Deployable Mortars - Update / Tutorial

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ComradeChaos
Posts: 738
Joined: 2010-01-27 20:45

Re: Deployable Mortars - Update / Tutorial

Post by ComradeChaos »

The mortar won't be light mapped?
Antonyo
Posts: 76
Joined: 2008-07-01 19:08

Re: Deployable Mortars - Update / Tutorial

Post by Antonyo »

looking realy sweet =) and this will defenetly add a nice new aspect to the gameplay.
Keep up the good work DEVs :thumbsup:

Ingame name: ICEMAN-0480
Kirq
Posts: 70
Joined: 2007-07-28 12:44

Re: Deployable Mortars - Update / Tutorial

Post by Kirq »

Amazing!
Fractal
Posts: 75
Joined: 2008-12-28 08:28

Re: Deployable Mortars - Update / Tutorial

Post by Fractal »

This really changes a lot :) + Germans we all wait for :)

I am just curious, I have seen some sniping on youtube that needed some adjustments, but as I remember that was meant to be for 2042 engine. Is there any similar plan for our PR?
Froztbyte
Posts: 367
Joined: 2008-01-01 16:46

Re: Deployable Mortars - Update / Tutorial

Post by Froztbyte »

Suh-weeeeet :D !

The system looks a bit "fiddily" and complicated but..
ill trust you guys.

How does the mortar guy adjust the rounds to fall slightly to the left, right etc if needed?
A & D keys?
In-Game Name: Froztbyte_UK

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MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: Deployable Mortars - Update / Tutorial

Post by MadTommy »

Cool system. Very nice.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Deployable Mortars - Update / Tutorial

Post by Outlawz7 »

ComradeChaos wrote:The mortar won't be light mapped?
:|

In layman's terms it counts as a 'vehicle' in BF2 and none of those have lightmaps, only dynamic shadows. Static objects get lightmaps.
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Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Deployable Mortars - Update / Tutorial

Post by Spartan0189 »

I just jizzed, .95 is going to crash from epicness :lol:
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GeorgRavioli
Posts: 236
Joined: 2010-02-13 05:41

Re: Deployable Mortars - Update / Tutorial

Post by GeorgRavioli »

Oh man these look great. I wanna be the mortar crew :D . And regarding the 3D markers, I'm pretty sure that when you hit land with the marker on your map, it will mark the highest object on your mark (for example if it was on a building the marker hits the top of the building). So it should work with hills.
JacktheStripper
Posts: 38
Joined: 2008-11-11 08:23

Re: Deployable Mortars - Update / Tutorial

Post by JacktheStripper »

the way i see it, the mortar will be whored out completely and fought over for the first few months, and in insurgency game modes it also means less riflemen trying to take caches and more players just sitting back and bombing helpless insurgents... not really fun for the insurgent player. Also if the opposing team has a crack mortar/spotter team on insurgency, you gotta think how quickly caches will go down just due to constant mortar barrage... spawn die spawn die 45 sec respawn galore. don't get me wrong i think the models great, the way it has been designed is very intuitive but i don't think it will work effectively in an insurgency type game mode...
i'm going to receive a lot of hate for this but im just stating my opinion..
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Deployable Mortars - Update / Tutorial

Post by Outlawz7 »

It's already been said that mortars won't kill caches and Insurgents also get mortars, so the 'mortar whores' on BLUFOR side will also be on the receiving end. Read the thread please...

You may also want to know that mortars get only a dozen or so rounds, which are linked between the three types of ammo (so firing 6 smoke rounds means you only have another 6 live rounds to spend) and need to be resupplied.
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Deployable Mortars - Update / Tutorial

Post by Rissien »

Still would like to know how many limited per game on each side. Im guessing two like the tow?
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Vanya
Posts: 147
Joined: 2009-04-29 01:11

Re: Deployable Mortars - Update / Tutorial

Post by Vanya »

I can't wait for my first "find those mortars" mission.

When you think about it spamming mortars is pretty much giving the opposing team directions to your fob.

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ComradeChaos
Posts: 738
Joined: 2010-01-27 20:45

Re: Deployable Mortars - Update / Tutorial

Post by ComradeChaos »

[R-DEV]Outlawz wrote: :|

In layman's terms it counts as a 'vehicle' in BF2 and none of those have lightmaps, only dynamic shadows. Static objects get lightmaps.
Oh derp.... Forgot about that.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Deployable Mortars - Update / Tutorial

Post by Tirak »

With the way this system is set up, you could easily do things like Stryker Mortar Carriers and other mobile artillery, just saying :P
JacktheStripper
Posts: 38
Joined: 2008-11-11 08:23

Re: Deployable Mortars - Update / Tutorial

Post by JacktheStripper »

[R-DEV]Outlawz wrote:It's already been said that mortars won't kill caches and Insurgents also get mortars, so the 'mortar whores' on BLUFOR side will also be on the receiving end. Read the thread please...

You may also want to know that mortars get only a dozen or so rounds, which are linked between the three types of ammo (so firing 6 smoke rounds means you only have another 6 live rounds to spend) and need to be resupplied.
ok i guess limiting the rounds to ~12 is fair. and i didn't word my post beforehand in a clear manner, but i still believe the balance will be tipped slightly in the favour of the coalition due to the fact that they will know where the insurgents generally are at any given moment (say, a known cache) whereas it will be much harder for an insurgent mortar to position itself near enough to a cache (bearing in mind i don't know what range the mortars have) without getting overrun by an APC or counter mortar. also due to the fact that coalition troops are attacking the cache they will tend to be a lot more mobile and a far greater challenge for the insurgent mortar. just my 2 cents. i'll be more than happy to get proved wrong when they get released though
ebevan91
Posts: 1318
Joined: 2009-03-19 15:51

Re: Deployable Mortars - Update / Tutorial

Post by ebevan91 »

Looks so cool but when I watched the video I thought to myself "By the time I figure out how to use this thing properly the round would be over"
13DarkWolf
Posts: 76
Joined: 2007-06-06 16:38

Re: Deployable Mortars - Update / Tutorial

Post by 13DarkWolf »

Absolutely fantastic well done on the work lads! This is why i love the deployable assets. Can't wait for 0.95 still! :p
Looking forward to getting some IDF support for my squad too!
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Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: Deployable Mortars - Update / Tutorial

Post by Predator.v2 »

Devs, can you confirm two-steps GTLDs on next patch?
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