[Weapon] M252 81mm Mortar

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sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Weapon] M252 81mm Mortar

Post by sakils2 »

OVEKILL.

A little suggestion. Can the mortars be a deployable assest. Officers will need to place them. Maximum range from the FB, lets say, 50 metres.
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Weapon] M252 81mm Mortar

Post by sakils2 »

When there will be edit button....

*OVERKILL, *asset.
PFunk
Posts: 1072
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Re: [Weapon] M252 81mm Mortar

Post by PFunk »

Would be great if you could make it so that you needed to dial in grid references and that there was a master list and artillery map that you needed. Could see people having printed pages for every map.

Makes me think of how you see people print off topographical maps for IL-2 Sturmovik so that they can do dead reckoning without the ingame.

very interested in where this goes.
[PR]NATO|P*Funk
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SocketMan
Posts: 1687
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Re: [Weapon] M252 81mm Mortar

Post by SocketMan »

Looks good but you know people will abuse it anyway they can:

hitting the main bases,runways,spawning assets etc..
PFunk
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Re: [Weapon] M252 81mm Mortar

Post by PFunk »

SocketMan wrote:Looks good but you know people will abuse it anyway they can:

hitting the main bases,runways,spawning assets etc..
Would there be anyway then to cause any rounds which enter the main base area to vanish? Bubble of oblivion over those areas? Dunno if thats possible though. With good admin though it'd be dead easy to regulate that. Mortar shell lands in maine base and admin warns the player manning it, happens again and he's kicked from the server.
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Tirak
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Re: [Weapon] M252 81mm Mortar

Post by Tirak »

SocketMan wrote:Looks good but you know people will abuse it anyway they can:

hitting the main bases,runways,spawning assets etc..
By that logic, PR should ban firearms of every kind :roll:
master of the templars
Posts: 598
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Re: [Weapon] M252 81mm Mortar

Post by master of the templars »

SocketMan wrote:Looks good but you know people will abuse it anyway they can:

hitting the main bases,runways,spawning assets etc..
i believe the devs could make a defensive shell that stops mortar rounds like they did with AA taking out choppers on carriers. its like a shield but only stops AA. same could be done with mortars and Un-cappable flags.

Well i read some where that that is how it works.
Make nukes, Not war
SocketMan
Posts: 1687
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Re: [Weapon] M252 81mm Mortar

Post by SocketMan »

PFunk wrote:Would there be anyway then to cause any rounds which enter the main base area to vanish? Bubble of oblivion over those areas? Dunno if thats possible though. With good admin though it'd be dead easy to regulate that. Mortar shell lands in maine base and admin warns the player manning it, happens again and he's kicked from the server.
Shield up! Red alert! All hands battle stations ;)
People will probably cry: "that's not reality" :p
You know how some of us are never happy.

Tirak wrote:By that logic, PR should ban firearms of every kind :roll:
Well we have collaborators,without any firearms. :razz:
Maybe it's the first step. :grin: :shock:

master of the templars wrote:i believe the devs could make a defensive shell that stops mortar rounds like they did with AA taking out choppers on carriers. its like a shield but only stops AA. same could be done with mortars and Un-cappable flags.

Well i read some where that that is how it works.
Yea they (DEVelopers) find a way usually.
Could place assets in the bunkers or some kind of cover.
It works both ways too - if you're not vulnerable at your main (or whatever) you can now fire mortars from there without any retaliation other then getting kicked by the server rules.People have been doing this with attack choppers already:hanging over the carrier and fire
at the map marker Beyond Visual Range - missiles or bullets don't
stop or disappear from the "world" like in vBF2.Some players are very good at it.
Missiles/shells/rockets/bullets gop right across the map - which is great imo but:
when AA fires back they hit the transport
and not the attack chopper and (AA crew) end up getting kicked from the server.
Is that really fair? :-? Probably not.

What I meant in the other post was this: every time you have assets spawning at the known place and time it's very easy to "learn" the distance/angle needed for whatever weapon (that is capable of reaching it)before the battle even starts,thus defeating the whole purpose of
having a (mortar) spotter/coordinator who would call in the random "field" targets.

BTW has anyone tried using the ZIS cannons as Artillery on Fools Road?
Get 5 guys to man the cannons at Chechen (Militia) main have the SL
spot near the hilltop (or thereabouts)and place the attack marker on the map.5 of these going at the same time is something special.
The only trouble is that you have to fire in the straight lane and
can't really hit any CP's other then the hilltop (partially)
Great for morale thou :razz:
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: [Weapon] M252 81mm Mortar

Post by HeXeY »

In order to avoid rape the FB's could be set to be a minimum distance from enemy main, and have a max range on the mortars so they couldn't "land" in the enemies main base
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: [Weapon] M252 81mm Mortar

Post by Tirak »

HeXeY wrote:In order to avoid rape the FB's could be set to be a minimum distance from enemy main, and have a max range on the mortars so they couldn't "land" in the enemies main base
Who cares about Base Rape, it's a legitimate tactic on some servers.
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: [Weapon] M252 81mm Mortar

Post by Hitman.2.5 »

M.Warren wrote:ove the spotter and it tracks incoming projectiles towards the target.

Was always fun to watch the effects. But I certainly can do without.
i just ment the degree dials
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Matrox
Retired PR Developer
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Re: [Weapon] M252 81mm Mortar

Post by Matrox »

Like I said earlier guys, and a few devs have posted in before, we still are in very early stages, no point arguing about it (yet). Save that for when we release a video of it in action ;p
Last edited by Matrox on 2009-01-27 15:30, edited 1 time in total.
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Rangu
Posts: 843
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Re: [Weapon] M252 81mm Mortar

Post by Rangu »

WOW, Kewl! :D
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Zi8
Posts: 401
Joined: 2007-12-19 20:43

Re: [Weapon] M252 81mm Mortar

Post by Zi8 »

Nice job, I served as mortar team squad leader and cant wait to get those tubes to PR too!

And have nice time in China (like me atm), the girls there really like foreigners ^^
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scandhi
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Re: [Weapon] M252 81mm Mortar

Post by scandhi »

Looking good. Will continue to monitor this! :-D
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Noobcleaner
Posts: 39
Joined: 2007-11-04 14:15

Re: [Weapon] M252 81mm Mortar

Post by Noobcleaner »

LOL. This is taken from Farcry 2
Rhino
Retired PR Developer
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Re: [Weapon] M252 81mm Mortar

Post by Rhino »

Noobcleaner wrote:LOL. This is taken from Farcry 2
we dont take/steal any thing... This model was made over a year ago before FC2 was out, they may have the same type mortar in it I dunno but if so, its not the same model...
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SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Weapon] M252 81mm Mortar

Post by SuperTimo »

why 81mm

were they like "hmm 80mm seems a bit lame lets add an extra 1 mm for added punch?" so they did and then they ate their own shoes.
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Pariel
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Re: [Weapon] M252 81mm Mortar

Post by Pariel »

This is pure sex. Want mortarz nao!
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Weapon] M252 81mm Mortar

Post by 9cookie_monster »

Very nice model. Can not wait.
I just can imagine infantry moving up with well coordinated mortar strikes walking up in front of them.
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