New method for artillery -1 reply

Please wait...

MR.X`

I'm too cool to Post

50 XP

30th April 2004

0 Uploads

12,409 Posts

0 Threads

#1 14 years ago

Im sure im not the only person here that finds the idea of a floating camera kinda lame for artillery... In reality, the sniper/officer would give grid coordinates of the target that he wanted blown up and then make minor adjustments, saying something like "shift fire up 20, right 30" or something along those lines. Its kind of unfortunate that we cant do this, but neverthelless, this is my idea. Trash the floating camera idea, just get rid of it. Instead, put an indacator on the map of where the target is. Then, when you press alternate fire, the map is brought up, along with that angle indicator with the yellow bars on it. Then, there should be some sort of indicator on the bars showing where the gun has to be placed in order for the shells to land on target.

In order to prevent arty from becoming a super kill-all weapon, make the icon's and the indicator's size increase in relation to the target. This way the Nerbelwerfer in the village on Bocage wont be able to snipe the Jackson, but rather hit the base and the surrounding area. A good deal of inaccuracy should be introduced as well, since its not that hard to just put your cursor on the indiactor over the center of the line.

Im pretty sure youll need an SDK for this, but it was worth posting just to make sure.




-ekke-

GF Pwns Me!

50 XP

23rd August 2004

0 Uploads

45 Posts

0 Threads

#2 14 years ago

sounds good, i like that idea. And i dont think its too hard to code...




terminal-strike

terminal-strike

50 XP

6th May 2004

0 Uploads

2,313 Posts

0 Threads

#3 14 years ago

Yea thats sort of how the mortor works in enemy territory. Spots by officer show up the mortor scale, and where it hits is on the minimap. The part where hits show up on the minimap is really handy beacuse you can bombard an area without help. Its a good method.




Mp5-Killa

FH Betatester

50 XP

19th April 2004

0 Uploads

1,161 Posts

0 Threads

#4 14 years ago

If this can be done it'd be very nice!




Neighbor Kid

Pro Sherman Tanker

50 XP

31st July 2004

0 Uploads

1,334 Posts

0 Threads

#5 14 years ago
USMA2010Im sure im not the only person here that finds the idea of a floating camera kinda lame for artillery... In reality, the sniper/officer would give grid coordinates of the target that he wanted blown up and then make minor adjustments, saying something like "shift fire up 20, right 30" or something along those lines. Its kind of unfortunate that we cant do this, but neverthelless, this is my idea. Trash the floating camera idea, just get rid of it. Instead, put an indacator on the map of where the target is. Then, when you press alternate fire, the map is brought up, along with that angle indicator with the yellow bars on it. Then, there should be some sort of indicator on the bars showing where the gun has to be placed in order for the shells to land on target. In order to prevent arty from becoming a super kill-all weapon, make the icon's and the indicator's size increase in relation to the target. This way the Nerbelwerfer in the village on Bocage wont be able to snipe the Jackson, but rather hit the base and the surrounding area. A good deal of inaccuracy should be introduced as well, since its not that hard to just put your cursor on the indiactor over the center of the line. Im pretty sure youll need an SDK for this, but it was worth posting just to make sure.

HIGHT 60 RANGE 200 FIRE FOR EFFECT! (used form the movie windtalkers on the first invasion when the have the Uss californis fire it 16inch naval gun!