More powerful/intimidating artillery?
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KineWone
- Posts: 33
- Joined: 2006-09-03 00:23
More powerful/intimidating artillery?
If this has been requested before, my apologies. I took a quick search but didn't find anything similar to this request.
As it is we have beefed up bullet snaps to help with immersion and to help people think twice before moving. But what about artillery? It might be just me, but it seems a bit weak at this point.
So is it possible to make artillery a little more intimidating? As it is, artillery seems more of a nuisance then the fear-inspiring tool it should be. What I mean is is that when the arty starts falling, instead of "ah ****, arty. Everyone pull back 5m to juuust outside of where its falling" the reaction should be "hoooooooly sheeeeeeet!" like the Almighty has taken a personal interest in your demise.
Now when you're inside the kill zone of an arty strike, your world shakes and all that good stuff, but if you're just outside of where it's falling, I dunno, to me it seems a little weak like the arty might as well be across the map. Arty starts falling and both sides pull back just enough not to be killed, then eveyone falls back into the fighting.
Personally, I'd like to see a large radius outside of the killzone where one is dazed for a bit afterwards. Kind of like when you stand beside a tank when it shoots.
Who knows, maybe if this were implemented it might make people think a bit more before using arty. No more calling in arty when you're engaged in a firefight 20m away from the enemy because everyone in the vicinity is going to be stunned for a bit.
Thoughts?
As it is we have beefed up bullet snaps to help with immersion and to help people think twice before moving. But what about artillery? It might be just me, but it seems a bit weak at this point.
So is it possible to make artillery a little more intimidating? As it is, artillery seems more of a nuisance then the fear-inspiring tool it should be. What I mean is is that when the arty starts falling, instead of "ah ****, arty. Everyone pull back 5m to juuust outside of where its falling" the reaction should be "hoooooooly sheeeeeeet!" like the Almighty has taken a personal interest in your demise.
Now when you're inside the kill zone of an arty strike, your world shakes and all that good stuff, but if you're just outside of where it's falling, I dunno, to me it seems a little weak like the arty might as well be across the map. Arty starts falling and both sides pull back just enough not to be killed, then eveyone falls back into the fighting.
Personally, I'd like to see a large radius outside of the killzone where one is dazed for a bit afterwards. Kind of like when you stand beside a tank when it shoots.
Who knows, maybe if this were implemented it might make people think a bit more before using arty. No more calling in arty when you're engaged in a firefight 20m away from the enemy because everyone in the vicinity is going to be stunned for a bit.
Thoughts?
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Hmmm, maybe a not 'insta death' but bloody huge blast radius could be put around each blast from a shell.
Also more deviation and increase the suppression radius and make the suppression last for about 5seconds after the rounds have stopped going off. Maybe leave a little smoke behind, but im sure thats been said before.
...mongol...
Also more deviation and increase the suppression radius and make the suppression last for about 5seconds after the rounds have stopped going off. Maybe leave a little smoke behind, but im sure thats been said before.
...mongol...
Military lawyers engaged in fierce legal action.
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KineWone
- Posts: 33
- Joined: 2006-09-03 00:23
'[R-MOD wrote:Mongolian_dude']Hmmm, maybe a not 'insta death' but bloody huge blast radius could be put around each blast from a shell.
Also more deviation and increase the suppression radius and make the suppression last for about 5seconds after the rounds have stopped going off. Maybe leave a little smoke behind, but im sure thats been said before.
...mongol...
Mongol, now that us what I am talkin about!
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Sneak Attack
- Posts: 574
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KineWone
- Posts: 33
- Joined: 2006-09-03 00:23
Sneak, bang on about the sound as well.
I know someone posted this before, but imagine being on the recieving end of this lil doozy?
http://www.youtube.com/watch?v=1UCEDJo9EtY
I know someone posted this before, but imagine being on the recieving end of this lil doozy?
http://www.youtube.com/watch?v=1UCEDJo9EtY
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NYgurkha
- Posts: 1545
- Joined: 2006-12-01 00:12
Wow, those shells took a long time to travel..
/anyone got that video of insurgent taping thier mortar shot then having thier post poudnded by US return fire? The sound in that was amzing.
PS: found it http://www.liveleak.com/view?i=f736a_4507
just listen to that, makes me cringe with fear!
/anyone got that video of insurgent taping thier mortar shot then having thier post poudnded by US return fire? The sound in that was amzing.
PS: found it http://www.liveleak.com/view?i=f736a_4507
just listen to that, makes me cringe with fear!
Last edited by NYgurkha on 2007-03-14 23:54, edited 1 time in total.
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
'[R-MOD wrote:Mongolian_dude']Hmmm, maybe a not 'insta death' but bloody huge blast radius could be put around each blast from a shell.
Also more deviation and increase the suppression radius and make the suppression last for about 5seconds after the rounds have stopped going off. Maybe leave a little smoke behind, but im sure thats been said before.
...mongol...
Totally,
From what I understand the rocks from the insurgents can make a player loss consciousness.
Can we have it set up so players who are nearby a arty/mortor drop get knocked over and be out of it for a few seconds.?
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
The thing is, from what I'm told VBF2 artillery can't be altered. Though, if PR could create their own custom commader's artillery barrage, I'd love to see the artillery a little more powerful, effective and useful.
As it stands, it seems that unless you're hit by artillery directly and killed, you can come out of a barrage completely unharmed. I think most survivors should find themselves wounded or extremely disoriented. By disoriented I mean that players should experience some pretty bad shell shock for a good 15 to 30 seconds. This way, even after the barrage has ceased, assaulting forces will still have a slight advantage if they strike quickly.
And for more special effects, how about some burning fires (similar to the moltovs) last for a good minute or so after the barrage. Combined with some leftover smoke (like mongol suggested) would definately make the aftermath of an artillery barrage pretty cool looking.
As it stands, it seems that unless you're hit by artillery directly and killed, you can come out of a barrage completely unharmed. I think most survivors should find themselves wounded or extremely disoriented. By disoriented I mean that players should experience some pretty bad shell shock for a good 15 to 30 seconds. This way, even after the barrage has ceased, assaulting forces will still have a slight advantage if they strike quickly.
And for more special effects, how about some burning fires (similar to the moltovs) last for a good minute or so after the barrage. Combined with some leftover smoke (like mongol suggested) would definately make the aftermath of an artillery barrage pretty cool looking.
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Griffon2-6
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Expendable Grunt
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midnightcowboy
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[3rd]Sonders
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kurtmax_0
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I don't know if the CoH type arty would work. It looks and sounds good, but it only damages on a direct hit.
I think the arty might work much better if there is a much larger splash damage and suppression radius. Maybe the splash damage doesn't instakill or something.
Arty isn't even in most maps so it's not a big deal probably...
In fact, how arty works in BF2 is rather corny, I wouldn't mind getting rid of it altogether.
I think the arty might work much better if there is a much larger splash damage and suppression radius. Maybe the splash damage doesn't instakill or something.
Arty isn't even in most maps so it's not a big deal probably...
In fact, how arty works in BF2 is rather corny, I wouldn't mind getting rid of it altogether.
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Rick_the_new_guy
- Posts: 291
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I think arty will be reworked later just to include mortars or something.
The kill radius of a mortor is atcually pretty high in real life. Way more than the current arty.
I remember the splash damage in .4 to be way more than in .5.
Am I right?
The kill radius of a mortor is atcually pretty high in real life. Way more than the current arty.
I remember the splash damage in .4 to be way more than in .5.
Am I right?
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
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Cyber-Couch
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causticbeat
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