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Old 06-27-2012, 12:53 PM   #41
archerfenris

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Default Re: [Guide] Player controlled Mortars for PR

Quote:
Originally Posted by [R-DEV]Sniperdog View Post
The airburst rounds IRL (the kind that are depicted in game) have a sensor on the front that causes detonation when it detects the ground ahead of it.

Accordingly no calculation is required to set the airburst round, it works automatically.


Nice guide by the way.
Those are Variable Time (VT) fuzes. There's also time fuzes, however, that also function as airburst. These are much lower tech and require mortar/artillerymen to be actual mortar/artillerymen (number crunching/book reading). The optimum height of burst for the VT fuzes is actually 7 meters. For the time fuzes optimum HOB is 20 meters as everyone has said.

Note: From an earlier comment I understand this isn't in game but firing VT (airburst) in a urban setting is ridiculously dangerous. The fuzes inside those rounds detect when they are 7 meters above the ground. What this fuzes determines as "the ground" may be the ground...or the roof of a building 400 meters in front of your target...or a tree. You would use time fuzes in that case.

Also note calling them airburst rounds is technically wrong. The round itself is HE. What causes it to function in the air is the fuze.

Not trying to be a smartass just giving you guys heads up IRL knowledge. In case anyone gives a shit (don't be bothered if you don't, the infantry guys don't care either).

"Pacifism is the virtue of the naive"
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Old 07-01-2012, 06:29 PM   #42
Anderson29
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Default Re: [Guide] Player controlled Mortars for PR

Quote:
Those are Variable Time (VT) fuzes. There's also time fuzes, however, that also function as airburst. These are much lower tech and require mortar/artillerymen to be actual mortar/artillerymen (number crunching/book reading). The optimum height of burst for the VT fuzes is actually 7 meters. For the time fuzes optimum HOB is 20 meters as everyone has said.
actually the game has it right, they are proximity rounds. mortars fire prx rounds, while artillery fires vt. that is why when you register artillery you do impact and HOB as well, but you dont do HOB when registering mortars because you cant adjust prx's HOB.

Quote:
Note: From an earlier comment I understand this isn't in game but firing VT (airburst) in a urban setting is ridiculously dangerous. The fuzes inside those rounds detect when they are 7 meters above the ground. What this fuzes determines as "the ground" may be the ground...or the roof of a building 400 meters in front of your target...or a tree. You would use time fuzes in that case.
delay fuse! but that isnt in-game is it?

again, u must be getting vt and prx confused. and not trying to be a smartass just giving you a heads up that this is a in-game tactic and strategy subsection of a forum for a game....while you may have been recently trained in a 13 series MOS, that information isnt really needed here so we dont confuse the civilians among us about whats appropriate in-game vs real life.

so that there isnt any confusion, it is not a bad idea to use prx (airburst) rounds in urban areas because these rounds will do more damage to anyone in windows and balconies in the area being mortar'd vs the standard HE round that does no damage to the indestructible buildings we have in-game. that is why on the rare occasion when i play muttrah and other urban maps (ramiel for example) and lead a mortar sqd, i use prx as my primary round. though the SOP for mortar SL should be using both types of rounds at all time. thus making easier when spotting to adjust individual guns.

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Old 07-12-2012, 12:22 PM   #43
akusoy
Default Re: [Guide] Player controlled Mortars for PR

Nice post.
Tactical TIPS

1.Having a good mortar team, 2 people only. They can do the reloading from crates themselves unless you are far from repair station. Shoot togeather when the last one said is ready. (A-"ready" B-"shoot")
2. Frequent fire, shoot HE then switch to Airburst. Gives 1round-4sec. x2 mortars Death from above.
3. 128 players. 1 mortar in an infantry squad that supports them when they need to move in, VERY EFFECTIVE.
having 2 of those squads its very easy to attack and defend. This works well with 64 player too, inf squads will be smaller but having more firepower.
4. Request rifleman kits so you will not destroy the supply crates.
5. Write down elevation for certain distances on apaper when operating in a hurry.
6. Ask to correct your fire.

When ARMA 3 PR will come I hope there will be artillery.
Thanks for reading...
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