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Artillery
Posted: 2009-09-07 17:29
by <<SpanishSurfer>>
Yep, I know it's been mentioned and I'm sure the DEVS think about it but here's my suggestion/rant.
We need HUMAN controlled artillery. The big guns, heavy artillery from main bases. Give them a resupply of ammo every 10-15 minutes when they run out. Then we need smaller arty, mortar tubes at FOB, etc. Use spotters similar to BF1942 used to do....Maybe the DEV team can come up with a better system. Then when that's established mobile artillery would be cool too.
I'm surprised that we haven't seen more of this already in PR considering how much it's used out in the real world.
Thanks for reading, have a good one.
Re: Artillery
Posted: 2009-09-07 17:31
by arjan
And that has been suggested before!

use the AAS list mate

Re: Artillery
Posted: 2009-09-07 17:33
by Smegburt_funkledink
<<SpanishSurfer>> wrote:Yep, I know it's been mentioned and I'm sure the DEVS think about it but... blah blah blah...
if you know it's been mentioned before, why not search for the relevant thread?
There's several reasons why it's not in game, none of which i will discuss because they've been discussed several times.

Re: Artillery
Posted: 2009-09-07 17:38
by Robbi
<<SpanishSurfer>> wrote:Yep, I know it's been mentioned and I'm sure the DEVS think about it but here's my suggestion/rant.

Fair way to start off a suggestion, atleast play dumb like you hadn't realised

Re: Artillery
Posted: 2009-09-07 17:42
by AnimalMother.
yes arty is used alot irl
but afaik its mainly over great distances that cant be represtented in the current PR. Mortars on the other hand are well, in the PR highlights so meh
Re: Artillery
Posted: 2009-09-07 18:14
by Rudd
"I think fastropz have probably been mentioned and I'm sure the DEVS think about it but here's my suggestion/rant...."
Next thread perhaps?
I just dont think artillery would be that fun.
squad requests arty
you press WASD a few times, click click click.
fun fun fun!
Re: Artillery
Posted: 2009-09-07 18:38
by DannyIMK
we will have mortars maybe in 0.9 , and maybe based on mortars there will be heavy artillery
Re: Artillery
Posted: 2009-09-07 19:09
by sakils2
I love the mortars in FH 2.2, so AWESOME! Thats why I want them in PR, but they should be represented correctly, unlike the FH 2.2 system, though.
Re: Artillery
Posted: 2009-09-07 19:20
by /Randoph/
yeah it would be nice to have Forgotten Hope artillery system in pr

Re: Artillery
Posted: 2009-09-07 19:22
by gazzthompson
fh2 style mortars would be epic, if tweaked.
dont get the over head view.
limited ammo that regenerates after like 15 mins? to reduce spamming ?
Re: Artillery
Posted: 2009-09-07 19:54
by TheOldBreed
Sgt.Smeg wrote:if you know it's been mentioned before, why not search for the relevant thread?
Robbi187 wrote: 
Fair way to start off a suggestion, atleast play dumb like you hadn't realised
Dr2B Rudd wrote:"I think fastropz have probably been mentioned and I'm sure the DEVS think about it but here's my suggestion/rant...."
Next thread perhaps?
i think you lot should do some 'searching' yourselves. if you read above you're own comments, you'll see that someone else had 'suggested' they try using the search engine.
Dr2B Rudd wrote:I just dont think artillery would be that fun.
so you're telling me, calling in a fire mission and watching rounds explode over the heads of the enemy would not be fun...
i see what you're sayin man, sounds good. i think it would only work properly for mortars though (for you critics, i've seen the mortar assets being developed), like on the eve of destruction mod. i think proper artillery would be going a bit to far, except i suppose on the bigger maps, as artillery batteries are like kms away haha.
Re: Artillery
Posted: 2009-09-07 20:00
by Rudd
I just dont think artillery would be that fun.
I meant operating the artillery wouldn't be that fun
you don't get to see anything, or do that much apart from point and click if its implemented realistically.
Re: Artillery
Posted: 2009-09-07 20:15
by Alex6714
Dr2B Rudd wrote:I meant operating the artillery wouldn't be that fun
you don't get to see anything, or do that much apart from point and click if its implemented realistically.
If it was FH2 style (even without overhead view) I would love operating it. I dislike PR infantry combat alot and much prefer the support roles (cas, transport, armour, artillery).
Re: Artillery
Posted: 2009-09-07 20:36
by McBumLuv
gazzthompson wrote:fh2 style mortars would be epic, if tweaked.
dont get the over head view.
limited ammo that regenerates after like 15 mins? to reduce spamming ?
This. Plus a one player conducting multiple artillery units, to give the "barrage" effect.
I mean c'mon guys, at least player usable mortars would be awesome, but otherwise if Commander artillery becomes a real threat (IE hitting in simultaneous barrages) and JDAMS get improved, and so long as the area atacks are requestable far more often, then commander artillery would have a legitimate use, as well.
Alex6714 wrote:If it was FH2 style (even without overhead view) I would love operating it. I dislike PR infantry combat alot and much prefer the support roles (cas, transport, armour, artillery).
It depends on what type of infantry combat it is. I love supporting as infantry, but after having played Swat 4 all CQC infantry in PR just seems dull to me now

Re: Artillery
Posted: 2009-09-07 22:21
by Ninja2dan
Sorry, but PR is just not capable of handling realistic artillery support. Mortars might work on a limited scale if operated by players, but even that would be very difficult to make work properly.
I have operated real life SP and Towed howitzers and trained soldiers for those jobs. Operating any of the artillery systems, even mortars, requires more people than we'd want to have occupied with that task on a PR map. We just don't have enough possible players to allow realistic fire support with human-controlled equipment.
Even if we used a simulated FDC, reduced the cannon crews to just one operator, and had a single FO on the field, you're still talking about just one gun. And "proper" fire missions are going to need 3-4 gun tubes being operated at once, pretty much taking up an entire squad to operate the artillery. If we could have 64 players per side, then that wouldn't be a problem. But when you see maybe 30-31 players per side, taking 4-6 of those people away for fire support is not a good idea.
Having some form of limited fire support using off-map guns and a simulated/silent FDC would work on certain maps, with a limited-issue FO kit similar to the sniper kit. But you would need to do a lot of thinking on how to implement artillery without it being over-powered or creating an unfair advantage.
I haven't seen or discussed artillery in PR for quite some time and haven't read up on the latest locked artillery threads, but I'm sure all of this has been said many times. You would pretty much have to custom design a map with artillery in mind, it isn't something that can be applied to every existing map. And unlike aircraft strikes, off-map artillery wouldn't be something you could defend against. That itself makes it somewhat unrealistic, and making true artillery in PR is just impossible.
Yes, artillery would be cool. But I think the limited mortar support we have on some maps now is about as good as it's going to get for PR. Unless they figure out a way to make maps twice as large as they are now, and able to use 64 players per team, then don't hold your breath while you wait to see that Paladin rolling across the map.
Re: Artillery
Posted: 2009-09-07 22:23
by Alex6714
Have you tried the artillery in FH2?
Re: Artillery
Posted: 2009-09-07 22:26
by Cassius
same old problem, it would mean less people at the guns.
Re: Artillery
Posted: 2009-09-07 22:36
by Ninja2dan
Alex6714 wrote:Have you tried the artillery in FH2?
I did quite some time ago and didn't really like that mod. But having fired thousands of live rounds out of many different NATO artillery systems, I know enough about real artillery to understand that implementing it into a game like PR isn't a viable option.
I was part of the development team that created an artillery simulation program for use with VBS (Arma, OFP, etc). In a program like that we were capable of simulating about 90% of a cannon crewmember's duties, in addition to 98% of an FO's duties during a fire mission. But programs like that were designed more openly than BF2 was, and PR is pretty much against the wall here. They are trying to break the limits of the original game, and are doing a great job at it, but there are some things that they just can't do.
I am not saying that someone might figure out a way to add decent off-map artillery systems in the future. With the proper map design and a lot of dev brainstorming on how to keep artillery limited enough that it's not considered over-powered yet still provide a reasonable purpose to be in game...well then maybe you'll eventually hear those beautiful words "Shot, Over". But I think it'll be a long time before that happens.
If someone did try adding artillery in the game as player-controlled devices, I'd have to laugh. There is no way that you can realistically offer any type of artillery platform in PR without requiring too many soldiers to operate it. And having one grunt in the rear acting as gunner for 2-4 cannons is just not realistic. It goes against everything PR stands for. I'd rather not have any artillery than to see it mocked with such a foul system. So for now, I am perfectly happy with the limited off-map mortar strikes in use now.
Re: Artillery
Posted: 2009-09-07 22:54
by gazzthompson
the way i see it is, artillery is needed in PR (more so than the current one) and what ever way you implement it it wont be realistic. So we might as well add a player control one in which one person operates to add a dimension of teamwork and skill to the predicament .
one person is all you need, just like 2 crewman for tanks rather than 3 or 4 etc.
Re: Artillery
Posted: 2009-09-07 23:48
by Tartantyco
-In my opinion everything should be player controlled as it then rests upon the team's ability and gives them various options. A JDAM is just waiting for a set amount of time then accepting a request, it is entirely out of the other team's hands, they can't disrupt ones ability to get fire support. Anything not on the battlefield should not be part of the battle.
Dr2B Rudd wrote:I meant operating the artillery wouldn't be that fun
you don't get to see anything, or do that much apart from point and click if its implemented realistically.
-I like to drive around dropping crates everywhere, supplying squads all across the map, building firebases, repairing vehicles and reclaiming dumped ones. You don't need everybody to think something is fun, just somebody, and it will happen.
Cassius wrote:same old problem, it would mean less people at the guns.
-This is pretty much a fallacy(Just like the "players are hardcoded" nonsense). There are maps with a hell of a lot of assets in PR and you don't see them collapse into ruin, not to mention the fact that there are lots of maps with less assets, how would introducing another asset requiring one or two players suddenly destroy everything? Additionally, it's not as if you're forced at gun point to actually use every single asset.