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mortars

Posted: 2006-02-06 21:00
by worst 3
mortars are an important part of the army

after the "big game" i think we should have a mortar class now. i like to see the at class have a secondary class for moters (like the unlocked wepon). i had fun useing the granade luncher in the big game but it hard to aim i think it be cool to have mortars add in the game. and i dont think it be hard to add use the same phyisics the nade luncher do but make it so you cant move when you are going to fire and also the range and blast radius increased.

81-mm MORTAR, M29A1 i think is what the us uses. i think there should be 3 diffrent round and the morter guy gets like 17 standard rounds or some thing (i think he should be slow and have something to move mortars around with.

for the pla Type 86 120mm mortar with less amo. 13shells

and the mec i have no idea.

i know the mortar count is high but you cant expect some guy to just folow him around and not have any fun (unless you can have a comp player do that. i think 10+ would be enough to do some damage but not enough and also to do more need a mg guy with amo packs. if you get suply dropes back then less the 10 maby 7.

Posted: 2006-02-06 21:46
by JavaMoose
I have a feeling the mortar guys would get slaughtered. I mean, to be realistic, it is going to take a few seconds to set up a mortar and aim it, no? Of course, the longer range of a mortar might offset that - you wouldn't be using it much when you are 'in the thick of it'.

Heh, I can picture a line of mortar guys back from the front line - like a line of Archers. :D

Posted: 2006-02-06 21:49
by Martini
Great, I already spend too much time trying to pick off a squads medic, now a morter man.....what will you think of next!! lol

Posted: 2006-02-06 21:54
by Heydude235
I would like this in the game maybe not a class tho. Maybe mortars on the map and you can take control of them like the mgs on the sand bungers. But the mortars would have great range also more damage. Also i say this would be on mostly urban maps to take care of ardy.

Posted: 2006-02-06 22:14
by fuzzhead
a deployable mortar would be awesome!!!

but yea it would take alot of work. if you can get a deployable mortar working, then a deployable 50cal would be nice too :)

but even if the mortar is not deployable, please make them like solodude suggests, base defenses that spawn in when you take a flag, that would be really sweet.

Make them spawn into pre-determined mortar pits. Make them hard to use, so you need a spotter on voip telling you where the rounds hit. Dont make them a spammers wet dream. Please make them so only a fully functioning squad can make them useful.

Posted: 2006-02-06 22:28
by Heydude235
? It dosent take a squad to use mortars. Just make them on the map. They could go min 100 meters max 300 meters. Make the crosshair tell the higher you aim it up the farther it will go. Because in real life they can tell how far away it going to go. Make them run out of ammo like the mg guns make them have like 30 rounds each.

Posted: 2006-02-06 23:51
by Rifleman
Make them spawn into pre-determined mortar pits. Make them hard to use, so you need a spotter on voip telling you where the rounds hit. Dont make them a spammers wet dream. Please make them so only a fully functioning squad can make them useful.
Or just leave it for 2.0 ;]
It can be nice addition, i agree... but only on huge maps with many players...
And i am afraid that too many players would stay behind and wait for their turn to "mortar" something down...

Posted: 2006-02-07 01:14
by worst 3
i dont think there would be to many people using mortars becuse i would five them a kit like the anti tnak with mortar and a pistal or light rifle with 2 clips. i think that would discorage masive amount of people from useing them.

besides in small leves they would not be effective becuse the othere team can close in on there position to fast or pick them off. i would say to make it take at least 15 sec to put down and more to pick up.

is there a max class that there can be? and there is like 12 if u make the unlockable wepons in to there owen class.

also the morter should be less acuret then the curent nade lunchers when i was useing them as morters (and if u did not more you mouse) they would exactly where they hit befor to the inch. they should have some spread in there shoot and some control over the spread.

Posted: 2006-02-07 01:31
by fuzzhead
Heydude, i dont mean it takes a whole squad to MAN the mortar.

What i mean is, they are not a close range weapon. Dont make them have a small range. In other words, the mortar crew WILL NOT see the detonation of the shell, you will have to rely on team members spotting where the shell explodes, and 'talking' them onto target, like in real life.

Posted: 2006-02-07 01:47
by worst 3
i dont think they should be short range wepons nor did i think you said it should take a 1 sqad to use.

first the range should be inproprtion to all the othere wepons with might be in range i say minimum range ehh 50m and a max of 300m) but then again if you set it a 90 d up they would hit prity close.

when i said they wont be alot of people using them i just ment people would not mortar whore it up.

Posted: 2006-02-07 02:40
by Raptor
fuzzhead wrote:Heydude, i dont mean it takes a whole squad to MAN the mortar.

What i mean is, they are not a close range weapon. Dont make them have a small range. In other words, the mortar crew WILL NOT see the detonation of the shell, you will have to rely on team members spotting where the shell explodes, and 'talking' them onto target, like in real life.
Maybe make it so that the can figure out the general area (a few map squares or something) of were the shell is going to hit, and than the spotter/squad calling for the support directs it even farther. (If the map in game isn't good enough or is to large than maybe if they (the devs) add in mortar pits they'll also add in a good map system?).

ie....
Alpha - "We need mortar support on FF59"
Mortar Squad - "Firing marker now"
A - "Overshot by 20m"
MS - "Increasing Elevation, two clicks, firing mark now"
A - "Direct hit, Fire For Effect"
MS fires volley.

(just an example, I have no real training/knowledge on requesting artillery support, we'll leave that to the real troops who know how to do it)
___________________________________________________

Worst: you already have your mortar in game, I don't think you need another one :P

Posted: 2006-02-07 02:46
by Heydude235
fuzzhead wrote:Heydude, i dont mean it takes a whole squad to MAN the mortar.

What i mean is, they are not a close range weapon. Dont make them have a small range. In other words, the mortar crew WILL NOT see the detonation of the shell, you will have to rely on team members spotting where the shell explodes, and 'talking' them onto target, like in real life.
No you wont need a squad. Say on your screen you see a flag 471 meters away. Then get on the mortar aim the cross hair up above the flag till it sais 471meters on the mortar cross hair. Boom right on target. It will fly 200 meters and land near the target or on it. The crosshair can be made like the hud on the helicopters the higher you go up in the it sais the meters up on the hud. Here all take some ingame ss then edit them to show you what i mean.

Image

Just tweak it so the mortar gose that far. That high not to hard. Then make it like the min distance is like 200 meters.

Posted: 2006-02-07 02:48
by worst 3
i want good mortars not crapy ones. why do you think i got the idea, i thought it was a good idea in the game just could not aum the things becuse i had to reaim after each shot.

it seamed to be a good idea that almost worked

min distance of 200m is a bit far maby 100-150 max becuse if you realy wanted to you could in relal life get them to land on you head aim 90d (not a good idea)

heydude 235 that kind of what i was think simalar physics but damge and seting up would be changed

Posted: 2006-02-07 02:48
by Heydude235
Also it eather should be a pick up kit. For urban maps only or be on the map like a mg on the sand bags. Its there when the maps starts and cant be moved. The pick up kit would be better maybe 3 per map at the teams main base.

Posted: 2006-02-07 02:53
by worst 3
isnt the point of mortars to be relitivaly easy to move light artilary for the soldier.

besides it would be inefctive if over used and if ever squd had 1 or more it be like 1 squad is mortar crew+ that helps suport the men moveing in , like 2-3 mortars 1lmg 2medics and what ever (they could move in with the atack.

to many people useing mortars would mean not be able to move fast enough to fight.
and same with 1 in every squad they would realy be effective when the team uses them to mount an offensive against a bace or deffend it i think. (becuse it would not be isnstant fire like the nade luncher there would be set up time not much but it would make them vonarable to fire)

Posted: 2006-02-08 00:07
by beta
Well, the M203 grenade launcher was meant to replace the SQUAD light mortar (AFAIK), which is used for under 300m targets.

The PLATOON mortar would be used for much longer range targets, 2-3km.

As for Heydude's idea for the "mortar", it seems to me it's more like a grenade launcher with some crazy HUD on it that calculates the distance of the round based on it's average velocity ... hardly realistic. Better just to split the two up, make a grenade launcher (with the IRON SIGHTS that come with the damn thing!) and a mortar with elevation/rotation "dials" so calling fire support will be possible.

Posted: 2006-02-08 01:19
by worst 3
i think he saying how you would aim the mortar not that the gun would be the mortar

Posted: 2006-02-08 03:03
by beta
Ah, I see.

Makes more sense now.