Artillery -1 reply

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McGibs

FHdev

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3rd October 2003

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#11 14 years ago

well, spotting targets is not just for artillery, its also for commanders and squad leaders (and squads). scouts would be getting bajillions of points if they got points for everything they reported in. its the same as using the "enemy spotted" radio command in BF2, exept only biniocs can use it, and the unit doesnt show up for the entire team.




Dr.Fritz

Promiscuous Girl

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6th July 2005

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#12 14 years ago
'[tRMad Mac'] "pixel aiming".

What is pixel aming? I don't really understand the concept.




{TDB} Bravowhisky

The forums staffers think I'm Cool

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5th December 2005

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#13 14 years ago

Also called cloud spotting, you remember certain key pixels or spots in the the games sky to point your arty crosshair at. Used very well to rap main bases at the begining or rounds such as on Bocage and Nordwind.




Karst

I chose an eternity of this

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6th January 2005

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#14 14 years ago

McGibsI developed a concept for a new artillery spotting system when i did the preliminary fh2 design(which hopefully we can make work)

Player controlled artillery can use the artillery map, which is simmilar to the commander's map in the fact that it shows enemy intel (enemy positions provided by scouts and other recon units). On this map the player's artillery is marked and provided with an aiming rig (a directional refrence and an angle refrence). Fired shells will be marked on the map as they hit, allowing the gunner to adjust fire. so basicly, you look at a big map and move this little rig around to adjust your fire until you start putting your little hit markers where you want them.

Spotters are still very important, as they let the gunner see what they are trying to hit, allowing them to be much more accurate. Zeroed in artillery should be very nasty, but not of the same volume of fire as in FH1.

so before you start shouting "but then wont artillery be super over powered?!", the difference between FH artillery and FH2 artillery is that player controlled artillery will likely be quite a bit less common, and wont be available in large batteries like in FH1. Large saturation shelling is done by commander controlled artillery, which has a long cool down, while player controlled artillery can be more accutrate, is not as heavy. with some skill and coordination, you shouldnt have any problems getting out of your base without getting the bajeezus constantly shelled out of you for the whole round. player controlled arty are kinda like super long range explosive snipers, but they shouldnt be able to cripple a team by themselves. commander controlled artillery batteries arnt very accurate, but they can pin down a large area for a while. So overall, it should even out.

I had a funky diagram drawn out for the aiming system, but i dont gots it on this computer.

Sounds awesome!




caeno

Yeah.

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9th August 2003

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#15 14 years ago

Is it possible for the mapper to set the reload timer for artillery? and the amount of artillerys can be fired, reloaded, fired reloaded during a map (i mean can i set it so that the artillery can only be fired 5 times during a map)?

It was common to use large scale artillery barrages to weaken the enemy position, before the actual offensive. So, if it's possible to set the timer and amount of them used, we could make maps, where the defender has a very good positions and the attacker needs to bound them to the ground by using arty before the actual attack.

Let's say the commander has 10 artillery's to use, 5 second reload time. He can either put all the arty's in the first minute and bound the crap out of the defensive positions or save them and shoot them when ever he likes. This could create situations like: if you don't use all artys, defenders have lot's of equipment to use and better chances to survive the attack. If the attacker uses the artys in the start, they have a better chance of winning IF the artys hit the AT weapons and bunkers etc. in the beginning.

This used with destroyable objects would create really cool and everytime a bit different experience. Maybe make all AT obstacles destroyable by arty, maybe some parts of trenches, bunkers etc. destroyable and everytime you play the map, different objects could be destroyed.




Suckyshot

meh I got nothin...

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15th June 2005

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#16 14 years ago

:agreed is a GOOD idea! :gpost::clap::clap:




KrautCommander

Panzertöter

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10th April 2004

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#17 14 years ago

I'm not sure if it's possible to code arti like in Joint Operations. But it would also be a nice concept - you have a cicle on the map which shows the area where your shells will go down.

Be moving the barrel left/right and up/down the circle moves on the map. If your target is in greater distance, the impact area circle grows. So you can guess where your shells will go down, but it's not possible to shoot on an exact point with indirect fire.




Jetro

There's a satchel on your tank

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6th December 2004

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#18 14 years ago

It'd be sorta cool(if the BF2 arty was modified a bit.) for the first few shots of a barage were single shots ranging the target. The shells could be walked in one at a time to get the shots in the area. Then all hell breaks loose, lol.




McGibs

FHdev

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3rd October 2003

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#19 14 years ago

I was planning having a single fire-for-effect shot, followed by the barrage.




Real-BadSeed

Science experiment

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5th December 2004

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#20 14 years ago

0oo i like the sound of that :D