| 10 Player Commander Rule | |
|
|
Author | Message |
---|
Tango5-7
Posts : 156 Birthday : 1972-12-02 Join date : 2012-04-25 Age : 51 Location : Lost in a world that doesn't exist.
| Subject: 10 Player Commander Rule Wed Oct 16, 2013 12:20 am | |
| I like the new rule a lot. Now, does the 10 Player Commander Rule apply to 10 active players total (5 on US and 5 on China) or 10 active players per team? | |
|
| |
pfcvaldez
Posts : 199 Birthday : 1952-11-03 Join date : 2010-09-01 Age : 71 Location : Seal Beach , Ca.
| Subject: Re: 10 Player Commander Rule Wed Oct 16, 2013 12:38 am | |
| - Tango5-7 wrote:
- I like the new rule a lot. Now, does the 10 Player Commander Rule apply to 10 active players total (5 on US and 5 on China) or 10 active players per team?
10 active players total | |
|
| |
Descartes42
Posts : 110 Birthday : 1954-09-28 Join date : 2010-11-25 Age : 69
| Subject: My least favorite rule... Tue Oct 29, 2013 2:20 pm | |
| Having the option of command makes the game much more playable for everyone, but especially for us ground pounders.
If aircraft depended on a commander for intel and resupply in the same way infantry do, having a commander would be MANDATORY don't you think?
Personally I really don't care to join when I can see there is an "air only" round underway. If I join and spawn on the US team, the only option available may be to snipe or repair on arty island, being periodically swept off by the PLA chopper.
I think of this as playing "grass" to the air "lawnmower".
Heck, if there are just two active players they ought both to command imho.
My $0.25
Des
| |
|
| |
DangerousDoug
Posts : 1097 Birthday : 1957-07-10 Join date : 2009-10-27 Age : 66 Location : Vancouver B.C Canada
| Subject: Re: 10 Player Commander Rule Tue Oct 29, 2013 3:10 pm | |
| What I've noticed is that players are always complaining that teams are uneven because they've taken a quick look at the list of players by pushing Tab they see like 10 players on each team but only 6 or 7 players on one team are alive at the moment,and all 10 on the other team are alive at the moment. You just can't make a determination on how many players are playing without going to BF2 CC and checking to see how long the AF K players have been AFK. So to enforce the under 10 commander rule takes a few minutes to determine that there is truly under 10 active players. I find by that time somebody else has joined or become active. I have only had to enforce this rule once, So it doesn't matter whether you like the rule or not it barely ever comes into play. So if you do not have BF2 CC open and if there are more than 10 players active or not do not try to guess if there are 10 active or not. | |
|
| |
Descartes42
Posts : 110 Birthday : 1954-09-28 Join date : 2010-11-25 Age : 69
| Subject: Re: 10 Player Commander Rule Wed Oct 30, 2013 5:58 pm | |
|
If the server list indicates there are only a handful of players on each side I generally assume it is an "air only" round underway and conduct myself accordingly.
I've not run into the situation yet where there is a commander and the server is too low on clients to allow it, and perhaps this will never be an issue going forward.
| |
|
| |
Tango5-7
Posts : 156 Birthday : 1972-12-02 Join date : 2012-04-25 Age : 51 Location : Lost in a world that doesn't exist.
| Subject: Re: 10 Player Commander Rule Thu Oct 31, 2013 4:50 pm | |
| It was an issue last night fellas. There were 5 active players on, but 8 players total. Two were AFK the whole game and were eventually kicked by the auto admin for being idle.
One of the players on the US side (hungrygumpy) was a commander with only 5 active players! He finally got the hint and left the game. Not my intention, but with to little players on the server playing and a commander drops arty on a flag about to be taken over and over again is boring.
It's quite easy to tell who is active and who is not. If a round starts or I enter a game and there are players playing and 10 minutes in to a game and their score hasn't changed or they are still "dead" for a long period of time, inactive. I check the player list multiple times to make sure.
| |
|
| |
rapidfx
Posts : 460 Birthday : 1969-10-29 Join date : 2010-09-07 Age : 54 Location : Fairbanks Alaska
| Subject: Re: 10 Player Commander Rule Thu Oct 31, 2013 6:09 pm | |
| - Tango5-7 wrote:
- " and a commander drops arty on a flag about to be taken over and over again is boring."
Heh find a better place to hide. Take the flag to half staff then run from where you are to the furthest point but still able to take the flag. One thing I do, is judge that the commander has probably spotted me, I may hide at one spot for a few seconds, then run to the other end of the flag area because I believe he is about to drop arty on me, and it lands where I was before I moved. Another thing I do, if I am USA, is at the start of the match, spawn on arty island as engineer, take the boat ASAP to north tip. If the tank hasn't moved yet by the time I make it to shore, I will take that jeep to North Vill, drop a mine under the tank, hopefully get spotted, wait a few seconds then take the jeep to North Base before North Vill flag turns grey. Someone spawns there and jumps in the tank, boom. I won't say what I do if the tank is moving when I leave arty island If you set your sound options right, you can hear the arty fire no matter where you are on the map and place yourself accordingly. Many commanders don't spot you until the flag turns grey, then they spot you, drop arty where you are, but you've now run to another point at the flag so it just makes a pretty show. Tango I do agree with you though... | |
|
| |
gblanco
Posts : 3070 Birthday : 1962-09-19 Join date : 2009-08-10 Age : 61 Location : Sonora, Mexico
| Subject: Re: 10 Player Commander Rule Thu Oct 31, 2013 6:31 pm | |
| - rapidfx wrote:
- One thing I do, is judge that the commander has probably spotted me, I may hide at one spot for a few seconds, then run to the other end of the flag area because I believe he is about to drop arty on me, and it lands where I was before I moved.
Only experienced players do this. | |
|
| |
Tango5-7
Posts : 156 Birthday : 1972-12-02 Join date : 2012-04-25 Age : 51 Location : Lost in a world that doesn't exist.
| Subject: Re: 10 Player Commander Rule Thu Oct 31, 2013 7:51 pm | |
| - rapidfx wrote:
- Heh find a better place to hide. Take the flag to half staff then run from where you are to the furthest point but still able to take the flag.
One thing I do, is judge that the commander has probably spotted me, I may hide at one spot for a few seconds, then run to the other end of the flag area because I believe he is about to drop arty on me, and it lands where I was before I moved. I won't say what I do if the tank is moving when I leave arty island If you set your sound options right, you can hear the arty fire no matter where you are on the map and place yourself accordingly. Many commanders don't spot you until the flag turns grey, then they spot you, drop arty where you are, but you've now run to another point at the flag so it just makes a pretty show.
Tango I do agree with you though... I do that, but I still get hit sometimes by you guys! Hadn't played this game for 3 years until the reinstall this year. | |
|
| |
Sponsored content
| Subject: Re: 10 Player Commander Rule | |
| |
|
| |
| 10 Player Commander Rule | |
|