Deployable Mortars - Update / Tutorial

Project Reality announcements and development highlights.
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myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Deployable Mortars - Update / Tutorial

Post by myles »

Phatcap wrote:EPIC! But how is this gonna work without the 3D markers??
well you can use the GLTD to find the distance but why nout use the 3D markers
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Spinkyone
Posts: 200
Joined: 2008-07-02 22:40

Re: Deployable Mortars - Update / Tutorial

Post by Spinkyone »

myles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
Growing concern about BVR usage with helicopters being utterly unrealistic, ideally 3D markers would go.

This looks like the justification for a map update, as proposed previously somewhere elsewhere on the forums, to include contours and a scaled grid system...
Aimed
Posts: 936
Joined: 2009-03-12 03:17

Re: Deployable Mortars - Update / Tutorial

Post by Aimed »

Yeah i do look pretty sexy on those mortars, I should be a model :p
#DeleteMuttrah
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Deployable Mortars - Update / Tutorial

Post by Brainlaag »

Staker wrote:Is there any particular reason why it wouldn't work with a 2D marker?
How do you wanna set the distance without 3D markers (you'll need a sniper/officer right next to you)
Last edited by Brainlaag on 2010-09-06 16:42, edited 1 time in total.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Deployable Mortars - Update / Tutorial

Post by Brainlaag »

myles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
I don't want to irritate people here by saying, they gonna remove the 3D markers, but DEVs had plan to do it (idk if they still do).
myles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
Yeah so the problem is when someone asks for mortar support across a hill, how do you wanna set the distance without the 3D markers??? X-Ray GTLD :? :

Edit: Double post is fail sorry
animal911
Posts: 1
Joined: 2010-09-06 16:37

Re: Deployable Mortars - Update / Tutorial

Post by animal911 »

How many shells will it hold before it needs to be reloaded and how long will the reload take ?

Been waiting for this for ages, been having a break from pr for 3 months but im totally gonna get back into it now. a serious game changer !!
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Deployable Mortars - Update / Tutorial

Post by Tirak »



How big is the explosive radius on the two types of shells?
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Deployable Mortars - Update / Tutorial

Post by cyberzomby »

[R-DEV]AfterDune wrote:Why should it be a locked two-man squad? You can have 4 to 5 guys walking in the field, going after strategic areas, where one of their squad will bomb the living daylight out of it.
If you say Dedicated you know people will just lock themselves up! Same with Dedicated AT teams, Sniper Teams and APC squads... And if you know the community you know that thats the way its going to be on most servers.

I suspect some squads will use it when they are on defense sure. But thats more of a: Build a mortar and use it situation instead of 1:30 : Create mortar squad situation.
Veterans-Gaming
Posts: 382
Joined: 2010-04-06 20:25

Re: Deployable Mortars - Update / Tutorial

Post by Veterans-Gaming »

Totally sick!
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Deployable Mortars - Update / Tutorial

Post by Redamare »

:D I LOVE IT haha GREAT WORK GUYS haha ... this is going to be a great asset to use ... only thing is ... will this promote Main base rape? / morter spam? ..... Also there should be some sort of Max amount of Morters beingable to be fired in one mission so its not one big spam fest ... so after .. 24 -50 shells or so the morter asset runs out of ammo ... BUT! ... the catch is make it so you cant build one Morter hole after the 1st is Fired so taht you cant just rebuild and get more ammo... but allow the ability for it to be moved / destroyed and rebuilt .. depending upon if the first shot is fired.
rexik
Posts: 67
Joined: 2008-09-01 01:48

Re: Deployable Mortars - Update / Tutorial

Post by rexik »

OMFG!!!!!!!!!!!! GOD DAMN...


I simply love it !!!!!

Can't wait to use it during PRT battles, haba haba haba !!! :twisted:
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SamEEE
Posts: 121
Joined: 2010-02-02 03:26

Re: Deployable Mortars - Update / Tutorial

Post by SamEEE »

Redamare wrote: :D I LOVE IT haha GREAT WORK GUYS haha ... this is going to be a great asset to use ... only thing is ... will this promote Main base rape? / morter spam? ..... Also there should be some sort of Max amount of Morters beingable to be fired in one mission so its not one big spam fest ... so after .. 24 -50 shells or so the morter asset runs out of ammo ... BUT! ... the catch is make it so you cant build one Morter hole after the 1st is Fired so taht you cant just rebuild and get more ammo... but allow the ability for it to be moved / destroyed and rebuilt .. depending upon if the first shot is fired.
This was difficult to read, just sayin'

Mortars are stationary so aren't exactly going to be that hard to kill. Snipers, Molotovs, counter-battery fire. All not an emplacements best friend.

As for base rape I guess bases will be protected by a bubble from above.
Last edited by Sniperdog on 2010-09-07 00:28, edited 1 time in total.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: Deployable Mortars - Update / Tutorial

Post by Tarranauha200 »

INS attacks blufor mains whit mortars in reality too. New gamemode: Find INS mortars.
hmm...but yeah it best to put bubble on mains.
Spinkyone
Posts: 200
Joined: 2008-07-02 22:40

Re: Deployable Mortars - Update / Tutorial

Post by Spinkyone »

Tarranauha200 wrote: hmm...but yeah it best to put bubble on mains.
Why have bubbles when you can have a Phalanx gun / C-RAM system sitting in your main...yes please do that.
Last edited by Spinkyone on 2010-09-06 18:56, edited 1 time in total.
foxtwofive
Posts: 946
Joined: 2009-09-26 12:14

Re: Deployable Mortars - Update / Tutorial

Post by foxtwofive »

interesting' wonder how this will play out.
Playing PR Since 0.4
*CONIURATIONE FACTA*
"This is the calm before the storm, Armageddon dawn."
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taha1907
Posts: 11
Joined: 2010-08-21 11:31

Re: Deployable Mortars - Update / Tutorial

Post by taha1907 »

Hollllllly Shittt
nicaragua700
Posts: 50
Joined: 2009-03-04 22:30

Re: Deployable Mortars - Update / Tutorial

Post by nicaragua700 »

Ah...now that is sweet!
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ret1
Posts: 34
Joined: 2008-06-25 20:53

Re: Deployable Mortars - Update / Tutorial

Post by ret1 »

Airburst should be an interesting addition. I wonder what the effective radius will be on that round.

Previously, you could shoot the grenade launcher 90 degrees up and get airburst rounds, smoke and frag. They have a long flight time, and explode ~10 meters above ground.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Deployable Mortars - Update / Tutorial

Post by Smegburt_funkledink »

foxtwofive wrote:interesting' wonder how this will play out.
Like this:

doosh-foooom!...........

ssssffffsssshhhhhtBADOOOSSHHHH
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
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