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06-01-2007, 02:35 AM #16
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.|TG|Switch
Better known as:
That noob who crashed the chopper.
That noob who ran over the mine.
That noob who TK'd me with a sniper rifle.
That noob who hit that APC at 300m with light AT! Our APC...
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06-01-2007, 03:56 AM #17
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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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06-01-2007, 04:54 AM #18
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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06-01-2007, 10:04 AM #19
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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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06-01-2007, 06:24 PM #20
Re: MOS: Scout Snipers
Discussed and cleared.
posted in thred "Assassinating CO's and Active Assets" 05-13-2007, 08:16 PM
Originally Posted by Tempus
by adminA crazy solder from the deepest forests of Skåne, Sweden.


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06-02-2007, 03:31 AM #21
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.
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
Feel free to quote me. ~ Skylark
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06-02-2007, 02:03 PM #22
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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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06-02-2007, 02:54 PM #23
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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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06-02-2007, 03:08 PM #24
Re: MOS: Scout Snipers
Then there will be no issues. He's out of the UCB, he's fair game.




-- Suits are what you wear when doing things you shouldn’t want to do anyway.
FROM THE TACTICAL GAMER PRIMER.
3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.
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06-02-2007, 08:42 PM #25
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06-04-2007, 02:26 PM #26
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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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06-04-2007, 02:31 PM #27
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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06-05-2007, 10:15 AM #28
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Re: MOS: Scout Snipers
Alright, now you're just spamming. See my post in your thread.
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