Counter Battery Firemission Completed!

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  • troybob
    Member
    • Sep 2007
    • 2823

    #16
    Re: Counter Battery Firemission Completed!

    Originally posted by Heavy552(AWG)
    You need two things:

    Observation of effect of artillery.
    nope. all you need is that. that is it. that's why they call it "fire for effect"

    Comment

    • Heavy552 AWG

      #17
      Re: Counter Battery Firemission Completed!

      Originally posted by troybob
      nope. all you need is that. that is it. that's why they call it "fire for effect"
      Exactly why the commander's satellite is useful in this role.

      The Orginal POE method of following the shot does not provide this information.

      Firing for effect is a special mode in real life artillery where you can boost the rate of fire temporarily thru the barrel for a short time.

      The game only allows a shot every x unit of time. It is a "one-speed" artilery with no provision for overheating due to firing for effect.

      Thinking further into the artillery in POE, there is a lack of "BIG STUN" effect like a really large flash bang. As well as a lack of death cue for those who die to arty. They sort of "Blink" out and into the respawn screen and have to go back and check the event log on the top left corner to see how they died.

      To address those I consider a visual effect of turning the screen of the player hit by arty straight orange to indicate a big fireball and the audio into a sort of a wind that is very intense fading to nothing very fast. Part of the problem is the ability to have players PC's handle such strong visuals and audio. I think with the way the flash bangs are set up for nearby players the artillery death animation should not be too difficult, just exchange intense orange/smoke/debris of ground etc for the straight white-out of the flashed player.

      The more I think about this weapons system in the game the more I see where we can provide cues to the player in the game without too much extra work on the developer's part.

      Comment

      • troybob
        Member
        • Sep 2007
        • 2823

        #18
        Re: Counter Battery Firemission Completed!

        Originally posted by Heavy552(AWG)
        Exactly why the commander's satellite is useful in this role.

        The Orginal POE method of following the shot does not provide this information.

        Firing for effect is a special mode in real life artillery where you can boost the rate of fire temporarily thru the barrel for a short time.
        um - following the shot does exactly that. using the commander mode, you can't check trajectory. While using the follow-the-shot method, you can check trajectory.

        Following the shot would be every RL Artillery-mans' dream.

        And I thought firing for effect was that the battery will fire continuously at it's maximun sustained rate, adjusting on the fly, until the FO calls "Cease Fire".

        I've come to a simple conclusion.

        You simply do not know how to effectivly use arty with a spotter, so you've come to rely on the commander mode. No flame intended.

        Tell me, did you ever use arty in bf1942 or Desert Combat?

        Comment

        • donpost
          Member
          • Oct 2006
          • 215

          #19
          Re: Counter Battery Firemission Completed!

          Originally posted by troybob
          You simply do not know how to effectivly use arty with a spotter, so you've come to rely on the commander mode. No flame intended.
          I think one component of effectively using arty with a spotter is having a spotter constantly spotting for you. This just doesn't happen (in my experience at least), and hence arty with a spotter just doesn't work. Which is a shame

          For the record I completely agree with heavy.

          Comment

          • Heavy552 AWG

            #20
            Re: Counter Battery Firemission Completed!

            Originally posted by troybob
            um - following the shot does exactly that. using the commander mode, you can't check trajectory. While using the follow-the-shot method, you can check trajectory.

            Following the shot would be every RL Artillery-mans' dream.

            And I thought firing for effect was that the battery will fire continuously at it's maximun sustained rate, adjusting on the fly, until the FO calls "Cease Fire".

            I've come to a simple conclusion.

            You simply do not know how to effectivly use arty with a spotter, so you've come to rely on the commander mode. No flame intended.

            Tell me, did you ever use arty in bf1942 or Desert Combat?
            I participated in Living History with Artillery involved in both demonstration and Live fire red flag ranges. The charts for the civil war weapons clearly show ranges determined by gravity in time and distance. Fuses can be created for combat situations and powder charges adjusted to carry the warload a few feet or 3 miles.

            I lived within walking distance of a 105 mm National Gaurd Artillery Battery in Maryland for almost 15 years and some long summer days the armory would be open and we neighborhood kids occasionally got understanding of things like how much a 105mm shell weighs (Heavy aint it??) Compass readings including mils and degrees and things like elevation and traverse to point and fire that 105mm against an enemy target up to 7 miles away. These were Howitzers meaning they are designed to fire out of jungle or wooded cover with high obstructing trees and steep hills as well as being air transportable by chinook or blackhawk.

            I play BF1942 AND DC and it's artillery ALL THE WAY. If I can see it or get a decent spot I can kill it.

            No one spots in POE partly because they spot crappy useless targets like one sniper in a base not involved in a battle. I want targets like bases that are FULL of enemies making a attack against a friendly held base or armored formations moving down the road to attack a friendly base.

            "Following the shell" as presented in the spot view in POE has the landscape sliding very fast under the shell for a few seconds.

            "Commander Mode" that was not the orginal POE intent presents a stable view with feedback both visual and audio of the shell that is near coordinated with a range chart created by other players of artillery who tested and validated the ranges against a side bar elevation HUD provided to gunners of the arty.

            You are probably going to learn that I will stick to my position and roll in the mud with you or anyone debating this issue for as long as necessary. POE has already indicated they understand the issue and will decide what to do with the artillery situation.

            Until then I intend to understand as much as possible about the situation from any and all players who has something new to tell us about it.

            In the future, dont presume I dont understand the subject material of which I am trying to debate online.

            Comment

            • [GCA]Tim270

              #21
              Re: Counter Battery Firemission Completed!

              haha nice

              Comment

              • BIFF EXPLODER
                Member
                • Jul 2007
                • 1136

                #22
                Re: Counter Battery Firemission Completed!

                i do it aswell, but if u guys remove that ability it wont make me angry even a bit because i dont live from it hehe :p

                anywho there is still a prob with artillary, because 90% of the time if u request a target no one will give u one for the entire game, are people lazy? are they afraid some guy in artillary will take away their kills? i dont know but i hope u guys find a way to make ppl not use the commander mode to use artillay (like i do, only sometimes but i still do) and at the same time make it easy for ppl to spot targets.

                Comment

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