Artillery strikes... -1 reply

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|HV|MacGyver

Mr.Fixer

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12th November 2004

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#71 15 years ago

Another interesting issue. Well I do kind of miss the BF42 system in BF2, but I like the fact you, as a squad, can go and disable the enemy artillary on a little 'mission' smilie.gif I think, like has been suggested numerous times; that a healthy combination of both will work best. Having guys in stationary guns might work, as you could build a neat place around the guns, so a squad can defend them. Guys with binoculars spot, commander approves or denies, and after that the artillary guy(s) see the approved spot. Could work the same for movable artillary pieces (and mortars, etc) but maybe the commander part can be left out on those, as they have a shorter range, less area they affect !? So many options to choose from, it's clear a lot of testing will have to be done :D




[21Pz]Stauffenberg

the Wishmaster

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29th April 2005

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#72 15 years ago

my suggestion: implement 1.static arty controled by the Com. (105mm, Schwere Feldhaubitze 18, Thor mortar...) and 2.mobile arty to be used as in fh (wespe,priest..)




FlyGuy45

*TRA* Spsk. Pilotka VVS

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22nd June 2005

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#73 15 years ago

Could you tell me about pixel shooters plaease.




Suckyshot

meh I got nothin...

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15th June 2005

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#74 15 years ago

This may seem like kind of a confusing idea, but I was just thinking about it, and there IS a chance it might be able to work. Have portable artillery have three positions. Position one is driver, two is gunner from normal straight ahead view, and three is a screen similiar (if not the same as) FH's. When you move the yellow bars left and right and up and down and when you fire it calls down a one shot artillery strike based on the bars' positions. The location of said strike appears on the map, with a circle around it that represents the general area where it could've landed. This will help out realism a bit since real artillery crews only had a general idea anyways. This would also help to limit the range of artillery as well. It might be a little tricky to work out (doubtable it would be in the first release or work very well if it was), but if the devs could do it, I know it would make me happy along with probably every other person on these forumspleased.gif




Dee-Jaý

Always 1 point ahead of you

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17th February 2004

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#75 15 years ago

Another idea on how to deal with artillery in FH 2 was:

Instead of the CO just being able to let artillery fire where he wants, he must wait for a Squad Leader or Scout to select a target for him and can only then accept their request and rain down the artillery...




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#76 15 years ago

OK, I finally got around to actually playing BF2, and although I like the game (despite it taking some getting used to) the artillery system is _ass_ compared to BF1942/FH. I mean, junk. Yeah, sure it's more "realistic" to just have a bunch of random-looking guns sitting around the enemy main base, and all of a sudden, unexplained death comes screaming down on you without giving you much of a chance to do anything about it. No way, Jose--I'd love to keep the BF42 system with mobile (or limited land-based) artillery controlled by a human gunner and spotted by scouts.




Archangel85

Customtitles rock!

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30th June 2003

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#77 15 years ago

increase the schrieking time to 2-3 seconds so people can take some form of cover. I rather like the BF2 arty, it makes arty support possible without having to relay on someone using an artillery piece in annother from then a battlefield taxi...




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#78 15 years ago
Archangel85increase the schrieking time to 2-3 seconds so people can take some form of cover. I rather like the BF2 arty, it makes arty support possible without having to relay on someone using an artillery piece in annother from then a battlefield taxi...

After thinking about it, it'd be nice if FH2 used a compound system. Keep the BF2 artillery, with commander (or scout, or whatever), as static arty to avoid pixelshooting, which sucks. Fixed weapons, except for mortars (which few people know how to use) or rocket launchers (which are inexact anyway) aren't that much fun, and are just prone to abuse by idiots with their screen full of felt-tipped pen marks. Keep BF1942 mobile artillery--it's great fun to use, very useful with a decent gunner, and if someone uses it as a taxi, well, too bad--he could just as well use a tank/jeep/truck/whatever. What do people think?




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#79 15 years ago

^Agreed.




Tas

Serious business brigade

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4th September 2004

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#80 15 years ago
FuzzyBunnyAfter thinking about it, it'd be nice if FH2 used a compound system. Keep the BF2 artillery, with commander (or scout, or whatever), as static arty to avoid pixelshooting, which sucks. Fixed weapons, except for mortars (which few people know how to use) or rocket launchers (which are inexact anyway) aren't that much fun, and are just prone to abuse by idiots with their screen full of felt-tipped pen marks. Keep BF1942 mobile artillery--it's great fun to use, very useful with a decent gunner, and if someone uses it as a taxi, well, too bad--he could just as well use a tank/jeep/truck/whatever. What do people think?

Good idea.. Keep the BF2 arty, but it.. -should be less accurate and havea wider spread (meaning one has time to seek cover if lucky) -should take longer to reload -should last longer -should not depend on lame unmanned guns somewhere on the map to function. No more static arty, im sick of pixel(and non-pixel aiming) baserapers, stop ruining the game already! Keep the mobile arty as-is.