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Re: Mortars
Posted: 2008-06-30 21:44
by Crayola076
What if we focus on changing some of the weapons provided in the kits. For instance, you could replace the rocket with a Javeline Missile System for the anti-tank kit. It could follow the guidlines below for use.
1.) Requires a Laser Designated Target within a certain range to be able to fire. (real-life range is 20 miles)
2.) Once you fire, it's fire and forget.
3.) Takes 30 seconds for the launcher to be re-used.
4.) Takes 15 seconds for the missile system to warm-up.
5.) Requires 5-10 seconds (depending on range of target) of maintained lock before firing the missile.
6.) Javeline can not be shot if the operator is too close to target.
7.) Only 2 Javeline Missile Systems for each side.
8.) The kit can only carry 5 missiles total.
9.) Takes 10 seconds for the user to rearm each missile at a supply crate.
10.) When missile is fired, the user becomes disorientated for a few seconds.
11.) Missile can take out bunkers, tanks, and any other vechicle out in one hit.
12.) Airplanes (fighter jets) in the air can not be taken out by the missile system.
What do you guys think?
Re: Mortars
Posted: 2008-06-30 21:44
by Scot
Can't you put mortars in Strykers?? I remember seeing it on futureweapons i think...
Re: Mortars
Posted: 2008-06-30 21:45
by gclark03
Your hand-held idea is called the Grenadier kit, and that just doesn't work outside of the Tournament.
The mortar barrage is just vBF2 artillery with a slightly different effect and a different name.
Re: Mortars
Posted: 2008-07-01 02:48
by ReaperMAC
MORTAR COMBAT

Re: Mortars
Posted: 2008-07-01 16:29
by Tymathee
gclark03 wrote:Your hand-held idea is called the Grenadier kit, and that just doesn't work outside of the Tournament.
The mortar barrage is just vBF2 artillery with a slightly different effect and a different name.
that's the point. You can have the M79 as a kit and this is basically the only weapon he has outside of a pistol and a knife. and of course bandages and maybe binocs, maybe. T
he mortar barrage is an idea to have to make the commander more relevant. A lot of of times i go into games with no commander because, well, all he does is build stuff and who wants to do that (other than me) especially when there's a ton of n00bz who wont listen to you.
I think it would be a good idea to have other stuff buildable other than the AA turret. a rapid fire grenade launcher, tow thingy, machine guns etc. would be nice and give the commander more stuff to play with.
also if, there's a way to restrict the commander's assets, on certain maps you wont let him have certain things if there's a way to set up stuff in a choke point and totally rule the map.
Re: Mortars
Posted: 2008-07-02 00:22
by Ninja2dan
The M79 has not been used in many years now. The M203 is the modern replacement of that weapon, and is currently in game already.
The developers have already posted their intentions on including commander-deployed assets such as an emplaced M2HB, but having a Mk19 would probably offset game balance or cause other problems. Deployable AT weapons such as the TOW2 is also not something I feel would fit into the current gameplay, since we already have soldiers equipped with AT weaponry and being mobile they are much better for the job. Dropping a stationary AT weapon means someone has to man it, and that then makes that soldier stationary as well. If a TOW2 has the same effect in game as the SMAW or similar, common sense is to use the mobile/man-portable version.
Crayola, I'm sorry but your idea about the Javelin is very far from the real operation of the weapon system, therefore it would not fit in with the "reality" that this mod is trying to achieve. I have seen a Javelin in PR before (via video clips) but I understand it was removed because it was too powerful for gameplay. In reality the Javelin is a very powerful and deadly weapon, and having a similar weapon in PR would have to be very carefully considered to prevent armor raping.
Thescot, mortars have been emplaced in vehicles for quite some time. Some of the "earlier" models included the US M106/M125 SP Mortar Carriers, which were built using the M113 chassis. The M1129 is the Stryker mortar carrier variant (MCV) that uses the 120mm. Many other nations are also using similar vehicles.
I think too many "Commanders" are not doing the job they already have, so there is no reason to add yet another task for them to foul up. Especially not one such as mortar attacks, where we would likely see some noob dumbass mortar his own team during a flag defence. Commanders should be comfortable with the tasks they have now, before moving on to add even more dangerous ones to their table.
Re: Mortars
Posted: 2008-07-02 00:46
by =Romagnolo=
ReaperMAC wrote:MORTAR COMBAT
/facepalm
Re: Mortars
Posted: 2008-07-02 00:51
by gclark03
ReaperMAC wrote:MORTAR
KOMBAT
Fixed.
Re: Mortars
Posted: 2008-11-10 23:04
by Tymathee
Ninja2dan wrote:
Crayola, I'm sorry but your idea about the Javelin is very far from the real operation of the weapon system, therefore it would not fit in with the "reality" that this mod is trying to achieve. I have seen a Javelin in PR before (via video clips) but I understand it was removed because it was too powerful for gameplay. In reality the Javelin is a very powerful and deadly weapon, and having a similar weapon in PR would have to be very carefully considered to prevent armor raping.
I know this is kinda old but I was thinking of a way the Javelin could work the other day.
It'd basically be the same weapon as in vBF2 where you can move it but combine it with the TV missile so what you'd do is you fire the weapon into the air and on its way down the TV would activate so you could guide it down onto its target. It'd be the same basically as the AT weapon we have down, just one shot and then you have to find ammo but this is the best way I can think of to code the weapon to make it as close to reallife as possible.
Yayz to resurrected 4 month old threads!
Re: Mortars
Posted: 2008-11-11 04:14
by Tymathee
Colonelcool125 wrote:The only issue with that would be to figure out where the TV gets activated. It seems like it would be really easy to over/undershoot your target. Otherwise I like the idea, even if they would replace my precious SRAW.
Well there'd be a stop height basically. There is a terminal height where the pavelin will turn over and track its target.
FGM-148 Javelin - Wikipedia, the free encyclopedia
The missile reaches a peak altitude of 150m in top attack mode and 50m in direct fire mode.
i dont know how high 150m traslates in height on the game but i guess you can do that in game and then the TV turns on on the way down.
Re: Mortars
Posted: 2008-11-11 07:11
by Tymathee
Colonelcool125 wrote:What I meant was distance. I see an issue where if you miss on the angle you fire at, the TV will activate too far past/before your target and you'll have no way of hitting it.
same with the SMAW. If you dont aim it right and wait long enough for the crosshairs to center, you'll miss your target.