I'd like to see commanders getting Heal/Repair/Resupply credit (not points, just crecit towards awards) for supplies. What insentive do I have to drop them for my team otherwise? I don't find that they make the difference between my win and my loss. They may make a 2 kill difference for some second-rate armor whore, but c'mon. Make me want to drop those supplies to my team and not to myself.
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how do i start on this, the role of commander is to command your troops, this involves u looking after your troops, giving them what they need and trying to anticipate what the enemy is going to do and to try and ask your squads ( when they bother to get into them) to goto certain places etc to defend attack,SysTray wrote:
I'd like to see commanders getting Heal/Repair/Resupply credit (not points, just crecit towards awards) for supplies. What insentive do I have to drop them for my team otherwise? I don't find that they make the difference between my win and my loss. They may make a 2 kill difference for some second-rate armor whore, but c'mon. Make me want to drop those supplies to my team and not to myself.
so your incentive isnt to get heal/repair/resupply points from supplies, if u want that, be a normal prof and get in the feild and put yourself in danger, and earn those points.
to be a good commander is to be the leader of your men, so either be a good commander or be a squadie and get out and fight for one.
Supply crates are one of the best assets the command has, what brand of honduras crack are you smoking?
Crate opportunities are all over if you're perceptive. Besides armor, which ALWAYS appreciates crates, you should be looking for squad leaders and squads working together and tossing them crates. Next on your priority list, anyone entrenched in a good position, such as snipers, need supplies to hold their position for any length of time. Also, crates can make a good ballistics shield on the front lines if nothing else (at least until the enemies rocket them or decide to artillery them).
Crates also make marvelous artillery bait for the enemy.
The reward in points that you get should be secondary to providing the useful function for the team. Even if it is to allow someone to get 2 kills instead of 0-1. Extra tickets are extra tickets.
Crate priority spotting list for dummies:
Priority may shift based on situational circumstances.
1. Armor
2. Squads actively doing things
3. Skilled individuals or long lifetime classes (sniper, support) entrenched in a position
4. Front lines/Swarm support
5. Repairing Commander Assets
6. Artillery Bait
In the thick of things, crate decisions should come quickly and naturally, as you should be already very busy UAVing and spotting people not in UAV radius, and looking for artillery opportunities.
Crate opportunities are all over if you're perceptive. Besides armor, which ALWAYS appreciates crates, you should be looking for squad leaders and squads working together and tossing them crates. Next on your priority list, anyone entrenched in a good position, such as snipers, need supplies to hold their position for any length of time. Also, crates can make a good ballistics shield on the front lines if nothing else (at least until the enemies rocket them or decide to artillery them).
Crates also make marvelous artillery bait for the enemy.
The reward in points that you get should be secondary to providing the useful function for the team. Even if it is to allow someone to get 2 kills instead of 0-1. Extra tickets are extra tickets.
Crate priority spotting list for dummies:
Priority may shift based on situational circumstances.
1. Armor
2. Squads actively doing things
3. Skilled individuals or long lifetime classes (sniper, support) entrenched in a position
4. Front lines/Swarm support
5. Repairing Commander Assets
6. Artillery Bait
In the thick of things, crate decisions should come quickly and naturally, as you should be already very busy UAVing and spotting people not in UAV radius, and looking for artillery opportunities.
Last edited by Sud (2005-11-30 20:15:27)
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- Commanders getting credit for supplies - they don't drop themselves.