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Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 15:51
by myles
Phatcap wrote:EPIC! But how is this gonna work without the 3D markers??
well you can use the GLTD to find the distance but why nout use the 3D markers

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 16:16
by Spinkyone
myles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
Growing concern about BVR usage with helicopters being utterly unrealistic, ideally 3D markers would go.

This looks like the justification for a map update, as proposed previously somewhere elsewhere on the forums, to include contours and a scaled grid system...

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 16:19
by Aimed
Yeah i do look pretty sexy on those mortars, I should be a model :p

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 16:33
by Brainlaag
Staker wrote:Is there any particular reason why it wouldn't work with a 2D marker?
How do you wanna set the distance without 3D markers (you'll need a sniper/officer right next to you)

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 16:36
by Brainlaag
myles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
I don't want to irritate people here by saying, they gonna remove the 3D markers, but DEVs had plan to do it (idk if they still do).
myles wrote:well you can use the GLTD to find the distance but why nout use the 3D markers
Yeah so the problem is when someone asks for mortar support across a hill, how do you wanna set the distance without the 3D markers??? X-Ray GTLD :? :

Edit: Double post is fail sorry

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 16:42
by animal911
How many shells will it hold before it needs to be reloaded and how long will the reload take ?

Been waiting for this for ages, been having a break from pr for 3 months but im totally gonna get back into it now. a serious game changer !!

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 17:04
by Tirak


How big is the explosive radius on the two types of shells?

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 17:11
by cyberzomby
[R-DEV]AfterDune wrote: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.
If you say Dedicated you know people will just lock themselves up! Same with Dedicated AT teams, Sniper Teams and APC squads... And if you know the community you know that thats the way its going to be on most servers.

I suspect some squads will use it when they are on defense sure. But thats more of a: Build a mortar and use it situation instead of 1:30 : Create mortar squad situation.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 17:13
by Veterans-Gaming
Totally sick!

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 17:31
by Redamare
:D I LOVE IT haha GREAT WORK GUYS haha ... this is going to be a great asset to use ... only thing is ... will this promote Main base rape? / morter spam? ..... Also there should be some sort of Max amount of Morters beingable to be fired in one mission so its not one big spam fest ... so after .. 24 -50 shells or so the morter asset runs out of ammo ... BUT! ... the catch is make it so you cant build one Morter hole after the 1st is Fired so taht you cant just rebuild and get more ammo... but allow the ability for it to be moved / destroyed and rebuilt .. depending upon if the first shot is fired.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 18:16
by rexik
OMFG!!!!!!!!!!!! GOD DAMN...


I simply love it !!!!!

Can't wait to use it during PRT battles, haba haba haba !!! :twisted:

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 18:18
by SamEEE
Redamare wrote: :D I LOVE IT haha GREAT WORK GUYS haha ... this is going to be a great asset to use ... only thing is ... will this promote Main base rape? / morter spam? ..... Also there should be some sort of Max amount of Morters beingable to be fired in one mission so its not one big spam fest ... so after .. 24 -50 shells or so the morter asset runs out of ammo ... BUT! ... the catch is make it so you cant build one Morter hole after the 1st is Fired so taht you cant just rebuild and get more ammo... but allow the ability for it to be moved / destroyed and rebuilt .. depending upon if the first shot is fired.
This was difficult to read, just sayin'

Mortars are stationary so aren't exactly going to be that hard to kill. Snipers, Molotovs, counter-battery fire. All not an emplacements best friend.

As for base rape I guess bases will be protected by a bubble from above.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 18:24
by Tarranauha200
INS attacks blufor mains whit mortars in reality too. New gamemode: Find INS mortars.
hmm...but yeah it best to put bubble on mains.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 18:47
by Spinkyone
Tarranauha200 wrote: hmm...but yeah it best to put bubble on mains.
Why have bubbles when you can have a Phalanx gun / C-RAM system sitting in your main...yes please do that.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 18:49
by foxtwofive
interesting' wonder how this will play out.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 18:54
by taha1907
Hollllllly Shittt

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 19:10
by nicaragua700
Ah...now that is sweet!

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 19:49
by ret1
Airburst should be an interesting addition. I wonder what the effective radius will be on that round.

Previously, you could shoot the grenade launcher 90 degrees up and get airburst rounds, smoke and frag. They have a long flight time, and explode ~10 meters above ground.

Re: Deployable Mortars - Update / Tutorial

Posted: 2010-09-06 19:57
by Smegburt_funkledink
foxtwofive wrote:interesting' wonder how this will play out.
Like this:

doosh-foooom!...........

ssssffffsssshhhhhtBADOOOSSHHHH