Also there needs to be more information about where the squad leader/squad mates are. HUD Icons or situational awareness cues for example. I know the Realism fan boys are going grumble at this, but this is a computer game, we need assistance to ascertain the situation a player is in. In real life, we instinctively know. Its not possible in a game looking at a 2D screen with a llimited field of view.
All that is already in game. It's called the tactical view. You hit it, and you can see where your SL is as an icon, and distance to him. Coupled with the mini-map and the full map, you have ALL the information you need to figure out where they are.
While in a squad, give the squad members more information about what the squad leader wants them to do. The orders system is too ineffective. Theres no obvious way to know what the objective is.
Again, tactical view. The same kind of marker that tells you where your squad leader is tells you where to move to. If it says "attack" and it's sitting in the middle of a capture zone, you can safely assume what they want you to do.
The only thing lacking IMO is knowing when orders have been issued because it's easy for that to get lost in the spam. But if you're checking your tac few like a good soldier, it's not a problem.
Bottom line to me: Team play only works if people expend the brain power and their time to understand it. Team play in RO2 is no more complex than BF2, BC2, or any other squad-based FPS. It's just a little larger in scope, and a messy interface makes people stop trying to figure it out. It isn't that complicated and the game is providing tons of good cues and information. There's just a lot of it, it's messy (like spotting marks in FPS view) and people aren't using the tools they're being given.
Whether or not there is more teamwork in BC2 is irrelevant. I feel like BC2 makes it easy for me to at least try to play as a team. I know what my objectives are, I can stay with my team, I know how I can be of help to my squad, and I know where they are.
BC2 vet here. So I feel like I'm qualified to make the comparison.
Everything BC2 is telling the player, RO2 is telling them. You can see all your teammates and squad members on the full map view. You can see them on a mini-map view. You can see all the info in 1st person that BC2 keeps on the screen at all times, simply by hitting the tac view screen. The only problem I've having with squad cohesion, other squadmates refusing to stay with their squad leader, is the distance and somewhat randomness of spawning on your squad leader. I can figure out where they are, eventually, though.
You can see the objectives, clearly. You can see the little colored borders around them that tell you whether or not they're actually capturable, and how close you have to stand. You can see the little capture indicator at the bottom of the screen filling up or decreasing, telling you who is fighting for the point.
What people aren't getting/aren't seeing is how each gameplay mode works. In Barracks Territory, the NCO Office and the Infirmary are the two focal points of the game. If both are captured by a side, it opens up the next two objective areas and CLOSES down your two rear objective areas. That's why the people trying to flank extremely left or right to get in behind the enemy are wasting their time for the most part, as far as winning the game. They can't capture those rear points and they're not scoring team points for shooting the dozens of enemies streaming in to defend. Sure they're helping the defenders.....but not at 120 meters from the objective.
The whole objective swapping thing is far more than BC2 does, and it's why people are confused. It's like Rush mode if Rush mode could go backwards. CoD and BF players are used to all objectives being capturable at all times and, when they realize this isn't the case in RO2, rather than stopping and observing and trying to figure out what's going on.......they just sit in a building or come to the forums and say these things don't work.
When you're able to see the big picture in each game and understand your part in it, it's quite epic. Just like Wolfenstein: Enemy Territory was back in the day, there's an actual flow to the battle and it has a story.