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Commander


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#1 Coolant

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Posted 09 June 2012 - 07:33 AM

Was wondering how many were going to go for this skill tree? The ability to call in so much support could definitely shift the flow of battle in a big way. Also, has any of the devs mentioned if there will be a limit in the number of commanders on a given map?

#2 MacKoga

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Posted 09 June 2012 - 07:40 AM

3 Scenarios:

1: Limited commanders. 3 Lances, 3 commanders. Normal artillary support.

2: Unlimited commanders, all with their own fire support. 3 Lances, 12 commanders, 4X artillary support.

3: Unlimited commanders, abilities access shared fire support. 3 Lances, 12 commanders, normal artillary support possibly used more efficiently but with poorer recon/spotting ability.


I'm not convinced that Scenario 2 would be unbalanced, if you're lacking in spotting / information warfare abilities, and your toe-to-toe fighters lack the extra abilities that their roles would provide.

Edited for clarity.

Edited by MacKoga, 09 June 2012 - 07:41 AM.


#3 Redshift2k5

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Posted 09 June 2012 - 07:42 AM

Need to see a lot more about what the trees will really entail. I don`t think trees and modules are in the game yet, so anything from ye olde dev blog is going to be subject to change

#4 eZZip

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Posted 09 June 2012 - 08:09 AM

View PostMacKoga, on 09 June 2012 - 07:40 AM, said:

3 Scenarios:

1: Limited commanders. 3 Lances, 3 commanders. Normal artillary support.

2: Unlimited commanders, all with their own fire support. 3 Lances, 12 commanders, 4X artillary support.

3: Unlimited commanders, abilities access shared fire support. 3 Lances, 12 commanders, normal artillary support possibly used more efficiently but with poorer recon/spotting ability.


I'm not convinced that Scenario 2 would be unbalanced, if you're lacking in spotting / information warfare abilities, and your toe-to-toe fighters lack the extra abilities that their roles would provide.
You've presented this like it's fact and not speculation. Got any evidence that it will be like this?

#5 BarHaid

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Posted 09 June 2012 - 10:35 AM

One of the Dev Q&A sessions mentioned that the artillery and air strikes would on a global cool-down timer. That way it doesn't matter how many people have Commander abilities; only so many strikes can be called at any time.

#6 Skymech

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Posted 09 June 2012 - 10:38 AM

I'm definitely interested in this role. I will likely not be in a Merc Corps starting out though, so it will be interesting to see how commanders are chosen from within house teams each match.

#7 Vorus

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Posted 09 June 2012 - 12:16 PM

I would imagine no matter how many of the people in the match are "trained" as Commanders, only 1 person per lance will be able to ACT as lance commander, and one of those three will be able to act as company commander. I'm sure they wouldn't allow 12 people per team to call in support or artillery strikes, etc. Only the "acting" commanders can do that.
At least, that's what I'm assuming.

#8 Kazzamo

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Posted 09 June 2012 - 12:38 PM

Could of swore I read in one of the dev blogs or FAQs or something that there will be 3 commanders, one in each lance with one of them being the primary commander. Each lance feeds data to their commander, and the normal lance commanders feed that data to the main commander to make plans on the the battle grid, spreads that data back to the lance commanders and then they send the orders to the rest of the lance.

#9 Woodstock

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Posted 09 June 2012 - 12:49 PM

Going off the Role warfare dev blog (part 2) I'd say I'm going to be going for a mix of scout and commander pilot skills.

Though clearly I'll be waiting to see how it all plays out.





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