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Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 00:57
by nater
llRvXll wrote: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...
I think they have 12 rounds? I couldn't find, but one of the DEV's said earlier.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 05:53
by BorEDeviL
llRvXll wrote: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...
They have 12 rounds shared between HE, HE airburst and Smoke, meaning if you fire a smoke round you now have 11 rounds HE. Put out another 4 HEs and you now have 7 smokes and so on. They are linked.
Also, as you can see from the video they are firing out to almost a kilometer and I presume the max range is noteably more. You won't need to be anywhere near the enemy base
But, as far as I know the bases have an invisible bubble over them anyway (though I don't know does this apply on all maps), so the rounds should go off long before they are close enough to do any harm.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 06:00
by Sniperdog
BorEDeviL wrote:They have 12 rounds shared between HE, HE airburst and Smoke, meaning if you fire a smoke round you now have 11 rounds HE. Put out another 4 HEs and you now have 7 smokes and so on. They are linked.
You can only maglink a weapon to one other slot in bf2.
The High Explosive Impact and Airburst will be maglinked (The type of round being used in game IRL have a fuse which allows you to easily change the detonation type of the round on the spot).
The smoke rounds will have a separate stock.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 12:29
by Scandicci
I really like this addition. It requires a very high level of teamwork, one. And two, it will give the defending squad a very important task. How many times have you sat with your squad on an objective defending it against no attackers while the rest of the team gets to slug it out at forward objectives? Now the defending squad will be a real part of the action.
Give us at least two of these to deploy per team.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 14:27
by Uthric
i wonder if you can build more than 1 at the FOB, i can see it now if its only 1
gunner: away
boom, miss
spotter: move to the left
gunner: away
10 seconds into the next shell on the way
spotter: targets have bugged out
boom, miss
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 14:39
by Nugiman
Uthric wrote:i wonder if you can build more than 1 at the FOB, i can see it now if its only 1
gunner: away
boom, miss
spotter: move to the left
gunner: away
10 seconds into the next shell on the way
spotter: targets have bugged out
boom, miss
well the firefights in PR are lasting often at least longer than a few seconds

if the mortar gunner does his job well he can be a real enrichment for the team.
imagine theres a cache in a compound, a little mortar strike before the charge could do miracles

Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 17:52
by Zoddom
Scandicci wrote:I really like this addition. It requires a very high level of teamwork, one. And two, it will give the defending squad a very important task. How many times have you sat with your squad on an objective defending it against no attackers while the rest of the team gets to slug it out at forward objectives? Now the defending squad will be a real part of the action.
Give us at least two of these to deploy per team.
I'm afraid of this new addtion:
Because it could possibly lead to the contrary:
Some "defence" squad builds a fob with mortar. To grant most security possible for the mortar team, they put it somewhere in A1/H8, or whatever, but NOT in a good position for the rest of the team who still want to spawn at a firebase which gives them cover and reduces the distance to the next objective.
I already hate such SQLs, who only build a firebase just to have one, nevermind WHERE....
.....
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 22:15
by Uthric
i know what im doing on the ins team on al basrah now
grab the ardy ied kit an ammo tec and go trow down 4 ardy ieds along that east west southern road wait for the supper fob to be built there ( like it is ever game) and get all the kills, cuz you all know how much nubs love building a fob there now with it having best coverage of the city yea
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-08 23:05
by ytman
Plus, what do you guys think Air Bursts are for?
Wide area splash damage and surpression.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-09 01:17
by goguapsy
You got that boom boom thang that makes my body bang

Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-09 01:35
by SGT.MARCO
This is for everyone who does not know what each round does.
http://www.youtube.com/watch?v=MqYnm_Jsgco
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-09 09:57
by 200rabbits
In that video, Bosco places both the request and shoots it, he got a ninja twin or summit?
Unless the super buggies from SGT.MARCO's video are spawning on lashkar now. They're not very realistic ya know devs.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-09 10:13
by Silly_Savage
200rabbits wrote:Unless the super buggies from SGT.MARCO's video are spawning on lashkar now. They're not very realistic ya know devs.
The jet engine-powered DPV was for testing purposes only.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-09 10:24
by 200rabbits
XD
See the flag under my name?
I totally wasn't serious

Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-09 19:37
by myles
Spinkyone wrote:Growing concern about BVR usage with helicopters being utterly unrealistic, ideally 3D markers would go.
This looks like the justification for a map update, as proposed previously somewhere elsewhere on the forums, to include contours and a scaled grid system...
I never said anything about using 3D markers
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-09 23:04
by Malamute2345
I'm Malamute2345 and this is my favorite update on the citidal xD
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-10 10:25
by mat552
[R-DEV]Rhino wrote:A ZIS-3 field gun isn't something that you can really "deploy" like a TOW
[R-DEV]Rhino wrote:A ZIS-3 field gun
*squeee*
You've made me the happiest filthy little Chechen.

Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-10 10:51
by cyberzomby
I'm sorry but that bugy and the fact that its some sort of jet who rushes the mortar round to its target cracked me up real bad

Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-10 16:00
by Uthric
cyberzomby wrote:I'm sorry but that bugy and the fact that its some sort of jet who rushes the mortar round to its target cracked me up real bad
i demand that this buggy be added in place of all trans trucks in the game