Manned artillery -1 reply

Please wait...

Suckyshot

meh I got nothin...

50 XP

15th June 2005

0 Uploads

1,161 Posts

0 Threads

#1 13 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. 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 forums:nodding: Also this could work with stationary artillery minus the driver. Also this could co-exist with my idea for scout planes, because they could give them MUCH more precise coordinates on where to aim (very similiar to how artillery strikes worked in FH1).




[BFE]Adder

Lord of Irony

50 XP

4th June 2005

0 Uploads

304 Posts

0 Threads

#2 13 years ago

The only thing I see with this, accurasy. If this thing can shoot anywhere on the map, then its just a moble version of the pre-existing statics plus it needs to be manned. Which while fine for an extra option does not translate to well as an armed and mobile unit, is it going to have a long cool-down time? If so the only reason people will use them for is for free kills, hop in, pick some random flag, start the barrage then jump out back to the fight. If it is constant it just smells of arty abuse. If it can only range so far, then you've turned artillery into battleship, except you don't get to pick were your pegs go except in the general sense. (Rar! I'll aim for your battleship in B2-B3-b4 area, arr I hit B5 but the ships in B2 try agian)




Suckyshot

meh I got nothin...

50 XP

15th June 2005

0 Uploads

1,161 Posts

0 Threads

#3 13 years ago

The thing is, that's how Bf42/Fh's artillery worked as well. If a person had good enough aim, they could nail a base all the round long, at least untill the spotter timer ran out. My idea is, unless you have a spotter, you're basically firing blind, and will only get a general idea of where your shots are landing based on coordinates. With a spotter, you can turn it back into original bf, style, where you get to see where your shots are landing via a camera as well as the minimap. I suppose if you wanted to prevent all out spamming, you could forget about the minimap icon alltogether, and make it so that you really are totally blind unless there is a scout plane there to spot for you. (EDIT) forgot to mention, NO they will not have unlimited range, you will have to move pretty close to the enemy's uncap if you hope to hit it easily. ('NOTHER EDIT) Also forgot to mention (at least clearly), this is only one shot at a time. It's not like you pull the trigger and the thing starts spewing out 10 shells at once on its own. Also, there will be a bit of a delay depending on how far away your target is. The devs also might be able to code it so that if there is only one person in the mobile arty, the reload takes longer. (AND JUST FOR THE HECK OF IT) Remember that this ISN'T PERFECTLY ACCURATE LIKE BF2'S ARTY STRIKES! You have to make a lot of adjustments with the little yellow bars to hit your target spot on, and it will probably take a couple shots before you even start to get close. It will take skill and finesse just like it did in good ole' FH1.




Suckyshot

meh I got nothin...

50 XP

15th June 2005

0 Uploads

1,161 Posts

0 Threads

#4 13 years ago

(bump) feedback.gif (edit) just to let everyone know I probably won't be able to respond to anything posted here for a little while since I've been grounded offa me computer for a weeek and am doing this secretly at the current time.sad%20%28frown%29.gif




Tas

Serious business brigade

50 XP

4th September 2004

0 Uploads

7,275 Posts

0 Threads

#5 13 years ago

I feel strongly against having any manned static arty in FH2, just because some people go around raping mainbases as their main activity, and this pisses me off to no end. About the movable arty, i'd like to see it remain the same ecept that when the drivers/gunners position is manned the other position is locked.




Kurb King

All my base are belong to n0e

50 XP

11th April 2005

0 Uploads

533 Posts

0 Threads

#6 13 years ago

I think the static manned artillery, such as the 105, nebelwerfer, defguns, should stay but only on maps where it will stay balanced, stalingrad, kialara are maps where the artillery is terrible and i would rather see it removed. On larger maps the manned static aritillery have never been a problem for me, there is always a way to take out an artillery piece: planes, tanks, other artillery. The worst artillery as far a base rapeing goes it the katyusha or German 28cm rockets, a single cannon is rarely big a problem. For mobil artillery I really like the idea of locking the driver postion when someone is shooting and the other way around. There is no need to be driving and shooting at the same time and i hate it when someone jumps in the artillery when i am already using it. This is if the artillery form BF1942 can be done in FH2.




Dee-Jaý

Always 1 point ahead of you

50 XP

17th February 2004

0 Uploads

1,694 Posts

0 Threads

#7 13 years ago

I think we should see both types in FH2. Player controled artillery like Howitzers and Nebelwerfer should still be there for players to use, but the main artillery should be operated by the CO.