I figured artillery in FH1 was one aspect that made it so unique and different from Bf1942 - and which went without saying, cuz everyone seemed to mention the tanks, the tanks! The sound, the amount of them and ofcouse the explosion effect. Problem was, aiming using someone's view point sucked cuz you basically sit and wait - care less about what or who you are shelling and had the trouble of having a dozon ppl call for artillery and not know which target was more important. The bots used arty alot better cuz they had omni-vision. It's true that in real WW2 this ws how it worked - The waiting for a call bit, anyhow - However, there was another use that FH does not use. Shelling specific points on the map that are likely enemy positions. Ok, So rather than have a light beam appear in the mini map when someone calls for a barrage, a ring appears on that point of the minimap where the spotter is aiming (today, we'll say painting). When the guns fire, the shell would land anywhere within that ring (about 20 feet in diameter). Also arty gun players son't HAVE to wait for spotters, their aiming has the ring-in-the-mini-map already. As they adjust their guns from side to side or up and down, the ring shifts position to show where a shell fired at that point would land (the 20m diameter). So gunners can fire at strategic locations or choke points where enemy units would likely pass eg narrow walkways etc. The only sollace the enemy has from the guns is when they over-heat and have to cool down (This aiming in the mini map goes also for mortar, howitzers and ATs) ofcourse, this dosn't mean they lose their crosshair, it simply means guns can now fire out of range with more accuracy and purpose... Maybe sight aiming at close range rather than cross hairs would be in order also?...
That's a pretty sensible idea. Artillerymen can calculate where their shells are likely to land, and can mark it out on any maps they have. This would allow that sort of estimation.
Either that, or give us a list telling us the velocity of all ordnance (and the gravitational simulation acceleration) so we can figure it out for ourselves.
In fact, my suggestion sounds more fun. Can you do that, devs?
aka Killed in First Minute
20th October 2005
Hmm, I like my idea better: In addition to the current system, allow arty to call their own 'dummy spots' anywhere on the map. The difference is that dummy spots would not show players or equipment, the spot would appear empty except for statics and their shells. This would allow them to aim at any point within range, but they don't know what they are hitting without a spotter.
Wanna go Double Dutch?
9th December 2003
Why should they be able to see what they are hitting in the firstplace? Even with a spotter you probably wouldn't want the gunner to see *everything*. The most realitic option would be an estimate impact zone displayed on the minimap. A spotter would then radio back to ajust fire (X meters left, right, forwards, backwards or "Move x meters towards 2 o clock"). This would mean it would be relativly easy to shell an estimate position on the map (using coordinates) but for strategic hits on enemy positions you would need feedback from a spotter.
Artillery could operate semi effectivly on it's own this way by shelling possible enemy positions (except ofcouse the starting spawns of the enemy, that would lead to spawn rapage!) but with the use of spotters it could be very deadly.
I would love if we had the arty guns with x meters in any direction, so the spotter, could mark a coordinate on the map, and u adjust the gun to meet that coordinate, and theirs a small margin of error as to where the shells will hit, but that you could dial in the coordinates and get pretty accurate.
I'd like it if that at the start of the map, somehow, spots were given for a few locations of "suspected enemies". It might be random across the map, it could be one spot for each flag. The spots would last as long as a normal spot and then would disappear forever...But it could encourage pixel aiming. It's part of the reason that people don't seem to like Nordwind anymore: I've figured out the exact pixel to put 4 105mms on to rape the sh!t out of the German main. If there was some way to give less points (this is from another thread) for artillery and other mass-destruction weapons like that (MGs, heavy bombers) then I would be all for it. If they got like .25 of a point every kill instead of the 2 it is now, artillery would lose some of it's glamour to the pixel aimers. Me, I just like the thought that I'm firing into what looks like midair, but somewhere on the map, it's causing havoc and confusion to the enemy.
So besides the estimation ring on the minmap I suggested at the begining of the thread, when a spotter calls for a barrage, a smaller ring appears on the minimap. Adjusiting the cannon to move ther main ring over the new (smaller) ring would cause the main ring to 'fit' to the small ring's size. In other words, the accuracy improves cuz the shell woulod now land anywhere within a smaller radius. Evertime the same spotter (until he dies) calls for another barrage, his particular... let's call it 'call-ring'on the minimap shrinks further so that would take care of the re-adjstment. You can obviously see the benefit of a spotter recalling an arty battery after its first shot - especially when directed at the same target... Maybe also, consecutive calls would not be "I have a target for artillery", but "Shift fire, target spotted" or summin - Ofcourse, other spotters would cause new call-rings to appear so that arty gunners can select easily which target to fire at without the disorientation that comes with remote firing from BF1942 well?...
I like that idea
@ Admiral Donutz because people aldready never use teamwork with artilery. that idea will make artilery more popular. Artilery is never used in bf. I am a big fan of artilery.
i would love to get smashed by artilery :) would need to avoid it.
...*cough* something 4 the devs *cough*