2 questions about mortars and UGLs
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CastleBravo
- Posts: 577
- Joined: 2009-02-01 00:48
Re: 2 questions about mortars and UGLs
I don't know if this is possible but I think it should be coded so that you can't successful request a fire mission unless there is an enemy within a certain distance of the fire mission marker. This way you have to have someone with eyes on the enemy in order for the mortars to be able to fire.
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: 2 questions about mortars and UGLs
Not only that, there have been instances where mortars were used as a shield. During the siege of Khe shan in Vietnam the Americans kept up a barrage of mortar fire on some entrypoints the enemy might sneak up on, just do deny them access. However here we are talking about an big industrialized state supplying one single combat base.'Sirex[SWE wrote:[MoW];1469407']Why don't insurgencts then simply mass spawn as civilians where the mortar fire is? Makes them think twice about shooting blindly.
And to the rest of you about mortar being spammable. This is modern warfare, deal with it. I have been in real military exercises where commanders have orderd mortar fire blindly in to key sections of the area with great effect, my platoons CV9040 got knocked out since they had taken a position around a road junction, the enemy commander anticipated this and fired in smart mortar bombs (anti-vehicle mortar rounds).
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: 2 questions about mortars and UGLs
1. Find enemies.
2. Mark location on map.
3. Say "Enemies in XY kp Z, need mortars in team chat"
4. If your mortars aren't retarded, they'll mark it and fire.
I don't see how that seems broken to you >_>
2. Mark location on map.
3. Say "Enemies in XY kp Z, need mortars in team chat"
4. If your mortars aren't retarded, they'll mark it and fire.
I don't see how that seems broken to you >_>

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Predator.v2
- Posts: 379
- Joined: 2010-01-26 13:49
Re: 2 questions about mortars and UGLs
You should remove the mortar marker restriction for the mortars. You just place a marker anywhere on the map as mortar squadleader and fire on your attack marker. Firemission markers in general arent bad for intersquad communication.
And you should also fix the 50m view for the usmc or us army (not sure which one) ugl.
And maybe the range finder for the gtlds.
And you should also fix the 50m view for the usmc or us army (not sure which one) ugl.
And maybe the range finder for the gtlds.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: 2 questions about mortars and UGLs
There seems to be some issues with the UGL. Just now in Beirut I took a IDF grenadier kit and not only was the ACOG blocking the grenade sight, but nades weren't landing anywhere...they just didn't blow up.
Not only that but I've noticed that the default markers don't seem accurate (when observing the map) sometimes. And I struggle at firing distances that are in between the 50 per 50 default markers.
All in all, the grenadier kits are more inacessible now than before. It should be a good thing, if it wasn't for the fact that the current system was suppose to work the other way around...and it's faulty.
I love this new patch and I seriously apreciate the effort of the DEV team who constantly have to put up with alot of bs. But as a grenadier it frustrates me to deal with such an erratic system.
Not only that but I've noticed that the default markers don't seem accurate (when observing the map) sometimes. And I struggle at firing distances that are in between the 50 per 50 default markers.
All in all, the grenadier kits are more inacessible now than before. It should be a good thing, if it wasn't for the fact that the current system was suppose to work the other way around...and it's faulty.
I love this new patch and I seriously apreciate the effort of the DEV team who constantly have to put up with alot of bs. But as a grenadier it frustrates me to deal with such an erratic system.
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Chuc
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
Re: 2 questions about mortars and UGLs
Practice makes perfect.
Also each UGL is unique in that the range settings differ and also the actual sight picture.
In the case of the ACOG M203, the optic physically obstructs the ladder sight in real life, to overcome this switch the setting to 100m, and aim with the 150m ladder to get shots landing at around 50m.
Also each UGL is unique in that the range settings differ and also the actual sight picture.
In the case of the ACOG M203, the optic physically obstructs the ladder sight in real life, to overcome this switch the setting to 100m, and aim with the 150m ladder to get shots landing at around 50m.
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: 2 questions about mortars and UGLs
I know its not time for suggestions or any thing like that... but what if you needed a commander placed marker to allow for mortar missions? Surely that's no different from before .957.CastleBravo wrote:I don't know if this is possible but I think it should be coded so that you can't successful request a fire mission unless there is an enemy within a certain distance of the fire mission marker. This way you have to have someone with eyes on the enemy in order for the mortars to be able to fire.
Squad marks target, talks to command, command gives ok. Bam.
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: 2 questions about mortars and UGLs
well if we had the .7 commander, all things would be right in the world (must have commander in order to build anything) but lots of complaining and all...so no commander except once in a blue moon.....have yet to see an insurgent or taliban commander.
on the subject of mortars....all a person needs to do is send in a grid and bamm...u have fire support. just like in real life..except with out all the checks and approvals from the COC's in the TOC's watching tv and listening to the fire fights on the radio....weird....
as a former F.O. for the army i see no problem with the current system(i personally wouldnt mind if the grid lines for the maps were like they were in .917...make it a bit harder) for it being a game and i could probably even train future F.O.s using this game now.
i have played alot of insurgency lately.....blufor has won maybe a handful....
and quick story. i was an insurgent on kokan mortaring u.s. main...had a spotter (for making corrections), 2 mortarmen including my self(SL) and an ammo bearer(with ammo truck). 4men in all. we mortar u.s. main.....and about 10-15 rds into it..(had to make some minor adjustments)....hmmwv shows up and wasted us.....now im not complaining...good job u.s. adapt/overcome. its to easy guys.....
on the subject of mortars....all a person needs to do is send in a grid and bamm...u have fire support. just like in real life..except with out all the checks and approvals from the COC's in the TOC's watching tv and listening to the fire fights on the radio....weird....
as a former F.O. for the army i see no problem with the current system(i personally wouldnt mind if the grid lines for the maps were like they were in .917...make it a bit harder) for it being a game and i could probably even train future F.O.s using this game now.
i have played alot of insurgency lately.....blufor has won maybe a handful....
and quick story. i was an insurgent on kokan mortaring u.s. main...had a spotter (for making corrections), 2 mortarmen including my self(SL) and an ammo bearer(with ammo truck). 4men in all. we mortar u.s. main.....and about 10-15 rds into it..(had to make some minor adjustments)....hmmwv shows up and wasted us.....now im not complaining...good job u.s. adapt/overcome. its to easy guys.....
Last edited by Anderson29 on 2010-10-19 04:03, edited 1 time in total.
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: 2 questions about mortars and UGLs
How about this, just scrap the player controlled mortar and make it so it works like this... you still have build the mortar FOB somewhere, but the commander approves the fire missions, the squadleaders have to call in the fire missions, and the players just need to defend the Mortar FOB if they want to keep their area attack ability. so its just a new easy spin off the old system. fixed.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: 2 questions about mortars and UGLs
I agree with the bolded statement.'[R-DEV wrote:Chuc;1470948']Practice makes perfect.
Also each UGL is unique in that the range settings differ and also the actual sight picture.
In the case of the ACOG M203, the optic physically obstructs the ladder sight in real life, to overcome this switch the setting to 100m, and aim with the 150m ladder to get shots landing at around 50m.
However I expected after watching the tutorial that the process was easened for people that can't calculate the ladder sight. Now they have the 50 per 50 meter default markers, but it's harder to calculate now in between due to the variety of ladder sights (after all, it's harder to subtract a given marker in a variety of ladders, than mentally setting the distance of one entire ladder). Adding up the fact that we have to check the map in distances over 150 - 200, set the apropriate default marker and have visual on the enemy/location is simpler for casual gamers than before?
Anyway, I will keep on practicing and hopefully it will become intuitive enough for me. Perhaps I'm misreading the ladder sights.
Despite this, this new version is kicking ***. Keep up the good work.
P.S.: As for nades not landing with the IDF grenadier kit in Beirut, someone should give it a go as I survived throughout the whole round and wasn't able to check if it was a one time only.

