artillery...ughh
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BrokenArrow
- Retired PR Developer
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Ugly Duck
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That's like saying don't use teamwork wich is what(supposedly) BF2 is built aroundTerribleOne wrote:I think its fine. if your wise youl always stop near cover and never travel in large groups anyway. accuracy wise i dont think its accurate at all.
and the whole idea of spec ops is to get key things like that early in the game. i always whore a plane and para to the artillery and blow it up within the first 3min of the game.
its somthing that is eaily taken care of if you can be bothered to do it. most cant because they get no skill points for blowing it and they would rather whore an infested area of the map in a tank.
We're talking reality, this won't be possible in PR
Finally, unless you intend to sit there and camp the enemy artillary all round, it's not that easy. Supply crates repair, and can never be stopped. So in the same time it takes you to get, blow it, and get out he could have dropped enough crates to fix it all.
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Wired
- Posts: 18
- Joined: 2005-07-04 06:59
I think you should stick with the commander having control of the arty. In the past bf games with player controlled arty you could never rely on someone to actually stay and just fire shell after shell. At least the commander controlling it you can get a quick steady stream of rounds in to take care of the enemy that's harassing you.
I totally agree with the idea that the commander can only use it if it's requested though. If there's anything that pisses me off it's enemy commanders that just zoom all the way in on the map looking for enemies and calling in arty as soon as they spot one or two. If squad leaders are the only ones who can call for it, it'll stop the commander from doing that and just trying to get as many kills as possible without doing anything for the rest of their team.
I totally agree with the idea that the commander can only use it if it's requested though. If there's anything that pisses me off it's enemy commanders that just zoom all the way in on the map looking for enemies and calling in arty as soon as they spot one or two. If squad leaders are the only ones who can call for it, it'll stop the commander from doing that and just trying to get as many kills as possible without doing anything for the rest of their team.
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keef_haggerd
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has anyone seen how arty worked in RTCW:ET I know i bring this game up alot, and its an arcadey game, but had osme really nice and realistic features. as long as an FO was out, in a certain area, you would look on your map of the level, and youd have a like red marker showing where you are, then a blue one that shows where your lasdt round hit, also we can still use arty how it was used in BFV, someone spots a target, then you aim, shoot, and you can see through their eyes where your target hits, i think if you somehow combined these two, we can start seeing arty so useful, that they are capable of hitting targets from "miles" (who knows how distances are in the game) away. but i also think IRL artillery can fire... 6 rounds a minute? correct me because im probably wrong, that way its not too powerful. ALSO, let hte commander have a barrage of arty shells, that are very innacurate IE his arty circle is bigger, that way he can still help troops before they go into an area.
speaking of arty, can mobile arty fire big spoke grenades, like in A Bridge Too Far?
speaking of arty, can mobile arty fire big spoke grenades, like in A Bridge Too Far?
"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
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Hickman
- Posts: 160
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Using the AS90 as an example:
Rates of Fire:
Burst: 3 rounds in 10 secs (fastest I've seen is 3 rounds in 8.7 secs)
Max rate:6 rounds/min
Sustained(meaning as long as theres sufficient ammo) 2 rounds/min
Looking at the BF2 FOS(fall of shot) It looks like they've programed the AI for a Defaut sheaf, meaning a circular pattern with a 100meter spread.
Rates of Fire:
Burst: 3 rounds in 10 secs (fastest I've seen is 3 rounds in 8.7 secs)
Max rate:6 rounds/min
Sustained(meaning as long as theres sufficient ammo) 2 rounds/min
Looking at the BF2 FOS(fall of shot) It looks like they've programed the AI for a Defaut sheaf, meaning a circular pattern with a 100meter spread.
Military Advisor,Royal Artillery.
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Eddie Baker
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keef_haggerd
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[R-DEV wrote:Eddie Baker]Yes, self-propelled artillery can fire smoke and illumination rounds, just as towed artillery and mortars can.keef_haggerd wrote:speaking of arty, can mobile arty fire big spoke grenades, like in A Bridge Too Far?![]()
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oh, i ment in PR, because that would be awsome, huge smoke cloud appears and all the enemy can hear is the sound of a blackhawk, i dont know how much PR was looking into night vision or heat sensitive goggles, but everyone would have ot put them on to see figures to shooot at =)
"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
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Tactical Advantage
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worst 3
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i think the comader shoud be at the artialry or aim it. manualy aim it set the angle the guns should be at and the rotation. then the people calling it in could spot if it hit the target or not. i would have on the map a range card for the distnce like att 100 yards 25 degres and 200 yards 30 degres... and such. i think the map would have some more things to help him and to make up for the aiming he could have the art shoot for a longer time. the idea is not thout out all the way but i think with a scren interface fot the art targeting it could be done and it would help team work maby to.
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MG
- Posts: 4
- Joined: 2005-08-17 23:41
I think problem with artillery can be solved in this way - artillery always need some time to adjust aim from previous strike.
So with first click commander showы where he needs strike and large circle will appear with the center at commander's point. Second commander's click starts the strike. Actual strike will be somewhere in the circle. With the time circle will decrease it's size until it become a dot just where commander needs strike. So commander can wait while artillery adjusting aim and, for example, lost flag or he can begin strike early and have chance to hit wrong place.
Size of the circle depends on distance between new target and previous. Thus, the far commander moves strike the more time artillery needs to adjust aim (and vice versa). Commander will not be able to jump from one flag to another, but strikes still will be very useful.
Optionally commander can have two separated button - Aim and Fire.
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So with first click commander showы where he needs strike and large circle will appear with the center at commander's point. Second commander's click starts the strike. Actual strike will be somewhere in the circle. With the time circle will decrease it's size until it become a dot just where commander needs strike. So commander can wait while artillery adjusting aim and, for example, lost flag or he can begin strike early and have chance to hit wrong place.
Size of the circle depends on distance between new target and previous. Thus, the far commander moves strike the more time artillery needs to adjust aim (and vice versa). Commander will not be able to jump from one flag to another, but strikes still will be very useful.
Optionally commander can have two separated button - Aim and Fire.
.
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BrokenArrow
- Retired PR Developer
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artillery is such a pain in the game though, i think the way to go is to have the commander relaying the firing coordinates to someone who is actually in control of the artillery. afterall, firing artillery IRL is a team effort.
http://www.defendamerica.mil/images/pho ... 8J-006.jpg
http://www.defendamerica.mil/images/pho ... 8J-006.jpg

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Wolfmaster
- Retired PR Developer
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now that is one very good idea. i'm all for it.MG wrote:I think problem with artillery can be solved in this way - artillery always need some time to adjust aim from previous strike.
So with first click commander showы where he needs strike and large circle will appear with the center at commander's point. Second commander's click starts the strike. Actual strike will be somewhere in the circle. With the time circle will decrease it's size until it become a dot just where commander needs strike. So commander can wait while artillery adjusting aim and, for example, lost flag or he can begin strike early and have chance to hit wrong place.
Size of the circle depends on distance between new target and previous. Thus, the far commander moves strike the more time artillery needs to adjust aim (and vice versa). Commander will not be able to jump from one flag to another, but strikes still will be very useful.
Optionally commander can have two separated button - Aim and Fire.
.

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MG
- Posts: 4
- Joined: 2005-08-17 23:41
Artillery Spotter? Piece of cake!
This solder has artillery menu similar to the commander menu. There is Smoke button, Adjustments button with two edit boxes (for numbers) and Fire button. Also the spotter has special binoculars. When you look using it you see distance to target and two lines - vertical and horizontal. Each line is divided in to 10 parts by hairlines. Each parts is equal to 1 meter with distance 100 meters (distance is subject to change). I mean that if you look at a box with distance 100 meters and height of the box is equal to one part, that means size of box is 1 meter. Also binoculars shows distance.
So, I am spotter and on hill. First, I go to menu and click on Smoke button and show on map where target is. Artillery fires once with smoke round (it is not lethal and enemy troops can see it too). Smoke hits ground where actual strike will be. As I said in my previous post strike will be somewhere inside the circle and probably not on target. Next, with binocular I define distance from me to the target (167 meters) and distance from smoke to the target (approximately for vertical line 2.5 parts and for horizontal line 3.2 parts). Then I do calculations - 167 is approximately 1.5 times large then 100, so 2.5 parts is approximately 1.5 time smaller then 2.5 meters (it is half of 2.5) and equal to 1.6 meters. The same for horizontal (2.1 meters). These numbers (1.6 and 2.1) I enter in to edit boxes and click Adjustments button. So, artillery ready to fire! Whenever I need I will click Fire button and will hope that my observations and calculations were right. With practice this calculations can be done very quickly.
For calculation you can use calculator (real calculator) but keep in mind even if result will be more precise it will take more time. So, it deepens on situation - a far base building require precise results and it can wait, but attacking force will not wait and they much closer.
Last thing, whenever you do there will always be a mistake, because conditions of observations of target are always not ideal. But you really can reduce it by making conditions better, for example come close to target. All is up to you! (and enemy sniper
)
This solder has artillery menu similar to the commander menu. There is Smoke button, Adjustments button with two edit boxes (for numbers) and Fire button. Also the spotter has special binoculars. When you look using it you see distance to target and two lines - vertical and horizontal. Each line is divided in to 10 parts by hairlines. Each parts is equal to 1 meter with distance 100 meters (distance is subject to change). I mean that if you look at a box with distance 100 meters and height of the box is equal to one part, that means size of box is 1 meter. Also binoculars shows distance.
So, I am spotter and on hill. First, I go to menu and click on Smoke button and show on map where target is. Artillery fires once with smoke round (it is not lethal and enemy troops can see it too). Smoke hits ground where actual strike will be. As I said in my previous post strike will be somewhere inside the circle and probably not on target. Next, with binocular I define distance from me to the target (167 meters) and distance from smoke to the target (approximately for vertical line 2.5 parts and for horizontal line 3.2 parts). Then I do calculations - 167 is approximately 1.5 times large then 100, so 2.5 parts is approximately 1.5 time smaller then 2.5 meters (it is half of 2.5) and equal to 1.6 meters. The same for horizontal (2.1 meters). These numbers (1.6 and 2.1) I enter in to edit boxes and click Adjustments button. So, artillery ready to fire! Whenever I need I will click Fire button and will hope that my observations and calculations were right. With practice this calculations can be done very quickly.
For calculation you can use calculator (real calculator) but keep in mind even if result will be more precise it will take more time. So, it deepens on situation - a far base building require precise results and it can wait, but attacking force will not wait and they much closer.
Last thing, whenever you do there will always be a mistake, because conditions of observations of target are always not ideal. But you really can reduce it by making conditions better, for example come close to target. All is up to you! (and enemy sniper
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TerribleOne
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