Concerning Artillery
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Bobert08
- Posts: 110
- Joined: 2007-04-22 07:01
If you can simplify the aiming system enough, then by all means, go for it.
I played BF1942 since it came out, and I could never master that artillery system.
If I get on the artillery, I want to be able to actually help my team and hit where I aim, if that means giving me a map to click where I want the round to hit, then so be it. The only difference is that there won't be 5 artillery shots, just 1 shot that reloads every 10-20 seconds. Not to mention the piece running out of ammo, cool down, etc.
I played BF1942 since it came out, and I could never master that artillery system.
If I get on the artillery, I want to be able to actually help my team and hit where I aim, if that means giving me a map to click where I want the round to hit, then so be it. The only difference is that there won't be 5 artillery shots, just 1 shot that reloads every 10-20 seconds. Not to mention the piece running out of ammo, cool down, etc.
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
well it's clear my loading system was unpopular, but my idea wouldn't require that much work, all the loading system was, was a reskinned ammo bag to look like a shell, the loader throws the shell next to the piece and it adds one round. pretty damn simple. all the piece is a stationary grenade launcher with a longer range and different model.Long Bow wrote:I don't want bot ai doing the loading of the arty. I can only assume, I know I shouldn't asssume but..., the work required to make all this happen would be huge and for what? I think efforts could be put into better areas of the game then a cool looking arty squad.![]()
Cheers,
but once again, it doesn't seem too popular

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77SiCaRiO77
- Retired PR Developer
- Posts: 4982
- Joined: 2006-05-17 17:44
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{GD}Snake13
- Posts: 142
- Joined: 2005-09-09 13:52
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
please read the thread before you post, or at least the last page. in fact if you read this page you would have seen that i said "we're scrapping the loading system due to unpopularity".{GD}Snake13 wrote:We can't even reliablely get someone to be commander so in oder to utilize artillery, if you're going to require someone sit there and load it you should just go ahead and remove it all together.

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Soulja
- Posts: 611
- Joined: 2006-10-09 20:50
Yep, nilla noobs running the arty....... i can see it now..... http://my.break.com/media/view.aspx?ContentID=280376
In Game Name: Linelor
X-Fire User: ogikarma
X-Fire User: ogikarma
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
damn that would hurt, there should definitely be a recoil damage.Soulja wrote:Yep, nilla noobs running the arty....... i can see it now..... http://my.break.com/media/view.aspx?ContentID=280376
It is now my mission in life to get rid of the current artillery system and replace it with something along the lines of what i have specified. or at least something that seems vaugely plausible.
*chains himself to thread*

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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Theres only 32 a side in the first place. Don't wanna take people away from the game to man arty. Might be cool if there were some NPCs (is that the right one) who man the arty that can be taken down and etc...
I don't agree with the way it is aimed at the moment though, I see why the squad has to ask for it but is there any way of making it so the commander can fine tune the coordinates? It's always a bit irritating when you wanna hit a tank or something like that and it moves 10 feet and then the barrage completely misses it etc.
I don't agree with the way it is aimed at the moment though, I see why the squad has to ask for it but is there any way of making it so the commander can fine tune the coordinates? It's always a bit irritating when you wanna hit a tank or something like that and it moves 10 feet and then the barrage completely misses it etc.
Last edited by AnRK on 2007-05-04 12:56, edited 1 time in total.
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
It's 2 people, a spotter and an artilleryman. plus if we get 128 man servers working, those two people can cause a crapoload of destruction if they work together.AnRK wrote:Theres only 32 a side in the first place. Don't wanna take people away from the game to man arty. Might be cool if there were some NPCs (is that the right one) who man the arty that can be taken down and etc...
I don't agree with the way it is aimed at the moment though, I see why the squad has to ask for it but is there any way of making it so the commander can fine tune the coordinates? It's always a bit irritating when you wanna hit a tank or something like that and it moves 10 feet and then the barrage completely misses it etc.
the way i wanted it all the commander does is process the info, all the aiming is done by hand, think of it as a really big, really long range stationary grenade launcher.

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Hides-His-Eyes
- Posts: 484
- Joined: 2007-02-06 22:36
I don't think 128 man servers are ever going to run well for people without 32 gig internetsDarkTalon wrote:It's 2 people, a spotter and an artilleryman. plus if we get 128 man servers working, those two people can cause a crapoload of destruction if they work together.
the way i wanted it all the commander does is process the info, all the aiming is done by hand, think of it as a really big, really long range stationary grenade launcher.![]()
The third "never again" in a hundred years
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swiftdraw
- Posts: 173
- Joined: 2007-03-14 14:32
I'd agree with manual arty except for one thing, no one used them in any of the old battlefield games except for long to mid range direct fire. Seriously, its a very rare occasion when someone, with out the commander annoying them about it, calls artillery on a target in this game. They rather rush in and get the kills for themselves and push up their score. Now adding manual artillery will worsen the situation, when someone does call for artillery, chances are the people who are supposed to man it got bored and went to do other things.
Heck, I remember playing the Desert Combat mod, getting on the scud and having to blind fire the scud towards a target because no one would spot for me (or didn't know how to spot.) Oh, and remember the artillery raining down on you in Battlefield Vietnam's Ho Chi Men Trail? No? That 'cause nobody ever used it! Well, they did, but only on that first flag from the NVA base because it could get hit by direct fire. I cheered when Dice got rid of the manual arty in favor of and more automatic version which you only had to call in, and I would not be exactly happy if it were remove for the old manual fired versions...
As a SL, I'm very reliant on artillery strike to cover my advance and I don't need to hear that it isn't available, not because there isn't a commander (as often is the case), but no one decided they wanted to play arty crewmen because of the rarity of it being called!
Heck, I remember playing the Desert Combat mod, getting on the scud and having to blind fire the scud towards a target because no one would spot for me (or didn't know how to spot.) Oh, and remember the artillery raining down on you in Battlefield Vietnam's Ho Chi Men Trail? No? That 'cause nobody ever used it! Well, they did, but only on that first flag from the NVA base because it could get hit by direct fire. I cheered when Dice got rid of the manual arty in favor of and more automatic version which you only had to call in, and I would not be exactly happy if it were remove for the old manual fired versions...
As a SL, I'm very reliant on artillery strike to cover my advance and I don't need to hear that it isn't available, not because there isn't a commander (as often is the case), but no one decided they wanted to play arty crewmen because of the rarity of it being called!
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
well look at it this way, if you join a bf2 or even a 1942 server is there as much coordination as there is in PR, no theres hardly any communication other than "WTF" or "u TKed me!!!11". in PR you begin to see semi-developed battle plans and strategies, I believe as the devs move into .6 and .7 we will see even more of this.
the "no one wants to man them" is a pretty good point,however are the insurgents not bored when they place an IED on a bridge?
they get a rush of excitement when they blow up an Abrams, correct?
wouldn't you agree an artilleryman gets the same feeling when he looks up to see the salvo he just fired took out 8 insurgents?
the devs are already working on self-propelled artillery to my knowledge, all I'm doing is suggesting stationary artillery, if you want to debate the concept of artillery chat with the devs, if you want to debate loaders/stationary artillery post here.
the "no one wants to man them" is a pretty good point,however are the insurgents not bored when they place an IED on a bridge?
they get a rush of excitement when they blow up an Abrams, correct?
wouldn't you agree an artilleryman gets the same feeling when he looks up to see the salvo he just fired took out 8 insurgents?
the devs are already working on self-propelled artillery to my knowledge, all I'm doing is suggesting stationary artillery, if you want to debate the concept of artillery chat with the devs, if you want to debate loaders/stationary artillery post here.

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swiftdraw
- Posts: 173
- Joined: 2007-03-14 14:32
DarkTalon wrote: well look at it this way, if you join a bf2 or even a 1942 server is there as much coordination as there is in PR, no theres hardly any communication other than "WTF" or "u TKed me!!!11". in PR you begin to see semi-developed battle plans and strategies.
Still, with the better communication going on between players, calling down arty is still something of a rarity in the games I play (mostly on Tactical Gamer and Thor's.) If the manual system is going to rely on other people spotting for the artillery, they're going to get bored because people would rather have those kills for themselves. Even though I find PR to be a much more mature community than the vBF2 populace, the high score mentality is still very prevalent.
You assume too much.DarkTalon wrote:I believe as the devs move into .6 and .7 we will see even more of this.
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
most of the decisions the devs make are to encourage teamwork and communication, for example the medic cannot heal himself anymore, I think it's safe to assume as the mod progresses, the players will become more dependent on others and hopefully won't let them down.swiftdraw wrote: You assume too much.

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Mouthpiece
- Posts: 1064
- Joined: 2010-05-24 10:18
Re: Concerning Artillery
Mortars anyone?2. Project Reality
Squad leader to commander "my squad is pinned at D2 requesting fire support"
Commander to Artillery Squad "alpha is pinned at D2, fire at will"
*crew fires several rounds*
Spotter "south 2 degrees"
*crew fires another barrage eliminating Insurgent squad*
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Concerning Artillery
I suggested somthing very similar before but yes i think that if artillary is implimented into game as player driven crewing it would be a good idea. . but the argument is maps are too small for "simulated arty" and it might be hard coded to have 2 people control one gun even if one is just loading


