd if you want to lock a squad to ensure you have the players you want but after that unlock it if it's not full.

    I have joined the game a few times to see little locked squads & I'm the only unassigned player, so I make a squad of myself but can't get an officer kit or any other kits until another player joins.

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  29. #30

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    Re: One minute commanders

    Quote Originally Posted by machineofdeath View Post
    I don't think any squad should be locked unless they are full, I can undersatnd if you want to lock a squad to ensure you have the players you want but after that unlock it if it's not full.

    I have joined the game a few times to see little locked squads & I'm the only unassigned player, so I make a squad of myself but can't get an officer kit or any other kits until another player joins.
    Easy fix = grabbing an engineer and going to town. You don't have to have a requestable kit to play.




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