Arty and Mortars

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Haker
Posts: 20
Joined: 2005-10-28 00:54

Arty and Mortars

Post by Haker »

How about adding mortars for teh engineer kit, deployable like and AT with the right mouse button and then you pack it back up.

Also how about manual artillary and get rid of the automatic arty, perhaps use binocs or laser designation system for this, sounds far fetched but it would be cool.

Sorry if this has already been suggested...
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

mortars would be kinda fun i do miss those from DC, and i wouldnt be suprised to see arty become player controlled when the full mod comes out
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

commander arty makes me angry :mad:
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Haker
Posts: 20
Joined: 2005-10-28 00:54

Post by Haker »

Yes I hate commander Arty no skill no teamwork (most of the time) but I don't want to whine about it. I do think the commander assets should be taken away completley and for supplies you should have to get somone to fly a c-47 over you and drop it manually. Also I think the commander zoom view should be taken away and leave the commander with just the ability to give orders, wich should increase teamwork IMHO. UAV should be made so you have to fly it manually and it might hold a radar or something, this is just a thought.
{GD}Snake13
Posts: 142
Joined: 2005-09-09 13:52

Post by {GD}Snake13 »

all this complaining about commander arty is all well and dandy, but if things go the way you guys want it we're going to have either a) no arty cause noone mans it, or b) noone actually fighting because we've used up all the players on the server to run chores in the name of realism.

functional realism is the key guys
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DAWG
Posts: 236
Joined: 2005-03-08 01:35

Post by DAWG »

What nonsense is this! I have known some really good artillerists in the game world and guess what? Not everyone was running around doing chores instead of fighting. Just because pubbies can't or won't coordinate doesn't mean the rest of us should have to put up with a sub standard unrealistic game. BF42 and BF:V had manned arty and guess what? It worked just fine. What's your point again?
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Haker
Posts: 20
Joined: 2005-10-28 00:54

Post by Haker »

DAWG wrote:What nonsense is this! I have known some really good artillerists in the game world and guess what? Not everyone was running around doing chores instead of fighting. Just because pubbies can't or won't coordinate doesn't mean the rest of us should have to put up with a sub standard unrealistic game. BF42 and BF:V had manned arty and guess what? It worked just fine. What's your point again?
I agree, I had a blast sitting back blastinf arty while my teamate was my eyes and ears.

This if Battlefield there is plenty of manpower, up too 64 players and one man to man the arty and one to sight it in.
Artnez
Posts: 634
Joined: 2005-08-15 01:44

Post by Artnez »

{GD}Snake13 wrote:all this complaining about commander arty is all well and dandy, but if things go the way you guys want it we're going to have either a) no arty cause noone mans it, or b) noone actually fighting because we've used up all the players on the server to run chores in the name of realism.

functional realism is the key guys
Apparently you haven't tried the desert combat mod for BF1942. All of your assumptions (yes, both a and b) are wrong. I don't know what you base them on...

The only significant differences between BF2 and BF1942 are graphical. All other differences are simply gameplay enhancements (3d map, multiple kits per class, etc) that can be removed if needed.

Desert Combat was a great example of how artillery worked. People would pride themselves in being the artillery gurus. They would take their MLRS or scud to a sneaky position and have a teammate spot. The results were devastating and no one gave two craps about points. The shooting was satisfied with his 30 kills and the guy spotting was satisfied in thinking that he did all the real work. It blended perfectly.

Just to counter your statement.. if we do thinks your way, we won't even need to have a finger on the keyboard. We'll just sit back and let the AI do the fighting for us.
"Having the piss taken out of you is a small price to pay when others do your research. Thank you gentlemen." - Azametric(IRL)
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Haker wrote:How about adding mortars for teh engineer kit, deployable like and AT with the right mouse button and then you pack it back up.

Also how about manual artillary and get rid of the automatic arty, perhaps use binocs or laser designation system for this, sounds far fetched but it would be cool.

Sorry if this has already been suggested...
Yes, it has been suggested; just do a quick search next time and bump the thread. :) As for deployable mortars, realistically, they'd have to be in their own kit. The lightest US mortar (60mm M224) weighs about 50 lbs in full bipod and baseplate configuration. That's not including ammunition and propellant charges, of course. The gunner in a mortar crew usually carries only a sidearm, relying on ammunition bearers and the rifle units he supports to provide local security.

Also, mortars aren't crewed by combat engineers, but by "Indirect Fire Infantrymen" (Army MOS 11C) or Mortarmen (USMC MOS 0341) integral to an infantry company or battalion. Army Special Forces Weapons Sergeants (MOS 18B) are also trained to operate them.
Eden
Posts: 805
Joined: 2005-12-06 14:43

Post by Eden »

From the other topic I make (didnt find this one oops)

What about the possibility of completely removing the stationary artillery and replacing it with lighter movable maned artillery.

Mortars for city maps larger guns (longer range) for open maps.

You could also put in a minimum and maximum area of fire.

Eden
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