questions about artillery
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ipumpsoldierblood31
- Posts: 8
- Joined: 2009-03-07 09:40
questions about artillery
I know their are 3 different types of artillery, mortar, artillery, and jdam. Can someone tell me the wait times for each different one. And do you have to be commander constantly for these to load or can you become commander after time has passed and use them.
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master of the templars
- Posts: 598
- Joined: 2007-06-26 21:37
Re: questions about artillery
you can just go commander after the time and it will be available, although there is some delay its only like a minute.
I'm not sure of the reload times though sorry.
I'm not sure of the reload times though sorry.
Make nukes, Not war
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NyteMyre
- Posts: 2394
- Joined: 2008-08-31 10:10
Re: questions about artillery
I think it's
JDAM: 60 minutes
Arty: 60 minutes
Mortar: 30 minutes..
I'd like to see a much lower numbers though.
(45 / 30 / 15)
JDAM: 60 minutes
Arty: 60 minutes
Mortar: 30 minutes..
I'd like to see a much lower numbers though.
(45 / 30 / 15)
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Surround
- Posts: 609
- Joined: 2006-12-10 23:49
Re: questions about artillery
Yeah, me too. Or at least make them available for first use, after 10 min on beginning of the round. The waiting time for the to become available is ridicilous.
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Cheditor
- Posts: 2331
- Joined: 2009-03-01 14:35
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sakils2
- Posts: 1374
- Joined: 2007-07-14 23:15
Re: questions about artillery
AFAIK, mortars are on 30 min timer.
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Cheditor
- Posts: 2331
- Joined: 2009-03-01 14:35
Re: questions about artillery
Yeah but someone was saying to me few days ago that it goes through 2 short timers then gets longer.
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Zi8
- Posts: 401
- Joined: 2007-12-19 20:43
Re: questions about artillery
I recall that happaned once when I was commanding: First mortar strike is fired and the second one reloads "quickly" again. I think it was only few minutes instead of whole 30mins.Cheditor wrote:Yeah but someone was saying to me few days ago that it goes through 2 short timers then gets longer.
I don't know if it's because I wasn't commanding from the very start of the round so maybe the first one was already ready and the second one waiting
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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
Re: questions about artillery
I think all it is is that a strike become available once every half hour, regardless of whether the first one has been fired, so if you wait an hour you can fire 2 strikes in a row. Can't confirm this though.



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JuniperM40
- Posts: 257
- Joined: 2006-05-20 00:58
Re: questions about artillery
This is correct.IAJTHOMAS wrote:I think all it is is that a strike become available once every half hour, regardless of whether the first one has been fired, so if you wait an hour you can fire 2 strikes in a row. Can't confirm this though.
- JM40.

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JohnnyTheIED
- Posts: 452
- Joined: 2009-01-01 20:13
Re: questions about artillery
Johnny can use info like this! haahaa (<-- ostrich laugh guy) lol[R-CON]JuniperM40 wrote:This is correct.
- JM40.

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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: questions about artillery
Would be kinda nice if the timers varied depending on the map in question, dunno if that's possible but there are maps like kashan etc where it'd seem to be more plausible to have arty raining down every 15 minutes then one JDAM an hour...
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: questions about artillery
I think its fine. That way artillery and Jdams are for resolving stalemates and ending games that were going on for an hour, by giving a single squad a jdam to take a flag held by a large force while the rest of the team goes for the flag that becomes game next, rather than using it to gain an advantage early in the game. Most games are at least one hour anyway. If you need a variety of maps in one sitting then PR is not for you if you want to play on an almost daily basis.
I am fine with it, because I do not mind playing on one map if it is one hell of a round. With the timer Jdams have most of the times been decisive, like enabling our push to get the last flag with our last 40 tickets or so which would have been the only way to win considering that our agressive style of play gained us terrirtorry but cost us tickets.
I am fine with it, because I do not mind playing on one map if it is one hell of a round. With the timer Jdams have most of the times been decisive, like enabling our push to get the last flag with our last 40 tickets or so which would have been the only way to win considering that our agressive style of play gained us terrirtorry but cost us tickets.
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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
Re: questions about artillery
Ditto, although I'd like to see it incorporated into a ticket economy, so they cost tickets to drop (making the tactical use of them crucial to get 'value for money') and recharge even quicker (20/10/10 as a ballpark figure to make them an "asset" like, say, a tank or attack chopper).NyteMyre wrote:I think it's
JDAM: 60 minutes
Arty: 60 minutes
Mortar: 30 minutes..
I'd like to see a much lower numbers though.
(45 / 30 / 15)
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Koroush47
- Posts: 268
- Joined: 2009-02-16 15:00
Re: questions about artillery
They take so damn long that i never even seen one happen.
Any of them.
Any of them.
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ipumpsoldierblood31
- Posts: 8
- Joined: 2009-03-07 09:40
Re: questions about artillery
can you do a jdam if a10 is aleady dead. Or if cobra is out of commision.
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Cpl.Small
- Posts: 2015
- Joined: 2008-11-25 23:06
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ipumpsoldierblood31
- Posts: 8
- Joined: 2009-03-07 09:40
Re: questions about artillery
you sure like on training server i could have swore it was the planes that dropped them, matter fact they do i've done it before and i've seen videos online showing it.
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ipumpsoldierblood31
- Posts: 8
- Joined: 2009-03-07 09:40
Re: questions about artillery
or maybe looks can be decieveing i thought jets could do something special. So you saying pretty much on kashan if you call in area and a10 is up it doesnt' drop the jdam. Take a look at this link
YouTube - Project Reality - JDAM (x2)
YouTube - Project Reality - JDAM (x2)
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TheLean
- Posts: 483
- Joined: 2009-03-15 20:26
Re: questions about artillery
Nah, commanders would just spam them because they want kills and then the entire team loses.Ace42 wrote:Ditto, although I'd like to see it incorporated into a ticket economy, so they cost tickets to drop (making the tactical use of them crucial to get 'value for money') and recharge even quicker (20/10/10 as a ballpark figure to make them an "asset" like, say, a tank or attack chopper).




