Artillery Operation Ideas

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0mikr0n
Posts: 109
Joined: 2006-06-04 03:01

Artillery Operation Ideas

Post by 0mikr0n »

In order to make the game more team oriented, varied, and realistic...
0mikr0n wrote:What would be a cool remedy would be if the commander could choose an engineer to operate one artillery gun, one engineer each. If they accept the invitation, they can enter their designated gun and can use a minimap and click to place their artillery... and then they have to reload... and then they fire again. They can just be set to fire only within the two minute period that the commander starts, and only within a certain area around the chosen target. That way, they can click a different spot every time they fire, in which case they can deviate and chance at maximizing their damage to the target.
The gunner should get the points / stats for the kills, and the commander should be able to kick them out of the gun if they aren't doing their job, or to kick them out of the reserved spot for their weapon if they aren't using it. The method outlined prevents people from sprinting to the artillery guns at the beginning of spawn, much like the "race to the jet" bullcrap that most people pull at the beginning of a round of Kubra, Gulf, or other jet-hosting maps.
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SilvuR
Posts: 265
Joined: 2006-05-13 16:49

Post by SilvuR »

Sounds like a good idea but also sounds like it would be very hard to implement and im sure the BF2 Engine will have something to say about it.
0mikr0n
Posts: 109
Joined: 2006-06-04 03:01

Post by 0mikr0n »

Yes, I agree with you, SilvuR... I'm also sure the devs have a lot of work on their hands already, and this seems to be another deadweight on their shoulders. Oh well, at least it was thought of, at any rate.
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coolhand
Posts: 387
Joined: 2006-05-23 18:50

Post by coolhand »

Artillery. I dont mind getting rid of the artillery we have from BF2. I don't know how its possible but it'd be cool to just use mortars for artillery on certain maps. Say, squadleaders can still mark artillery from their comm rose & through the "T" menu, then the grenadier class can then deploy the mortar. He doesn't really aim it, but he's responsible for deploying the gun so that it's within an effective range.

The closer,t he more accurate of course. And he should be able to shoot 10 arounds or so within 20 seconds or something. Maybe this guy only has a pistol or something and some 'smoke rounds? :) ' uber-smoke nades that need to be coordinated w/team.

It should be a hard class to use so that people don't whore it.
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0mikr0n
Posts: 109
Joined: 2006-06-04 03:01

Post by 0mikr0n »

That's why I said it should be invite-only by the commander, to prevent "whoring." I also put some very limiting things on it, such as slow reload times and commander-ordered firing only. It is hard to use, though... you can't just keep firing in the same part of the firing cube too many times, or you won't hit anything because all the enemies will stay away from that certain section, but it could deviate anywhere between 10-35 meters in any direction, meaning you can't hit even a desired spot too many times.

I'm leaning towards ten second reloads... keep in mind that the artillery counts as a vehicle in the eyes of the engine, so it could be "entered" like a normal weapons emplacement.
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Popa
Posts: 73
Joined: 2006-06-02 23:28

Post by Popa »

SilvuR wrote:Sounds like a good idea but also sounds like it would be very hard to implement and im sure the BF2 Engine will have something to say about it.
Jezz i see sooooo many great suggestions in here and the first response to most is that the engine wont allow it. Does this engine suck or wat?
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0mikr0n
Posts: 109
Joined: 2006-06-04 03:01

Post by 0mikr0n »

Popa wrote:Does this engine suck or wat?
Why yes, yes it does. Because DICE sucks.

EDIT: LOL POPA I LOVE YOUR SIG!!! HAHAHAHA!
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