who is going to want to man mortars?

General discussion of the Project Reality: BF2 modification.
JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: who is going to want to man mortars?

Post by JohnnyTheIED »

To save you all some time:

Source: R-dev Jaymz

Max range : 1.5km

Blast Radius : 20m kill/critical, 40m wounding

Max per team : 2 (based on AAS speculations, hoping its 2 for insurgents as well but thats probably dreaming)

https://www.realitymod.com/forum/f196-p ... ost1446923
Last edited by JohnnyTheIED on 2010-10-05 19:44, edited 2 times in total.
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Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: who is going to want to man mortars?

Post by Lange »

I imagine a lot of the Gameplay will be infantry squads that double as mortar squads, or just small exclusive, mortar squads altogether. You can have a full squad that probably will defend a flag or position and man the mortar as well, and then can coordinate with other squad leaders to give fire support to squads who need it. Will just squad leaders or snipers be able to call it in as well though, is a question im wondering, if it can be called in by snipers that's another purpose they could serve.

As far as being boring and such I think that's not even close because in PR not everyone is going to be fighting all the time, often you do support roles or just wait around which doesn't often bring much fighting but its just part of the game. This seems pretty immersive though with the calculations and such and when manning if your not spotting or communicating, you'll be actually firing the mortar so its not like there's nothing to do with it, its just not fighting directly with your gun rather, a different immersive sort of gameplay.
charliegrs wrote:Im sure other people are like me, but sometimes I feel like playing PR but not in such an intense role as a frontline infantry man. Sometimes I like to do the less stressful jobs like supply runs, helicopter transports, or watching an IED from a hidden spot. Manning a mortar will be a perfect job for those times when Im feeling well.. lazy. I know im still contributing, all of those jobs are very important but alot of people find them to be too boring. Not me, Il save my running and gunning for the weekends lol. Working in close coordination with a spotter firing mortars sounds like a really satisfying thing to me.

Also, Im glad the devs didnt make a mortar system like FH2 that allows you to see where your mortars are falling. That just leads to way too much noobishness. In PR the ONLY way you will be able to succeed with mortars is to have a spotter.
Good point I believe similar.
Last edited by Lange on 2010-10-05 22:42, edited 1 time in total.
Jaymz
Retired PR Developer
Posts: 9138
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Re: who is going to want to man mortars?

Post by Jaymz »

JohnnyTheIED wrote: Blast Radius : 20m standard HE, 40m Airburst (assuming it wont hurt armors without direct hit)
To clarify, it's 20m kill (critical), 40m wound for standard HE rounds against infantry. Airburst (prox fuse) works differently, it explodes above ground to get infantry behind cover but this means the overall damage radius at ground level is smaller. Only conventional factions have the airburst/prox option.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Zimmer
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Joined: 2008-01-12 00:21

Re: who is going to want to man mortars?

Post by Zimmer »

baptist_christian wrote:anyone? We know that .95 is going to have deployable mortars and it is going to have a very realistic use for them, as in spotters will be absolutely necessary. But who in their right mind is going to want to spend an entire round just waiting for fire missions and running a ballistic computer?
I have been sitting behind the lines for nearly an entire round on in or before guarding, now someone who takes the job can also help in the offense without taking him or they away from their main duty.
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
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JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: who is going to want to man mortars?

Post by JohnnyTheIED »

'[R-DEV wrote:Jaymz;1457902']To clarify, it's 20m kill (critical), 40m wound for standard HE rounds against infantry. Airburst (prox fuse) works differently, it explodes above ground to get infantry behind cover but this means the overall damage radius at ground level is smaller. Only conventional factions have the airburst/prox option.
Thanks for chimming in Jaymz, Was wondering if I had it wrong on the radius. I just assumed the larger one was for air burst.

20m kill radius is pretty nice :)

I got a good question tho,

Will killing civies with mortars do the same as doing them with direct fire? Also, Will opfor get to build 2 mortars as well?


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On a less serious note, Now it would be absolutely awesome to get a new type of gameplay, Where insurgents (mostly Talibans) would have to try and capture a secluded FOB deep in the mountains and valleys of Taliban territory. The Bluefor would have to rely on marksmans, mortar and area attack support to try and push back the Tals.

Korengal Valley style. :)
Last edited by JohnnyTheIED on 2010-10-05 19:48, edited 1 time in total.
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