Some mortars suggestion
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: Some mortars suggestion
I would call it spamfest. Bigger deviation can be a value when it comes to artillery.
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Xavo|xXx
- Posts: 328
- Joined: 2009-10-18 00:48
Re: Some mortars suggestion
I think the only thing that needs to be changed is the length that the firemission is available. Right now, it's a mad scramble to input the values needed, click calculate then change the angle to the correct one. This is assuming you already have the mortar lined up to the target (which can be done before or after) and assuming that you already have the range (again this can be worked out before hand).
However if you miss the little box, or click the wrong number or even if you go to far, or not far enough in the elevation then the mission can be over before you have time to correct requiring the spam of the new firemission. I think that an extra 5-10 seconds would be plenty sufficient, probably only 5 seconds.
However if you miss the little box, or click the wrong number or even if you go to far, or not far enough in the elevation then the mission can be over before you have time to correct requiring the spam of the new firemission. I think that an extra 5-10 seconds would be plenty sufficient, probably only 5 seconds.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Some mortars suggestion
1. good job trying to decrease the amount of teamwork and add blindfiring to mortar.Lugi wrote:Finally it's open.
1. Remove the stupid firemissions. Its nothing but a waste of 1 player who needs to be in mortar squad and make new firemissions in the random points of the map all the time so the mortars can shoot at the location given by some guy on teamchat.
2. Allow mortars to resupply from nearby crates. That's gonna save 2 more men who have to pick up ammobag from supply crate and throw it into the mortar pit.
And that's it for now. I've got more ideas to post here but I need to rethink them.
2. mortar shells do not grow legs and walk next to the mortar by themselves, congratulations on further tries at decreasing the amount of team work.
If those two changes are implemented, there will be two guys blindfiring mortar at every flag the enemies capture and at every possible location...that is right, it is called spamming. Mortar will then become unfit to be in PR due to it being less integrated into the promotion of teamwork system, then removed.
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Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Some mortars suggestion
So let the kiowas take off only if there's a laser target to increase the amount of teamwork.ComradeHX wrote:1. good job trying to decrease the amount of teamwork and add blindfiring to mortar.
You can't see my point, I suggested removing the black screen for mortars when there's no firemission. Mortar markers on the map are very good and should stay.
But the tank rounds do when you're rearming at vehicle depot, right? There is nobody standing next to it and throwing ammobags inside. And when I wrote near I thought about 1-1,5 meter distance.ComradeHX wrote:2. mortar shells do not grow legs and walk next to the mortar by themselves, congratulations on further tries at decreasing the amount of team work.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Some mortars suggestion
i like this idea, although becoming mroe spammy might be a problem it's more realistic.
currently alot of players outside of mortar squad would call in strikes with team chat which is much mroe realistic than needing someone to call a fire mission with a GLTD. If a man knows the grid and has comms he should be able to call the strike.
but i like the system the way it is now, a fire mission is required but it only helps the SL mark the position if called by someone else. otherwise the SL himself could place one wherever and simply use the grid provided. this seems like the best balance as it is.although i think lowering the amount of ammunition stored in the pit would help. 5 rounds per gun should be good.
currently alot of players outside of mortar squad would call in strikes with team chat which is much mroe realistic than needing someone to call a fire mission with a GLTD. If a man knows the grid and has comms he should be able to call the strike.
but i like the system the way it is now, a fire mission is required but it only helps the SL mark the position if called by someone else. otherwise the SL himself could place one wherever and simply use the grid provided. this seems like the best balance as it is.although i think lowering the amount of ammunition stored in the pit would help. 5 rounds per gun should be good.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Some mortars suggestion
Squadleaders in mortar squads already blindfire towards what they think might be targets, so there's no change there. People will still be able to request specific fire missions, and mortar squads will still blind fire.ComradeHX wrote:1. good job trying to decrease the amount of teamwork and add blindfiring to mortar.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Some mortars suggestion
Finally, someone who can see what Im talking about. Now its just a waste of one good soldier who can be used somewhere else instead of reactivating those stupid required firemissions so the mortars can shoot (same thing for guys throwing ammo inside mortar pit)mat552 wrote:Squadleaders in mortar squads already blindfire towards what they think might be targets, so there's no change there. People will still be able to request specific fire missions, and mortar squads will still blind fire.
