[Weapon] Artillery Updates

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Hokunin
Retired PR Developer
Posts: 605
Joined: 2009-11-02 09:23

Re: [Weapon] Artillery Updates

Post by Hokunin »

I just want to know. You can't really hide from that artillery in a crippled wooden hut or little houses being under exact fire barrage and stay alive, right? I mean, there will be no "arty proof" houses, eh?
Last edited by Hokunin on 2009-11-20 17:37, edited 1 time in total.
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: [Weapon] Artillery Updates

Post by Zoddom »

wow, this is so awesome.
Im really lookin forward to have this artillery ingame !!!!! crazy ...
When I saw a video with sound delay, I would piss in my pants!
Georgerulz111
Posts: 18
Joined: 2009-03-18 08:24

Re: [Weapon] Artillery Updates

Post by Georgerulz111 »

Wow really nice, looks like a new map too :D
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Weapon] Artillery Updates

Post by sylent/shooter »

I thought it was funny. it was like 3 shots then I'm like huh? wheres the 4th then it hit :D

Killing the enemy sylently
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: [Weapon] Artillery Updates

Post by Deer »

dan_thomas453 wrote:What map is this? Must be new as im pretty sure I havent seen a Bridge over water in any desert maps (that low - Karbala is a tall bridge)
A secret ;-) Cool arty sounds, hope it causes some fear effects =)
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Weapon] Artillery Updates

Post by McBumLuv »

Prolly entsil gleea or zaga achbe
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SomebodySomeone
Posts: 89
Joined: 2009-02-27 18:00

Re: [Weapon] Artillery Updates

Post by SomebodySomeone »

:'( beautiful, complete ownage
[RIP]Robbo
Posts: 8
Joined: 2009-05-28 10:38

Re: [Weapon] Artillery Updates

Post by [RIP]Robbo »

Nice better than what we have now :)
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Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: [Weapon] Artillery Updates

Post by Truism »

A possible workaround for the problem of people surviving blasts due to slight cover in the terrain is to make each barrage one visual explosion and dozens upon dozens of explosions with no animation or anything that saturate the area stopping people from surviving when they shouldn't.
Durandal
Posts: 112
Joined: 2008-09-01 08:49

Re: [Weapon] Artillery Updates

Post by Durandal »

How about artillery that shoots pre-deployed firebases - one of the deadliest silent teamkillers around.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Weapon] Artillery Updates

Post by Outlawz7 »

Truism wrote:A possible workaround for the problem of people surviving blasts due to slight cover in the terrain is to make each barrage one visual explosion and dozens upon dozens of explosions with no animation or anything that saturate the area stopping people from surviving when they shouldn't.
Oh, you happen to be a Bf2 modding guru? :roll:
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Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: [Weapon] Artillery Updates

Post by Truism »

No, I'm terrible at it. Unworkably bad.

I have been a beta tester for a few mods though, and with engines that have funny rules you often need to do funny things to fix your problems.

And people surviving JDAMs and 105mm barrages because the munition hit a surface slightly higher than them, or one a few meters away that they didn't have line of sight to because of a log is a problem.
darklord656
Posts: 2
Joined: 2008-01-01 14:01

Re: [Weapon] Artillery Updates

Post by darklord656 »

u guys know what would be awsome. if we had an tank like the m-110 howitzer. ( maybe a bit old but okee) and that it could fire a round every 2 minutes. fully drivabele and a fire range of 1 , 1.5 KM. this means that is only usable for the larger maps though. i wouldn't be an raper,a cuase the shots are not to the meter accurate and u need an exactlocation to fire to. it would be a waste to fire rounds into nowhere. also it will be needed to reload. so u can give it like 10 rounds. ( meaning 20 min of firepower. ) if we could have one like this it would be awsome. :P



this or ziplines :D

hmm what would it be
pl0x102
Posts: 31
Joined: 2009-08-09 22:37

Re: [Weapon] Artillery Updates

Post by pl0x102 »

looking good, cant wait too call in for some air support with these bad boys!
=Toasted=
Posts: 359
Joined: 2009-07-01 22:08

Re: [Weapon] Artillery Updates

Post by =Toasted= »

darklord656 wrote:u guys know what would be awsome. if we had an tank like the m-110 howitzer. ( maybe a bit old but okee) and that it could fire a round every 2 minutes. fully drivabele and a fire range of 1 , 1.5 KM. this means that is only usable for the larger maps though. i wouldn't be an raper,a cuase the shots are not to the meter accurate and u need an exactlocation to fire to. it would be a waste to fire rounds into nowhere. also it will be needed to reload. so u can give it like 10 rounds. ( meaning 20 min of firepower. ) if we could have one like this it would be awsome. :P



this or ziplines :D

hmm what would it be
Uhh... Haha... No. ;-)
Bob_Marley - "This is an outrage! If we're going to spend money on black projects they should be much more amusing and/or explosive than this."

PR In-Game Alias: =Epic-Toast=
gamerx12
Posts: 8
Joined: 2009-12-11 01:01

Re: [Weapon] Artillery Updates

Post by gamerx12 »

New artillery update looks awesome :D
ruircr
Posts: 11
Joined: 2009-06-19 04:26

Re: [Weapon] Artillery Updates

Post by ruircr »

Nice job!!! :mrgreen:
LeBubuSauvage
Posts: 15
Joined: 2009-05-19 11:30

Re: [Weapon] Artillery Updates

Post by LeBubuSauvage »

Is it possible to create some new arty ? I mean 155 mm wich are used in many NATO's Army as heavy arty ?
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