Commander Unit

I really have an interesting Idea for you. My Suggestion is a Commander Unit, which queues for its own or gets chosen randomly. The Commander can give Orders like “Flank from the right!” or “Push Forward!”. He also can call in smoke barriers (since nobody uses them in normal game). If teammates do the orders, they get bonus points. For example the “Push Forward!” command gives bonus points for capturing points etc…

I think for myself, that marking and not coordinated teams are the worst problems. The Commander Unit could bring more orientation for newer players. Also it is important that the orders are NOT forced, because it is against the freedom of the game in my opinion

Im really interested in your opinions! So tell me improvement ideas (sorry for my bad english haha)

This has been suggested a lot. (I recommend searching topics to see what others have said in the past before posting a fresh topic about it.)

I’ll tell you the basics of what I’ve told all the previous ones:

  • While lack of teamwork is aggravating, there are things about a commander position that are as bad or worse.
  • Battlefield 4 attempted to implement this kind of system. While great in theory, it often resulted in players getting into that position and not having a clue what they were doing. No sense of strategy and no idea what was going on throughout the fight on the ground. More often than not, they would waste resources that could have turned the tide of the battle, or even screwed over their own team through sending orders without actually thinking it through, leading tons of squads into a deathtrap.
  • As far as

Smoke is a tricky thing. Unfortunately, most players don’t actually think about where they drop it and screw over not just teammates but often themselves as well. If its dropped by someone that’s not really participating in the fight, the chance of that happening increases drastically.

  • If everyone was in the same chat, working together, with a commander that had the tactical sense, it would be great. However, like even you said,
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Why not make it a queue thing? With a proper tutorial hot to smoke&command. A level gate could keep bring more experienced players into the role, which would solve the problem a little bit

I like this idea, but radio operators can already call in smoke. The command orders are an interesting idea, and adding commander units might make the campaigns bigger (which isn’t bad).
Your English is pretty good too.

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but i never see radio commanded smoke because it doesnt bring points. I like that mortar have smoke now but for most players is no points = no use

For me the Commander is always the first guy in the team. I dont want that some idiot will give me any orders. Crap idea.

like i said the orders are not forced on you. they just give you bonus points for completing

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  1. There is a tutorial on how to use engineers, yet I see people take them all the time and never use fortification.
    There is also a tutorial on how to use Tanks, yet tons of people can’t seem to figure out how the penetration indicator works.
    There is even a tutorial on how planes work, yet most planes Kamikaze into the ground on the first pass.

  2. Smoke placement is a situational thing. There is no type of placement that one size fits all. You have to coordinate with others for it to actually be useful, even if you understand good ways to drop it.

I’ve seen players with end of campaign equipment on the bottom of the score board, simply because they don’t know how to properly use it. It would need to be something more than a level gate. It would actually need to detect skillful players somehow. (Perhaps after obtaining x number of “Tactician” battle Hero awards.)

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I think i overestimate the average players skill haha. But the problems from the tutorials are that they are not mandatory. This should be different here.

Nevertheless, I definitely have to agree with you that there has to be some specific rules to be allowed to play Commander.

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Personally, my biggest issue is that not only should they be mandatory, but it should throw you into a “test” scenario after the tutorial. In the test it doesn’t hold your hand, but requires you to use what you learned in the tutorial to complete it. At least then its guaranteed that they have learned it if they pass that.

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That would be cool

I think it was me last time. Well I can say I support the idea of allowing players to draw on the map and minimap to tell their teamates how to attack/defence. like drawing lines and placing symbles. Although I think the devs should really change how players can control their ai. Like an rts mode or something.

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No because, each player can simply get battle awareness looking from the map and from the killfeed, commander role is suited for game like postscriptum or HLL with huge map who need a lot of player to player interaction, in enlisted player to player interaction is a bit more of a deathmatch of call of Duty and less than a normal battlefield match

(Almost inexistent)

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So first question. Who will be the commander? How to choose? if one squad gets the commander will the other squad be pissed and just leave the game.
Second. What if the commander give some really silly orders? Like get way back or just go to a suicide position. If so how can other players remove the commander? and How can this removal process being not abused?
Third. This map is just toooooo small for commander. It each game the size of the map will be as large as WT then it will be fine but within a map that one flamethrower can just cover half of the battlfield?

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I don’t know if it was for OP and even if you can’t see it from the UI you posted to me, if dont was for me and not for OP i suggest to add the name of the user at who was directed in the post by editing

i actually answered the first 2 question in my first post (you probably didnt read right. And for the third: i dont think that the mapsize has a big effect? I mean we have literally bomber calls where you can call in 5 huge bomber circles which cover 1/2 the map

Map size can actually have a considerably large effect. Some maps are quite a bit larger and allow for support tactics that others many not. Such as setting up field guns on Tunisia and Pacific. Things like that are important, and are only viable when there is enough space, as well as a line of sight.

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#edit…sorry pressed wrong reply button. wasn’t really directed at you.

In games I love the Officer class, the ultimate Support class. Maybe not exactly what you are talking about, but I am hopefully for some iteration of an officer class.

These are just ideas I can see fitting and useful (and fun)

  • Move smoke from artillery to officer (will need some sort of points attached, not sure how to do this at present)
  • Rally on me, The officer is a mobile rally point, but has 30-60 seconds(or more between squad respawns instead of 6. I may be wrong on the time). Solves players not building rallies. Command squad can lower time significantly (like radio operator)
  • Binocular spotting. Different than current spotting (think laser designator). officer gets point for spotted targets killed. BOTS/AI get a significant boost towards target area. (only command squad BOTS)
  • Command Squad Upgrade, generals bodyguard - Command Squads AI get 25% more HP (stacks with perk), and better combat efficiency towards marked locations
  • Passive when an officer is attached to ANY squad, Squad gets a small HP (10%) buff

Commands ( A new mechanic, like a timed consumable with ally buff radius, receive points per individual buffed) ONLY AVAILABLE TO COMMAND SQUAD

  • Forward!/Ooorah!/Bonzai!/Schneller!! – Toggle Cooldown 20 Seconds (only one command at a time) – units receive 20% HP bonus, -10% run speed, 15% sprint speed, 100% stamina
  • Establish Fire Superiority! – Toggle Cooldown 20 Seconds (only one command at a time) - 12% faster reload,-30% horizontal and Vertical Recoil, 20% weapon Aim Speed
  • Take Cover - Toggle Cooldown 20 Seconds (only one command at a time) - 150% speed of changing pose, Greater Change to get in downed state on taking fatal damage, 75% med pack usage speed, 200% health restored by medpack

Anyway….you see what Im getting at.

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Honestly man, your suggestion takes it too far into arcade type territory. Far too much change for different orders and commands and special this and that. A lot of those bonuses are far too strong. Timing is whack. Etc. If it wasn’t 1:30 am here I’d go into greater detail.

Overall, not a fan. Think more realism, less arcade and you’ll be more on the right track.

Hey man that’s fair to say, not saying anything against it. I just find it amusing because nearly all those buffs are taken straight off perks already in game that anyone can get, just a different way of distributing them…so really its already in arcade territory.