Page 6 of 11

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 01:11
by Sniperdog
There will be more info about deployable ammo amounts and reloading with the release changelog.

Until then just trust the fact that we have put a lot of thought into how the mechanics of everything in PR function and how we believe the changes we make will affect gameplay.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 03:01
by Zulnex
Excellent work. Looking forward to the release very much.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 03:26
by LITOralis.nMd
This looks really cool, I hope the insurgent main bases (and mosques?) have invisible bubbles....

TO wet the appetite, here is Michael Yon's photojournalism dispatch from his embed reporting with the 3-17th Field Artillery in Late April, 2010.
Big Guns

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 03:42
by Sgt.Heine
I have a woody wood pecker now,I LOVE THE DEVs. In a heterosexual way.
:m1helmet:

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 03:53
by Bringerof_D
HIGH EXPLOSIVE, ONE ROUND, ZEROING!

ADJUST FIRE MINUS 30 METERS, FIRE FOR EFFECT FIRE FOR EFFECT!

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 05:36
by soldierofharcore
Awesome, I'm gonna go mortar team always :)

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 05:50
by solosnake
Omg So Awsomeness... and i busted a nut on snipers having radio again... !!!!!!!!!!!! And som1 plz explain what you guys mean by the changing of 3D markers.. u talking bout attack markers real time or on 2D map lay out?

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 05:58
by GeorgRavioli
Tirak wrote:With the way this system is set up, you could easily do things like Stryker Mortar Carriers and other mobile artillery, just saying :P
Oh man please no. I don't want raining hell from enemies to be able to MOVE. We OPFOR and Insurgents already have enough problems trying to make sure Bombs, Missiles, and Old mortar strikes don't hit us. Using movable mortars and artillery would piss me off a lot more, as they could just find a new place to hide when their position gets compromised.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 06:03
by Imchicken1
Love the amount of previews u just gave us ;-)

Mortar system, Sniper radio, German faction and assets of Lashkar, no more rainbow grass (unless the PC being used is all powerful), 3D markers staying in for the next patch, 2 level zoom GTLD, and stupid insurgents that don't run when mortars fall :-P

jk

How much ammo of each will it get?

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 06:05
by Absolute Killer
awesome!!

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 08:57
by Mach1--Andy
really nice, i enjoy teamwork assets like this one.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 10:02
by arjan
Tirak wrote:With the way this system is set up, you could easily do things like Stryker Mortar Carriers and other mobile artillery, just saying :P
If that would be impleted that would be a nice addition, but what for the opfor? ;p

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 10:07
by KingKong.CCCP
12 rounds seems too little... I would go for a lot more (30?), but I trust devs tried it and will put just the right amount of ammo.

EDIT: This would work just fine on a teamwork oriented server filled with vets, but it could destroy public servers with lots of lone wolves - if they end up with only one spawn point.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 10:41
by Tirak
arjan wrote:If that would be impleted that would be a nice addition, but what for the opfor? ;p
A Deployable Mortar kit like in FH2, pick up the kit, go to where you want, throw it down, Ammo Bag insurgent gives you ammo, you shoot, pick it up again and move. Of course, you'd lose all the ammo in the mortar, but that just encourages you to have a loader with an ammo bag.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 12:12
by MikeDude
KingKong.CCCP wrote:12 rounds seems too little... I would go for a lot more (30?), but I trust devs tried it and will put just the right amount of ammo.

EDIT: This would work just fine on a teamwork oriented server filled with vets, but it could destroy public servers with lots of lone wolves - if they end up with only one spawn point.
Don't play there.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 12:17
by =(DK)=stoffen_tacticalsup
Awesomeness indeed!

Now make a howitzer.










Please?

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 12:37
by ZephyrDark
=(DK)=stoffen_tacticalsup wrote:Awesomeness indeed!

Now make a howitzer.



Please?
Devs have mentioned it before in other threads, howitzers are not realistic with the in-game map scales. Now deplyable field guns or SPGs for Militia would be nice.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 12:46
by Rhino
ZephyrDark wrote:Now deplyable field guns or SPGs for Militia would be nice.
A ZIS-3 field gun isn't something that you can really "deploy" like a TOW ;)

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 13:26
by ZephyrDark
[R-DEV]Rhino wrote:A ZIS-3 field gun isn't something that you can really "deploy" like a TOW ;)
Well it could be towed in by a truck couldn't it? Either way, I know a deployable SPG-9 would fill the duty enough in my opinion. Militia needs deployable AT. :P

Anyways, this is Off-Topic so.. an on topic reply:

Mortars will be great, hoping to see how they'll affect FOBs and defensive positions. Maps like Yamalia should prove to be even more interesting. Hopefully will allow for more eventful matches on some maps.