Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
I might be inclined to agree. Nothing is more irritating than getting arty bombed. But nothing is more fun than hunting down the commander and knifing him in the ass for it.
variable's point was to make the commander rely on these targeted requests, not to suggest such a feature's implementation. Personally, I think forcing a commander to drop supplies, uav's, and arty by request only is about the best fix we could ever hope for.
The commander is a great addition to the game, just poorly implemented, but the ability to coordinate among his squads is something I think is pretty cool. I would not want the commander role removed, no matter how annoying constant artillery can be.
Back to the proposed tweak, I think it would be a much better system to require the commander to: a.) call supplies, uav, and arty on the map using the T menu or b.) rely on a SL to call in such abilities using his T menu. Then arty/uav/and supplies could only be dropped in on a location that is visivble.
By the way, I say squad leaders, but I think squad members should still retain the ability to make commander asset requests as well, not JUST the SL.
A more sexy implementation would be great, but its not gonna happen to bf2, everyone knows that. Variable's idea is about the best I have heard that has even a remote (and still pretty much non-existant) chance of being implemented
Arty takes no skill? It doesn't need skill, it's the same as the AA guns, it's just there to provide you with a minimum amount of brainpower needed to not die. It's not like the commander gets points for arty kills. Just blitz a point and there are like 20 guys clustered up? SCATTER, DUMBASSES! The commander's gonna wet himself the moment he sees that big cluster of red on the sat scan.
I can almost always predict where the arty's gonna drop, so you bet I'm constantly urging for scatters on VOIP when we're vulnerable to it.
variable's point was to make the commander rely on these targeted requests, not to suggest such a feature's implementation. Personally, I think forcing a commander to drop supplies, uav's, and arty by request only is about the best fix we could ever hope for.
The commander is a great addition to the game, just poorly implemented, but the ability to coordinate among his squads is something I think is pretty cool. I would not want the commander role removed, no matter how annoying constant artillery can be.
Back to the proposed tweak, I think it would be a much better system to require the commander to: a.) call supplies, uav, and arty on the map using the T menu or b.) rely on a SL to call in such abilities using his T menu. Then arty/uav/and supplies could only be dropped in on a location that is visivble.
By the way, I say squad leaders, but I think squad members should still retain the ability to make commander asset requests as well, not JUST the SL.
A more sexy implementation would be great, but its not gonna happen to bf2, everyone knows that. Variable's idea is about the best I have heard that has even a remote (and still pretty much non-existant) chance of being implemented
I understand where you and Variable are coming from, but using the SL arty request would IMO make arty almost useless. The fact that the commander can scan and monitor enemy movement and numbers is a big advantage. SL's can only see troops in the open and cannot spot the others that are hiding. Not to mention the fact that arty requests are only granted when the commander clicks "Approve". Those few seconds could mean the difference between an effective strike or a useless one.
I have no trouble with arty. Yes, I will get tagged if I'm bunched up, or if the enemy commander correctly guesstimates my squad's movement and times the strike accordingly.
I think that arty should be a "lesson" to players. Spread out a bit more and use routes that are less-traveled. I command quite a bit and have trouble using arty on enemies that simply spread out and MOVE often. This is the proper way to play BF2!
I think that arty should be a "lesson" to players. Spread out a bit more and use routes that are less-traveled.
It doesn't matter what route you travel. The commander can see you. Even when the scan and UAV wear off I can just spot the general location and find you.
I command quite a bit and have trouble using arty on enemies that simply spread out and MOVE often. This is the proper way to play BF2!
The distance you need to spread out is about 50m. So, a squad of 6 needs to effectively spead out 300m... thus, you're not longer using squad tactics you're just jogging alone with VOIP at your disposal.
Small squad tactics (fireteams, etc) are only gimped by Artillery and Jets. A tank can be delt with, a helo can be delt with, even suicide Transport Helo can be delt with. A Jet cannot be countered, a artillery strike cannot be predicted.
The artillery destroys great confrontations in the game. Just when you have a descent front line established with teamwork, you get artillery spammed and then have to restart the whole process over again, while hoping to get another great front line with fire fighting again..
The Artillery should require a straike call from a squad leader and shouild kill friendlies..
variable's point was to make the commander rely on these targeted requests, not to suggest such a feature's implementation. Personally, I think forcing a commander to drop supplies, uav's, and arty by request only is about the best fix we could ever hope for.
Correct. Arty could only be dropped at a SL's request. Perhaps you could sweeten the pot by giving the targeting SL a single teamwork point for every kill the arty causes . If the commander gets multiple requests, he can choose from them.
Artillery encoruages players to play solo and work away from the main team because as soon as more than 3 people gang together to do soemthing they have it rain on their head.
It takes no real skill to use and tactically it doesn't really add anything to the game, its just a rain of death of the unlucky group of people who happen to be in the biggest bunch.
listen to this man. Arty ruins the game (along with a whole bunch of other crap - see most of the threads on this forum ^^).
I don't mind artillery in BF2, it's artillery in SF thatmost annoys me, completely destroys the whole concept of the expansion.
Nothing wrong with the indigenous forces having arty, but playing conquest in the expansion ruins the concept of the expansion as well. SF needed to be objective based.
To me, the worst thing is squadding out... doing some damage, and then noticing that your team has NO commander and the other team does.
You just gotta take one for your team and do it, even if you suck.
So, I spawn as the humble engineer, find some bushes, and then do my team duty:
1. Scan every freakin' time you can. Spot all the interesting and dangerous foes. Spot them three times.
2. UAV every freakin' time it's available. It can double the infantry's ability. Too bad if they ignore the mini-map and think they're playing Quake.
3. Arty. Yes, I'm soo soo sorry we use it. But we can see where it can be useful. Two steps ahead of the assault. Or even on the lone sniper that nobody has the time to kill.
Your enemy has arty. You should be glad your command-granddad has it, too. We try to keep a protective eye out ahead of you. And, no, we know better than to spam the chemical factory in SF. That crap just makes noise.
To whit, if I see we're commander-less - that means we have a huge chance of losing. I drop my PKM, pick up a wrench, and scan the crap outta' the battlespace. It makes me feel better than switching to the other team.
I love defending the assets. It is actually my favoritet implementation of the PKM. Just lie down in view of one howitzer and the UAV, and wait for the same dork to run up on a jetski four times in a row only to get mowed down.
He stops doing that for the rest of the match pretty soon.
Love 'em or hate 'em. The team without a commander (against one with) loses 88% of the time. I just picked up the job outta spite.
I rarely get killed by arty since you can hear it coming long before it gets to you. Usually it's pretty easy to figure out.
First clue would be if you see the UAV above.
Second clue would be if your at the last flag.
Third clue, your advancing on a flag in a large group, consider yourself a nice juicy target.
You hear the arty, and your in what appears to be a key position, RUN!!
If you decide to stay, despite knowing it's coming, then you deserve to get hit:p
Correct. Arty could only be dropped at a SL's request. Perhaps you could sweeten the pot by giving the targeting SL a single teamwork point for every kill the arty causes . If the commander gets multiple requests, he can choose from them.
I disagree, for 2 reasons mainly,
remember that arty isn't instant, if it could only be placed at a SL's request, first of all the sl would have to be close to spot his target, leading to a good chance of the arty maybe landing in his own area, but also even if he does call it and clears out, the enemy may not be there when it lands.
Commanders need to judge when and where to use arty, it's not just launched indiscriminately over the heads of enemy in a point and click fashion as so many in this thread seem to think, nor if theres a chance of it hitting friendlies.
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