Author Topic: Mortar Relaod and Effects  (Read 15781 times)

Offline Ts4EVER

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Re: Mortar Relaod and Effects
« Reply #15 on: 29-09-2010, 21:09:10 »
Or... we keep the system that is simpler and works...

Offline djinn

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Re: Mortar Relaod and Effects
« Reply #16 on: 29-09-2010, 21:09:24 »
So does DICE

the margins are already ingame... only for mgs, its about putting them in arty too and adjusting its sensitivity

Offline VanOwen

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Re: Mortar Relaod and Effects
« Reply #17 on: 29-09-2010, 21:09:51 »
Or... we keep the system that is simpler and works...

I am not sure I follow why simply because something works a certain way we should avoid improving it.  I mean we are talking about a mod for another game so already we are in the habit of embracing of change. 

That being said I think an additional fire selection option, along the same vein as selecting AP vs HE rounds for artillery pieces, might be an easy way to implement this idea.

Again I certainly don't want to take away the ability for people that want to take their time and aim their shots precisely with mortars.  However, the ability of mortars to send a number of rounds to cover an area and there inherent problems of accuracy seems to be lacking.  This kind of update from my unlearned standpoint seems like something that would be fairly low hanging fruit that would bring mortars in-game much closer to what mortars can actually do in real life.

Offline phillip

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Re: Mortar Relaod and Effects
« Reply #18 on: 29-09-2010, 21:09:06 »
Playing arty can suck right now and not be much fun.  By choosing it you are choosing to fill a support role to help teammates.  Kind of like guys who wrench, get ammo, or the rare health kits.  It can be fun and enjoyable, but that requires other players to help out.  It seems like only 1 out of 5 rounds that I choose to hop on the arty do I actually get spots.  And then it usually takes a few minutes of spamming the radio thing and begging in the chat box.

"could i get a artillery spot please"
ENEMY ARMOR SITED
"nono an arty spot"
"canihasspotplz?"

Half the spots suck and the rest of the time you only get to line up one mortar before your time is up.

+1 Increase fire rate on mortars - more effective mortaring
+1 Mortar deviation -  Less accurate, but countered by faster firing.  Wind affects or whatever should be able to account for mortars not hitting the exact same spot on each fire.
+1 For allowing more players to spot than the little used scout kit and the NCO kit.  If more players could spot, perhaps more artillery teamplay would follow.

When the kits are
rifle + binoc
smg
semi-rifle
rifle + engineer
anti-tank
nco

The binoc kits are the last thing people take.  Better to have a grenade than binoculars.

In my understanding, WW2 mortars were about blanketing an area, not precisely hitting a 1 square meter spot.  Tournament battles don't have problems with getting spots as much, but it can be dull as hell to sit on an arty piece waiting for a teammate to help you out.  Please make it more fun.

Offline katakulli

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Re: Mortar Relaod and Effects
« Reply #19 on: 29-09-2010, 22:09:50 »
      Dear van owen artillery is the most powerful weapon in fh2 already. Most of people complaining on the servers like '' mortars should have higher rate of fire, nebelwerfer and stuka on food should have more blast radius ''. The problem about that argument it can be realistic but not fair.
Basically, axis bias has removed. Glad its being noticed.

Offline BATTERIESc

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Re: Mortar Relaod and Effects
« Reply #20 on: 29-09-2010, 22:09:58 »
Mabye make a double mortar tube pit in the uncap , where by you can switch between heavy and light mortar much like moving between HE and AP in tanks.

The heavy works just as the current system mabye a little more powerful , then you can change to light and fire 2-3 times faster than the current system but they are quite inaccurate and have a small radius.

the mortar kits will only have 1 mortar tube and be one or the other.

Offline Mud Buddha

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Re: Mortar Relaod and Effects
« Reply #21 on: 29-09-2010, 22:09:09 »
Djinn and Philip, you kind of won me over. I'm one of the few (apparently) that almost always picks scout above any other class. Or maybe except engineer. I had just gotten out of FH match with annoying enemy arty so I was more in a pseudo-shellshocked victim mode than in a clear-thinking "Boy, that would be kinda neat if I get the hang of that!" artillerygunner state of mind :)
FH2 is the game, DarklyDreamingDexter is the name.

Offline NTH

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Re: Mortar Relaod and Effects
« Reply #22 on: 29-09-2010, 22:09:43 »
I agree with the faster rate, just a tad mind you to keep the balance, right now it too painful to watch how slow things go when reloading.

I don't think we need deviation, because I think mortars crews could, if all external factors were taken in account, land a shell  pretty accurately upon requested target.

I mostly have positive experience with playing arty, especially when there is a fellow artymen playing and you see multiple shells landing on target 8)


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Offline djinn

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Re: Mortar Relaod and Effects
« Reply #23 on: 29-09-2010, 22:09:04 »
Precisely what I wanted to achieve with my idea. More interesting arty gameplay, not just ballistics, but skill in play. It is after all a 'class' and uses a vehicle, is it not. So why not give the born-artymen a fun gameplay also.

Offline THeTA0123

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Re: Mortar Relaod and Effects
« Reply #24 on: 29-09-2010, 22:09:46 »
What about Light and heavy mortars?  ;D

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Offline ajappat

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Re: Mortar Relaod and Effects
« Reply #25 on: 29-09-2010, 22:09:33 »
Make it any better, and all enemy will need to win is Dynamite Brass in mortar and 2 spotters.  ;D

Offline phillip

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Re: Mortar Relaod and Effects
« Reply #26 on: 29-09-2010, 23:09:47 »
nah.  It starts out with what 38 shells or so.  just drop that down a notch.  Then you will get mortar barrages, but not constant spam.  And then they have to stop and hunt down the ammo kit for a measly 12 shots.
boomboomboomboomboomboomboomboomboomboomboom   silence

instead of
boom........boom.......boom............<waiting for a new spot>.......boom.......boom.......boom.......boom.......boom
.......... .......... .......... .......... .......... .......... .......... ..........
.......... .......... .......... .......... .......... .......... .......... ..........
..........................................<begging for a spot>......................................

Offline General_Henry

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Re: Mortar Relaod and Effects
« Reply #27 on: 30-09-2010, 00:09:08 »
making the mortar overheat quickly would be a way to prevent the weapon from being overpowered.


And I do like the idea of having mortar batteries (multiple mortars), it save a player from manning those stupid mortars.
« Last Edit: 30-09-2010, 00:09:04 by General_Henry »

Offline djinn

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Re: Mortar Relaod and Effects
« Reply #28 on: 30-09-2010, 00:09:18 »
Totally agree

Offline phillip

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Re: Mortar Relaod and Effects
« Reply #29 on: 30-09-2010, 00:09:08 »
don't call the mortars stupid.  they can be fun with 0 skills and a 250 ping. if you get spots... :)