BF1942 style artillery!

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pappy_dag
Posts: 1
Joined: 2008-07-19 09:30

BF1942 style artillery!

Post by pappy_dag »

anyone remember the artillery in BF1942 where the snipers could spot for them. It never really seemed to work because of poor teamwork but I think it would work really well in project reality.
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: BF1942 style artillery!

Post by Raic »

In .5 we had that SL could request artillery, everyone still hated it.
Vlade.the_medic
Posts: 70
Joined: 2007-05-22 17:38

Re: BF1942 style artillery!

Post by Vlade.the_medic »

Besides JDAM's are so much more of well....a blast!
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Sir.Saul
Posts: 135
Joined: 2008-05-23 17:15

Re: BF1942 style artillery!

Post by Sir.Saul »

Plus JDAM offers a huge smoke screen, which if used correctly, you can move into a base with that as cover :)

I can't though, that smoke is a FPS bomb.
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ryan d ale
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Re: BF1942 style artillery!

Post by ryan d ale »

pappy_dag wrote:anyone remember the artillery in BF1942 where the snipers could spot for them. It never really seemed to work because of poor teamwork but I think it would work really well in project reality.
How did that not work well?

I was on DC the other week and with only 4 people a side I managed to get someone with a spec ops kit to spot for me.

Also, I was in a clan that played DC [101st_Air] and let me tell you, we did some incredible fire missions on our pub nights. I Got good enough for 2nd/3rd round to hit target area.

It'd be a very nice feature and it has probably been suggested before.

Think about Kashan:-

Snipers are out doin' their thang.
You've died, spawned at main. No vehicles about. A little co-ordination with ANY Class that has binocs. Place a static howitzer or two and at least you'll have something to do hahaha.
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ArmedDrunk&Angry
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Re: BF1942 style artillery!

Post by ArmedDrunk&Angry »

I've played some of the other mods that have that sort of Arty and with PR teamwork they would be devestating.
Almost too powerful because so many PR players are used to relaying targets to other weapons platforms.
Mortars is what we need, short range enough that they can be countered without attacking a main base but long range enough that they can be hidden and must be hunted down.
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chimpyang
Posts: 237
Joined: 2008-03-16 23:10

Re: BF1942 style artillery!

Post by chimpyang »

the wolfenstein enemy territory method of mortar was very good. When a target was marked, the morter sights came up with a red guide for firing position. Also, the need for ammo made sure that at least 2 people had to form a mortar squad, 1 to dish out ammo and 1 to use it. Any modified version of this possible on the Bf2 engine?
Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Re: BF1942 style artillery!

Post by Enderjmu »

hm. just have Mortars deployable, like as a defense for Outposts. Only snipers/SLs can call in a strike. deploy within 100m, range of 750m. (these maps are so small... perhaps less range?)

like this one (ok it's Wikipedia... but it's just a start...)

this PDF says that it can be fired by one person, while the other 3 are for ammo... if it's by an outpost, with its immense stock of infantry/vehicle ammo... you only need that one person...
Last edited by Enderjmu on 2008-07-20 17:50, edited 1 time in total.
Reason: Fixed link
GR34
Posts: 471
Joined: 2007-04-07 03:08

Re: BF1942 style artillery!

Post by GR34 »

Artillery should be re-implemented but not with High explosive shells, they should shoot smoke rounds that make a large smoke screen on the TGT
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gclark03
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Joined: 2007-11-05 02:01

Re: BF1942 style artillery!

Post by gclark03 »

Why would any army field mortars without HE rounds?
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: BF1942 style artillery!

Post by Skodz »

I totallty vows for played manned artillery spotted by frontline troops/sl with different type of ammo, smoke, flash (night op?), explosive.

No more of the vBF2 art tho.
Valtasar
Posts: 656
Joined: 2006-06-18 09:50

Re: BF1942 style artillery!

Post by Valtasar »

I also wouldn like more AT guns (not TOW) in PR.
I realy enjoy using them in FH2.
Sorry for my English :roll:
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Big Lebowski
Posts: 76
Joined: 2007-01-17 10:31

Re: BF1942 style artillery!

Post by Big Lebowski »

Player controlled arty all the way. And dont give me that **** that it takes players away from the frontline. Its certainly no worse then having 5 guys jerking off while waiting for the attack heli.
Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Re: BF1942 style artillery!

Post by Enderjmu »

right: it's an asset, no different from helos/tanks/APCs/jets. If someone uses it, I don't think it'll detract too much from the front line...

If mortars are put in, should we make them crewman kit or what? Probably crewman...
vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: BF1942 style artillery!

Post by vilhelm123 »

Enderjmu wrote:If mortars are put in, should we make them crewman kit or what? Probably crewman...
I’d say engineers rather than crewmen because I’d want mortars to be a relatively shot range thing (think about a max range of about north to south bunker on Kashan) if they were deployable around firebases and bunkers. If it was engineers then if the need for mortars passes the squad leader would actually have a squad to call on rather than a gang of crewmen... :-?

I think that best way to get mortar in however would be to model the something like the L9A1 51mm mortar (i think that’s it name)and place that in a limited kit of some sort. :wink:
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Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Re: BF1942 style artillery!

Post by Enderjmu »

but... this isn't CoD: UO (thank goodness... although they did have nifty deployable LMGs... it was slightly dumbed down in CoD3, perhaps they'll have it in World at War?)

it'd have to be stationary, rather than a deployable kit. meaning Firebases or something (perhaps have it as the Outpost AT? or will we have TOW missile launchers? make it a right-click between TOW/Mortar? One is single-person and does a good bit of damage to tanks, the other one requires at least 2 and can be used effectively against infantry as well?)

The L9A1 was the one in the wikipedia article mentioned earlier. has a nice range of 750m (I'm not sure how large the bunkers are... I'd hazard a guess of 500m. If we get a mortar on the ridge-line, we could hit S. Bunker and S. Village/N. Bunker and N. Village/All bunkers. Range is really 1500m... pretty big?)

Although probably no mortars now (unless they feel like only giving it to the brits...) because this American mortar is similar, except 9mm larger and has a range of about 3.5 KM.

EDIT again: found a possible MEC mortar: here (although I can't find it anywhere else... hm. guess this one's out. 52mm that seems a bit more likely.

this could be something else to look at
Last edited by Enderjmu on 2008-07-20 18:06, edited 3 times in total.
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Re: BF1942 style artillery!

Post by RCMoonPie »

Arty has been suggested many times before as well as mortars.
Most of those threads were locked in the past.
Not making a snide comment or anything....just stating facts.

I support the motion though.

On a map like Kashan.....arty from the main would be very interesting.
It would have to be player crewed somehow, and only available if spotters were present and actively spotting targets.

As for mortars.....I think it would be a great feature if a mortar emplacement could be deployed, built by players with e-tools(shovels), and then manned. It to would have to be used in conjunction with a spotter. It could also have a depleteable amount of ammo so as to not be too "uber" that would need to be resupplied by a command truck ammo box. Also give it a feature where the tube could over heat by too many rounds being fired in a row.

Mortars would have a great place on Basrah or any other map for that matter!

81mm Emplacements in use in Afghanistan:
http://www.youtube.com/watch?v=3FBhIbyeVUE&NR=1

HE 81mm suppression impacts:
http://www.youtube.com/watch?v=t6gxz93P ... re=related

They could be deployable much like the new 50cal emplacements will be in .8!
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Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Re: BF1942 style artillery!

Post by Enderjmu »

We ought to have a dedicated thread for each topic, labeled as "Official Discussion," just so we can have something to point to with each lock. Just to make the group of people that insist on Artillery happy... just a place to discuss.

Also: Why not have semi-realistic Sights on our hypothetical Artillery Emplacement, so we can have a squad work on it:

Commander receives request from a squad for artillery
Commander gives order to the Artillery Squad
Gunner on Artillery Emplacement sees the range on the SL Marker and moves the gun as such, with sights like the Grenade Launcher. Then (s)he fires.
Commander/SL who requested tells gunner to adjust as needed.

And put it in different places! just so if someone sneaks up on one, the rest don't get messed up as well... like Kashan would be One at Main, One at Outpost. I'm not sure if this is realistic, though. it seems logical, but logic has no bearing on Reality.

Also, I'd like to point out that (at least, for tanks, in BF2142) shells auto-detonate after 1000/1500m. Or, something like the distance between the Titans in Suez Canal. I think it was 1500.

Question: is Kashan Desert 2x2 KM or 4x4 KM?
Last edited by Enderjmu on 2008-07-20 20:53, edited 2 times in total.
Archerchef
Posts: 196
Joined: 2008-10-05 22:05

Re: BF1942 style artillery!

Post by Archerchef »

When i played US Interventions .17, they had mobile artillery and rockets and everytime you fire a round, you can click M on you map and see your missile travel..
I think we should do that.. It would be nice.. + if Project Reality added a more detailed map (like more lines across the map for coordinates) maybe people can call in artillery.
Zerapup
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Joined: 2008-07-21 23:18

Re: BF1942 style artillery!

Post by Zerapup »

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