Mortars are killing this game for me

General discussion of the Project Reality: BF2 modification.
Johncro
Posts: 1146
Joined: 2009-06-11 20:50

Re: Mortars are killing this game for me

Post by Johncro »

[R-MOD]BloodBane611 wrote:It's too bad insurgents don't get mortars and ammo technicals...... :D



Might I suggest getting your team to build some mortars and counterbattery? I personally love the mortars, I don't find them unbalanced at all, and I think they greatly improve teamplay. Just yesterday I talked a mortar onto a group of US infantry on Kokan, it reminded me how awesome PR is.

In conclusion, I'd like to say that if they're shooting at you with mortars, shoot back!
+1

MOD's can turn an argument in 5 secs
BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: Mortars are killing this game for me

Post by BenHamish »

jerkzilla wrote:Well, as others have said, you could go mortar hunting ooor...

Go civilian and get killed (provided, of course, they haven't revealed the other cache).
Precisely this. Civvy's exist on Insurgency maps so that the Blufor can't use indiscriminate and overpowering fire.

Nobody ever goes civvy, and it's a real shame because Blufor would be crippled by the intelligence points lost if they mortared, for instance, 10 civilians.
jackcr
Posts: 93
Joined: 2010-07-03 04:35

Re: Mortars are killing this game for me

Post by jackcr »

[R-MOD]BloodBane611 wrote:It's too bad insurgents don't get mortars and ammo technicals...... :D



Might I suggest getting your team to build some mortars and counterbattery? I personally love the mortars, I don't find them unbalanced at all, and I think they greatly improve teamplay. Just yesterday I talked a mortar onto a group of US infantry on Kokan, it reminded me how awesome PR is.

In conclusion, I'd like to say that if they're shooting at you with mortars, shoot back!
Maybe it was a one of what happened the other night when our team got totally destroyed by motar, I'll give it more time and see how it goes before I comment about it anymore. Thanks for the input though.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Mortars are killing this game for me

Post by Hunt3r »

I for one believe mortars to be mostly bluster, as they lack the mobility and rate of fire to really put in the hurt.

If there was a self-propelled mortar vehicle, ie. Stryker mortar variant, then that would be a serious game changer. Currently all we have is just indirect fire support as long as you're near a fob.
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HMARS
Posts: 125
Joined: 2009-12-15 20:18

Re: Mortars are killing this game for me

Post by HMARS »

I find that mortars are generally quite effective for clearing an area of infantry, and rightly so - I really don't understand why people are complaining that a mortar killed them as an infantryman. If you are being pounded by HE rounds, then no, you shouldn't be able to just stay there and defend. That's the point.
If you are an infantryman, I do find the "run like fun" method is pretty helpful for evading death by mortar. And while they might not do too much actual damage when the targets can pack up and run, they certainly aren't there to defend anymore, which is significant.
Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: Mortars are killing this game for me

Post by Gozjh »

One of the better ideas I have heard on stopping spam is adding an overheating feature (sorry, I forgot your name :o ). If they overheat, or "melt" the barrel, it would take 1-3 minutes until the mortar is operational again. This may bring up the issue of people just rebuilding the mortars (could resemble changing barrel?)

As for strategies on insurgency on compensating for mortars, I find having a full or half a squad (for a small building) on the cashe then having one to three areas/compounds/buildings nearby chalk-a-block full of squads. These secondary squads, or "objectives", have multiple goals.

Primary:
>Observe and report enemy positions relevant to Defenders of cashe
>Eliminate APC's threatening Cashe by close fire support (within 250m of cashe or firing position, use mortars as first option, RPG's that are relocated to an unpopulated firing positions, SPG's only used as last resort as it reveals position)
>Deny nearby access points to cashe area Via mines, IED's, or snipers and marksmen
>if defenders on cashe are down from heavy assets, or defenders are greatly outnumbered, use whatever necessary to keep Blufor out until a relief unit can make their way into the cashe.

Secondary:
>Defend area in which these operations are taking place
>Perform recon for FOB's assisting the assault on cashe
-if lightly or not defended eliminate by direct means (if possible, set up IED ambush for Blufor who come to rebuild FOB)
-If heavily defended
-harass defenders with RPG's (1 shot from any one position) AR's (15-35 rounds or 2-5 seconds of firing before relocating) Grenadiers (firer out of FOB?s LOS) and snipers and marksmen (let 'em have it). Grenades are usable, but require the danger of intelligence gain for blufor (smoke grenades and urban scenarios greatly approve effectiveness). If practical, use this as an diversion to allow bomb cars to eliminate opposition
-Another option is mortar strike (if nothing obstructs usefulness of mortar) or mortars and assault combo (infantry, bomb cars can be used if defenses are not downed from mortars

>Eliminate Heavy assets that are farther away than 250m of cashe or firing position (SPG if firing position is not being observed, RPG's can be moved to acceptable attack range. Mortars still first choice of attack if it is available)
>If predetermined or firing position is discovered by blufor:
-All weapons may be used
-attempt to make firing position appear to be cashe (use lots of RPG's/SPG's on all targets, walk/drive troops to firing position instead of spawning on it if possible)
-ensure BEFORE you come to this scenario area is fully supplied with ammo
-dig in deep and do not get killed by the hail of mortars


My Two cents


EDIT: humm, that went a bit more offtopic than i thought... sorry guys :p
Last edited by Gozjh on 2010-11-13 22:13, edited 4 times in total.
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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Kingy
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Re: Mortars are killing this game for me

Post by Kingy »

Personally i think mortars can be great when used well but what I hate about them is that a lot of the time it effectively removes 6 people from the team.

They either setup miles away from flags or in DoD's and generally miss every target you give them. The same people insist that they are prviding a 'valuable' asset for the team by generally hitting an area 30minutes after you ask them to or missing them by 4 or 5 sub-grids. They then continue throughout the game to resupply by using logistic trucks needed for fobs (a pain in the *** on maps like muttrah 16 where logis are very limited) and steer clear of any enemy contact that might involve moving position. Basically in my eyes they become a liability and a waste of 1/5 of the team. Then again, when it works, it works gooood
Gore
Retired PR Developer
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Re: Mortars are killing this game for me

Post by Gore »

BenHamish wrote: Nobody ever goes civvy, and it's a real shame because Blufor would be crippled by the intelligence points lost if they mortared, for instance, 10 civilians.
i am always a civi. feels like you're doing alot more for your team this way.

ever tried fake gary loaded with a squad of civis? it's a nice tactic.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Mortars are killing this game for me

Post by Redamare »

the morters are in their first round of involvment with PR ... Yes i agree they are a bit over kill also including all the APCs always around attacking you but overall ... there ARE ways to get around these issues... I believe the Cache system should be updated again ... suchas there should be more then one cache per area like 2 or 3 this way insergents can have more firepower and it would givethem a better advantage against APCS and single area morter attacks
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Mortars are killing this game for me

Post by goguapsy »

jackcr wrote:Not reading what I have said. So you go to main base grab yourself an RPG, bomb car and head of where exactly? To a place that has been flattened and has an apc sat waiting for you, or do you head of to the DoD to look for the motar? Maybe that's your tactic but not mine :lol: :lol:
Check 0:56


Otherwise, if you wanna get somewhere, you gotta be sneaky, Charlie... Sneaky!

Very sneaky if I might add - whatchout for those Thermal sights, but remember: thermal sights are not hoax, they can't see through walls!

GoreZiad wrote:ever tried fake gary loaded with a squad of civis? it's a nice tactic.
That sounds fun, but... what's the point in the end?
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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dtacs
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Re: Mortars are killing this game for me

Post by dtacs »

That sounds fun, but... what's the point in the end?
It works. Celestial got me and a couple of others to go civi, piled us in the back of one, and went for a tank. He killed it, and got about -300 points, they won in the end but doing it multiple times really does work, even though its sort of an exploit.

Civis running deliberately into mortars has the same effect as well.
BenHamish
Posts: 325
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Re: Mortars are killing this game for me

Post by BenHamish »

GoreZiad wrote:i am always a civi. feels like you're doing alot more for your team this way.

ever tried fake gary loaded with a squad of civis? it's a nice tactic.
Hmm.. I could see a fake gary surrounded by civis and literally walking into a tank being useful (for ruining their Intel score), but when a civvy gets in a car they are able to be legally killed, (including after they dismount, for one minute).

Good on you for going civvy. I'm either civvy or sapper, chasing down tanks and placing mines behind them whilst reporting back on enemy positions.
Outlawz7
Retired PR Developer
Posts: 17261
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Re: Mortars are killing this game for me

Post by Outlawz7 »

Furst wrote:this is what i dont like about the mortars also. i pretty much understand that assets and players get damaged when a mortar hits on top of or close to the most regular buildings within PR. the problem is that the mortar damage goes thru bunker walls also, and thats what i really do not understand about it (plus the fact that you can build working mortars within buildings).
Both of these issues are being fixed.
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goguapsy
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Re: Mortars are killing this game for me

Post by goguapsy »

dtacs wrote:It works. Celestial got me and a couple of others to go civi, piled us in the back of one, and went for a tank. He killed it, and got about -300 points, they won in the end but doing it multiple times really does work, even though its sort of an exploit.
I thought you were "Killed for Helping the Insurgency" when inside a vehicle...
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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Cassius
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Re: Mortars are killing this game for me

Post by Cassius »

Mortars is one more asset that makes the game less run and gun and more about planning and tactics. If you do not like that kind of game, there are plenty of alternatives out there. If you do like that kind of game, choices are slim, so I feel it isnt pr which should change.

Insurgents have bomb cars IED and what not, it is rarely used all. If you want 3/4 of the team sitting on a cache, so that the Blueforce loses like 60 tickets to take it out and not dispatch a squad to hunt for supply lines and mortar pit, thats your teams decision. You gotta live with the downside then.
|TG|cap_Kilgore
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Furst
Posts: 196
Joined: 2009-11-04 02:43

Re: Mortars are killing this game for me

Post by Furst »

[R-DEV]Outlawz wrote:Both of these issues are being fixed.
yea! those are some fantastic news for a sunday afternoon ;)
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Need Furst Aid?
Celestial1
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Re: Mortars are killing this game for me

Post by Celestial1 »

BenHamish wrote:when a civvy gets in a car they are able to be legally killed, (including after they dismount, for one minute).
There aren't any seats in the back of a regular dumptruck, so it doesn't incur that penalty.

It's good because it keeps BLUFOR on it's toes, instead of shooting every vehicle in sight they start to question whether or not to shoot because it could have a ton of civilians in the back.

That whole round was experimenting with civilian bait-and-switch tactics, and it was a ton of fun and effective. We kept up a steady firing rate at British troops at the Southern Bridges, using a SAW and a civilian as a body shield. Or using a wall of civilians to advance closer.

As long as it wasn't the original APC gunner who realized it no longer mattered if he shot civis because he had reached the max, generally no one fired a shot at our civilian-covered-fighters.





BLUFOR mortars are another thing that can be hindered simply by putting civilians mixed in with regular insurgent population, leading to out-of-ROE kills for mortar operators. Try it, it could halt BLUFOR mortars from firing at all without confirmation of no civilians in the area.
BloodBane611
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Re: Mortars are killing this game for me

Post by BloodBane611 »

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