Mortars

General discussion of the Project Reality: BF2 modification.
xseeyax
Posts: 228
Joined: 2007-03-14 20:15

Mortars

Post by xseeyax »

Hey guys I just wanted to say you DEVs did a great job on the mortars! I love them. I've always thought since .5 there should be deployable mortars and now I get to see my dream come true! lol. At first I thought it was just going to be a bunch of spam but you guys really made it an equal playing field and it's PERFECT! But I just thought I would say good job and thanks for the one thing that I always thought should be in! :p
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Mortars

Post by fuzzhead »

Glad your enjoying them, I agree it adds a new element to the game, maybe needs some small tweaks but I think theyre done very good.
Winstonkalkaros
Posts: 190
Joined: 2010-03-25 17:29

Re: Mortars

Post by Winstonkalkaros »

Ye, mortars are great but difficult to use. It took me two hours to understand the whole shit, with manual.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: Mortars

Post by hobbnob »

Yup the mortars are great, massive morale boost to the guys using it and scares the **** out of the enemy
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gaurd502
Posts: 366
Joined: 2008-03-22 14:59

Re: Mortars

Post by gaurd502 »

When I get get killed by a mortar or almost killed I just cant be mad. I just think its so cool.
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eMeRgEnCyLeMoN
Posts: 22
Joined: 2010-04-15 04:20

Re: Mortars

Post by eMeRgEnCyLeMoN »

gaurd502 wrote:When I get get killed by a mortar or almost killed I just cant be mad. I just think its so cool.
Yeah, but they still always manage to land at the WORST possible spot at the WORST time. Like when you decide to run out into a courtyard to retrieve a hat kit.
Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: Mortars

Post by Gozjh »

One time i was in Muttrah and i was hidding in a mortar barage, it seemed to be over so I started to move to the door, but then i head the cry of one more mortar. It just happend to land squarly in the alleyway, 5m from the door i was near, and i was promptly killed. somtimes, i just lol at my luck.

But on topic, the mortars are awesome (even though i can not use them :( ) thanks again you overly smart coders that spend most of their time to give us countless hours of fun!
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: Mortars

Post by Stoic Sentinel »

eMeRgEnCyLeMoN wrote:Yeah, but they still always manage to land at the WORST possible spot at the WORST time. Like when you decide to run out into a courtyard to retrieve a hat kit.
Why would you run into a courtyard to retrieve a HAT kit when you know you can't use them? ;)

But yeh, the mortars are really amazing, they tear apart compounds and I've even seen them used to screen an infantry retreat while they were being pursued by armour :D
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Mortars

Post by LithiumFox »

Stoic Sentinel wrote:Why would you run into a courtyard to retrieve a HAT kit when you know you can't use them? ;)

But yeh, the mortars are really amazing, they tear apart compounds and I've even seen them used to screen an infantry retreat while they were being pursued by armour :D
Because it's a friendly hat kit? o.O

Notice he said "retrieve" not "capture" or "obtain"

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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Mortars

Post by Cassius »

[R-DEV]fuzzhead wrote:Glad your enjoying them, I agree it adds a new element to the game, maybe needs some small tweaks but I think theyre done very good.
If by tweaked you mean nerfed I would disagree. Last week I played 6 evenings :o ops: and I can count the times I have been killed by mortars on one hand. When I was mortaring insurgents on Kokan the mortar squad got like 12 kills or so and we were fiering a lot. If I go back to playing once or twice a week, getting killed by mortar will be rare enough.
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Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Mortars

Post by Bellator »

Winstonkalkaros wrote:Ye, mortars are great but difficult to use. It took me two hours to understand the whole shit, with manual.
It took me two months to learn to operate real ones. :razz:

Yet I haven't bothered to use them in PR, though. I've been mostly on the receiving side.
Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: Mortars

Post by Stoic Sentinel »

LithiumFox wrote:Because it's a friendly hat kit? o.O

Notice he said "retrieve" not "capture" or "obtain"
Heh, English never was my strong suit :rolleyes:
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kilo_3_8
Posts: 2
Joined: 2009-06-17 21:03

Re: Mortars: too much?

Post by kilo_3_8 »

I just wanted to respond to the Mortars implementation. Being an ex-Marine I remember the support and value of this weapon on the field. Having said that, the use of them in PR .95 has been for me less than fantastic. Now, instead being able to go out and really get into a firefight with the enemy. One is busy dodging mortars instead. And death usually comes from these rounds and not the enemies' well placed shot. Where is the fun in that? If PR is to continue adding new weaponry in each new version; where will it end? Limiting their (mortars) use, like re-spawning vehicles should give troops on both sides at least some playing (fighting) time.
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Mortars: too much?

Post by Cassius »

kilo_3_8 wrote:I just wanted to respond to the Mortars implementation. Being an ex-Marine I remember the support and value of this weapon on the field. Having said that, the use of them in PR .95 has been for me less than fantastic. Now, instead being able to go out and really get into a firefight with the enemy. One is busy dodging mortars instead. And death usually comes from these rounds and not the enemies' well placed shot. Where is the fun in that? If PR is to continue adding new weaponry in each new version; where will it end? Limiting their (mortars) use, like re-spawning vehicles should give troops on both sides at least some playing (fighting) time.
I do not have seen mortar squads racking up insane ammounts of kills. They get anywhere between 10 - 25 kills maybe, at least on the maps I played on which do not allow placing of mortars inside a dome of death or attacking bases with them. I have not been killed by them that often either. In a game of 4 hours maybe once or twice I get taken out by mortars.

Making the game more realistic means that the dynamics will be more realistic. In modern warfare a lot of the kills are not achieved by small arms. In WW I 70% of kills were scored by artillery and it is still very similiar on the modern battlefield at least for the forces that have the tools, unless you are fighting house to house avoiding bombing, even if it is precision bombing. Modern armies score most of their kills against insurgents and conventional forces through the use of air- or artillerysupport and insurgents get way more kills using IEDs than through the use of firearms. I do enjoy clearing out a compound by calling in mortar fire.

With that said I do not think we are at that level here with PR yet, there are still plenty of firefights to be fought. There are plenty of games that are more run and gun. We should at least have one game (better 2) that do not go down that path. People who dislike PR have plenty of alternatives, people who like PR do not and will have one option less if PR goes or goes mainstream.
Last edited by Cassius on 2010-11-03 01:01, edited 1 time in total.
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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: Mortars

Post by Spearhead »

So far the few games where I saw people use mortars were working out pretty well. There is a nice new dynamic evolving around them. This is especially true when it comes to assaulting fixed positions and neutralizing hostile FOs.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Mortars

Post by Tim270 »

Mortars effectiveness is dependent on the teams ability to communicate, rather than the assets firepower.
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Mortars

Post by Kain888 »

And on the size of map. ;]

Asad Khal, which is 1km (even less due to a lot of dod) is just spamfest for mortars.

I wonder how CnC will work out with mortars, it's the best gamemode, but with mortars it may be just quite bad.

Overall mortars are great, they just need some small fixes.
x-spades-x
Posts: 267
Joined: 2009-07-24 00:44

Re: Mortars

Post by x-spades-x »

I agree. Last night on Kokan I was sniper and observing a group of buildings in which RPG's AA and other heavy weapons were coming out of. Instead of firing I just pulled out the binos and called in HE and withing 30 seconds rounds were being fired and hiting the targets. It was even more satisfieing to have assisted in those kills rather than taking them myself. They are great assets and I am glad they were put in the game.
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[PR]x-spades-x
Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: Mortars: too much?

Post by Wh33lman »

Cassius wrote:I do not have seen mortar squads racking up insane ammounts of kills. They get anywhere between 10 - 25 kills maybe, at least on the maps I played on which do not allow placing of mortars inside a dome of death or attacking bases with them. I have not been killed by them that often either. In a game of 4 hours maybe once or twice I get taken out by mortars.
well there also the suppression effect. the Canadians were mortoring the hell out of a cache at the airfield. they wern't hitting anything, but nobody wanted to go outside.
CBCRonin
Posts: 31
Joined: 2010-10-04 18:16

Re: Mortars

Post by CBCRonin »

Mortars are extremely effective..... just not so much on a public server.

On Publics:
People rarely call for it (due to ineptness or without realizing it is available), mortar crews seem to get bored easily (resulting in "unauthorized" fire missions), mortar crew don't check their maps before firing (?), and intentional tkers are attracted to mortars (like flies to s**t).
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Not much can be done, except to play with a mature crowd who has a good play ethic and maturity (as well as a healthy level of restraint).

Much the same as experienced CAS, proper APC support, dedicated heli transport/resupply and a good spotter; mortar is just as effective a resource, but needs some time for the smacktards to leave it alone.
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