PFunk wrote:Would there be anyway then to cause any rounds which enter the main base area to vanish? Bubble of oblivion over those areas? Dunno if thats possible though. With good admin though it'd be dead easy to regulate that. Mortar shell lands in maine base and admin warns the player manning it, happens again and he's kicked from the server.
Shield up! Red alert! All hands battle stations

People will probably cry: "that's not reality"

You know how some of us are never happy.
Tirak wrote:By that logic, PR should ban firearms of every kind
Well we have collaborators,without any firearms.

Maybe it's the first step.
master of the templars wrote:i believe the devs could make a defensive shell that stops mortar rounds like they did with AA taking out choppers on carriers. its like a shield but only stops AA. same could be done with mortars and Un-cappable flags.
Well i read some where that that is how it works.
Yea they (DEVelopers) find a way usually.
Could place assets in the bunkers or some kind of cover.
It works both ways too - if you're not vulnerable at your main (or whatever) you can now fire mortars from there without any retaliation other then getting kicked by the server rules.People have been doing this with attack choppers already:hanging over the carrier and fire
at the map marker Beyond Visual Range - missiles or bullets don't
stop or disappear from the "world" like in vBF2.Some players are very good at it.
Missiles/shells/rockets/bullets gop right across the map - which is great imo but:
when AA fires back they hit the transport
and not the attack chopper and (AA crew) end up getting kicked from the server.
Is that really fair?

Probably not.
What I meant in the other post was this: every time you have assets spawning at the known place and time it's very easy to "learn" the distance/angle needed for whatever weapon (that is capable of reaching it)before the battle even starts,thus defeating the whole purpose of
having a (mortar) spotter/coordinator who would call in the random "field" targets.
BTW has anyone tried using the ZIS cannons as Artillery on Fools Road?
Get 5 guys to man the cannons at Chechen (Militia) main have the SL
spot near the hilltop (or thereabouts)and place the attack marker on the map.5 of these going at the same time is something special.
The only trouble is that you have to fire in the straight lane and
can't really hit any CP's other then the hilltop (partially)
Great for morale thou
