That hat would be used for all branches for the entire war up to 1943, and even after some still had it=/
radical_the_ark;4822756But what about slightly higher rate of fire? Perhaps not that useful so... Go ahead. Barbecue me.
Flippy can you teach me how to be a leet arty-operator?
If I could find my huge post about how to effectively spot and use the artillery, I'd link you that. But then again, its Natty asking, so I can just tell him to toss off! :p
Flippy, I couldn't find the original post, but I did find a post that I made that quoted your post. I took the relevant part out and here it is (EDIT: changed to the actual post):
Flippy Warbear;4170037OK, artillery spotting and using the target-views while sitting at the artillery piece, now in a nutshell:
Spotting a target for artillery: Use binoculars to spot an area you wish to use as a target for either your or your teammate's artillery piece that is being in use right now. Use statics as guide-lines when spotting for artillery. Even the palm trees are good for this. Either stand or crouch when giving the target, as sometimes you managed to "hit" the ground just infront of you when in prone-position and spotting for artillery. Best results are gained by either crouching or standing, note that you are more visible for the enemies if you stand on top of a dune.
When targetting stationary weaponry such as AT/AA-guns, it does not matter whether you target the gun-piece directly or the areas surrounding it. I prefer doing it the safest way and targetting either the ground just infront of it or some larger and rather visible object, such as crates, sandbags or stonewalls.
When you spot with the binoculars, you fire a direct line that has a rather slow speed to reach it's target. So at sometimes when someone gives you, or vice versa, a target and the gunner only sees sand. This happens when the targetting "bullet" hasnt reached the target area. To see the target itself without re-spotting, just press "next/previous target" from your commrose, this will automatically UPDATE your view from this certain spotter.
Example: You are sitting by your gun and you decide to spot enemy positions by yourself. You get up a dune few meters away, you take your binoculars, you spot a far away target and run back to your gun. You'll most likely notice "heck, I screwed it up... only sand... gotta redo..." but dont be too hasty. Update your view and you should see the final location of the area where your "spot bullet" lands. Remember, this binocular "bullet" aint got a drop, so it travels straight until it hits a static object, terrain or when it goes out of bounds.
Sometimes you can "follow" someone's spot by updating frequently to see a new location as the "bullet" travels across the map.
So basically; - Spot - Wait 1-2 seconds (perfect time to adjust your coordinates) - Fire-away OR - Watch the fireworks
Remember: - Spot travels rather slowly - Spot travels straight - Spot wont stop (hehe) until it hits something static - Use static objects and terrain to target enemy movements
OK, it wasnt a nutshell after all. But this explains it all if you just care. Im sorry if its messy and hard to understand but Im backing only roughly 4 hours of sleep. But if theres any questions or comments, please be sure to let me know. I will reply tomorrow.
EDIT: And OH! The binocular/voice spotting of enemy units to show them on minimap is as follows; when you spot an enemy unit without binoculars and while not being a commander/squad leader, you just shout out your find locally and only those around you can hear it. This will not make the enemy units show up on the minimap even if you are literally on top of the enemy vehicle and spotting it. When using binoculars, you can make the enemy units to show up on the minimap but this has a distance limit! So this means if you can see a silhuette of a tank in the horizon, you cannot spot it to say like "Enemy tank spotted!", instead it will say "enemy unit spotted" and the questionmark will appear on the minimap at least to the half way of the distance between you and the enemy unit. This means you are out of the "binocular firing distance" against the enemy unit. Only when the enemy is near enough, you can make him/her show up as the red flashing icon on your and your teammate's minimap.
When squadleader/commander, spotting an enemy unit at the proper distance not only make the enemy unit to show up on the minimaps but these special classes will also shout it out via radio so everyone can hear what they see. Regular grunts cannot do this.
So remember, even the binoculars got a distance when spotting enemy units, but it doesnt have range limit when using the fire-button to give a target for artillery (read above).
At least I think that's what you were talking about.
EDIT: Here's a page with every post that Flippy has ever made with the word "Artillery" in it. At least, I think that's what it is. I've browsed through them, but he has a lot of insight, and I'm not sure which I should post.
EDIT2: Here's a good one:
[QUOTE=Flippy Warbear;4375357]Heh, being an artillery master (*cough* whore *cough*) I can say that moving targets arent such a big problem now that HE-shells damage them aswell. Besides, it doesnt always have to destroy the enemy vehicle.
Case; a tank is sitting on a ridge, spamming shells to infantry positions and destroying all tanks who try to encounter it. Now, give a spot and an artillery gunner can either try his luck and score One-shot-One-kill with AP (I've done it billion times) with first try but the best bet is to fire away HE-shells close to him. Even if the tanker wont die, he will be distracted, damaged and he needs to move away. Also, firing smoke shells to him will blind him aswell, making him vulnerable for flanking measures. Artillery is an excellent piece of war machinary and it works well even if it doesnt exactly remove the problem, it can soften it enough to achieve victory over hard obstacles.
To brag; I can hit targets that have already moved away from my view by listening to where it is going and quickly changing the angle of the gun as the vehicle engine sounds go further away. I have succesfully fired "blind" by listening where the enemy tank is going, destroying the tank and two other crewmembers (alongside with the driver of course) with it. I can switch targets and hit them spot-on in couple of seconds after receiving spot. And I sometimes wont even bother _killing_ some targets, when you can have almost same effect by just lopping smoke all over them.
The difference between HE and Smoke rounds is that smoke can be used to both defensive and offensive measures while HE is mainly good for offensive, BUT it can be used as a defensive bufferzone when used correctly. To spare HE- shells, use Smoke to soft (yet deadly) targets, such as marders, unless they are causing serious trouble. Problem with tank-killers such as the marder is that it cannot turn its turret and it requires a gunner. So when blinded, the marder must move, this means it must turn its side and drive out of its hidey-hole and expose himself to enemy fire. This makes it very easy prey.
Attacking a well positioned defenses can be tricky, send HE-shells in first before your teammates get there. This will kill the infantry and destroy defending vehicles, static weapons and even tanks. Now the enemy has been kicked in the balls, its time to poke into his eyes, fire blinding smoke all over the flag area and to the direction where your teammates are attacking from. This will confuse them, making them run blind and grippled without proper idea of what is left to defend with and how many enemies are actually coming. Nothing beats tommygun-infantry charging to smoke-filled trenches to clean them out of jerry scum!
Corrrrrrectomundo! +1 for you!