Forgotten Hope Public Forum
Forgotten Hope 2 => Tactics & Tutorials => Topic started by: Desertfox on 05-11-2009, 12:11:37
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Does anyone have a tutorial on how to use Nebelwerfers and mortars properly?
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Let me get back home and I'll give you my 2-cents
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Does anyone have a tutorial on how to use Nebelwerfers and mortars properly?
Get someone to spot, zero in the target, fire, adjust.
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oh, yer... No need for it...
I already did..
http://fhpubforum.warumdarum.de/index.php?topic=2459.0 (http://fhpubforum.warumdarum.de/index.php?topic=2459.0)
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thanks I'll look at it next time I play
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Like djinn posted read it carefully.
And artillery issent just spot, zero the dials and fire.
It is how fast you can adjust your fire to the target, Remeber what the battle looks like
What is very important, is where you're artillery lands.
If you have the choise, between a flag far from the frontlines, where people wait for a tank or so(easy kills) or a flag what you'r team is gonna assault and soften it up for them
You do the second thing.
Coordinate artillery> Landing shells on spawnzones behind enemy lines
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arty requires crazy nerves which you needs to have a good idea of how you shell flies in the battlefield.
distinguished gunners could hit even moving targets. nothing is more scary than HE shells keep landing near you while retreating(!)
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Chasing Artillery as I like to call it. And boy do I love to look at fools who dont realise that they need to leg it and fast because the next one will send them to kingdom come.
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Chasing Artillery as I like to call it. And boy do I love to look at fools who dont realise that they need to leg it and fast because the next one will send them to kingdom come.
I've never understood that. Whenever arty or mortar fire lands near me I have to fear the worst and assume you're on the other end, which means that the best course of action is to conduct an ordered retreat (complete with screaming and hyterics).
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Does anyone have a tutorial on how to use Nebelwerfers and mortars properly?
http://www.youtube.com/watch?v=uUiFH1G8FIM
Not the best tutorial, but gives a general idea.. :)
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Chasing Artillery as I like to call it. And boy do I love to look at fools who dont realise that they need to leg it and fast because the next one will send them to kingdom come.
while some gunners are ridiculous, fortunately to us tankers, that most of them can't even hit stationary tanks fast enough.
well what should I say? Maybe it's crucial to develop an intuition of where your shell would land.
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while some gunners are ridiculous, fortunately to us tankers, that most of them can't even hit stationary tanks fast enough.
well what should I say? Maybe it's crucial to develop an intuition of where your shell would land.
It takes quite a lot of practice to hit a tank with the first AP shot. Even though I've used artillery since the first release, it still takes me 1-2 rounds to zero in and the 3rd is 90% of the time a hit.
Pity for the tanker if he doesn't notice the AP shells landing near him.
I haven't actually tried to hit a tank with HE shell, because I keep thinking he just shrugs it off and moves on.
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I haven't actually tried to hit a tank with HE shell, because I keep thinking he just shrugs it off and moves on.
HE shells make mincemeat of any and all tanks.
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I haven't actually tried to hit a tank with HE shell, because I keep thinking he just shrugs it off and moves on.
HE shells make mincemeat of any and all tanks.
I see, I suppose the round has to hit the tank directly to cause the damage, as with AP shell... I do suppose latter does the heavier damage if you can hit the target.
But if HE shell can kill tanks with somewhat ease, if you can hit close. Why the AP shells still exist in the artillery guns? Since BF2 engine doesn't support shell penetration of static objects (ex - walls) and then allow the shell to detonate..
Will the AP shells from the artillery be removed and replaced with 20-30 more HE shells for the guns or more smokes? (I'd prefer smokes to support the team's infantry to advance on hostile flag)
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HE will tear up any tank even if it just hits nearby. Usually it just causes them to catch fire first, but second round will finish them off if they are stupid to stay there too long.
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the AP rounds where added IRL because the HE shell couldnt deal with frontal armors.
AP ammo was added to almost any Artillery gun SHOULD an enemy tank come in direct firing range.
Artillery was also sometimes strong enough to cause such a huge blast, that despite little damage to the tank, the crew would be hit very hard by the shockwave. Some Artillery guns packed so much punch, that they simply flipped a tank (A 175MM HE shell fired from a M107 Self proppelled artillery landing in a 1.5 Radius of a M60 weighing 55 Tons simply flipped the vehicle)
World war 2 Tanks where lighter, so you can imagine what would happen to a Panzer IV if a BL 5.5Inch field gun fires a HE shell and it lands next to it
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I wonder: Would it make sense to list the HE shell before the AP shell on the ammo selection screen? I think the guns should have AP, but I use HE and smoke much more than AP.
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Right now they're ordered like that because it is the alphabetical order. I don't know if it is possible to change, but it sounds like it can be done.
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Armor-Piercing shells from arty will usually kill all but the heaviest tanks in one shot. But any tanker worth his salt will haul ass the instant a shell lands near him, so unless you hit with the first shot, you might have wasted that spot. On the other hand, HE shells only kill the lightest tanks in one shot, usually requiring two shors for medium tanks. The upside is that, with such a huge blast radius, only the most incompetent arty gunners will miss stationary tanks with HE. However, unless you are an arty master, you likely won't be able to get a kill shot on that tank you just damaged as he retreats with his tail between his legs. You can be happy that you stopped him from raping your team temporarily, and you will likely get a kill assist on him eventually.
Also, mortar shells are all but useless against tanks, requiring at least three direct hits to kill a light tank such as a Stuart.