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Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:01
by ComradeChaos
The mortar won't be light mapped?
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:20
by Antonyo
looking realy sweet =) and this will defenetly add a nice new aspect to the gameplay.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:20
by Kirq
Amazing!
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:27
by Fractal
This really changes a lot

+ Germans we all wait for
I am just curious, I have seen some sniping on youtube that needed some adjustments, but as I remember that was meant to be for 2042 engine. Is there any similar plan for our PR?
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:28
by Froztbyte
Suh-weeeeet

!
The system looks a bit "fiddily" and complicated but..
ill trust you guys.
How does the mortar guy adjust the rounds to fall slightly to the left, right etc if needed?
A & D keys?
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:37
by MadTommy
Cool system. Very nice.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:37
by Outlawz7
ComradeChaos wrote:The mortar won't be light mapped?
In layman's terms it counts as a 'vehicle' in BF2 and none of those have lightmaps, only dynamic shadows. Static objects get lightmaps.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 20:45
by Spartan0189
I just jizzed, .95 is going to crash from epicness

Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 21:06
by GeorgRavioli
Oh man these look great. I wanna be the mortar crew

. And regarding the 3D markers, I'm pretty sure that when you hit land with the marker on your map, it will mark the highest object on your mark (for example if it was on a building the marker hits the top of the building). So it should work with hills.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 21:07
by JacktheStripper
the way i see it, the mortar will be whored out completely and fought over for the first few months, and in insurgency game modes it also means less riflemen trying to take caches and more players just sitting back and bombing helpless insurgents... not really fun for the insurgent player. Also if the opposing team has a crack mortar/spotter team on insurgency, you gotta think how quickly caches will go down just due to constant mortar barrage... spawn die spawn die 45 sec respawn galore. don't get me wrong i think the models great, the way it has been designed is very intuitive but i don't think it will work effectively in an insurgency type game mode...
i'm going to receive a lot of hate for this but im just stating my opinion..
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 21:18
by Outlawz7
It's already been said that mortars won't kill caches and Insurgents also get mortars, so the 'mortar whores' on BLUFOR side will also be on the receiving end. Read the thread please...
You may also want to know that mortars get only a dozen or so rounds, which are linked between the three types of ammo (so firing 6 smoke rounds means you only have another 6 live rounds to spend) and need to be resupplied.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 21:22
by Rissien
Still would like to know how many limited per game on each side. Im guessing two like the tow?
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 21:32
by Vanya
I can't wait for my first "find those mortars" mission.
When you think about it spamming mortars is pretty much giving the opposing team directions to your fob.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 21:48
by ComradeChaos
[R-DEV]Outlawz wrote:
In layman's terms it counts as a 'vehicle' in BF2 and none of those have lightmaps, only dynamic shadows. Static objects get lightmaps.
Oh derp.... Forgot about that.
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 21:56
by Tirak
With the way this system is set up, you could easily do things like Stryker Mortar Carriers and other mobile artillery, just saying

Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 22:18
by JacktheStripper
[R-DEV]Outlawz wrote:It's already been said that mortars won't kill caches and Insurgents also get mortars, so the 'mortar whores' on BLUFOR side will also be on the receiving end. Read the thread please...
You may also want to know that mortars get only a dozen or so rounds, which are linked between the three types of ammo (so firing 6 smoke rounds means you only have another 6 live rounds to spend) and need to be resupplied.
ok i guess limiting the rounds to ~12 is fair. and i didn't word my post beforehand in a clear manner, but i still believe the balance will be tipped slightly in the favour of the coalition due to the fact that they will know where the insurgents generally are at any given moment (say, a known cache) whereas it will be much harder for an insurgent mortar to position itself near enough to a cache (bearing in mind i don't know what range the mortars have) without getting overrun by an APC or counter mortar. also due to the fact that coalition troops are attacking the cache they will tend to be a lot more mobile and a far greater challenge for the insurgent mortar. just my 2 cents. i'll be more than happy to get proved wrong when they get released though
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 22:27
by ebevan91
Looks so cool but when I watched the video I thought to myself "By the time I figure out how to use this thing properly the round would be over"
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-06 22:29
by 13DarkWolf
Absolutely fantastic well done on the work lads! This is why i love the deployable assets. Can't wait for 0.95 still!

Looking forward to getting some IDF support for my squad too!
Re: Deployable Mortars - Update / Tutorial
Posted: 2010-09-07 00:42
by Predator.v2
Devs, can you confirm two-steps GTLDs on next patch?