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Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-17 20:05
by Lugi
But the point is that this restriction don't make the mortars less spammy, because mortar squad sl can request a firemission at any time.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-17 20:35
by Silly_Savage
So you waste a few seconds, whoop-dee-doo. If you're too impatient about calling in fire missions each time you have a target, then maybe you shouldn't even bother with mortars.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-17 21:15
by Lugi
Maybe, but it's kinda annoying when you have to do something completely useless.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-17 23:30
by Mouthpiece
Lugi wrote:Maybe, but it's kinda annoying when you have to do something completely useless.
From your point of view lots of things ir PR would be useless.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 05:59
by Lugi
Wow, that's a surprise. You gotta know me better than I do. Could you name those things?
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 06:11
by Xavo|xXx
Lugi wrote:Wow, that's a surprise. You gotta know me better than I do. Could you name those things?
'Oh why oh why do I need to request a crewman kit to crew a vehicle?'
'Why do these tanks have a warmup on the turret, I could just drive and gun myself?'
'Why do I need an officer kit to put down FOBs?'
See where I'm getting at? If PR didn't have these restrictions, it would be spammy McSpammy Vanilla BF2 with flashy graphics and new vehicles and weapons.
Firemission times are there to help prevent and spam, because it makes it harder for 1 person to do their own mortars. You say that it is stupid because an Officer can just spam the map for you - well that is just one more step in the process which you have to go through to fire mortars, which generally prevents people from solo'ing the mortars anyway.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 06:35
by Lugi
Xavo|xXx wrote:'Oh why oh why do I need to request a crewman kit to crew a vehicle?'
That's because fully armed and equipped soldiers don't drive the tanks or any other armor, that's fine restriction.
Xavo|xXx wrote:'Why do these tanks have a warmup on the turret, I could just drive and gun myself?'
That's because in RL you cannot just get inside a tank and start shooting 1 second after, fine restriction.
Xavo|xXx wrote:'Why do I need an officer kit to put down FOBs?'
That's also a fine restriction, but cannot be compared to RL for obvious reasons.
Xavo|xXx wrote:Firemission times are there to help prevent and spam, because it makes it harder for 1 person to do their own mortars. You say that it is stupid because an Officer can just spam the map for you - well that is just one more step in the process which you have to go through to fire mortars, which generally prevents people from solo'ing the mortars anyway.
If a single man can deal with taking the officer kit, setting up a hideout, swapping kit to a one with the shovel, digging up the hideout, setting up mortar, digging it, providing ammo with a techie or a logi, then this firemission requirement doesn't make a difference to him. The thing is that there's no one running the mortars alone, because it's just too hard to do everything I mentioned alone.
And a question for mod: does this discussion count as an offtopic?
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 06:38
by Feriluce
Silly_Savage wrote:
So you waste a few seconds, whoop-dee-doo. If you're too impatient about calling in fire missions each time you have a target, then maybe you shouldn't even bother with mortars.
I cant name the amount of times a firemission have disappeared right in the middle of adjusting the mortars towards a priority target, making it impossible to line it up. Oftentimes the sl is incapable of placing a new firemission as well because he's engaged or dead, and there is no rounds fired on target while the friendly infantry we needed to help dies horribly.
All of this could be alleviated by removing the mandatory fire missions. They do not restrict spam. All they do is adding extra tedium to probably one of the least action packed roles on the battlefield.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 13:22
by Kingy
Personally I don't see anything wrong with mortars, work fine for me provided you've got good communication between the SL & you. Plus if your SL is dieing so often making it impossible to put down mortar markers then he's doing it wrong in the first place, stay back, observe, call it in.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 13:30
by Rudd
I wonder if there is a way to link the mission request to number of mortar rounds fired, so each mission would be worth X rounds instead of X seconds.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 13:41
by Zoddom
Lugi wrote:Ok, can anyone answer my question? What are the advantages of this firemission restriction?
If there is a dedicated mortar SL with an officer kit, at least there is hope the mortars are in reasonable hands.
And the reason why CAS can take of without a target is to garantuee a short response time ... guess what, thats why its called CLOSE air SUPPORT
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 13:44
by killonsight95
rudd would you be able to that for only one team?, you might end up having both teams being counted by the marker?
Also you will need python for that which could get complex ;D
If not you could just link the marker up the reload of the mortar, if it gets reloaded the firemission resets, that way it should make it so thatmoratrs have to wait between firing and reloading making you need a mroe tactical decision? etc.
Also CAS are generally flammed for crashing/dying if they're **** whereas mortars arn't so much as they arn't worth tickets and arn't exactly "assets" as such.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-18 19:12
by Lugi
If there is a dedicated mortar SL with an officer kit, at least there is hope the mortars are in reasonable hands.
How a mortar team can set up mortars without having a squadleader?
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-20 03:26
by pr|Zer0
dont have time to adjust mortars?? sry but what r u doing?? In a 180 degrees arc, i turn and adjust the tube in 5 -7 seconds.... rest of the time till FM expires i use to adjust the splash area. So, again, how come you dont have time to line up the tube during a FM?
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-20 06:51
by Lugi
Man, stop your imagination. When did I say that?
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-20 10:00
by Truism
Biggest issue isn't the time required to bring the mortar onto target (which is almost impossible not to achieve in less than 10 seconds with a good crew, and IRL unless the OS is silently registered takes about 30 seconds from "flop to drop") it's that it discourages realistic use of OS to achieve effects other than suppression and neutralisation of a specific target zone, for example creeping barrages, or more elaborate firemissions (that some FO qualified members of the forum may understand) like:
FFE 5 FB R2
It drastically discourages the use of more than 2 mortars on a single target (ie. a realistically sized battery) firing for realistic impact patterns with variable dispersion, DFs and silent registration, mixed loads and more complex or integrated fire plans.
I'm sorry, but as with everything in PR that isn't realistic, I fucking hate this unrealistic restriction on real life capabilities.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-20 15:43
by Welcome_To_Hell
CAS are crashing and dying because flight physics are extremely arcadish.
Re: Mortar Fire Mission Lasts 20 Secs :S
Posted: 2011-06-20 17:43
by Psyrus
Truism wrote:Biggest issue isn't the time required to bring the mortar onto target (which is almost impossible not to achieve in less than 10 seconds with a good crew, and IRL unless the OS is silently registered takes about 30 seconds from "flop to drop") it's that it discourages realistic use of OS to achieve effects other than suppression and neutralisation of a specific target zone, for example creeping barrages, or more elaborate firemissions (that some FO qualified members of the forum may understand) like:
.
Do people even realize that you can continue firing, going for creeping firemissions etc way after the FM has expired? All the controls still work (yes, including firing) and thus just zero in on the target with your 20 seconds, and do W/S/W/S -> A/D/A/D adjustments (to compliment the natural 40(?)m deviation of the rounds). Even works after you jump on and off.
Fire missions, for me at least, are just for the initial angle of firing & direction, the rest is done with a black screen.