[Guide] PN: Battleship's 16inch Guns

General discussion of the Project Reality: BF2 modification.
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

[Guide] PN: Battleship's 16inch Guns

Post by CanuckCommander »

I want to make a concise and practical guide to using the 16inch guns on the battleship on the Operation Overlord map. A good crew can easily rack up 100 kills or more in the following easy steps...

Organization:

1) Name your squad "Arty" or "Battleship"

2) Squad Leader must be on the ship in order to give the range to gunners. Therefore, if you've made the squad, but want to be the spotter, just give SL to someone else in the squad.

3) Spotter must land on the beach. He has to find a defilade to hide in close to the water as it is the safest spot. The spotter must have a kit with a binocular. The sniper kit is the best because you can use the scoped rifle to pick off enemies while the 16in guns are reloading. Marksman, crewman or SL kit also works.

4) Assign numbers to the guns. For example, left to right, gun 1, 2, 3 and 4.

Firing and Adjusting:

5) When the spotter see a target, inf, field gun or bunker, he checks the map to locate the coordinates and use landmarks or sub-keypads for more precise tuning. The spotter would report this to the SL who would be on the ship to place the marker for the range. For example, the spotter would say "Field gun G7 keypad 5, sub-keypad 4, right side of bunker." The SL would then zoom in on the map and place the marker until the spotter is satisfied.

6) Each gun should only fire 1 shell first, then have the spotter adjust your 2nd shot. Use meters to adjust the distance. Ex. "Up 5m, left 4m." When each gun fires, have the gunner state his gun number and shell number. Ex. "Gun 1, Shot 1." With a good spotter, the arty guns are accurate enough to place shells inside the bunkers through the small slit in the front.

Example of gun crew firing sequence:

Spotter: "Target, field gun, G7 kp5 subkp4."

*SL marks with marker

Spotter: "Marker on target, fire for adjustment."

*Which ever gun lines up first and the fastest goes first

Gun2: "Gun2, firing first round."

*If the round overshoots

Spotter: "Gun 2, overshoot, down 20m."

*A good gunner has to use his imagination to make the slight adjustment since a small change from 1000m+ is a huge change

Gun2: "Gun2, round 2 firing"

*Round hits perfectly

Spotter: "Target destroyed."

A fast spotter can have multiple guns engaging rapidly as long as he uses clear communication. Eg. "Gun1 left 2, up 5. Gun2, right 3, down 5. Gun 3 down 10. Gun 4 up 20."
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: [Guide] PN: Battleship's 16inch Guns

Post by 40mmrain »

neat. Kind of nice to have maps that require new tactics like this
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Guide] PN: Battleship's 16inch Guns

Post by Pvt.LHeureux »

Good stuff, there is only 2 guns though! :razz:

Take this video to learn how to use them, but without the "targeting assist" part :

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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: [Guide] PN: Battleship's 16inch Guns

Post by CanuckCommander »

Pvt.LHeureux wrote:Good stuff, there is only 2 guns though! :razz:

Take this video to learn how to use them, but without the "targeting assist" part :

As a PN dev, you should know there are 4! ;P The taller guns require a little jumping, or rope work. I don't think there's target assist in the current version.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Guide] PN: Battleship's 16inch Guns

Post by AfterDune »

There are two, there used to be four though. The "higher" turrets have been replaced with dummies.

Target assist was removed, since it was buggy.
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: [Guide] PN: Battleship's 16inch Guns

Post by CanuckCommander »

[R-DEV]AfterDune wrote:There are two, there used to be four though. The "higher" turrets have been replaced with dummies.

Target assist was removed, since it was buggy.
Are you sure? Just the other day, I had 3 guys in guns shooting at the same time.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Guide] PN: Battleship's 16inch Guns

Post by AfterDune »

Shouldn't be possible. Just checked the GPO and it says there are only two "12x2" (=turrets) on the map and the battleship contains dummy turrets with no entry point and have no weapons defined.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Guide] PN: Battleship's 16inch Guns

Post by rodrigoma »

I don't find you have to have the squad leader in the ship, Last round I was spotting in the beach marking targets accurately with help of snipers and with 1 or 2 shots of fine tuning the first time they shot we where hitting targets practically every time.
And this was with people that never played the map before and even less with the battleship guns ;P
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Guide] PN: Battleship's 16inch Guns

Post by Pvt.LHeureux »

There seems to be a bug with them btw, they have no explosions and sounds when you play german, you just die or take damage silently lol.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: [Guide] PN: Battleship's 16inch Guns

Post by CanuckCommander »

[R-CON]rodrigoma wrote:I don't find you have to have the squad leader in the ship, Last round I was spotting in the beach marking targets accurately with help of snipers and with 1 or 2 shots of fine tuning the first time they shot we where hitting targets practically every time.
And this was with people that never played the map before and even less with the battleship guns ;P
Yea people who are good tank gunners are usually good at the artillery because they are good at visualizing the trajectories of the rounds. I had a guy land a shot inside the Charlie flag bunker on his 2nd shot ever on the cannon.

The reason you have the SL on the ship is if you want to hit your target on the first shot. Your method takes 1-2 shots of fine tuning, so if you're not hitting a stationary target, they'd already be gone. With the SL on the deck, you can get a range for the gunners, and good and experienced gunners will usually hit their mark on the first shot.

To the PN devs: You're right, there is a bug with the cannon shot sometimes. 90% of the time is the 2nd shot being invisible, but it's okay because it still does damage. I think it's the same glitch with Attack Helo cannons firing from out of visual range. You can't see the rounds.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: [Guide] PN: Battleship's 16inch Guns

Post by tankninja1 »

what is the blast radius on the guns?
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