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		<title><![CDATA[First Strike Forums — We need some real artillery.]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=8549</link>
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		<description><![CDATA[The most recent posts in We need some real artillery..]]></description>
		<lastBuildDate>Sun, 26 Apr 2009 09:01:42 +0000</lastBuildDate>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124464#p124464</link>
			<description><![CDATA[<div class="quotebox"><cite>Twigs wrote:</cite><blockquote><p>IF we&#039;re gonna compare them, then Star Wars needs real newtonian physiscs during space maps, lasers kill with one shot no matter what they are, and HE (High Explsoives) need a 25 metere kill radius for frag nades, 50m kill radius for projectile weapons, and up to 100m kill radius for detpacks.</p></blockquote></div><p>Why?<br />If you say A you <strong>don&#039;t have to</strong> say B too... You could take the best things from reality that would make mod better. But you don&#039;t have to add any other realism. For gameplays sake.</p>]]></description>
			<author><![CDATA[null@example.com (OldBoy)]]></author>
			<pubDate>Sun, 26 Apr 2009 09:01:42 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124464#p124464</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124456#p124456</link>
			<description><![CDATA[<div class="quotebox"><cite>Twigs wrote:</cite><blockquote><p>Right...so what your saying is every map should consist of the defenders standing around the CP susceptible only to infantry fire?</p></blockquote></div><p>Hyperbole for the win. No, I never said that.<br /></p><div class="quotebox"><cite>Twigs wrote:</cite><blockquote><p>Your comparing 2142 et al to Star Wars. This isnt 2142. Want to take cover? Build a shield bubble. Teamwork, its the future.</p></blockquote></div><p>And are you saying that because players can bring cover with them it eliminates the need for maps to have cover? That we should fight over featureless planes? I hope not.</p><p>What I did say was that in a directly analogous situation- artillery fire from above, our starwars soldiers do not have the options that our BF2 and 2142 friends have- namely to take cover. Furthermore, shield bubbles do not provide cover from freerunner mortar fire- it just gets through and kills em anyway.</p><p>This brings me back to my original point:<br /></p><div class="quotebox"><blockquote><p>...there is precious little the Imperials on Rhenvar can do about it other than abandon their CP and come get you(in firehawkes/atst), fall back to somewhere else (again abandoning their CP) or simply spawn there and die.</p></blockquote></div><p>Leave or die aren&#039;t great options when you&#039;re supposed to be defending.</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Sun, 26 Apr 2009 00:24:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124456#p124456</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124449#p124449</link>
			<description><![CDATA[<p>Mortar fire really isnt that hard to coordinate man...</p><p>We had a pretty good mortar operator yesterday on Ryloth, he sat on the hill across teh bridge and laid down fire on the CP until we were close, then he stopped, or adjusted best he could. Things like freindly fire should happen unless, someone, is retarded.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 25 Apr 2009 15:17:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124449#p124449</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124445#p124445</link>
			<description><![CDATA[<p>About the &quot;Locked Squad Thing&quot;</p><p>Point of Existence 2 for BF2 has also a player operated Artillery piece. During our 2007 campaign &quot;Mod Reloaded&quot; with PoE 2 it was difficult to direct the Artillery fire.<br />And we have been playing with organised teams of 32 Players, fixed squads &amp; squadleaders, prevoted commanders and all 32 players on one Teamspeak server.</p><p>During this campaing it became evident what the best way to use the player controlled artillery was to make a one man squad with the driver of the artillery as squadleader.<br />The commander was able to use the &quot;Destroy&quot; order to direct the fire, so the artillery drive has had a direction to shoot.</p><p>In First Strike you can use as Squadleader the &quot;ATTACK&quot; order to get a direction for Shooting. <br />But if you don&#039;t lock your squad, the other players in the Squad will try to attack this position and get teamkilled by mortarfire.</p><p>Why do you have to be a squadleader and use the ATTACK order instead of the markers the assault &amp; officers class can set ?<br />It&#039;s simple. At first the markers aren&#039;t quit as visible as the ATTACK marker. Second the attack marker is the only way for the mortar freerunners driver to choose and setup a target by it&#039;s own wish.</p><p>It&#039;s also the only way to use the 2D Map for target designation.<br />Spotting is still helpfull, so you can set the attack marker into a group of spotted enemys by using the 2D Map.</p>]]></description>
			<author><![CDATA[null@example.com (Alreech)]]></author>
			<pubDate>Sat, 25 Apr 2009 13:07:26 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124445#p124445</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124425#p124425</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>Safe, again, your comparing PR to star wars</p></blockquote></div><p>Not that I&#039;m aware, no. I said that highly specialized squads should be locked. Giving an example from another mod doesn&#039;t mean I&#039;m comparing the two mods. I could just as much give an example from some action mod, if such a mod had specialized squads which could be used as examples.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Fri, 24 Apr 2009 22:55:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124425#p124425</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124422#p124422</link>
			<description><![CDATA[<p>Right...so what your saying is every map should consist of the defenders standing around the CP susceptible only to infantry fire?</p><p>Your comparing 2142 et al to Star Wars. This isnt 2142. Want to take cover? Build a shield bubble. Teamwork, its the future.</p><p>Why does the Freerunner become obsolete? If rebels advance do the Imps suddenly keel over? No, they come with walkers, Firehawkes etc. Still plenty to do, and if not then start shelling the next cp.</p><p>Safe, again, your comparing PR (an unrealistic mod to make a game more realistic. End of, when you been to war, talk to me, until then, it aint real. Nuff said <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />) to star wars. IF we&#039;re gonna compare them, then Star Wars needs real newtonian physiscs during space maps, lasers kill with one shot no matter what they are, and HE (High Explsoives) need a 25 metere kill radius for frag nades, 50m kill radius for projectile weapons, and up to 100m kill radius for detpacks.</p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Fri, 24 Apr 2009 22:15:46 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124422#p124422</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124418#p124418</link>
			<description><![CDATA[<div class="quotebox"><cite>RSF Angel wrote:</cite><blockquote><p>Sitting back and shelling things seems detrimental to dynamic gameplay.</p></blockquote></div><div class="quotebox"><cite>Twigs wrote:</cite><blockquote><p> I&#039;ve scored some great rounds on that map just by <strong>standing off in the Freerunner and launching rounds. </strong></p></blockquote></div><p>Everyone&#039;s entitled to their own opinion.. but I don&#039;t see standing off and launching rounds as dynamic. Doubly so because there is precious little the Imperials on Rhenvar can do about it other than abandon their CP and come get you, fall back to somewhere else (again abandoning their CP) or simply spawn there and die.</p><p>In 2142 and BF2 theres places you can take cover from arty- someone forgot to tell the Jedi temple builders.</p><p>The rebel troops advance under this blanket of nigh invunerable fire (or not, as the case may be- i&#039;ve seen em stand off and try shell with PMG&#039;s and AA rockets) and when they arrive, the guy in the Freerunner immediately becomes obsolete.<br />He now has no real way to influence the capturing of that CP. He either has to drive up and support his team mates, sit back and hope his friends die so he can resume shelling, start shelling another hapless CP or TK.</p><p>I agree that is realistic to include player controlled artillery vehicles/positions in an assault map, I just don&#039;t agree that its a great idea gameplaywise.</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Fri, 24 Apr 2009 22:09:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124418#p124418</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124414#p124414</link>
			<description><![CDATA[<p>Safe, you can&#039;t possibly expect FS players to do all this stuff <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></description>
			<author><![CDATA[null@example.com (herbanator3)]]></author>
			<pubDate>Fri, 24 Apr 2009 21:00:41 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124414#p124414</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124406#p124406</link>
			<description><![CDATA[<p>Well, while I generally agree on the locked squads thing, I consider arty squads a bit different because they&#039;re so highly specialized, a bit like the Black Hawk squads in PR. An Arty squad consists of the Gun Line and the Forward Observer team, and attention will be focused on the artillery. Furthermore, spawning away from CP&#039;s will be on either the artillery or the forward observers, unless a beacon has been placed elsewhere or an APC is in position.</p><p>Sure, you could add even more people to an Arty squad, to protect an FO position or the artillery or to do some actual fighting, but I still don&#039;t really see much of a need as they&#039;d face much idle time, especially with a covert FO position and a Gun Line in a safe spot.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Fri, 24 Apr 2009 17:52:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124406#p124406</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124393#p124393</link>
			<description><![CDATA[<div class="quotebox"><cite>RSF Angel wrote:</cite><blockquote><p>I don&#039;t think we really need an arty tank at all. Not on the maps its been placed on.<br />Sitting back and shelling things seems detrimental to dynamic gameplay.</p></blockquote></div><p>I disagree, those players with experience on utilising the mortar often do so to great effect. The most obvious map of course for the mortar is Rhenvar, where it see&#039;s more use, while 64p Bestine rarely gets a look in. On both occasions though I find it to be an essential tool in the Alliance arsenal. </p><p>On Bestine you can use it to shell the hillsides, keeping snipers at bay and preventing Imps setting up a solid defence on the City Steppes. </p><p>On Rhenvar, with a good spotter you can rain down destructive shells on pockets of Firehawkes allowing T1-B&#039;s and the APC Freerunner to move up. Fall back and repair, then with the CP under control advance and shell the next cp. Having a decent drop arc means the mortar can often take out those targets beyond the sight and reach of other Alliance hardware. I&#039;ve scored some great rounds on that map just by standing off in the Freerunner and launching rounds. </p><p>I also vehemntly disagree with the idea of locked squads. You can title your squad so that people get the idea of what it is you wish to do, or who you want to attract to it, but please don&#039;t lock them. If someone isn&#039;t following orders or playing in a way that helps the squad then give them a warning and then if it continues kick them. </p><p>If clans wish to squad up (I&#039;m not talking clan stacking here, I mean when members are on the same team, try not to team swap to build forces!) then title it with the clan name so others know. They can then make the choice to join under the impression that you will be a more experienced and cohesive team, or they may choose not to, believing that you dont want non clanners in. </p><p>I&#039;ve been invited on to rival clan squads in the past, as the SL generally knows that my style of play will be advantageous to the team. Sometimes it has been by invitation and the SL has made room in order for me to join, in such circumstances I would hope that he gives the leaving player a polite request rather than just booting them out <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>But yes, we need an arty tank, Rhenvar is notoriously difficult for Rebels to break that initial CP, no matter how many players you have.</p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Fri, 24 Apr 2009 13:02:02 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124393#p124393</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124390#p124390</link>
			<description><![CDATA[<p>I don&#039;t think we really need an arty tank at all. Not on the maps its been placed on.<br />Sitting back and shelling things seems detrimental to dynamic gameplay.</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Fri, 24 Apr 2009 12:44:36 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124390#p124390</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124383#p124383</link>
			<description><![CDATA[<p>You don&#039;t need attack markers for CP&#039;s, as CP markers already show your distance to them <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> . But yes, locked artillery squads are the way to go.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Thu, 23 Apr 2009 18:29:11 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124383#p124383</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124380#p124380</link>
			<description><![CDATA[<p>On Maps with the Imps attacking a orbital strike or ion strike could be used for the Imps (BF 2142 Commander Style).</p><p>The simplest way to use the Mortar Freerunner is to open up a squad an lock it.<br />Use the map to set an attack marker on a control point an fire the mortar in that direction. So you don&#039;t need a spotter...</p>]]></description>
			<author><![CDATA[null@example.com (Alreech)]]></author>
			<pubDate>Thu, 23 Apr 2009 18:04:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124380#p124380</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124370#p124370</link>
			<description><![CDATA[<div class="quotebox"><cite>Gwynzer wrote:</cite><blockquote><p>I&#039;d like that, and the mortar to be FIXED before smoke shells get put in... though I&#039;d love smoke shells.</p></blockquote></div><br /><p>*sigh*</p><p>:[</p><p>/me goes to IRC</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Wed, 22 Apr 2009 22:18:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124370#p124370</guid>
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			<title><![CDATA[Re: We need some real artillery.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=124363#p124363</link>
			<description><![CDATA[<p>I&#039;d love smoke grenades to cover the area with smoke... instead they currently lay down a small cloud which is really small, doesn&#039;t always cover well and lasts nowhere near long enough...</p><p>I&#039;d like that, and the mortar to be FIXED before smoke shells get put in... though I&#039;d love smoke shells.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Wed, 22 Apr 2009 19:42:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=124363#p124363</guid>
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