Deployable Mortars - Update / Tutorial

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hyraclyon
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Joined: 2007-02-04 09:56

Re: Deployable Mortars - Update / Tutorial

Post by hyraclyon »

Looks nice! But how do you keep the insurgents on a map like fallujah from bombing the US base constantly?
AfterDune
Retired PR Developer
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Re: Deployable Mortars - Update / Tutorial

Post by AfterDune »

Yep, you'll see dedicated mortar squads popping up everywhere :p .
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Asystole
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Re: Deployable Mortars - Update / Tutorial

Post by Asystole »

How many mortars can be deployed?
Arnoldio
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Re: Deployable Mortars - Update / Tutorial

Post by Arnoldio »

Phatcap wrote:EPIC! But how is this gonna work without the 3D markers??
You have the deflection scale. It would be harder and even mroe realistic...
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sharpie
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Re: Deployable Mortars - Update / Tutorial

Post by sharpie »

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Very excited again :D
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dtacs
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Re: Deployable Mortars - Update / Tutorial

Post by dtacs »

Looking good, going to be interesting using this. Out of interest do the Insurgent ones have to be deployed next to a dogbox or can they be placed on their own? What is the limit for these things?
[R-DEV]Rhino wrote: Also might be anouther small deployable that hasn't been totally revealed yet for .95 ;)
Deployable SAW amirite?
cyberzomby
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Re: Deployable Mortars - Update / Tutorial

Post by cyberzomby »

[R-DEV]AfterDune wrote:Yep, you'll see dedicated mortar squads popping up everywhere :p .
And this is what worries me. On some servers theres 9 squads with still a lot of people looking for a place because of all the locked down squads that specialise in a small job or just want to play with clanmates. Now theres yet ANOTHER locked down 2-man squad next to the: Sniper, 2 APC squads, Chopper, Logistics, clan squad, and 2 infantry squads.
HunterMed
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Re: Deployable Mortars - Update / Tutorial

Post by HunterMed »

How many can one team place?
AfterDune
Retired PR Developer
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Re: Deployable Mortars - Update / Tutorial

Post by AfterDune »

Why should it be a locked two-man squad? You can have 4 to 5 guys walking in the field, going after strategic areas, where one of their squad will bomb the living daylight out of it.
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Wakain
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Joined: 2009-11-23 21:58

Re: Deployable Mortars - Update / Tutorial

Post by Wakain »

excellent, not only gives this the sniper more to do in a more satisfying way, also this brings the first player fire support to pr!
llRvXll
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Re: Deployable Mortars - Update / Tutorial

Post by llRvXll »

Sniper with radio :-x

poor spotters :/
Smegburt_funkledink
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Re: Deployable Mortars - Update / Tutorial

Post by Smegburt_funkledink »

llRvXll wrote:Sniper with radio :-x

poor spotters :/
Huh? Sniper kits will be ideal for recon... Sniper = Spotter
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LudacrisKill
Posts: 262
Joined: 2008-05-15 19:20

Re: Deployable Mortars - Update / Tutorial

Post by LudacrisKill »

Can some1 tell me the difference between the two HE rounds please?

Is one exploding above ground (like on a timer, I don't know the technology behind this)...and obviously the other just on impact?

Thanks
llRvXll
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Joined: 2010-09-03 20:50

Re: Deployable Mortars - Update / Tutorial

Post by llRvXll »

Smeggles wrote:Huh? Sniper kits will be ideal for recon... Sniper = Spotter
Now it's a lonewolf kit...
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Zrix
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Re: Deployable Mortars - Update / Tutorial

Post by Zrix »

LudacrisKill wrote:Can some1 tell me the difference between the two HE rounds please?

Is one exploding above ground (like on a timer, I don't know the technology behind this)...and obviously the other just on impact?

Thanks
One is regular HE, boom on impact - like the arty currently ingame.
Air burst HE explodes x meters above ground, making it easier to get people behind cover.
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dtacs
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Re: Deployable Mortars - Update / Tutorial

Post by dtacs »

The Airburst round explodes above the elevation that the mortarman marks, basically so it can get above the people if they are in a walled compound.

Direct hit will literally hit the ground and explode.
Tim270
PR:BF2 Developer
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Re: Deployable Mortars - Update / Tutorial

Post by Tim270 »

llRvXll wrote:Now it's a lonewolf kit...
Are you seriously telling me the sniper was not a lonewolf kit already?

Now it gets a radio it can actually do something useful for the team. The user can actually relay Intel like he is supposed to, instead of sitting on a hill all round.
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llRvXll
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Re: Deployable Mortars - Update / Tutorial

Post by llRvXll »

Tim270 wrote:Are you seriously telling me the sniper was not a lonewolf kit already?

Now it gets a radio it can actually do something useful for the team. The user can actually relay Intel like he is supposed to, instead of sitting on a hill all round.
Yeah, i always played with a spotter, it was more effective and fun...
now it's a complete lonewolf kit.
Mantak08
Posts: 56
Joined: 2009-11-03 19:28

Re: Deployable Mortars - Update / Tutorial

Post by Mantak08 »

a thought about balancing mortars so there not spammed as much.... could the model be treated the same as a LAV weapon mount? so each round creates a certain amount of heat. that way you can drop a mortar barrage when needed, but not spam it all game long. if you over heat on it, the down time should be 5-10 minuets.
also, will there be deviation?
Web_cole
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Joined: 2010-03-07 09:51

Re: Deployable Mortars - Update / Tutorial

Post by Web_cole »

llRvXll wrote:now it's a complete lonewolf kit.
As Tim already said, no more than it already was. Good snipers will still operate with spotters, its just now its not necessary to take an SL kit (so Specialist or Medic for the spotter) and bad snipers will still lonewolf. Except maybe, just maybe they'll make use of the radios. We can but hope.
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