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Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 13:58
by barbdwyer22
Too bad you cannot plot the FOs position to do realistic corrections. It looks to me like the FO will have to look at where the mortars GTL (Gun Target Line) is and figure out the corrections based on the mortars position.

Or vice versa, I suppose if the FO calls out corrections based on his location, the mortar team could correct the corrections for the FO using the map and knowledge of the FOs position.

Man, I am a mortarman in the Marines, wish I could have worked on this with you guys. ;)

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 14:43
by Pronck
It looks great, but I am scared that it will be abused in Insurgency, as the BLUFOR could be building 3 FOBs near their main, and will be spraying mortars on the whole cache location. But I think the developers have a nice surprise for the people that want to do this. I don't want this to removed from INS as it is very usefull to kill al the Talis on bunker hill and inside the castle with it.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 15:00
by SamEEE
[R-DEV]Rhino wrote:A ZIS-3 field gun isn't something that you can really "deploy" like a TOW ;)
Yeah it is.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 15:03
by Rhino
SamEEE wrote:Yeah it is.
I meant in the way that's a TOW etc is flat packed and then assembled on site, making it nothing like a TOW but you guys missed the whole hint in there so I wont bother....

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 15:28
by killonsight95
he means that you'll probs be able to deply them in the next patch or so but with very limited bullets, yay yet another epic infantry sniper (upgraded to OMG yet?)

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 15:53
by rough77
llRvXll wrote:Yeah, i always played with a spotter, it was more effective and fun...
now it's a complete lonewolf kit.
also always pld sniper together with a spotter.
what's the "deadly radius" of the shells? 20 m? 30 m?

difference between HE and HE air burst?

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 18:19
by Gosu-Rizzle
Any news on making a Mortar technical? IMO that would be a better choice for the insurgents, since they dont otherwise use deployables.
Have you tried it? Is it possible to do on a moving vehicle? Here is to hoping :smile:

Anyways, great job guys, keep it up!

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 18:50
by dtacs
rough77 wrote:also always pld sniper together with a spotter.
what's the "deadly radius" of the shells? 20 m? 30 m?

difference between HE and HE air burst?
Airburst explodes at a determined distance above the target while HE impacts the ground and explodes.

Imagine a walled compound, HE would simply explode outside and not kill those inside the walls. Airburst however would explode above, sending shrapnel down onto the enemy.

The radius one can only assume is the same as the current mortars, which is around 20m to wound and 15 to kill.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 19:00
by Jaymz
dtacs wrote: The radius one can only assume is the same as the current mortars, which is around 20m to wound and 15 to kill.
They're modelled on data from 81mm HE rounds so it's 20m Kill and 40m Wound. But that's in open ground with no cover.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 19:09
by dtacs
[R-DEV]Jaymz wrote:They're modelled on data from 81mm HE rounds so it's 20m Kill and 40m Wound. But that's in open ground with no cover.
Are we going to see some modifier? I can only hope if I'm within 40m exactly it isn't always going to damage.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 19:39
by Jaymz
The way it works is linear. So it kills you up to 20m. Then between 20m and 40m the damage rolls off linearly until over 40m when it does nothing.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 21:26
by crot
I love this mod :D

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 21:36
by CaptainGasper
The new mortars are just amazing !

Now we have some realistic fire missions !

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 21:41
by Zrix
I'm so making a Steel Rain squad.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 22:28
by crot
Are the German faction going to be added in the next update? Cuz I saw the flag there.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 22:37
by Bazul14
No more BLUFOR untouchable FOBs for 30 min until mortars ready and no more invincible rooftop positions. Awesome, love you Devs :P . Too bad main base rape might become a more troublesome problem to counter.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 23:06
by Myru
Bazul14 wrote:Too bad main base rape might become a more troublesome problem to counter.
Maybe some kind of mortar DoD will be introduced, like the one protection aircraft-carriers from aa missiles. If not, well administrated servers will become more important than ever.

Anyway, gameplay will change without doubt and I'm excited about that

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 23:28
by xI DIaboLoS Ix
So... I can't beleive No one has asked this... When can we expect to get our hands on this delicious looking piece of meat? ;)

WE WANT .95 NAOW! :D

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 23:31
by dbzao
Maybe nobody asked for a reason... they always get the same response: when it's done. :p

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-07 23:46
by llRvXll
I think that people will build a firebase near the enemy main base and start raping it instead of helping the team...

how many ammunition it will have? How it will be re-armed?

Sorry if someone already responded this question, but i didn't found it...