imortal
Member
+240|6674|Austin, TX
I posted this idea a bit ago in another forum, but this looks like the area to send it to.

First of all, I am a former Redleg.  My official title was U.S. Army Field Artillery Cannoneer Fire Direction Specialist and Tactical Data Systems Supervisor.  Now you know why I said I was a redleg. 

I think Artillery should be manned.  I think there should be from 1 to 4 vehicles on the map (depending on what kind of map it is) that are artillery pieces.  They should be able to move like a normal vehicle, about like an AA vehicle does.  You right-click, and a map comes up.  You have a range line (goes about 2/3 way across the map, but not ALL the way) and a mouse icon to point where your shots go.

The commander gives an arty order, arty driver pulls up the map, sees the arty request indicator, and puts arty there if he is in range.  If not, move in range, then hit it.  This means that if there are 4 arty pieces in the game, that arty could hit 2, 3, or even 4 different areas at once.  Granted, the more you spread out your arty, the less effective it is. 

The driver does not see targets in the impact area unless there is a UAV there.  The driver DOES get points for kills, but also penalties for TKs.  So it is not a perfect system.  ANd when it is fired, the firing location appears on the enemy commanders command map.

There would be an f2 position with a .50MG for protection.  Also, since it can move, it is not as easy of a target for Spec Ops, but the bombers can eat it up, along with tanks and everything else.

Just an idea.
.:silent-liquids:.
Member
+13|6696
thats an awsome idea man. EA are too stupid to think of this themsleves
waikashi
Member
+1|6652|North Carolina
That would be realy cool but it sounds to strategy and teamwork oriented for most BF2 players.
lambo
Member
+2|6649
that is a really good idea you should put this on a EA form so they can see this, this would make the game so much funer and make the arti alot more efective.
wh1pp1ngboy
Member
+1|6673|Columbia, SC
I'd like to see mortars as well.
imortal
Member
+240|6674|Austin, TX
I forgot to mention that there would be limited ammo, also.  I am thinking 4 ready rounds with 4 reloads... like the bombers laaser missiles or choppers rockets.  Except with a LONG reload time, as in 30 seconds.  And now you have to worry about ammo.

The major fun would be spotting reports, squad leader's arty requests, and the UAV.  Not to mention shootting and scooting, since you know the commander will be trying to direct his arty onto you.  Since this is one way arty is used in real life, I think it would add a new dimention to the game.

And, with the TK possibilities, I don't think there would be many Arty whores for kills.  And can you imagine the punish side of it.  I mean, it is MY idea, and the thought of all those TKs makes me think twice about getting in it.  But if noone mans it, the team gets no arty.

I believe in team play.
imortal
Member
+240|6674|Austin, TX

wh1pp1ngboy wrote:

I'd like to see mortars as well.
I agree.  I like the idea of a mortar kit and an AA infantry kit.    No such thing as too much fire support.

I think the mortar kit should have a range grid, not a map click, tho.  And only carry a couple rounds.  And shotty, just like the engineer.   AA kit shoult be an SMG like a Anti armor.
TrollmeaT
Aspiring Objectivist
+492|6682|Colorado
Its a good idea as I said in the other post, maybe it will be in bf3!
chefvolrath
feeding the BF2S community since 2005.....
+5|6700
good idea but reload time should prob be less,,,,,does it take you 30 seconds to reload irl?
imortal
Member
+240|6674|Austin, TX

chefvolrath wrote:

good idea but reload time should prob be less,,,,,does it take you 30 seconds to reload irl?
In real life?  In real life a 105mm system can fire about 1 round every 8 seconds, max rate of fire.  A 155mm system fires about 1 round every 45 seconds.  That is why they are grouped into "batteries" of 4 - 8 guns. Also, in real life, a 105mm round has about a 15 meter kill radius.  A 155mm system has a kill radius of 50 meters.

The British artillery system has a revolver mechanism that can fire three pre-loaded rounds in about 15 seconds.

I am trying to balance reality with gameplay.  I actually think the reload time should be longer between volleys, or that the reload bar should not reload while the system is moving.  I am trying to keep the artillery effective and interesting, without it dominating the game.  with a short reload, the driver would be too tempted to part beside a crate and just blast away at spawn points.

My vision was to hear an arty request, aim and blast off your 4 'ready' rounds, then scooting to a new area, and recharging your rounds for the next system.  Also, with a 7 - 12 second Time of Flight, your target may not even be there anymore.  The story of arty anywhere.  And REAL arty has Times of flights from 20 seconds to 2 1/2 minutes, depending on range and angle of fire.  Yes, I have hung a round in the air for 130 seconds, and that round reached an altitude of 32,000 feet before it started to come back down.
jonnykill
The Microwave Man
+235|6689

imortal wrote:

chefvolrath wrote:

good idea but reload time should prob be less,,,,,does it take you 30 seconds to reload irl?
In real life?  In real life a 105mm system can fire about 1 round every 8 seconds, max rate of fire.  A 155mm system fires about 1 round every 45 seconds.  That is why they are grouped into "batteries" of 4 - 8 guns. Also, in real life, a 105mm round has about a 15 meter kill radius.  A 155mm system has a kill radius of 50 meters.

The British artillery system has a revolver mechanism that can fire three pre-loaded rounds in about 15 seconds.

I am trying to balance reality with gameplay.  I actually think the reload time should be longer between volleys, or that the reload bar should not reload while the system is moving.  I am trying to keep the artillery effective and interesting, without it dominating the game.  with a short reload, the driver would be too tempted to part beside a crate and just blast away at spawn points.

My vision was to hear an arty request, aim and blast off your 4 'ready' rounds, then scooting to a new area, and recharging your rounds for the next system.  Also, with a 7 - 12 second Time of Flight, your target may not even be there anymore.  The story of arty anywhere.  And REAL arty has Times of flights from 20 seconds to 2 1/2 minutes, depending on range and angle of fire.  Yes, I have hung a round in the air for 130 seconds, and that round reached an altitude of 32,000 feet before it started to come back down.
I can't help to ask but what kind of weapon in our Artillery aresenal can send a 155 milimeter round 32,000 feet into the air and under what conditions was this type of firing under ?

I mean here is a link to the Paris gun created by the germans . It's fucking huge . To my knowledge there is no gun like this in the world . I smell bullshit . Iether that or your just bullshitting us .

The Paris Gun of World War I could hurl a 120 kg shell with 7 kg of explosive to a range of 131 km and an altitude of 40 km.


http://www.astronautix.com/lvs/parisgun.htm

Last edited by jonnykill (2006-02-25 20:58:57)

imortal
Member
+240|6674|Austin, TX

jonnykill wrote:

imortal wrote:

chefvolrath wrote:

good idea but reload time should prob be less,,,,,does it take you 30 seconds to reload irl?
In real life?  In real life a 105mm system can fire about 1 round every 8 seconds, max rate of fire.  A 155mm system fires about 1 round every 45 seconds.  That is why they are grouped into "batteries" of 4 - 8 guns. Also, in real life, a 105mm round has about a 15 meter kill radius.  A 155mm system has a kill radius of 50 meters.

The British artillery system has a revolver mechanism that can fire three pre-loaded rounds in about 15 seconds.

I am trying to balance reality with gameplay.  I actually think the reload time should be longer between volleys, or that the reload bar should not reload while the system is moving.  I am trying to keep the artillery effective and interesting, without it dominating the game.  with a short reload, the driver would be too tempted to part beside a crate and just blast away at spawn points.

My vision was to hear an arty request, aim and blast off your 4 'ready' rounds, then scooting to a new area, and recharging your rounds for the next system.  Also, with a 7 - 12 second Time of Flight, your target may not even be there anymore.  The story of arty anywhere.  And REAL arty has Times of flights from 20 seconds to 2 1/2 minutes, depending on range and angle of fire.  Yes, I have hung a round in the air for 130 seconds, and that round reached an altitude of 32,000 feet before it started to come back down.
I can't help to ask but what kind of weapon in our Artillery aresenal can send a 155 milimeter round 32,000 feet into the air and under what conditions was this type of firing under ?
Okay, I can do that without giving away any range secrets...   either the M109A6 Paladin system or the M198 towed arty system (they use the same tube) can fire a 95 pound projectile in excess of 17 miles.  In order to hit targets at various ranges, you change how much powder you put in the breech (it comes in segmented bags) and vary the angle you fire at.  If you put a high charge in (fast velocity) and fire at a high angle, the round will go really, really high, but not that far laterally.  My 32,000  footaltitude shot, for example, only covered about 3.5 miles on the ground.  And no, that is not very far for an artillery piece. 

The real rush is shooting a bullet so big you can watch it fly downrange for about 10 seconds before it is out of site and realize that in about 45 seconds, that bullet will hit and destroy a target 15 miles away.  talk abouta  power trip!  Then you remember that all you know about teh target came over the radio, and have to take someone else's word that there was noone friendly under that bullet.  That is an ego check for you.


EDIT:  on your comment on the paris gun... you will see that my range claims are not quite that... excessive as the paris gun.  In metric, the 155mm systyem has a maxord (max altitude the bullet will reach) of 8500 meters, and that is a max charge, min range shot.  Max range for a 155mm is in excess of 30km.  I know the max range to the nearest meter based on weather;  I am just not allowed to tell you.  I will say that the 30+km range is for a rocket-assisted projectile.  Also, I am using a simple 95 pound (43.18kg) standard HE round.

Last edited by imortal (2006-02-25 21:09:36)

_j5689_
Dreads & Bergers
+364|6726|Riva, MD
Mobile artillery would be pointless because no one has time to sit in a howitzer all round and people wouldn't even bother driving it if it goes that slow. It's better left the way it is.
wh1pp1ngboy
Member
+1|6673|Columbia, SC
I like the idea of an AA class, but if that was done I think the static AAs should be removed entirely, and flares should reload faster.  I also think man portable mortars and AA should be two person crews, although I don't know how to work that in game.  Definitly an excellent idea though.  Arty duels would rock!

Edit: If you had an AA class you'd get squads of 'em in jeeps driving around hunting down attack helos. LOL

Last edited by wh1pp1ngboy (2006-02-26 09:43:59)

Y-D-Donut?
Want glazed or chocolate?
+2|6651|Puerto Rico
I LOVE THE arty idea......    EA, get on it
Defiance
Member
+438|6681

_j5689_ is right, and echos what I was going to post before I read his post.

True, no body will wait in moble arty. They'll also start using it for their own purposes.

BF2 is a teamwork game, but as I've said in another thread, It's pubs. Not everybody communicates well in pubs.
kR4MR
3 Tours Of 'Nam And All I Got Was This Lousy Forum
+3|6746|Aus
Anyone remember the game artillary? it rocked, I think the commanders should play that while the infantry play BF2, then at the end of the round the cmdr is awarded points equal to twice the numer of wins they had in artillary.   







Last edited by kR4MR (2006-02-26 22:06:27)

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