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XSV Sam

Arty suggestion?

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XSV Sam    11

Just a few things that may need a little face lift as it seems untouched after so long, not only that but it almost seems pointless unless someone experienced is providing accurate observation of an AO and someone willing to drive out and setup and mortar (which may or may not even get to fire a shell.) This suggestion applies to the base Arty as in  my opinion its almost useless in its 'Howitzer' form I would like to see the Arty moved to the nearest active FOB, this makes activating the FOB a 'Mission' so to say. With this in mind having (might be a waste of precious Dev time) but having to restock the fob when it runs out is another past time for the Pilots and do Gooders. having the arty moved then would require it to have a 'WIDE' array of munitions the sandstorm excluded, but having some cluster shells not many but at least some variety, some laser useless shells yes, some HE shells cause big booms and finally my favourite of all smoke rounds because ya knows whats good to have in both mortars and Arty SMOKE to cover a push onto an objective. 

Basically moving the Arty to the FOB to mix up the almost useless arty (I can see the negatives yes but if trust is an issue then at least take the ammo into consideration,) FOB based mission defend the FOB from an enemy Counter Arty?? And a revamp of Munitions as having only laser guided seems pointless, smoke for cover, Cluster for INF, HE for decimating and etc.

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  • Corporal Kerry    141

    Cluster rounds would be too OP and leave EOD that would kill BLUFOR. Have laser guided rounds even worked in the past? Artillery like the Schorcher has a 60KM range, so it would not need to be close to the Area Of Operations to be used. Maybe add a couple of HE rounds, but cluster rounds would be too overpowered. Smoke would be useful though.

     

    sholef.jpg

    Picture: Isreali Sholef artillery prototype.

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    Fitz    1239
    11 hours ago, XSV Sam said:

    This suggestion applies to the base Arty as in  my opinion its almost useless in its 'Howitzer' form

    The base arty isn't really meant to be anything substantial. The mortar gunner (formerly FSG) role is mainly meant to be using the Mk6 and other portable static weapons.

    11 hours ago, XSV Sam said:

    I would like to see the Arty moved to the nearest active FOB

    This used to be the case. I will see about moving it back there.

     

    The laser guided rounds aren't useless. Up until recently, the wrong rounds were in the arty, so lasing wouldn't have worked until this was fixed.

    As Kerry said, cluster rounds are not a good idea. I will consider adding HE and some smoke, but this will increase the potential for trolling.

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    OrionSync    49
    On 6/10/2020 at 2:04 AM, XSV Sam said:

    I would like to see the Arty moved to the nearest active FOB, this makes activating the FOB a 'Mission' so to say. With this in mind having (might be a waste of precious Dev time) but having to restock the fob when it runs out is another past time for the Pilots and do Gooders.

    Not sure on the complexity of scripting this, but if the arty was to move to the fob I would be interested to see something like this put in place instead of a generic restock at start of an AO the arty needs to be manually stocked via road or air supplies.

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    XSV Sam    11

    I initially was gonna put that in the suggestion but saw the draw backs of Dev time to get something like that going but yes If its possible I would 100% be on Arty duty as having a consistent supply of AMMO rather than waiting for an AO to finish.

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    Snohman    52

    are we talking just moving it directly to the FOB or having it as a side mission like the truck escort mission to get it to the FOB before it's main gun is usable?

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    XSV Sam    11

    It was a suggestion to move the Arty to the fob and provide a mission or a system to rearm the arty every so often without having to complete an AO.

    Edited by XSV Sam
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    Nugs    17

    I'm all for more fire support in an AO, especially for the defend missions. Finding someone to be willing to sit and wait for fire missions is a totally different beast, I've noticed people aren't patient enough to sit and wait which is why the Mortar Gunner slot is rarely utilised.

    I'm wondering exactly how many rounds you would think is suitable before a resupply is called for? 1 x 6 round mission + 3 smoke? 12 x Mixed rounds? As Kerry and Fitz pointed out, cluster munitions leave problems behind so they aren't really suitable. Same goes for mine dispensers.

    The only thing about having the arty being able to be resupplied and always on call is the potential for trolls to wipe out an entire AO of Blufor. Granted its a slim probability but it is probable given some of the mongs that blow in and out...

     

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    Ticker175    5

    If something like this was to be added you would need to have restrictions for using the Arty, like making it so you need to have played at least 50 hours on the server and dont have a large amount of friendly fire reports recently (maybe within the last 24 hours or week).

     

    Reguarding the FOB Arty, i think that would be a good idea but it would have to have restricted use because someone could get on it and launch a ton of shells at friendlys and noone would notice for quite a while (unlike the base arty atm where its in clear sight of spawn and the transport pilots). With the restocking the fob arty for ballancing issues you may want to make it require a lot of crates to be delivered (eg 4+ for every restock).

     

    My loadout suggestion for the artillary is: 8xHE, 16x Smoke, 4x Incendary, 1xcluster

     

    Also a possible way to remove most of the trolling problems would be making a new artillary role and to use the arty you need to have 2 people in the vehicle (one in commander one in gunner)

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