Fixed Artillery and Base Raping in FH2 -1 reply

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Frederf

I take what n0e says way too seriously

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2nd March 2004

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#11 13 years ago

I love the idea of the BF-2 style artillery being custom deployed via truck before use. Both for unpredictable placement and to give people a chance to not be shelled right off the bat. BF2 artillery has always represented to me the antiteamwork as it is in the vanilla game.

Artillery on wheels should definately have a "deployed" mode where it stays almost still while firing, sandbags behind the tracks/wheels, brakes on, ect to make firing accurately better.

Most field artillery still had manual sights of some kind, but I can see what you mean about removing them, althought a wespe hidden around a corner (engine off!) is a leathal tank trap.

Spotting works in real life when the spotter says "you're 50m too far" and the artillery would know exactly how much to adjust their gun to correct for that. In game I have neither the training or the visual indicators to do so (the real arc sights and knobs and such would be awesome!).

Also I hope mortars no longer deploy normal (perpendicular) to the terrain but "self level." In real life you'd get out your shovel and make a suitible spot when deploying a mortar, in game you can get whacky results.

The ideal artillery in game for me would operate only via teamwork (spotter, gunner, maybe ammo supplier too), be effective (but not nuclear) for 20-30 seconds, then have to wait before another baragge.




Nigosky

FH beta tester

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28th July 2003

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#12 13 years ago

good thread




charlesbian

I follow teh Moo!

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9th October 2005

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#13 13 years ago

doesnt the bf2 engine give dynamic sky boxes? i remember they were supposed to implement this feature to stop pixel aiming, but did they not add it? i wouldnt be suprised as alot of things were cut from the game.




Lobo

All your base are belong to FH

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27th April 2003

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#14 13 years ago

Has two layers of mobile clouds, but the skybox itself is fixed so soon or later the artiwhore could find a sweet pixel




Tas

Serious business brigade

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4th September 2004

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#15 13 years ago
LoboHas two layers of mobile clouds, but the skybox itself is fixed so soon or later the artiwhore could find a sweet pixel

What if you make one of the mobile cloud images blue with white clouds on it? So you still have 2 moving layers and a "background" even tho the real skybox would be obscured?




stylie

Mas stylie por favor...

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13th April 2005

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#16 13 years ago
The 13th Raptor yes, you guessed it.. VOIP!

Ugh! Im really not looking forward to using that with people I dont know. I was in a clan once and once there are more then 4 people talking its really annoying! On a side note, I have recently dusted off bf2 for my new pc. One thing I notice is that the clouds move, very nicely in fact, making pixel aiming very difficult. I was playing Mashtuur city, perhaps its different in other maps.

*edit*BTW How did I not see the post directly above me! Sorry! :clueless:




Tas

Serious business brigade

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4th September 2004

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#17 13 years ago

stylieUgh! Im really not looking forward to using that with people I dont know. I was in a clan once and once there are more then 4 people talking its really annoying! On a side note, I have recently dusted off bf2 for my new pc. One thing I notice is that the clouds move, very nicely in fact, making pixel aiming very difficult. I was playing Mashtuur city, perhaps its different in other maps.

*edit*BTW How did I not see the post directly above me! Sorry! :clueless:

Well, since you played BF2 you probably know you cant have more then 6 people in a squad (or 8, dont remember right now), you can lock a squad and only invite the arty operators if you are spotting, and you can mute players if they annoy you.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#18 13 years ago

Aren't a lot of pixel shooting done not based on the sky?




Tas

Serious business brigade

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4th September 2004

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#19 13 years ago

Yeah, its done with trees, houses, ground texture.. whatever.




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