New massive mortar suggestion.
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Potilas
- Posts: 104
- Joined: 2009-04-28 22:04
New massive mortar suggestion.
Map: Operation Archer, Side: Bluefor.
-Add one special type supply truck.
-Supply truck deploy 81mm mortar instead of repair canister.
-Mortar itself carry only one ammo and it can be rearmed from supply crates. Supply crate provides 20 ammo for 81mm mortar untill it shatters.
-When nobody is manning mortar, it disappear in 2min and it can be deploy again from mortar carrying truck where it was originally dropped. There can be only one mortar per truck on the field.
Specs:
-ROF: 10 shots in a minute what makes reload time 6s. Weapon warmup time 1min.
-Range: 1000m. No too long because it can be easily moved and makes possible attacking against it.
-Munition effectivity: Kill radius little bit bigger than normal handgranades, but wounds two times far than handgranade.
-Respawn time for Mortar carrying truck is 10min and ticket loss value 5.
Using mortar 81mm:
-Kits required for manning 81mm mortar:Rifleman or crewman.
-Targeting and shooting: SL or snipers can send coordinates to mortar gunner by using binoculars. Mortar gunner have x diameter 3600 and y diameter 900. When fire support is requested, gunner gain message for expamle 1449, 798. Gunner simply line up gun whith numbers, shoots and waits feed back from observer.
Talibans mortar usage would be same like blueforce, but they use unarmed technical to transport and reammo mortar pieces. Technical carry 2 small ammo cases what contaisn 5 mortar shell each.
Thats all what come to my mind for now. Tell me how you like it.
-Add one special type supply truck.
-Supply truck deploy 81mm mortar instead of repair canister.
-Mortar itself carry only one ammo and it can be rearmed from supply crates. Supply crate provides 20 ammo for 81mm mortar untill it shatters.
-When nobody is manning mortar, it disappear in 2min and it can be deploy again from mortar carrying truck where it was originally dropped. There can be only one mortar per truck on the field.
Specs:
-ROF: 10 shots in a minute what makes reload time 6s. Weapon warmup time 1min.
-Range: 1000m. No too long because it can be easily moved and makes possible attacking against it.
-Munition effectivity: Kill radius little bit bigger than normal handgranades, but wounds two times far than handgranade.
-Respawn time for Mortar carrying truck is 10min and ticket loss value 5.
Using mortar 81mm:
-Kits required for manning 81mm mortar:Rifleman or crewman.
-Targeting and shooting: SL or snipers can send coordinates to mortar gunner by using binoculars. Mortar gunner have x diameter 3600 and y diameter 900. When fire support is requested, gunner gain message for expamle 1449, 798. Gunner simply line up gun whith numbers, shoots and waits feed back from observer.
Talibans mortar usage would be same like blueforce, but they use unarmed technical to transport and reammo mortar pieces. Technical carry 2 small ammo cases what contaisn 5 mortar shell each.
Thats all what come to my mind for now. Tell me how you like it.
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: New massive mortar suggestion.
the mortar is a resuggestion and a W.I.P this wont work till the mortar is ready

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dominator200
- Posts: 179
- Joined: 2009-04-24 12:52
Re: New massive mortar suggestion.
This is similar to what may be implemented in 0.9 were the commander can deploy 81mm motors i.e on a firebase, mortors have been suggested before and with the possiable implementation of this i dont think it will be a high prority for the devs.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: New massive mortar suggestion.
orly? i havnt seen anything like this about on forums?dominator200 wrote:This is similar to what may be implemented in 0.9 were the commander can deploy 81mm motors i.e on a firebase.
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: New massive mortar suggestion.
So kinda like a more mobile FH2 mortar? It's been discussed, but I recall the devs in general not liking how the FH2 mortars worked.
M.
M.

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
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Garmax
- Posts: 288
- Joined: 2008-06-13 00:52
Re: New massive mortar suggestion.
https://www.realitymod.com/forum/f18-pr-suggestions/64851-mortar-carrier.html
https://www.realitymod.com/forum/f18-pr-suggestions/39240-m1129-stryker-mortar-carrier.html
why dont we just use this?
sounds more logical and realistic to me..
https://www.realitymod.com/forum/f18-pr-suggestions/39240-m1129-stryker-mortar-carrier.html
why dont we just use this?
sounds more logical and realistic to me..
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Potilas
- Posts: 104
- Joined: 2009-04-28 22:04
Re: New massive mortar suggestion.
Thanks rampo93 for pointing that topic out. As we can see my suggestion very differend what devs are working on. Sure, the weapon is same, but everything else what I have suggested is totally differend. I keep in my mind while I was planning topic that everything is possible to do and does not require much work. Basicly question is does folks wanna have mobile mortar placement or stationary mortar.
I Personally think that mobile mortar as I have suggested before would be lovely in Operation Archer. Dont shoot down my suggestion too soon. Think about where and how it could be used. Tanks and helos wont fit to every map. Same is whith my mobile mortar suggestion.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: New massive mortar suggestion.
"Due the complexity of the system though, it is more than likely that this will be a v0.9+ asset, possibly even v1.0 if it comes in at all."
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: New massive mortar suggestion.
i like the OP idea but instead of the taliban having the mortar the same as BLUFOR maybe they can have there less accurate and reload slower

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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: New massive mortar suggestion.
The thing is we cany have mortars AT ALLPotilas wrote:Thanks rampo93 for pointing that topic out. As we can see my suggestion very differend what devs are working on. Sure, the weapon is same, but everything else what I have suggested is totally differend. I keep in my mind while I was planning topic that everything is possible to do and does not require much work. Basicly question is does folks wanna have mobile mortar placement or stationary mortar.
I Personally think that mobile mortar as I have suggested before would be lovely in Operation Archer. Dont shoot down my suggestion too soon. Think about where and how it could be used. Tanks and helos wont fit to every map. Same is whith my mobile mortar suggestion.

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Hietaa
- Posts: 175
- Joined: 2007-09-24 13:53
Re: New massive mortar suggestion.
Taliban + mortars = ultimate baserape = not good
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Smegburt_funkledink
- Posts: 4080
- Joined: 2007-11-29 00:29
Re: New massive mortar suggestion.
Taliban + mortars + Sangin + British FOB attacked = realisticHieta wrote:Taliban + mortars = ultimate baserape = not good
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"
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Raic
- Posts: 776
- Joined: 2007-02-24 15:59
Re: New massive mortar suggestion.
Well the mortars and artillery is dead accurate in FH2, half decent gunner can hit any 1cm by 1cm target with 2 rounds, max. Not too realisticExpendable Grunt wrote:So kinda like a more mobile FH2 mortar? It's been discussed, but I recall the devs in general not liking how the FH2 mortars worked.
M.
Mortars aren't that slow to "reload" and talibans prolly just point the thing and start dropping the grenades. Blufor on the other hand has firecontroller who yells "reload" - "fire" - "reload" - "fire" so the rate of fire would be lot slower. Though Blufor propably has better means of fixing the accuracy.killonsight95 wrote:i like the OP idea but instead of the taliban having the mortar the same as BLUFOR maybe they can have there less accurate and reload slower
- Zrix
- Posts: 4425
- Joined: 2005-12-02 14:25
Re: New massive mortar suggestion.
And in swoops the noob that just wants to get to the action fast, not caring what truck he grabs. No more arty support for you!

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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: New massive mortar suggestion.
Yeah their whole arty system left me wanting.Raic wrote:Well the mortars and artillery is dead accurate in FH2, half decent gunner can hit any 1cm by 1cm target with 2 rounds, max. Not too realistic![]()
M.

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: New massive mortar suggestion.
variationsZrix wrote:And in swoops the noob that just wants to get to the action fast, not caring what truck he grabs. No more arty support for you!
No more arty support for you!
No more anti tank support for you!
No more close air support for you!
Can't mod the players! noobs are noobs!No more armoured support for you!
- Zrix
- Posts: 4425
- Joined: 2005-12-02 14:25
Re: New massive mortar suggestion.
True.Dr2B Rudd wrote:variations
List
Can't mod the players! noobs are noobs!
But how many times have you seen someone take the A-10 on Kashan just to land it at NV and start capping? Or bailing a tank to build a FB? Exactly.
Now compare those numbers to the number of times you have seen someone take a supply truck and just dump it in the middle of nowhere, and I think you will see why I see an issue with having a regular truck pop out mortars instead of crates.
I think it at least needs a special kit to drive, along with one to man the gun.
Last edited by Zrix on 2009-09-29 17:14, edited 1 time in total.

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Teek
- Posts: 3162
- Joined: 2006-12-23 02:45
Re: New massive mortar suggestion.
There needs to be a way to implement one Deviation that applies to all the rounds fired in the fire mission the same. In such a way the mortar operator can fire one round to where the Spotter as marked, and the spotter relays back where the round landed in relation to the Mark. The Operator then adjusts his aim accordingly.
There would be deviation on each round for about 2-7m lets say, and a deviation (or a Shift) on ALL rounds in that fire mission for up to ~50m in any direction. That way the mortar operator must have someone to tell him where the rounds are landing.
There would be deviation on each round for about 2-7m lets say, and a deviation (or a Shift) on ALL rounds in that fire mission for up to ~50m in any direction. That way the mortar operator must have someone to tell him where the rounds are landing.


