New Artillery Area Attack

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: New Artillery Area Attack

Post by Thermis »

Almost all developed countries have signed treaties preventing the use of most cluster munitions in combat. After the work to ban the use of anti personnel land mines because of all the unexploded ones left laying around mostly in eastern europe and africa, the focus was shifted to cluster munitions which have a high rate of leaving unexploded ordnance, as of 2008 the United States in no longer using cluster munitions. While the US still has stockpiles of these weapons the likely hood of them being used is low, and SecDef has said that all existing stockpiles are to be destroyed or upgraded to new safety standards by 2018.
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: New Artillery Area Attack

Post by Acemantura »

[R-DEV]Thermis wrote:Almost all developed countries have signed treaties preventing the use of most cluster munitions in combat. After the work to ban the use of anti personnel land mines because of all the unexploded ones left laying around mostly in eastern europe and africa, the focus was shifted to cluster munitions which have a high rate of leaving unexploded ordnance, as of 2008 the United States in no longer using cluster munitions. While the US still has stockpiles of these weapons the likely hood of them being used is low, and SecDef has said that all existing stockpiles are to be destroyed or upgraded to new safety standards by 2018.
Well, its still good to know that the US and Russia still use homemade old-timey landmines.

Isn't there a guided missile that was used in the second invasion of Iraq that took out entire tank columns?

That should not happen in game.

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I still think that Arty and more Command Assets should be available in game. I think it may boost the excitement of the game as a whole and keep people moving and attacking instead of waiting around to die from an overzealous Commander and Squad Leader.

Plus it might actually remind players that an area attack exists if they have to keep moving to avoid being killed, calling in artillery from a commander to kill the enemy.

If this is done right, it would be a catalyst causing massive and exciting movement towards hour long and even 30 minute games. It could be the shot in the arm PR needs to sustain life.

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If this is not the norm, it should be a gameplay choice allowed to be made by servers.

Worth a few testing sessions in my opinion.
Last edited by Acemantura on 2012-07-19 14:10, edited 2 times in total.
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: New Artillery Area Attack

Post by Cossack »

Anyway, artillery cannon are two of those would be awesome to see on 8km map like it would stationed in main but with range like 4km and could fire 5-10 rounds every 10-15 min and operated by player. But as there is none 8km and so on it will not work.

But about shells - it is alright right now. Arty can kill nearly everything in its zeroed location.
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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: New Artillery Area Attack

Post by SShadowFox »

If we could have more maps with the scale of the Falklands from Rhino could be a nice idea having player controlled artillery...
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: New Artillery Area Attack

Post by 40mmrain »

player controlled artillery is irreconcilably boring as all hell, and it takes way too many to crew with the player count that PR has in the servers, there should never be player controlled arty guns in Pr.

Even mortars, theyre very rewarding to man, I've had 40+ kill games on open maps like yamalia, ia drang, and such, winning games with mortars even, but it's just so boring that they cant be used consistently. Not calling for them to be removed, fit into the game, but arty would be worse by all means.
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