Deployable Mortars - Update / Tutorial

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LEEROY_UK
Posts: 100
Joined: 2009-02-28 21:44

Re: Deployable Mortars - Update / Tutorial

Post by LEEROY_UK »

Looking forward to this addition the most in the next update, ill be manning those allot me thinks :)
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Deployable Mortars - Update / Tutorial

Post by Tim270 »

Daishi2442 wrote:Best. Reaction. Ever.
Sigged.

I'll have to look up what a ZIS-3 is.
A gun that started as a arty piece then used for direct fire role as a Anti-tank gun in the second world war by the Soviets.

It is/has been in game for ages on nearly all Chechnya maps and Yamalia.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Deployable Mortars - Update / Tutorial

Post by goguapsy »

Tim270 wrote:A gun that started as a arty piece then used for direct fire role as a Anti-tank gun in the second world war by the Soviets.

It is/has been in game for ages on nearly all Chechnya maps and Yamalia.
Yep, they are those scary AT guns APCs hate on Fools Road! There are 3 I guess.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: Deployable Mortars - Update / Tutorial

Post by Tarranauha200 »

Hmm...maybe we can get player controlled arty later. Btw, does this replace mortar area attack?
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Deployable Mortars - Update / Tutorial

Post by Bellator »

Hmm...maybe we can get player controlled arty later. Btw, does this replace mortar area attack?
Probably not as there are Heavy Mortars in rl. The difference between heavy mortars and light mortars is that a light mortar weighs less than100 kgs while a heavy mortar weighs about 500. The heavy mortars have a range much beyond the distances in PR maps, so they could be represented in area attacks.
Last edited by Bellator on 2010-09-11 00:07, edited 1 time in total.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: Deployable Mortars - Update / Tutorial

Post by Jaymz »

^ To answer both,

The "off-map" mortars will be gone. Basically, 1km maps will have no area attack. Any 2/4km maps that had mortars as the area attack will have it replaced with artillery.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: Deployable Mortars - Update / Tutorial

Post by DDS »

Love the team work aspect that was worked into this addition. Thanks for all the hard work putting this into the next version.. ;-)

Tactical Gamer was an Excellent Server. Yeah that's right, I said that, go a head and BAN ME from your server now!
chilean
Posts: 124
Joined: 2009-10-02 00:54

Re: Deployable Mortars - Update / Tutorial

Post by chilean »

holy!!! Looks awesome, Cant wait to put my hands on it
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Aimed
Posts: 936
Joined: 2009-03-12 03:17

Re: Deployable Mortars - Update / Tutorial

Post by Aimed »

chilean wrote:holy!!! Looks awesome, Cant wait to put my hands on it
That's what she said :lol:

also can't wait blow people up with them :D
#DeleteMuttrah
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable Mortars - Update / Tutorial

Post by killonsight95 »

AIMED wrote:That's what she said :lol:

also can't wait blow people up with them :D
the problem is you won't be able to see them die... which imo will be aweosme knowing your doign a great job without seeing the results for yourself :)
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Deployable Mortars - Update / Tutorial

Post by Rissien »

goguapsy wrote:Yep, they are those scary AT guns APCs hate on Fools Road! There are 3 I guess.
7 actually

4 surrounding fortress

1 on the northern road

1 in the H! region overlooking the eastern road

1 about midway through the Western road.
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MA3-USN Former

クラナド ァフターストーリー
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Deployable Mortars - Update / Tutorial

Post by maarit »

xI DIaboLoS Ix wrote:So... I can't beleive No one has asked this... When can we expect to get our hands on this delicious looking piece of meat? ;)

WE WANT .95 NAOW! :D

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be patient like this patient bear here. :evil:

good job devs.
Jhartsock123
Posts: 5
Joined: 2007-05-13 13:53

Re: Deployable Mortars - Update / Tutorial

Post by Jhartsock123 »

So this is the first deployable for Insurgents/Taliban/Militia, and Hamas?
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Deployable Mortars - Update / Tutorial

Post by ZephyrDark »

Jhartsock123 wrote:So this is the first deployable for Insurgents/Taliban/Militia, and Hamas?
unless you count HMGs, Foxholes, Razorwire for Militia and Hideouts for Talis and INS
|TG-31st|Blackpython


usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: Deployable Mortars - Update / Tutorial

Post by usmcguy »

maarit wrote:Image
be patient like this patient bear here. :evil:

good job devs.
lol look at his balls! ROFL! :shock:
PR_Husky
Posts: 14
Joined: 2010-09-04 21:57

Re: Deployable Mortars - Update / Tutorial

Post by PR_Husky »

Looks very nice. Good Job :)
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Deployable Mortars - Update / Tutorial

Post by Bufl4x »

'= wrote:H[=Rissien;1439580']8 actually.
Fixed it for ya
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable Mortars - Update / Tutorial

Post by killonsight95 »

Jhartsock123 wrote:So this is the first deployable for Insurgents/Taliban/Militia, and Hamas?
excluding hideouts yes.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Deployable Mortars - Update / Tutorial

Post by goguapsy »

'= wrote:H[=Rissien;1439580']7 actually

4 surrounding fortress

1 on the northern road

1 in the H! region overlooking the eastern road

1 about midway through the Western road.
WOW. Never realized that.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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