Selectable 'Area Attacks'

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cfschris
Posts: 464
Joined: 2008-01-21 22:21

Re: Selectable 'Area Attacks'

Post by cfschris »

Speaking of mortars, arent the current ones in game way too overpowered? I thought a mortar explosion yielded more of a grenade-sized blast, not a pillar of death as high as a building.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Selectable 'Area Attacks'

Post by Redamare »

I like the timer idea limiting the usage
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Selectable 'Area Attacks'

Post by gazzthompson »

cfschris wrote:Speaking of mortars, arent the current ones in game way too overpowered? I thought a mortar explosion yielded more of a grenade-sized blast, not a pillar of death as high as a building.
depends what type of mortar surely ? i mean 120mm is rather big ?
Panzar
Posts: 92
Joined: 2008-08-25 06:19

Re: Selectable 'Area Attacks'

Post by Panzar »

Alright some people don't understand my original post

I'm using Kashan as an EXAMPLE!

Alright

INF Squad infront of me, they're ontop of the hill and we're on the bottom, I take out my SOFLAM, zoom in and press T, I then press on AREA ATTACK which opens up a small list, with 3 available options, Arty, Mortars and JDAM, since this is a inf squad I'll request some mortars (Becausr ATM they're stronger then Arty), each area attack should have its own reload timer, so you can use each area attack, without affecting the other one
jaspercat444
Posts: 599
Joined: 2007-12-19 06:11

Re: Selectable 'Area Attacks'

Post by jaspercat444 »

Conman51=US= wrote:i suport this idea but i dont think every map should have the same things like eg. muttrah..US will only have jdam.....some maps should only have some types of area attacks
M_Striker wrote:...which is how it is now, and which is how it should stay. I don't think in every battle you're going to have every type of fire support available, so therefore, I'm against this idea.
M_Striker wrote:You said if... and currently there are no maps in PR where they all are available... so i guess I'm either just not understanding you or I made my point.

The point is this... The insurgents still have the request kit screen, but they can't request kits. Its the same thing. There will be Mortars, Arty, and a JDAM, and if you click on one that the map doesn't have, it'll just say "This support is unvavailable." At least thats what I think the OP's getting at.
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Re: Selectable 'Area Attacks'

Post by TF6049 »

gclark03 wrote:Why is everyone afraid of giving anything actual power in these suggestion threads? Artillery should be feared, but not spammed. A 15-minute delay does exactly that, and remember: 15 minutes is a fairly long time in PR.
But make arty destroyable. IMO it should only be planes and player-controlled arty vehicles that have those kinds of weapons.
"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"

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Panzar
Posts: 92
Joined: 2008-08-25 06:19

Re: Selectable 'Area Attacks'

Post by Panzar »

So, This idea has had mostly positive feedback so far...any words from any R-DEVs?
Panzar
Posts: 92
Joined: 2008-08-25 06:19

Re: Selectable 'Area Attacks'

Post by Panzar »

Sorry for the double post but no word from any DEVs?

:?
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Selectable 'Area Attacks'

Post by McBumLuv »

Panzar wrote:Sorry for the double post but no word from any DEVs?

:?
Because it's probably under discussion.












Wait for it...










;)

Bingo :)
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Selectable 'Area Attacks'

Post by Scot »

McLuv wrote:Because it's probably under discussion.












Wait for it...










;)

Bingo :)

Liar!! He's not a DEV!! *Calls MODs*
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Selectable 'Area Attacks'

Post by gclark03 »

One every hour? What would those artillery teams be doing for one hour between strikes? Playing Missile Command?

15 minutes is a lot more realistic, but perhaps too short. I'd like to see 30 minutes maximum - and all three types of artillery on their own timers.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Selectable 'Area Attacks'

Post by Arnoldio »

Yeah, JDAM, mortar and arty, all separate, JDAM takes 1 hr to reload, arty 45 mins and mortar 30 mins.

JDAM - Accurate, powerful, huge explosion radius and killing zone, useful for tank groups/mixed groups.

Arty - Set of 8 (just example), less accurately positioned shells over a smaller area (30-50 meters apart?)with less power ofcourse, useful for lighter vehicles mixed with infantry.

Mortar - Set of 10-15 (just example), less accurately positioned, weaker grenades over an area of (20-30meters?) with small explosion radius, useful for infantry, and jeeps, lesser damage to APCs, non harmful to tanks.

Thats my idea...So you would still have to use JDAM for tanks and so on.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Selectable 'Area Attacks'

Post by gclark03 »

Artillery should absolutely murder most infantry in the kill zone and either severely damage or destroy anything less than a tank, but with rather low accuracy relative to the target itself.

The way I see it, Mortars should be somewhat accurate and powerful, Artillery should be quite inaccurate and incredibly powerful, and JDAMs should combine accuracy and firepower.
Sanirius
Posts: 56
Joined: 2008-11-23 22:32

Re: Selectable 'Area Attacks'

Post by Sanirius »

All of these should not be bound by time, but more by amount. Since it is totally unrealistic that it would take somebody 15 minutes to reload a bunch of mortars. (dropping a shell in there takes 2 seconds.)

I don't like a mortar taking 15 minutes to "reload", or artillery taking half an hour to "reload". We're fighting with conventional armies here with professional artillery units. Loading an artillery piece would never take them 30 minutes.

I say, give a team like 8 mortar strikes for example, and 3 artillery strikes maybe 1 jdam. with little time in between. Sure one could drop everything at the start, that you could do in real war aswel, but it would later prove a bad decision, as you may want to spare something for when it is really needed, and strategically a smart decision.
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1rankman
Posts: 68
Joined: 2007-09-19 09:54

Re: Selectable 'Area Attacks'

Post by 1rankman »

well if you want realistic we really should get a real life artillery user in here who knows rate of fire, range, damage, even ammo types as there could be ammo other then HE

also if you sabotage an artillery or morter could you even repair it or would it simple need repairing because ive never heard of an army engy who could fix barrels in the field
so after one has been destroyed they should been on a timer for being replaced or even the fact you cant use them again that round
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Selectable 'Area Attacks'

Post by gclark03 »

We're talking about off-map artillery support, unless the whole artillery system is updated by the DEVs to include on-map support. For the purposes of this discussion, sabotage is impossible.

Changing ammo types for artillery may be more complexity than the DEVs are interested in, but I'd personally be interested in how that could affect gameplay.
Panzar
Posts: 92
Joined: 2008-08-25 06:19

Re: Selectable 'Area Attacks'

Post by Panzar »

ChizNizzle wrote:Yeah, JDAM, mortar and arty, all separate, JDAM takes 1 hr to reload, arty 45 mins and mortar 30 mins.

JDAM - Accurate, powerful, huge explosion radius and killing zone, useful for tank groups/mixed groups.

Arty - Set of 8 (just example), less accurately positioned shells over a smaller area (30-50 meters apart?)with less power ofcourse, useful for lighter vehicles mixed with infantry.

Mortar - Set of 10-15 (just example), less accurately positioned, weaker grenades over an area of (20-30meters?) with small explosion radius, useful for infantry, and jeeps, lesser damage to APCs, non harmful to tanks.

Thats my idea...So you would still have to use JDAM for tanks and so on.
Exactly what I mean
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Selectable 'Area Attacks'

Post by HughJass »

Sanirius wrote:All of these should not be bound by time, but more by amount. Since it is totally unrealistic that it would take somebody 15 minutes to reload a bunch of mortars. (dropping a shell in there takes 2 seconds.)

I don't like a mortar taking 15 minutes to "reload", or artillery taking half an hour to "reload". We're fighting with conventional armies here with professional artillery units. Loading an artillery piece would never take them 30 minutes.

I say, give a team like 8 mortar strikes for example, and 3 artillery strikes maybe 1 jdam. with little time in between. Sure one could drop everything at the start, that you could do in real war aswel, but it would later prove a bad decision, as you may want to spare something for when it is really needed, and strategically a smart decision.
i dont know, thats getting a little spammy there.

i think it should be 1 jdam, 2 arty, 2 mortar, only on 4 x 4 maps, 2 x 2 maps would get 1 arty, 2 mortars, and everything below would get 2 mortars

jdam=kill everything in blast radius
arty=destroys light vehicles at most
mortar=destroys inf at most, smaller radius.

With 30 min "break" times for all, these would be great to destroy stalemates and create more interesting rounds.


however, like you said i think the idea of "use whenever, use as quickly as you want" would work perfectly for the more advanced gamemode of command and control.

offmap arty is great because it can destroy stalemates
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