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Different commander artillery
Posted: 2009-04-12 19:32
by W4lt3r89
Now, before someone points the flamethrower in my direction, let me elaborate.
Most of the time, we all know the commander artillery is one time use per 30/60 minutes (seems to variate, i dont know) and it's always that same strike on that same map.
Why not a different system to include other Commander artillery supports next to the one on the map? Such as for Kashan Desert, Commander has access to Mortar strike, Heavy Artillery and the JDAM.
3 different strikes, 3 individual recharges. One is recharging while other 2 are on standby.
Since the commander has atm 2 empty slots in his support screen, why not code in 2 other artillery pieces that are linked to different strike.
This would also give some discretion to the squad leaders, what type of support would be the most effective on the enemy position. To decide should they request for mortars or then the JDAM.
And this wouldn't still cause too much impact in the commander seated by rookies, since they still need to be called in by squad leaders.
PS: I checked the *** thread for suggestions related to this and did a search with "Artillery" "Arty" keynames. Most came up with player controlled artillery.
Re: Different commander artillery
Posted: 2009-04-12 19:52
by abbadon101
I like the idea.
The mortar strike could be weak but a reasoable amout of rounds (10/12) and over a 50/100m radius, arty could be stronger but with only a few rounds (5/6) over the same area, where as JDAM would be very powerful and accurate but only a sigle target.
recharge times could be along the lines of Mortars 8-12 mins, arty 20-30 mins and JDAM 45-60 mins.
Re: Different commander artillery
Posted: 2009-04-12 19:57
by IAJTHOMAS
W4lt3r89 wrote:PS: I checked the *** thread for suggestions related to this and did a search with "Artillery" "Arty" keynames. Most came up with player controlled artillery.
Project Reality Forums - Search Results
Fair few threads on the first couple of pages with the same general point of varying types/sorts of arty. None of them led to anything really.
Some of them mention not being able to have more than 1 type of arty per side on a map at once.
Re: Different commander artillery
Posted: 2009-04-12 20:19
by JohnTheRipper
It's a good idea and would be realistic to because i doubt an the US or chinese or any of the other nation factions would just limit themselves to one type of those attacks.
Re: Different commander artillery
Posted: 2009-04-12 20:36
by W4lt3r89
IAJTHOMAS wrote:Project Reality Forums - Search Results
Fair few threads on the first couple of pages with the same general point of varying types/sorts of arty. None of them led to anything really.
Some of them mention not being able to have more than 1 type of arty per side on a map at once.
Well, I've been thinking that over but i think it isn't impossible, thought that is just me.. I should get knowledged with the proper limitations of commander side in battlefield 2.
Maybe creating a new type of artillery node object that is coded for the commander as artillery2 or so...
Since the BF2 game supports at vanilla the least 3 artillery pieces on the map. So i thought those could be coded in the different parts of the Commander's recharge/activation tab.
IF this is possible, it could be left to commander's decision what type of support is called in, so it is only to his decision and maybe via VOIP from the squad leader.
Re: Different commander artillery
Posted: 2009-04-12 21:03
by ReaperMAC
I like it, having the ability to choose which type of area attack for the commander can be very useful.
Re: Different commander artillery
Posted: 2009-04-12 21:07
by JohnTheRipper
something i just had pop into my head was having the ability to have 3 would have a new way of taking objectives because you could have a sniper team call in the jdam on the heaviest defended part then mortars to soften up the rest then have the rest of the team charge in and take the objective, once a counter-attack come use artillery or save it for the next objective.
So this idea would have a new way to play the game and have your forces advance.
Re: Different commander artillery
Posted: 2009-04-12 22:22
by 503
I really like this idea. Commander would be less boring job and more decisions between the command and SL would have to be made on which artillery to use.
Re: Different commander artillery
Posted: 2009-04-12 22:38
by JKRMAUI
Sounds fun..if it's possible.
Yeah it would make commander more fun, but we don't want VBF2 arty spam. That's just maddening.
Re: Different commander artillery
Posted: 2009-04-12 22:52
by Vege
I would say let them charge from the same pool. This would give the commander a twist which one to use or not to use.
Re: Different commander artillery
Posted: 2009-04-12 23:14
by socomseal45
Vege wrote:I would say let them charge from the same pool. This would give the commander a twist which one to use or not to use.
That would actually be interesting if possible. Commander would have to use mortars and send the counter back down to 0 or wait and use artillery.
Re: Different commander artillery
Posted: 2009-04-12 23:17
by D0S3
Been suggested before, search selectable area attacks. I'd post a link but I'm on my iPod touch, it would be to hard to do
Re: Different commander artillery
Posted: 2009-04-12 23:18
by gclark03
Why is this impossible, before the lock?
Re: Different commander artillery
Posted: 2009-04-12 23:49
by Ace42
[R-CON]ReaperMAC wrote:I like it, having the ability to choose which type of area attack for the commander can be very useful.
This got suggested in the "does anyone command anymore?!?" thread - with the proposal of incorporating it into a "ticket economy" - so that arty reloads quicker, but costs tickets to deploy. Thus, a commander could spam JDAMS relatively regularly, but the ticket cost would be more than the tickets lost by the opposition, making it a losing strategy. Mortars would be a cheaper, and thus be more spammable, but less effective, etc.
There'd still be a nominal "recharge rate" limit on each to prevent STUPID levels of spamming; and they'd STILL need a SL / Civvy / Laser Designator / whatever to mark it up; so it wouldn't be OPd.
Re: Different commander artillery
Posted: 2009-04-13 12:06
by Tirak
No idea clark, that's a Dev question, but they can't be here right now. Best bet is to search the other topics with the identical subject as this. FYI in the future, Artillery should also be searched for under Area Attack.
Hello, Your topic has been discussed several times before, in the top right hand corner of your screen there is a button which reads "Search" and at the top of the Suggestion Forum there is a topic labeled "Attention! Already Suggested Suggestions", before posting a suggestion in the future, please use these tools to avoid duplicate threads.
Thank you,
The PR Team