

#141
Posted 03 February 2012 - 09:53 AM
Instead, as you say, they will be actual mechwarriors in mechs that basically work as the relay between scouts and the a/d. With extra goodies like satellite sweeps and bombardments, of course.
#142
Posted 03 February 2012 - 09:54 AM

There could be some confusion there then.
#143
Posted 03 February 2012 - 10:00 AM
NARCoMAN, on 03 February 2012 - 09:40 AM, said:
That's pretty much it. If you're not playing in a competitive league or other environment, having a person who is new or bad at playing commander won't break you. It won't really even slow the tempo. The real success on the ground comes from intelligent choices made by the attackers and defenders, with help from the scouts. Should the role be as it was in the BF series your commander points out things you didn't see, and will be able to support in adding, not controlling information.
My concern will be with scouts who think they can gung-ho the place and not get the useful info out. This game is no respawn and that makes the little guys a lot more important.
Merged this thread with "Why we picking on Commanders" (or something) since it is essentially the same thing.
#144
Posted 03 February 2012 - 10:18 AM
Demona, on 02 February 2012 - 11:29 AM, said:
The concept was perfect in Chromehounds and I'm excited to see it here. Having better intel than the enemy can often lead to a win.
QFT.
I loved Chromehounds personally, and was sad to see it go dark in 2010, but alas.
Back on topic, I agree with post. I've seen "commanders" who were in charge of doing nothing but staying alive and passing on the info, both in games like Chromehounds, and my ever favorite BF2142, while a dumb grunt squad leader was in over all command.
Commanders here will have better access to intel/counter intel abilites, along with various support powers, but that doesn't mean he's in overall command of the match.
#145
Posted 03 February 2012 - 10:26 AM
#146
Posted 03 February 2012 - 10:33 AM
Commanders call the shots, they are the head of the family that is the lance. Never leave a mech behind, and make sure the rookies don't waste ammo. Regardless of the game mechanics, a good commander builds a union between the other pilots, whether theyre Militant Combine Worshipers or Periphery Pirate Psychopaths!
"Commanding" by the numbers is is a learned skill, the mechanics of the game will support this. Differentiated from leadership, which is a beneficial character flaw. You rarely want it, and what comes with it. Others see it in you, and if you have it, you probably don't see it in yourself. I hope when I get into combat that my Commander, for whatever "in game mechanic" knows what he's doing, but I'll settle for a good group of comrades and a solid, intelligent leader.
That's just my humble thoughts,
Vex
Edited by Vexgrave Lars, 03 February 2012 - 10:35 AM.
#147
Posted 03 February 2012 - 10:42 AM
Quote
None of them. You were challenged. Meaning to protect your troll skills you had to play the game dirty. Dirty like a bad weekend at Fremont street.
#148
Posted 03 February 2012 - 10:49 AM
#149
Posted 03 February 2012 - 10:53 AM
a group is three to four units mainly because when im able to play i play along with my father and two littler brothers
whenever we play world of tanks together even though we are down a person our win rate goes up why you ask?
because if you got people that know what the **** is best for the team you win alot more
#150
Posted 03 February 2012 - 11:08 AM
Vexgrave Lars, on 03 February 2012 - 10:33 AM, said:
Commanders call the shots, they are the head of the family that is the lance. Never leave a mech behind, and make sure the rookies don't waste ammo. Regardless of the game mechanics, a good commander builds a union between the other pilots, whether theyre Militant Combine Worshipers or Periphery Pirate Psychopaths!
"Commanding" by the numbers is is a learned skill, the mechanics of the game will support this. Differentiated from leadership, which is a beneficial character flaw. You rarely want it, and what comes with it. Others see it in you, and if you have it, you probably don't see it in yourself. I hope when I get into combat that my Commander, for whatever "in game mechanic" knows what he's doing, but I'll settle for a good group of comrades and a solid, intelligent leader.
That's just my humble thoughts,
Vex
Except the commander role here is the dude who calls in all the support powers. He summons airstrikes, deploys mine fields, and is responsible for intel/counter intel work. he can either be the leader in charge himself, which is cool, or he can be like the dude who simply keeps track of that for the guy who really is leading the mission from the front lines.
The thing that catches most people up here is the title when compared to the abilites he has. He's listed as a "commander" but he's more of a support unit one the field, and a good commander pilot doesn't HAVE to be a good leader, in which case he's more like a forward observer/ rader and ECM operator for the lance, calling in what is needed when it's needed to support the main thrust
#151
Posted 03 February 2012 - 11:36 AM
Ranek Blackstone, on 03 February 2012 - 10:18 AM, said:
QFT.
I loved Chromehounds personally, and was sad to see it go dark in 2010, but alas.
Back on topic, I agree with post. I've seen "commanders" who were in charge of doing nothing but staying alive and passing on the info, both in games like Chromehounds, and my ever favorite BF2142, while a dumb grunt squad leader was in over all command.
Commanders here will have better access to intel/counter intel abilites, along with various support powers, but that doesn't mean he's in overall command of the match.
Totally. Our commander in Chromehounds wasn't a team leader. They're more akin to someone sitting back in the green zone, feeding you info.
Besides, call me crazy but if I'm going to follow someone it's going to be INTO battle... not moving AWAY from them.
#152
Posted 04 February 2012 - 01:02 AM
Ranek Blackstone, on 03 February 2012 - 11:08 AM, said:
Except the commander role here is the dude who calls in all the support powers. He summons airstrikes, deploys mine fields, and is responsible for intel/counter intel work. he can either be the leader in charge himself, which is cool, or he can be like the dude who simply keeps track of that for the guy who really is leading the mission from the front lines.
The thing that catches most people up here is the title when compared to the abilites he has. He's listed as a "commander" but he's more of a support unit one the field, and a good commander pilot doesn't HAVE to be a good leader, in which case he's more like a forward observer/ rader and ECM operator for the lance, calling in what is needed when it's needed to support the main thrust
I envision Brian Cameron's role in the Wolf Pack novel.
#153
Posted 04 February 2012 - 01:11 AM
#154
Posted 04 February 2012 - 06:23 AM
Elizander, on 04 February 2012 - 01:11 AM, said:
Basically.
It'll work out, if you suck at the commander role, people will either ask you to play something else, or they'll stop playing with you unless it's your friends and they either help you get better (I hope we can make skirmish matches!) or help you into a new role.
In the end, it'll work itself out, but don't be afraid to try the Commander role, just like any other. See what you're good at.
#155
Posted 04 February 2012 - 06:40 AM
We've already seen that the role of the scout is to provide information on the battlefield, and it would make sense to me if the commander stays back, and uses that. If he goes down in combat, then you lost a major asset it seems. Hopefully theyll release more info on it.
#156
Posted 04 February 2012 - 06:59 AM
Jack Gallows, on 04 February 2012 - 06:23 AM, said:
Basically.
It'll work out, if you suck at the commander role, people will either ask you to play something else, or they'll stop playing with you unless it's your friends and they either help you get better (I hope we can make skirmish matches!) or help you into a new role.
In the end, it'll work itself out, but don't be afraid to try the Commander role, just like any other. See what you're good at.
OK, you work it out at whos expense?
You seem like a fine fellow, And you freaking nailed it, either they will inform you they are playing a different role, or people will leave your corp, and you'll be standing alone when you log in
Others to assume they can be a commander because they created a website, and throw a title on their name, means nothing.
if you as a leader/commander ruin a companies worth of Mech's those players are doomed to have to find ways to make C-bills, and rebuild, or pay for in game cash...
If you played wow, their are thousands upon thousands of Guilds with leaders that are the shyts, and they claim the higher in game content as theirs because they are leaders who suck....
I'll avoid corps for a while, or make my own till I prove myself, or a corps proves that they are worth my time, and efforts put into the MWO world...
Edited by Opus, 04 February 2012 - 10:14 AM.
#157
Posted 04 February 2012 - 09:38 PM
This is almost getting to be a semantics issue again, I see if te role suggests / recommends battle tactics, calls out support artillery etc he's more of a tact ops role than a true commander who leads. Note that yes I see a lance leader will actually lead a lance (may or may not be te whole group).
If a corps is MWO's equivalent of guilds in WOW, then it's a corps leader should be named commander, and maybe the role can have a name change.
In any case it's still too early enough to see, and I guess what we're doing is as a community giving to te devs ideas and feedback. Whether these feedback is implemented its all in the devs hand, and we'll be able to sort out what works n what doesn't and move from there.
#158
Posted 04 February 2012 - 09:52 PM
- information disseminator (just the facts, ma'am) gathers info and relays it to the team, so they can keep on with the fighting, no forced directions or instruction, just what's going on from all incoming feeds.
- company com guy - the guy left manning the radio in case the boss calls asking whiskey tango foxtrot why haven't you won yet? Keeps the friendly fire down by informing other lances of our situation, position, etc...needs battlegrid to accurately relay status
- salvage hawk (merc specific) - The guy who rolls around and makes sure we get paid, possibly the most important role on a merc lance.
(if of course salvage is in game, and you have to actually retrieve salvage during the round).
- medic - MRB (not 100% sure it's in game, but if it is). - needs to know the where the battle is at and where people are down (but not out).
Just a few different roles that may benefit from some commander sauce.
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