Artillery definitely not ready for barrage! -1 reply

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I'm too cool to Post

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1st October 2003

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#31 16 years ago

...Right..have a good night..


Revenge was here.

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14th December 2003

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#32 16 years ago

no harm meant but saying that with your avatar doing that wavy thing is kinda ironic urseus :P


GF Pwns Me!

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26th May 2004

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#33 16 years ago

I don't think the problem is the artillery system as much as the BF1942 engine and map design not keeping artillery in mind. It makes sense that someone gives you the location for artillery and then you sort of spam the area, for lack of a better term. The big problem is a lot of maps don't seem to place artillery correctly. Omaha Beach is a textbook example. You have a defgun that is broken since you can walk through the turret. You have an 88 that can only aim straight towards people and can't be used as artillery (I really hope FH fixes artillery and adds 88 artillery). And you have nerbelwerfers with a 45 degree turning radius where the right one has a tree right in front of it to intercept rockets, and the left one has a much higher wall so a rocket might just explode 2 feet away from you. I think the problem is two-fold. FH, or should I say, the default way artillery is done in BF1942, sucks. Artillery doesn't do nearly enough damage, doesn't cover nearly enough ground, and doesn't harm anyone who is hiding behind any sort of abstruction ("OH NO! AN ARTILLERY BARAGE! BETTER HIDE IN THIS TENT TO BE SAFE!") But even if artillery was "fixed", which I'm sure it will be by 1.0, we still have to have maps with artillery in mind. That means you don't put artillery where a shell can detonate in front of you. You don't put artillery in the middle of a flat open field with no defenses. You don't put artillery where you can fire anywhere BUT where the enemy will spawn. First and foremost, the FH staff need to fix the way artillery is handled. Then they need to make sure map designers keep artillery in mind when designing all maps, and if they fuck up, just deny including them in the map pack. I do wonder, there a way to code artillery as an area of damage regardless of objects instead of just what the fireball of doom hits? It would be so much better if a shell hit a house and it did X amount of damage to everything in a 20 foot radius regardless rather than what the fireball touches only...

Beast of War

Born to kill

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28th May 2003

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#34 16 years ago


I know what you mean......though it probably doesn't have to be that way, maybe it is the FH way of coding artillery damage.

In bf1942 i always used to hide the Wespe inside the sawmill in Bocage and use it in direct fire mode from the sawmill openings ( where the sawblade is ) wich surprised quitte a number of enemy clans at their first flag spawn, and made it impossible to use that flag untill the Wespe was somehow silenced.

But in bf1942 there were B17's in allied maps, wich flew over the sawmill and i though i was safe from B17 bombs since there was a roof ( material) over my head......wrong.

So blast damage can go through material, and quitte a distance. I assume it can also kill players inside bunkers if a heavy artillery shell falls on top of the bunker. The fact that bunkers cannot be destroyed in bf1942 doesn't mean the players inside it should be safe from very heavy artillery muntions......


FH Betatester

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16th November 2003

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#35 16 years ago

I think they should make a line from the tank so you could see if you were aiming at the target. Then it would be atleast a bit easier to use artilerry.


Princess of Finland

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17th March 2004

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#36 16 years ago

What I want is an angle of elevation, my coordinates and the targets coords. Alittle math can rain destruction upon anyone.