Nebelwerfers need to be mobile -1 reply

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born2lift

The forums staffers think I'm Cool

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1st October 2003

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#1 13 years ago

What a pain it is to be called for artilery and you cant deliver it because you cant turn the nebelwerfer to the right or left far enough. The nebelwerfer wasnt very big and could be moved by one person. So why couldnt it be changed to be able to move it so you can cover a greater range.




D-Fens

uwe bolltastic!

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2nd May 2003

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#2 13 years ago

... tried holding a or d?




Skipster

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29th July 2004

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#3 13 years ago

Yes, a & d is a slow traverse, which will go 360 degrees, then you can adjust with the mouse.




Safe-Keeper

Aw, c'mon Cyan, it's quality!

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29th September 2004

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#4 13 years ago

... tried holding a or d?

Or whatever "turn vehicle left" and "turn vehicle right" are mapped to by you. Some artillery has more than one ammo type, too. Hit "accelerate" or "brake" to switch between ammo types. If you mean mobile as in pushed, I'm not sure if you have my support. It adds to the game's tactical possibilities, yes, but I've got a bad feeling about it somehow...




schoolkid

your mother is a beaver

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3rd June 2004

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#5 13 years ago

Just code it like the mobile artillery in BF1918. It'll be like an artillery vehicle, position 1 being "driver", position 2 being shooter. However, it would go reallly slow - good enough for setting up ambushes, but not for using as a tank or something like that.




The Red Barron

{TDB} Tek Jansen

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8th July 2004

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#6 13 years ago

I've used a French 75 with a few people as a tank before. I was the gunner, while someone pushed it and another was standing on it with a rifle to provide cover. We actually knocked out 2 Mark V and a Whippit before a grenade killed us.




Von Mudra

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25th September 2004

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#7 13 years ago

Yeah, I remember using that thing as a mobile shield, one guy on cannon, one driving, and me and a couple clan mates hiding behind it. We actually took a few flags before finally losing to a St. Chamond.




Gauntlet

Dead rather than Red!

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26th April 2004

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#8 13 years ago

IMO, if the guns should be mobile, make it so that if the driver is in the vehicle, a gunner cant. That way we wont see any of those examples like the ones above...




emonkies

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17th July 2003

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#9 13 years ago

Instead of making it mobile, what about putting arty at the base and giving it longer range so that it can hit needed places but only if someone calls in a spot.

I really like the way BF2 handles arty is handled, it is realistic for a squad leader to call in arty, for the strike to be plotted and then delivered.

What FH will wind up having is probably smaller pieces and mortars.




MR.X`

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30th April 2004

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#10 13 years ago

Because its not like artillery can't be fired through open sights. I know, at least, that the Vietnam-era 105s that my father trained on have open sights. I would imagine that a short ranged weapon like a Nebelwerfer would have them too...

But yeah, it needs to be pushable and towable. As does every AA gun, artillery piece, and AT gun in this mod.




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