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| PR Suggestions : Suggestions from our community members. |
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#1 |
![]() Join Date: Jul 2008
Posts: 1
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BF1942 style artillery!
anyone remember the artillery in BF1942 where the snipers could spot for them. It never really seemed to work because of poor teamwork but I think it would work really well in project reality.
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#2 |
![]() Join Date: Feb 2007
Location: North
Posts: 137
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Re: BF1942 style artillery!
In .5 we had that SL could request artillery, everyone still hated it.
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#3 |
![]() Join Date: May 2007
Posts: 70
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Re: BF1942 style artillery!
Besides JDAM's are so much more of well....a blast!
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#4 |
![]() Join Date: May 2008
Location: Denmark
Posts: 134
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Re: BF1942 style artillery!
Plus JDAM offers a huge smoke screen, which if used correctly, you can move into a base with that as cover
I can't though, that smoke is a FPS bomb. |
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Operation blow some shit up= http://www.liveleak.com/view?i=0be_1191945284 PR need more guys like him.
And less guys like him obviously= http://www.liveleak.com/view?i=121_1212951769 |
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#5 | |
![]() Join Date: Feb 2007
Location: The Cock Rock Capital Of Britain: Nottingham
Posts: 555
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Re: BF1942 style artillery!
Quote:
I was on DC the other week and with only 4 people a side I managed to get someone with a spec ops kit to spot for me. Also, I was in a clan that played DC [101st_Air] and let me tell you, we did some incredible fire missions on our pub nights. I Got good enough for 2nd/3rd round to hit target area. It'd be a very nice feature and it has probably been suggested before. Think about Kashan:- Snipers are out doin' their thang. You've died, spawned at main. No vehicles about. A little co-ordination with ANY Class that has binocs. Place a static howitzer or two and at least you'll have something to do hahaha. | |
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I rock so you don't have to.
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#6 |
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Banned
![]() Join Date: Jul 2006
Location: Long Island
Posts: 6,971
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Re: BF1942 style artillery!
I've played some of the other mods that have that sort of Arty and with PR teamwork they would be devestating.
Almost too powerful because so many PR players are used to relaying targets to other weapons platforms. Mortars is what we need, short range enough that they can be countered without attacking a main base but long range enough that they can be hidden and must be hunted down. |
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#7 |
![]() Join Date: Mar 2008
Posts: 124
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Re: BF1942 style artillery!
the wolfenstein enemy territory method of mortar was very good. When a target was marked, the morter sights came up with a red guide for firing position. Also, the need for ammo made sure that at least 2 people had to form a mortar squad, 1 to dish out ammo and 1 to use it. Any modified version of this possible on the Bf2 engine?
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#8 |
![]() Join Date: Jan 2008
Posts: 91
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Re: BF1942 style artillery!
hm. just have Mortars deployable, like as a defense for Outposts. Only snipers/SLs can call in a strike. deploy within 100m, range of 750m. (these maps are so small... perhaps less range?)
like this one (ok it's Wikipedia... but it's just a start...) this PDF says that it can be fired by one person, while the other 3 are for ammo... if it's by an outpost, with its immense stock of infantry/vehicle ammo... you only need that one person... |
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Last edited by Enderjmu; 07-20-2008 at 02:50 PM.
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#9 |
![]() Join Date: Apr 2007
Location: canada
Posts: 377
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Re: BF1942 style artillery!
Artillery should be re-implemented but not with High explosive shells, they should shoot smoke rounds that make a large smoke screen on the TGT
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#10 |
![]() Join Date: Nov 2007
MontserratLocation: Up
Posts: 1,084
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Re: BF1942 style artillery!
Why would any army field mortars without HE rounds?
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"Ignorance is one thing. It is another thing to parade ignorance as sophistication."
-David Remnick |
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