Re: We need some real artillery.

RSF Angel wrote:

I don't think we really need an arty tank at all. Not on the maps its been placed on.
Sitting back and shelling things seems detrimental to dynamic gameplay.

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'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.

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.

On Rhenvar, with a good spotter you can rain down destructive shells on pockets of Firehawkes allowing T1-B'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've scored some great rounds on that map just by standing off in the Freerunner and launching rounds.

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't lock them. If someone isn't following orders or playing in a way that helps the squad then give them a warning and then if it continues kick them.

If clans wish to squad up (I'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.

I'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 wink

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.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

Re: We need some real artillery.

Well, while I generally agree on the locked squads thing, I consider arty squads a bit different because they'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's will be on either the artillery or the forward observers, unless a beacon has been placed elsewhere or an APC is in position.

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't really see much of a need as they'd face much idle time, especially with a covert FO position and a Gun Line in a safe spot.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: We need some real artillery.

Safe, you can't possibly expect FS players to do all this stuff tongue

_________________________________________
Join the FS xfire group! http://xfire.com/clans/FSCG/

Re: We need some real artillery.

RSF Angel wrote:

Sitting back and shelling things seems detrimental to dynamic gameplay.

Twigs wrote:

I've scored some great rounds on that map just by standing off in the Freerunner and launching rounds.

Everyone's entitled to their own opinion.. but I don'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.

In 2142 and BF2 theres places you can take cover from arty- someone forgot to tell the Jedi temple builders.

The rebel troops advance under this blanket of nigh invunerable fire (or not, as the case may be- i've seen em stand off and try shell with PMG's and AA rockets) and when they arrive, the guy in the Freerunner immediately becomes obsolete.
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.

I agree that is realistic to include player controlled artillery vehicles/positions in an assault map, I just don't agree that its a great idea gameplaywise.

http://g5hd7a.bay.livefilestore.com/y1pYKw7Yp4ui_IKxw2wYbMr5xQ7XHAnuSmXBQcR3smbF6G-gHNuMLfh0QmoLRTc58VGEnJ1FheOT0YzDoDBF0603XYCVboCkrCX/rsf%20sig.png
''Its over. Angel won.''   RSF Gurd

26 (edited by Twigs 2009-04-24 18:19:10)

Re: We need some real artillery.

Right...so what your saying is every map should consist of the defenders standing around the CP susceptible only to infantry fire?

Your comparing 2142 et al to Star Wars. This isnt 2142. Want to take cover? Build a shield bubble. Teamwork, its the future.

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.

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 tongue) to star wars. IF we'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.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

Re: We need some real artillery.

Safe, again, your comparing PR to star wars

Not that I'm aware, no. I said that highly specialized squads should be locked. Giving an example from another mod doesn't mean I'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.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: We need some real artillery.

About the "Locked Squad Thing"

Point of Existence 2 for BF2 has also a player operated Artillery piece. During our 2007 campaign "Mod Reloaded" with PoE 2 it was difficult to direct the Artillery fire.
And we have been playing with organised teams of 32 Players, fixed squads & squadleaders, prevoted commanders and all 32 players on one Teamspeak server.

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.
The commander was able to use the "Destroy" order to direct the fire, so the artillery drive has had a direction to shoot.

In First Strike you can use as Squadleader the "ATTACK" order to get a direction for Shooting.
But if you don't lock your squad, the other players in the Squad will try to attack this position and get teamkilled by mortarfire.

Why do you have to be a squadleader and use the ATTACK order instead of the markers the assault & officers class can set ?
It's simple. At first the markers aren'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's own wish.

It's also the only way to use the 2D Map for target designation.
Spotting is still helpfull, so you can set the attack marker into a group of spotted enemys by using the 2D Map.

CYNIC, n. A blackguard whose faulty vision sees things as they are, not as they ought to be. Hence the custom among the Scythians of plucking out a cynic’s eyes to improve his vision
http://www.fsmod.com/stats/fssig.php?player=Al-Rik