I'm interpreting "hang back" because that's what you're basically saying. "If you want to keep your perks, then... stay back/'value your life' instead of the others in your squad."
To which I say "hey, that's good advice... that doesn't work because the game doesn't really want you to do that in other modes that aren't Conquest."
TDM: Kill more and die least
Rush: Die for the objective
Obliteration: Die for the Objective
Conquest: Die for the flag/holding the flag otherwise stay alive to prevent more bleed than you should.
Defuse: Stay alive (but that one is obvious since it's S&D)
2-3 of the five want you to "die for the objective" in general. And you're going to be in situations where you're going for that direction.
Sure, you can attempt to "flank" but you agree with me that isn't possible with most of the maps out there because of the way their built. It may be possible in Conquest and Obliteration, but depending on the enemy make-up it's not a sure thing.
My point is: You're playing the game/mode as it's designed and the squad-perk system (IMO) isn't designed for modes that aren't Conquest. You're going to be dying too often unless you have a sniper in the back of the map staying alive for those perk gains to be useful in discussions about the "regular" systems.
I'm not saying you're wrong per say, Mil. Because I can see what you're saying. But I'm saying you're wrong in the insistence that the system "works" per say because you're able to stay alive. You're either lucky in not being in firefights constantly, or playing Conquest where the fire-fights aren't focused.
Ok i can get behind what your saying.
I agree and always have the system is garbage, i however still am unsure of the proper way to implement it outside of either a timed based system or just perks? (Tbh i think straight up perks is a pretty shit way of going about things in this game, but i can see them considering it)
When i play tdm (rare) and conquest its very easy to keep my order, however when playing rush (damn am i trying to get used to battlefield 4 rush) i normally play a pusher, i stay with my squad, which for sure gets me my orders, yet the closer we get the harder it becomes, making rush imo the hardest mode to play excessively well in ? I don't know how to put it lol.
Its such a crap shoot with pubs in rush (in bf4.. I have never had the issue with the older game cartography) that i have to push it extra hard just to get back there and arm, makes it hard to do my job, i rarely even get heals etc, off to use the field orders when playing with pubs in this game pertaining to rush.
Obliteration is odd.. Like realllllly odd. I normally get my orders up by playing engi and holding a line , then switch to medic when were at a stalemate. I honestly cant even begin to explain what i consider playing obliteration properly.. As I'm pretty sure there isn't a way,Thats why its fun i guess.
Heres hoping the bf3 maps work as intended in terms of rush (ffs obliteration on metro) and the naval combat maps (i will probably avoid obliteration on them tbh if they are just ship-ship hopping , middle of the ocean combat like I'm guessing they are) but rush sounds great in that sense, i just hope every map isn't like paracel first set... Which is all i can picture when they mention naval maps tbh..