well you can use the GLTD to find the distance but why nout use the 3D markersPhatcap wrote:EPIC! But how is this gonna work without the 3D markers??
Deployable Mortars - Update / Tutorial
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Deployable Mortars - Update / Tutorial
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Spinkyone
- Posts: 200
- Joined: 2008-07-02 22:40
Re: Deployable Mortars - Update / Tutorial
Growing concern about BVR usage with helicopters being utterly unrealistic, ideally 3D markers would go.myles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
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...
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Aimed
- Posts: 936
- Joined: 2009-03-12 03:17
Re: Deployable Mortars - Update / Tutorial
Yeah i do look pretty sexy on those mortars, I should be a model 
#DeleteMuttrah
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Deployable Mortars - Update / Tutorial
How do you wanna set the distance without 3D markers (you'll need a sniper/officer right next to you)Staker wrote:Is there any particular reason why it wouldn't work with a 2D marker?
Last edited by Brainlaag on 2010-09-06 16:42, edited 1 time in total.
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Deployable Mortars - Update / Tutorial
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 GTLDmyles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
Edit: Double post is fail sorry
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animal911
- Posts: 1
- Joined: 2010-09-06 16:37
Re: Deployable Mortars - Update / Tutorial
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 !!
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 !!
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Deployable Mortars - Update / Tutorial
How big is the explosive radius on the two types of shells?
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: Deployable Mortars - Update / Tutorial
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.[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.
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.
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Veterans-Gaming
- Posts: 382
- Joined: 2010-04-06 20:25
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Deployable Mortars - Update / Tutorial
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rexik
- Posts: 67
- Joined: 2008-09-01 01:48
Re: Deployable Mortars - Update / Tutorial
OMFG!!!!!!!!!!!! GOD DAMN...
I simply love it !!!!!
Can't wait to use it during PRT battles, haba haba haba !!!
I simply love it !!!!!
Can't wait to use it during PRT battles, haba haba haba !!!
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SamEEE
- Posts: 121
- Joined: 2010-02-02 03:26
Re: Deployable Mortars - Update / Tutorial
This was difficult to read, just sayin'Redamare wrote: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.
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.
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Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: Deployable Mortars - Update / Tutorial
INS attacks blufor mains whit mortars in reality too. New gamemode: Find INS mortars.
hmm...but yeah it best to put bubble on mains.
hmm...but yeah it best to put bubble on mains.
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Spinkyone
- Posts: 200
- Joined: 2008-07-02 22:40
Re: Deployable Mortars - Update / Tutorial
Why have bubbles when you can have a Phalanx gun / C-RAM system sitting in your main...yes please do that.Tarranauha200 wrote: hmm...but yeah it best to put bubble on mains.
Last edited by Spinkyone on 2010-09-06 18:56, edited 1 time in total.
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foxtwofive
- Posts: 946
- Joined: 2009-09-26 12:14
Re: Deployable Mortars - Update / Tutorial
interesting' wonder how this will play out.
Playing PR Since 0.4
*CONIURATIONE FACTA*
"This is the calm before the storm, Armageddon dawn."

*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
Hollllllly Shittt
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nicaragua700
- Posts: 50
- Joined: 2009-03-04 22:30
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ret1
- Posts: 34
- Joined: 2008-06-25 20:53
Re: Deployable Mortars - Update / Tutorial
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.
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.
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Smegburt_funkledink
- Posts: 4080
- Joined: 2007-11-29 00:29
Re: Deployable Mortars - Update / Tutorial
Like this:foxtwofive wrote:interesting' wonder how this will play out.
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!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"



