The commander would carry a very supportive role for his teammates.
First of all, all the team is able to spawn on him and he has the ability to give orders that are even more rewarded in points for those who execute them than the standard squad leaders.
He has a set of 3 gadgets meant to help his team on a large scale.
He is the least resistant of all the elite class, but he has a normal movement speed. (compared to the reduced one for the flame trooper and sentries)
GADGET 1: The whistle
When using the whistle, the commander leads a charge. The same soundtrack that we hear when capturing a sector in operations procs.
(The whistle sound followed by the screamings of soldiers charging).
The charge enhance the power in close quarters of all soldiers in a radius of 20m for 25 seconds. The radius center follows the commander so if you enter the radius effect lately you will still benefit from the effect but with the time left before it ends.
The effects of the charge:
- Double the damage of melee weapons and sidearms.
- Increase movement speed by 20% while sprinting (also affects bayonet charge)
- Reduce incoming damage
- Reduce drastically bayonet charge cooldown
So, you can almost only benefit of the effect of the charge when you go close to the enemies. The main weapon has no increased effects to avoid those who stay far from the fight ("camping") to benefit from it. The objective is really to make all teammates nearby progress like a whole on the battlefield to capture objectives.
The cooldown on this gadget is over 1 minute. It must be used wisely.
The commander also benefit from those effects, and becoming with the damage reduction slightly more resistant than the tank hunter.
GADGET 2: The binoculars
Allows the commander to scan the battlefield and spot enemies by outlining them in red like the periscope.
But it's principal role is the ability to call in an artillery strike onto the position aimed at on activation.
A powerful artilley barrage that will shred some enemies in a large area. Ideally to use right before a charge to maximize it's effectiveness.
The cooldown is 40 seconds.
GADGET 3: The great spot flare
More efficient than the normal spot flare, it's also brighter and has a more reddish and thick smoke colour.
The difference with the normal spot flare is that instead of spotting enemies on the map, it also 3D-spots them on the battlefield. Giving even more information to the teammates before a charge.
It can be ressuplied with ammo crates but with a very long delay and can only carry one at once.
Despite all this scout-like gadgets, the commander is very effective at close range as he carries weapons that allow him to deal massive damage in close quarters with the most powerful revolver in the game.
Although he has a bolt action rifle that causes massive damage on a very wide range, so he is also useful at medium to long range.
So let's take a look at his arsenal of weapons:
MELEE WEAPON: The saber
The same characteristics as the saber from the cavalry. With more decorations.
MAIN WEAPON: The Springfield model 1873
Must be fed one bullet at once. (Like the tankgewher, but don't need to be prone). It has a very wide sweet spot from 20m up to 100m. So it allows to OHK infantry in almost every situation if you aim at torso or head between 20m et 100m. 415 m/s nozzle velocity.
SECONDARY WEAPON: The colt 1917
Does a massive amount of damage at close range. Up to about 70 damage when the target is closer than 15m.
6 bullets, long reload time.
As you probably already can guess it, it's role is to gather as much ally infantry around him (with his all-team deployment feature). He will provide a very good information on a specific area with his great spot flare and can also already do some damage to infantry before the charge with an artillery strike (Or when defending a flag to slow down enemy progression).
Once his men are ready, he can whistle to lead a charge, where all infantry around him goes on beast mode and get out of the trenches to face the enemy in close quarters.
The commander should still stay somewhat in retreat as his main weapon allows him to clean good and as his presence is very important to the team (If he dies, it cancels the charge) he should avoid death at all cost as he is not that much resistant. He also rely quite much on his teammates to provide him health packs and ammo as he doesn't have his own. So the interaction between the commander and his team is the key to victory.
We could say with some certitude that a good commander who has the ability to rally his soldiers is probably the worst threat as an elite class.
It will be an elite class with a high skill cap. As on his own he is probably weaker than every other elite class.
And he got a great moustache.