Mortar Crew

Suggestions from our community members for PR:BF2. Read the stickies before posting.
xseeyax
Posts: 228
Joined: 2007-03-14 20:15

Mortar Crew

Post by xseeyax »

This thread will explain how I think a mortar crew would be a fun and tactical tool in pr (Project Reality). It could be a very tactical tool because say you are in Al Basrah and there is a house full in Insurgents, I think that if they are just simply over powering you than you could just put a strike on that building. Now before you start going crazy saying that wouldn't be fair because people would be babies and pull it out and kill everybody, obviously there would be a limit on the explosions of the arty shells. For instance if you are standing near a window and a shell goes off next to it, it would definetly do some damage to you or maybe kill you, or if one of them walks out of the building once the strike occurs then it would kill them or seriously damage them. Now I think this should be a requested kit. I think you should have a mortar crew kit in the selection menu along with assault and spec ops and and all the other kits, but to acctually get the mortar cannon and shells from say the back of an APC you would have to have three people in your squad who have the mortar crew kit. Now this wouldn't be like an arty strike where the commander would have to accept it and it wouldn't be nearly as big. I think that three or four shells a strike would do fine. The way you would fire it would be you click the mouse button to set the cannon down press E to control it, meaning aiming, and then click the mouse button again to fire the shells, and when you're done just press E to exit the control of it and G to pick it up again. Now for the other two people with the kits they could load the shells into the cannon after a strike, or the next position could simply be a position where you can look around to see the strike happen, or you could simply just exit the control and look to the spot after you fire it. Now I think you should only get three or maybe four strikes before you have to reload, and I think to reload you would have to go to the back of an apc or something because you don't find arty rounds and ammo bags. But anyways that's what I think would be super awsome in the .6 version of Project Reality. Please tell me what you think.
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

Fixed it for you.
This thread will explain how I think a mortar crew would be a fun and tactical tool in pr (Project Reality).
It could be a very tactical tool because say you are in Al Basrah and there is a house full in Insurgents, I think that if they are just simply over powering you than you could just put a strike on that building. Now before you start going crazy saying that wouldn't be fair because people would be babies and pull it out and kill everybody, obviously there would be a limit on the explosions of the arty shells.
For instance if you are standing near a window and a shell goes off next to it, it would definetly do some damage to you or maybe kill you, or if one of them walks out of the building once the strike occurs then it would kill them or seriously damage them.

Now I think this should be a requested kit.
I think you should have a mortar crew kit in the selection menu along with assault and spec ops and and all the other kits, but to acctually get the mortar cannon and shells from say the back of an APC you would have to have three people in your squad who have the mortar crew kit.
Now this wouldn't be like an arty strike where the commander would have to accept it and it wouldn't be nearly as big. I think that three or four shells a strike would do fine. The way you would fire it would be you click the mouse button to set the cannon down press E to control it, meaning aiming, and then click the mouse button again to fire the shells, and when you're done just press E to exit the control of it and G to pick it up again.
Now for the other two people with the kits they could load the shells into the cannon after a strike, or the next position could simply be a position where you can look around to see the strike happen, or you could simply just exit the control and look to the spot after you fire it. Now I think you should only get three or maybe four strikes before you have to reload, and I think to reload you would have to go to the back of an apc or something because you don't find arty rounds and ammo bags. But anyways that's what I think would be super awsome in the .6 version of Project Reality. Please tell me what you think.
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xseeyax
Posts: 228
Joined: 2007-03-14 20:15

Post by xseeyax »

thanks lol
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

;)
xseeyax
Posts: 228
Joined: 2007-03-14 20:15

Post by xseeyax »

sorry I'm a noob at the forums will do paragraphs next time
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Post by Dunehunter »

*slaps the dev* Stop that! Pretty please?
Viper5
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Joined: 2005-11-18 14:18

Post by Viper5 »

'[R-DEV wrote:dbzao'] ;)
[R-DEV]JS.Fortnight.A says- ;)
[R-DEV]. :X DR:.FRIJJ says: ;)
[R-DEV]2Slick4U says: ;)
[R-DEV]Airforce says: ;)
[R-DEV]Alex L says: ;)
[R-DEV]Ali-tom says: ;)
[R-DEV]ArchEnemy says: ;)
[R-DEV]Black Beret says: ;)
[R-DEV]BrokenArrow says: ;)
[R-DEV]dbzao says: ;)
[R-DEV]Duckhunt says ;)
[R-DEV]D|Sciple says ;)
[R-DEV]e-Gor says ;)
[R-DEV]Eddie Baker says ;)
[R-DEV]Eggman says ;)
[R-DEV]foul_killer says ;)
[R-DEV]Fullforce says ;)
[R-DEV]Fuzzhead says ;)
[R-DEV]Gaz says ;)
[R-DEV]Ghostrider says ;)
[R-DEV]Happy says ;)
[R-DEV]IronTaxi says ;)
[R-DEV]Katarn says ;)
[R-DEV]KingofCamelot says ;)
[R-DEV]Leatherface says ;)
[R-DEV]MasterTom says ;)
[R-DEV]matt.b says ;)
[R-DEV]NikovK says ;)
[R-DEV]qwerty4030 says ;)
[R-DEV]Rhino says ;)
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[R-DEV]sofad says ;)
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R-TEST (Catchy, eh?) team says ;)
Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Post by Wasteland »

Ah, the infamous wink. Then again, I never trust you guys after you said fastroping would be in 0.5...
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Post by Viper5 »

We uhh, meant .6 ;)
A-10Warthog
Posts: 1911
Joined: 2007-01-03 01:28

Post by A-10Warthog »

;)
A-10, EX PR Tester, Moderator, Public Relations.

.

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from [R-DEV]CodeRedFox: "Fixing bugs creates more bugs"
mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

:mr-t:
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Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

some one shorten it up for me, i saw the first 2 posts and they were way to long and i dont wana read them.
the first one was like a big block of blackness
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Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

Sneak Attack wrote:some one shorten it up for me, i saw the first 2 posts and they were way to long and i dont wana read them.
the first one was like a big block of blackness
He is talking about what he would like to see with the mortar kit, he want it to only be reloadable from the back of APC and Supplies crates, he want that a commander agree the strike and he want the mortars to be manned by two(or three) guys with a mortar crew kit kit...
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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Eh make it a commander ability or something (would be nice for insurgents, or rather Millitia perhaps).

Or instead of a kit with an accual mortar, have someone (eng) set up a mortar depot, and use a kit like specops with a soflam-lookalike to call in the strike (maybe off map with no depot).
Deadmonkiefart
Posts: 632
Joined: 2007-02-06 04:33

Post by Deadmonkiefart »

OMG te Devs R spamming! :wink:
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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Deadmonkiefart
Posts: 632
Joined: 2007-02-06 04:33

Post by Deadmonkiefart »

If there was a mortar kit, it would probably be for the insurgents. Mortars are the perfect weapon for insurgents, as in real life, they are used by insurgents all the time. They are cheap, small, concealable, and easy to use, and as of now the insurgents do not have any type of air strikes or any long-range weapon capable of damaging armored vehicles very well.
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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danthemanbuddy
Posts: 842
Joined: 2006-11-12 19:07

Post by danthemanbuddy »

I am waiting the most for player controlled artillery.

It was my fav thing to do in 1942 and DC.

Scud anybody on Us main base airfield at El Alemain :)
xseeyax
Posts: 228
Joined: 2007-03-14 20:15

Post by xseeyax »

Expendable Grunt wrote:Eh make it a commander ability or something (would be nice for insurgents, or rather Millitia perhaps).

Or instead of a kit with an accual mortar, have someone (eng) set up a mortar depot, and use a kit like specops with a soflam-lookalike to call in the strike (maybe off map with no depot).
The biggest point behind this is to make it fun, to have an idiot commander not accept it or just ignore you is not fun, this way if it's a group of soldiers who can carry it they can use it whenever and not have to wait.
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

FV432 British Mortar Carrier training.
In case anyone fancies modding one.
http://www.youtube.com/watch?v=xC0eAjLGHao
=1MD=L.Briggs
Posts: 30
Joined: 2007-03-10 21:41

Post by =1MD=L.Briggs »

How about you have to request the kits:
Mortar - Spotter. Loadout: Knife, Rifle, Bioc's, Field dressing. About: Spots targets with his bioc's. By pressing E he reports them to the Co-Ordination.
Mortar - Co-Ordinator. Loadout: Knife, Pistol, Mortar(Part I) Grenade, Field Dressing. About: Has the 1st part(Tube) of the mortar and set's the mortar to the right co-ordinats.
Mortar - Loader. Loadout: Knife, Pistol, Mortar(Part II), Mortar Ammo. About: Has the 2nd part(Bi-Pod) of the mortar and the ammo, he loads(and Fire's) the mortar.

The mortar has limited range.
You need these 3 kit's for a mortar team
=1st Marine Div.=
=Sniper, 2nd Platoon=
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