Deployable Mortars - Update / Tutorial

Project Reality announcements and development highlights.
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Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Deployable Mortars - Update / Tutorial

Post by Sniperdog »

There will be more info about deployable ammo amounts and reloading with the release changelog.

Until then just trust the fact that we have put a lot of thought into how the mechanics of everything in PR function and how we believe the changes we make will affect gameplay.
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Will Stahl aka "Merlin" in the Squad community
Zulnex
Posts: 622
Joined: 2009-03-23 22:12

Re: Deployable Mortars - Update / Tutorial

Post by Zulnex »

Excellent work. Looking forward to the release very much.
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LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: Deployable Mortars - Update / Tutorial

Post by LITOralis.nMd »

This looks really cool, I hope the insurgent main bases (and mosques?) have invisible bubbles....

TO wet the appetite, here is Michael Yon's photojournalism dispatch from his embed reporting with the 3-17th Field Artillery in Late April, 2010.
Sgt.Heine
Posts: 73
Joined: 2009-07-26 18:59

Re: Deployable Mortars - Update / Tutorial

Post by Sgt.Heine »

I have a woody wood pecker now,I LOVE THE DEVs. In a heterosexual way.
:m1helmet:
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Deployable Mortars - Update / Tutorial

Post by Bringerof_D »

HIGH EXPLOSIVE, ONE ROUND, ZEROING!

ADJUST FIRE MINUS 30 METERS, FIRE FOR EFFECT FIRE FOR EFFECT!
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
soldierofharcore
Posts: 37
Joined: 2009-12-27 00:11

Re: Deployable Mortars - Update / Tutorial

Post by soldierofharcore »

Awesome, I'm gonna go mortar team always :)
solosnake
Posts: 10
Joined: 2010-02-07 19:03

Re: Deployable Mortars - Update / Tutorial

Post by solosnake »

Omg So Awsomeness... and i busted a nut on snipers having radio again... !!!!!!!!!!!! And som1 plz explain what you guys mean by the changing of 3D markers.. u talking bout attack markers real time or on 2D map lay out?
GeorgRavioli
Posts: 236
Joined: 2010-02-13 05:41

Re: Deployable Mortars - Update / Tutorial

Post by GeorgRavioli »

Tirak wrote:With the way this system is set up, you could easily do things like Stryker Mortar Carriers and other mobile artillery, just saying :P
Oh man please no. I don't want raining hell from enemies to be able to MOVE. We OPFOR and Insurgents already have enough problems trying to make sure Bombs, Missiles, and Old mortar strikes don't hit us. Using movable mortars and artillery would piss me off a lot more, as they could just find a new place to hide when their position gets compromised.
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: Deployable Mortars - Update / Tutorial

Post by Imchicken1 »

Love the amount of previews u just gave us ;-)

Mortar system, Sniper radio, German faction and assets of Lashkar, no more rainbow grass (unless the PC being used is all powerful), 3D markers staying in for the next patch, 2 level zoom GTLD, and stupid insurgents that don't run when mortars fall :-P

jk

How much ammo of each will it get?
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I won't cluck for you
Absolute Killer
Posts: 42
Joined: 2009-02-24 01:19

Re: Deployable Mortars - Update / Tutorial

Post by Absolute Killer »

awesome!!
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[3dAC] AK
Mach1--Andy
Posts: 4
Joined: 2008-09-05 16:34

Re: Deployable Mortars - Update / Tutorial

Post by Mach1--Andy »

really nice, i enjoy teamwork assets like this one.
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Deployable Mortars - Update / Tutorial

Post by arjan »

Tirak wrote:With the way this system is set up, you could easily do things like Stryker Mortar Carriers and other mobile artillery, just saying :P
If that would be impleted that would be a nice addition, but what for the opfor? ;p
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: Deployable Mortars - Update / Tutorial

Post by KingKong.CCCP »

12 rounds seems too little... I would go for a lot more (30?), but I trust devs tried it and will put just the right amount of ammo.

EDIT: This would work just fine on a teamwork oriented server filled with vets, but it could destroy public servers with lots of lone wolves - if they end up with only one spawn point.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Deployable Mortars - Update / Tutorial

Post by Tirak »

arjan wrote:If that would be impleted that would be a nice addition, but what for the opfor? ;p
A Deployable Mortar kit like in FH2, pick up the kit, go to where you want, throw it down, Ammo Bag insurgent gives you ammo, you shoot, pick it up again and move. Of course, you'd lose all the ammo in the mortar, but that just encourages you to have a loader with an ammo bag.
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: Deployable Mortars - Update / Tutorial

Post by MikeDude »

KingKong.CCCP wrote:12 rounds seems too little... I would go for a lot more (30?), but I trust devs tried it and will put just the right amount of ammo.

EDIT: This would work just fine on a teamwork oriented server filled with vets, but it could destroy public servers with lots of lone wolves - if they end up with only one spawn point.
Don't play there.
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[3dAC] MikeDude
Loving PR since 0.2.
=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: Deployable Mortars - Update / Tutorial

Post by =(DK)=stoffen_tacticalsup »

Awesomeness indeed!

Now make a howitzer.










Please?
Random mumble talk between maps
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Deployable Mortars - Update / Tutorial

Post by ZephyrDark »

=(DK)=stoffen_tacticalsup wrote:Awesomeness indeed!

Now make a howitzer.



Please?
Devs have mentioned it before in other threads, howitzers are not realistic with the in-game map scales. Now deplyable field guns or SPGs for Militia would be nice.
|TG-31st|Blackpython


Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deployable Mortars - Update / Tutorial

Post by Rhino »

ZephyrDark wrote:Now deplyable field guns or SPGs for Militia would be nice.
A ZIS-3 field gun isn't something that you can really "deploy" like a TOW ;)
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ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Deployable Mortars - Update / Tutorial

Post by ZephyrDark »

[R-DEV]Rhino wrote:A ZIS-3 field gun isn't something that you can really "deploy" like a TOW ;)
Well it could be towed in by a truck couldn't it? Either way, I know a deployable SPG-9 would fill the duty enough in my opinion. Militia needs deployable AT. :P

Anyways, this is Off-Topic so.. an on topic reply:

Mortars will be great, hoping to see how they'll affect FOBs and defensive positions. Maps like Yamalia should prove to be even more interesting. Hopefully will allow for more eventful matches on some maps.
|TG-31st|Blackpython


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