Deployable Mortars - Update / Tutorial

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ma21212
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Re: Deployable Mortars - Update / Tutorial

Post by ma21212 »

usmcguy wrote:lol look at his balls! ROFL! :shock:
ya...but weres the penis..
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Truism
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Re: Deployable Mortars - Update / Tutorial

Post by Truism »

Ugh. I need to change my pants :3.

The end reminded me of a story that plenty of people will be familiar with. The punchline goes:

Fire mission complete.
Smoke screen effective, 1 KIA.

Not with mortars unfortunately :( .
SSGTSEAL <headshot M4> Osama

Counter-Terrorists Win!
Arc_Shielder
Retired PR Developer
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Re: Deployable Mortars - Update / Tutorial

Post by Arc_Shielder »

JacktheStripper wrote: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
^^^ This.

And one max per side in AAS please (assuming that Insurgency will have none). Due to its fire rate it's completely unnecessary to eat up 4 players.

I think the mechanics are hard enough to unmotivate alot of players that don't even get to see their targets being blown up, so most likely it will be handled by expert crews at a middle/long-term. It's a good thing and an awesome strategic addition.

If a mortar team screws up, you can always have a laugh about how they annihilated a friendly squad.
AfterDune
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Re: Deployable Mortars - Update / Tutorial

Post by AfterDune »

Arcturus_Shielder wrote:I think the mechanics are hard enough to unmotivate alot of players that don't even get to see their targets being blown up, so most likely it will be handled by expert crews at a middle/long-term. It's a good thing and an awesome strategic addition.
It's actually very easy to handle them, but requires teamwork for it to be effective.
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Psyko
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Re: Deployable Mortars - Update / Tutorial

Post by Psyko »

'[R-DEV wrote:Rhino;1435020']Cheers, I wanted to make it look like the insurgents where using w/e they had around them for cover, although they are silly enough to put up thin sheets of corrugated iron to try and stop bullets :D




One other big new deployable yes :)

https://www.realitymod.com/forum/f196-p ... s-csb.html

Also might be anouther small deployable that hasn't been totally revealed yet for .95 ;)
I think you could do without all that junk. it limits the tight spaces you could use to hide it in. personally id have that thing between buildings and down tight allyways. your going to end up having mortar towers on top of statics.

eg: if i build that on top of one of your towerblocks rhino, its going to create all that obstruction in the floors below. whats wrong with just having the mortar weapon without the mound of dirt?
Rudd
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Re: Deployable Mortars - Update / Tutorial

Post by Rudd »

firing a mortar from a tight allyway seems like abad idea in my mind....in 'unscathed' by Major Phill Ashby RM some RUF guys fired a mortar from under a tree and killed themselves as a result.
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Mellanbror
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Re: Deployable Mortars - Update / Tutorial

Post by Mellanbror »

Very very excited about this! Used correctly this will give a new dimension to the battlefield.
Funny thing though is that this weaponsystem will be most effective against the guys "playing it right" (my personal opinion only), the guys def flags, setting themselfes up in strong def-positions.

Players moving around solo and just rushing wont be affected by it that much in comparison.
Anways, this rocks!
Sniperdog
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Re: Deployable Mortars - Update / Tutorial

Post by Sniperdog »

Mellanbror wrote:Funny thing though is that this weaponsystem will be most effective against the guys "playing it right" (my personal opinion only), the guys def flags, setting themselfes up in strong def-positions.
I would disagree.

The people "playing it right" now will be the ones who are smart about where they set themselves up. For example being inside of a building or in foxholes will make you completely safe from mortars provided the round doesn't land inside of your foxhole/room.

Think very carefully about your useage of the phrase "strong defensive position", because for me the strongest defensive positions are the ones where it is very easy to stay alive and still lay down fire on the enemy.
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Will Stahl aka "Merlin" in the Squad community
Wakain
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Re: Deployable Mortars - Update / Tutorial

Post by Wakain »

I think he means the guys who play in squads will be quicker targeted when capping flags or when making maneuvres with other squads. the lonewolf will seldom be targeted by mortars
so the guys who play correct will be more likely to suffer

just the way I interpret his post, though I have to agree it makes sense ;)
nathanator8811
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Re: Deployable Mortars - Update / Tutorial

Post by nathanator8811 »

I do hope that a Circular Error Probable can be implemented, that gets larger the farther away the target is.

For instance, the CEP for a dumb mortar projectile has been given as >130m (though I can only assume that that is at max range, and it gets smaller the closer the target is)
BlueEye
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Re: Deployable Mortars - Update / Tutorial

Post by BlueEye »

Mellanbror wrote:Very very excited about this! Used correctly this will give a new dimension to the battlefield.
Funny thing though is that this weaponsystem will be most effective against the guys "playing it right" (my personal opinion only), the guys def flags, setting themselfes up in strong def-positions.

Players moving around solo and just rushing wont be affected by it that much in comparison.
Anways, this rocks!
Hmmm tricky...
Mellanbror
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Re: Deployable Mortars - Update / Tutorial

Post by Mellanbror »

Yes Wakain, thats what I ment. And I think time will prove me right.
Using foxholes and bunkers for cover is just common sense. I use em allready...dont think mortars will make me use em less...
goguapsy
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Re: Deployable Mortars - Update / Tutorial

Post by goguapsy »

'[R-DEV wrote:Sniperdog;1446096']
The people "playing it right" now will be the ones who are smart about where they set themselves up. For example being inside of a building or in foxholes will make you completely safe from mortars provided the round doesn't land inside of your foxhole/room.
Check 4:04


You guys WILL add dumb rounds... right?
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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Exonar
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Re: Deployable Mortars - Update / Tutorial

Post by Exonar »

goguapsy wrote:Check 4:04

[Vid]

You guys WILL add dumb rounds... right?
If they were to exist, how would people know it was a dud in the first place? It's not like you can ever see the rounds. Maybe instead of an explosion, they make a thud+mini dust cloud. That would make for moments like the one in the video you posted.
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Uthric
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Re: Deployable Mortars - Update / Tutorial

Post by Uthric »

so if fox holes will be immune to them in less it blows up inside of it, will that mean i will be safe if i park my hummer inside of it?, thats what i do wit the crow hummer now and it lives threw a gary blowing up not 2 feet from the foxhole its inside of, and a mortar attack, hell even j dams most of the time




now that i think about it foxholes are OP.....
xambone
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Re: Deployable Mortars - Update / Tutorial

Post by xambone »

So basically all this time spent making it is defeated by the fact that it takes 20 years to target properly , call it in, get, get it lined up, and fire it, then have it corrected....All while make believe forces keep the enemy standing by the truck like its a ice cream vendor...

looks great works great just not realistic. and the fact that its not even gonna have 1 per team on a AAS map is so sad to me :(
ytman
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Re: Deployable Mortars - Update / Tutorial

Post by ytman »

I can imagine all the fun to be had with these tools. It will make scouting a much more important and rewarding mission. Plus it'll give the defensive squads something proactive to do while they wait for the Brave Corageous squads to get something done.

I can see 12 rounds being used quickly which is good. Proper use of smoke shells will be required and mortar crews will need to be trained well to be absolutely effective. Hills and trees will offer terribly hard obstacles and most likely airbust shells will need to be used in forests.

In urban terrain mortars will be nearly useless, other than a surpressive mechanism or to target roof tops.

I really doubt this will change much in the way of PR in the smaller maps. But maps like Silent Eagle, Kashan, Qin Ling, and Yamalia will have a wonderful time.
Jaymz
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Re: Deployable Mortars - Update / Tutorial

Post by Jaymz »

Uthric wrote:so if fox holes will be immune to them in less it blows up inside of it, will that mean i will be safe if i park my hummer inside of it?, thats what i do wit the crow hummer now and it lives threw a gary blowing up not 2 feet from the foxhole its inside of, and a mortar attack, hell even j dams most of the time
I'd love to actually see that happening, because the way explosion damage works in BF2 says there's no way a foxhole prevents a HMMWV from talking explosion damage. I'll have to test that out......
xambone wrote:So basically all this time spent making it is defeated by the fact that it takes 20 years to target properly , call it in, get, get it lined up, and fire it, then have it corrected....All while make believe forces keep the enemy standing by the truck like its a ice cream vendor...
FO requesting a mortar strike : 5 seconds

Mortar crewman adjusting on target and commencing fire mission : 10-20 seconds

Projectile flight time : 20 seconds max

Thinking that projectiles with a 20m kill and 40m wound radius firing out to 1.5km wont be effective : Timeless

xambone wrote: looks great works great just not realistic. and the fact that its not even gonna have 1 per team on a AAS map is so sad to me :(
there'll be 2
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
dtacs
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Re: Deployable Mortars - Update / Tutorial

Post by dtacs »

Daishi2442 wrote:How is it not realistic?
I think some people believe its unrealistic as you can just fire randomly across the map. I remember someone saying that they cannot be used without a fire mission being called in, similar to how you get killed without having a crewman kit in a tank. Can a dev confirm this?
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