Mortars

General discussion of the Project Reality: BF2 modification.
KP
Posts: 7863
Joined: 2006-11-04 17:20

re: Mortars

Post by KP »

Redamare wrote:THERE SHOULD BE ONE MOARTER PER SAND BAG OR

REGULAR SAND BAGS

MOARTER SAND BAGS

MG MONT GUN SAND BAGS GIVE SOME PROTECTION TO FIREBASES AND BUNKERS
I CAN'T HEAR YOU! CAN YOU SHOUT A LITTLE LOUDER?

;)

Anyway, PR will have mortars in time, but AFAIK, there's been some difficulties with making them work realistically. We're all hoping for .8. ;)
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
SpectreRSG
Posts: 57
Joined: 2008-04-04 03:04

re: Mortars

Post by SpectreRSG »

How about talking to the FH2 guys about it? They have a really good mortar/artillery system in place.
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bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

re: Mortars

Post by bosco_ »

The FH2 artillery system with the magic camera that appears in the sky when somebody requests artillery isn't exactly what the DEVs want, I would guess. Image
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hall0
Posts: 1700
Joined: 2007-06-09 17:20

re: Mortars

Post by hall0 »

So whats with the POE system?

But doesnt matter which system you choose everyone will be unrealistic.
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

re: Mortars

Post by Maxfragg »

i guess it will not be like in FH2 and not like in POE as both use unrealistic cameras, something that you could use markes like for airstrikes would probably be the best
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

re: Mortars

Post by Masaq »

How about we wait and see what eventually comes out? Just a thought :)

Trust me, if the Devs haven't put a mortar in yet it's for a good reason. When they do put them in, they'll be good. So good that nobody ever uses a gun any more, players will just queue to use the mortars.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
oosk
Posts: 1
Joined: 2008-06-27 13:50

re: Mortars

Post by oosk »

I like the fun moartar from RTCW:ET, However I do think if the DEV's were to impliment this as a selectable kit then it woul dcreate lots of new ways of thinking into the game. Having your SL place a Marker and having an effect round (like a coloured smoke round, traditional red I belive for arty, but the pilots has these so maybe blue?) as well as HE's for the spotter to see to assist getting the range right. And maybe limiting their range so you cant have an "arty" style squad that sits out of the action, with then means squads have to work together and also the rest of the squad has to protect the moartar team too. Make it a 2 man kit? one carriers the actual moartar other has the ammo? All food for thought I guess
Tymathee
Posts: 16
Joined: 2008-06-27 15:40

re: Mortars

Post by Tymathee »

Heh i Had that same idea...

and shouldn't it have been spelled Mortar's? anyway. Yeah i started a thread about mortar's and got it locked lol. I'm also guessing we wont be seeing 150mm artillery anytime soon?

I dont know if it's been posted but maybe a way to make it work would it'd be an assett that you have to build, u know a mortar pit. I think i saw someone mention this...

the thing is, if you make it a buildable asset, then you can hard-code it to point straight up only so you can't use it like a rocket launcher lol.

so the way to make it work would be like the laser strike, the squad leader can use the binocs to make a marking and to the guy in the mortar pit he'd see a maybe a flashing red/white/blue or red/green red/white whatever dot (something that stands out among all terrain) that basically is seen through anything and you get a range marker to the target above the dot kinda like this.

350m
o

so you can know where to aim it and how high the arc should be. In order to help out in that, on the hud would be range markings on the line like this

100m
_____
200m
_____
300m

but it only goes by 100 so you can have a little leeway in the way of accuracy and you wont have people spamming the heck out of it.

changed to meters....not km :P
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Mortars

Post by Skodz »

lol I dont think mortars can shoot at 300 km, maybe 300 meters...
Tymathee
Posts: 16
Joined: 2008-06-27 15:40

Re: Mortars

Post by Tymathee »

er yeah Meters. I'm american i know nothing of the metric system...but how do u like the idea, could that work?
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Mortars

Post by gclark03 »

The current American mortar system has a maximum effective range of 2.17 miles, or about 3.5 kilometers.

Anyway, I already mentioned this in Mortars: Reloaded. Forgotten Hope 2 currently has the best system, with crosshairs and both azimuth and elevation adjustments, but PR could improve on this system by both making mortars a Forward Outpost add-on (like HMGs or AA missile launchers) and scripting the mortar in such a way that it cannot be fired without a designated target from a forward observer.

(Such targets would have to be authorized by the Commander, if one is present.)
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Mortars

Post by gazzthompson »

i think mortars should only be placed at mainbase with the range and i see them being abused if near frontline as direct fire postions
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Mortars

Post by Tirak »

How? You can't depress a mortar far enough to be used as a direct fire weapon without taking it off its mount. While were on the topic, I think, as stated prior, the Mortar should be a limited kit to ensure that it's forward, supporting the rest of the squad and not holding yet another squad out of the fight.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Mortars

Post by gazzthompson »

Tirak wrote:How? You can't depress a mortar far enough to be used as a direct fire weapon without taking it off its mount. While were on the topic, I think, as stated prior, the Mortar should be a limited kit to ensure that it's forward, supporting the rest of the squad and not holding yet another squad out of the fight.
maybe not IRL, but IIRC u could do it with fh2 mortars all the time
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Mortars

Post by Tirak »

So give it a minimum arc value like on tanks.
Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: Mortars

Post by Ninja2dan »

In the Army I was both 11B and 13B, not 11C. But I do have some basic knowledge about mortars and with that knowledge I do know that creating a fairly realistic mortar system in PR is going to take a lot of work. It will require an FO and the mortar crew of 1-2 soldiers, and can use a simulated (scripted) FDC.

Creating an artillery simulator for the military using VBS took a lot of work, but due to the software it was very possible and worked out good enough for several countries to select it as their primary software-based artillery training system. Due to the game engine in BF2 though, creating anything even partly similar would be impossible. It's not about coming up with a good model or figuring out the math, it's about how to implement the system in a realistic manner while adhering to fair gameplay.

Although I would love to see working mortars in PR, I think it will take some time to get it working right. The mortars in AIX are bugged and are, as others have said, more like a stationary grenade launcher with a bigger bang. Aiming is through guessing, and even the mortars in FH2 have serious realism faults. They work for their intended purposes, but would have no use in PR.

Deployable heavy weapons like an M2HB would be nice though, and the developers don't have to worry about any serious problems with coding or gameplay balance.
Big Lebowski
Posts: 76
Joined: 2007-01-17 10:31

Re: Mortars

Post by Big Lebowski »

gazzthompson wrote:maybe not IRL, but IIRC u could do it with fh2 mortars all the time
Erm... no.

Even though FH2s player controlled artillery system seems a bit to easy to use, its by far the best of any BF2 mod so far.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Mortars

Post by gclark03 »

If we can't get a completely realistic mortar artillery system, we should request FH2's mortar to close the gap (lack of player-operated artillery) in gameplay before going for absolute realism.

Perhaps the idea of mortars as a commander asset could be introduced as part of the 0.85 or 0.9 beta, if there is any interest at all.
Tymathee
Posts: 16
Joined: 2008-06-27 15:40

Re: Mortars

Post by Tymathee »

gclark03 wrote:If we can't get a completely realistic mortar artillery system, we should request FH2's mortar to close the gap (lack of player-operated artillery) in gameplay before going for absolute realism.

Perhaps the idea of mortars as a commander asset could be introduced as part of the 0.85 or 0.9 beta, if there is any interest at all.
Here's a couple ideas...

something like a mobile mortar that's hand held. Basically a cross between a mortar and a rifle grenade. Hmm, the m79 comes to mind.

M79 grenade launcher - Wikipedia, the free encyclopedia

The m19 could be a deployable asset for commanders

Mk 19 grenade launcher - Wikipedia, the free encyclopedia

then of course the M32

Milkor MGL - Wikipedia, the free encyclopedia

deployable for chinese militia etc. the ags-17

AGS-17 - Wikipedia, the free encyclopedia

this way you dont even have to worry about motar's you could limit maybe, 2 per side? if it's hand held and for an asset, they can only build one that way they can't spam it.

You could also have a commander asset of a mortar barrage. It'd be weaker than artillery but it would still be effective. Also, it wouldn't land as fast, maybe just like if 2 or 3 were firing it'd last intermittantly every 5-10 seconds.
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