Mortar smoke rounds -1 reply

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H.Moleman Esq.

Cubix82

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28th November 2006

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#1 10 years ago

Is there any chance the 3" mortar could be given a choice of ammo loadouts - specifically, the option to choose between HE and smoke rounds, like the field guns? There are crates all over the battlefield that say they hold smoke bombs for the mortar, but I can't fire 'em. =p

(I'm sure somebody must have asked this already, but I couldn't turn it up in a search).

FWIW, >this< page shows that smoke shells were produced in huge numbers, so it wouldn't seem unrealistic to have them available to create cover for infantry assaults. And maybe illumination rounds for the night maps? The flares are already coded, after all.

Also, does anyone know what the 'HE rebound' ammunition for the Granatwerfer 34 refers to (seen >here<)?




Von Mudra

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25th September 2004

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#2 10 years ago

HE rebound I believe refers to the type of ammo originally developed in WW1 for the granatenwerfer. A small charge on the tip of the shell goes off on contact with the ground, propelling the shell a few feet back into the air so that none of the explosion is absorbed by the ground, and you get maximum shrapnel dispersion, sorta like the S-mine currently ingame.

As for smoke rounds, and illumination rounds, I think that would rule for the mortar.




Kev4000

GF is my bext friend *hugs GF*

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5th October 2007

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#3 10 years ago

HE rebound sounds cool. I don't think it would be all that important to make them in FH2 though, if possible. Their purpose wouldn't be properly fulfilled in the BF2 engine I think. However, perhaps it would be able to kill people even hiding behind sandbags and the like?




[FtN|GT] Die Happy

FH2 Betatester

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19th February 2007

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#4 10 years ago

smoke rounds for mortars are planned but not ingame yet at least thats the last information i have




Von Mudra

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25th September 2004

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#5 10 years ago

The rebound was originally intended just to push the round out of the dirt/mud so that it would be more effective. Since in BF2 the shells don't enter the ground and then blow up, it really wouldn't change much.




H.Moleman Esq.

Cubix82

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28th November 2006

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#6 10 years ago
'[FtN|GT Die Happy;4563791']smoke rounds for mortars are planned but not ingame yet at least thats the last information i have[/quote] Excellent! I knew I couldn't have been the first to have that idea. [quote=Von Mudra;4563291]HE rebound I believe refers to the type of ammo originally developed in WW1 for the granatenwerfer. A small charge on the tip of the shell goes off on contact with the ground, propelling the shell a few feet back into the air so that none of the explosion is absorbed by the ground, and you get maximum shrapnel dispersion, sorta like the S-mine currently ingame.

Ah, thanks that explains it. I suppose that could be approximated in game by having a larger blast radius, or injuring people within a certain radius beyond the usual mortar kill zone (unless an actual rebounding mortar shell could be coded... probably not). The more ammo type choices the better as far as I'm concerned. I never use the canister shot on the Honey, but somehow it's nice to know it's there. =p




Frederf

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2nd March 2004

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#7 10 years ago

If you could have the rounds airburst that would have the desired effect better than a larger blast radius.




[FtN|GT] Die Happy

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#8 10 years ago
H.Moleman Esq.;4564487 I never use the canister shot on the Honey, but somehow it's nice to know it's there. =p

canister is nice vs infantry but HE would do the same i mostly use canister to shot down planes you can miss with a big shotgun, although damage is rather low




Von Mudra

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25th September 2004

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#9 10 years ago

Canister is just plain fun to use...wish it would have more rounds in the spread though, unless of course that is the actually number of pellets=/




General_Henry

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29th April 2006

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#10 10 years ago

canister is quite useful at enemy infantry at rooftops which you cannot HE them effectively, it's quite useless if not used that way.




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