MAJOR ARTILLERY CHANGES
* By realistic i would suggest a logic yet game balanced time between 8 and 15 seconds.
** If the gunner is a veteran artillery user he can remember a coordinate that is "useful" instead of having to re-align his shots to be effective. (All artilley installations use the same coordinates no matter where they are placed for simplicity's sake. This requires all artillery installations to be in close proximity to each other and im not sure if this is the case so this may be "unrealistic" and not very useful. I would prefer individual co-ordinates.)
*** Give the artillery three to four diffrent kinds of shells.SQUAD AND COMMANDER BASED CHANGES
* By sharing the radar i'm not suggesting that the artillery will be able to issue a radar scan. They will only see the same dots on the map as the commander does.
SCORING BASED CHANGES
//CADDE
PS. I noted above about a fifth artillery round with i love!
If a enemy tank or APC is trying to rush a artillery installation the gunner should be ablde to DUMP the gun to the horisontal plane and fire a "ARTILLERY SHOTGUN" shell.
This shell is packed with .50 caliber pellets that will seriously damage the tank and litterally vaporize infantry.
Turning ratio is VERY slow and reloading is the same as the TOW.
Also if the arty gun has been dropped an engineer will be needed to restore it to it's normal state.
- Make the artillery a manned vehicle.
- Force it to have REALISTIC* reload times.
- Give the gunner a sight with angle and degrees indicators. **
- Each gun has it's own ammo supply with 5 to 7 rounds *** that will replenish itself by one round every 30 - 40 seconds.
- One artillery gun requires a gunner and a loader to have 200% faster load times than if it only had a gunner.
- The loader will be stationary in the gun but can still use his rifle to fend off any attackers. (Like in the AA tanks)
* By realistic i would suggest a logic yet game balanced time between 8 and 15 seconds.
** If the gunner is a veteran artillery user he can remember a coordinate that is "useful" instead of having to re-align his shots to be effective. (All artilley installations use the same coordinates no matter where they are placed for simplicity's sake. This requires all artillery installations to be in close proximity to each other and im not sure if this is the case so this may be "unrealistic" and not very useful. I would prefer individual co-ordinates.)
*** Give the artillery three to four diffrent kinds of shells.
1st is a HE round that has a large splash damage (Infantry)
2nd is a AT round that has armor piercing with limited splash (Tanks)
3rd is a smoke round similar to the smoke popped by tanks and APC's
4th round is basically a target indicator so that squad leaders can see where the artillery will hit before the effective shells will fall.
Reload time on the forth shell should be quicker and the indicator should be something similar to the "orders" smoke grenade that lies on the ground. (Visible range is higher than normal "orders" indicator as well)
The target indicator should only be visible to the friendly team but can be either way.
NOTE: There may be some use for a fifth round!!! Read the bottom part of this post!!!
2nd is a AT round that has armor piercing with limited splash (Tanks)
3rd is a smoke round similar to the smoke popped by tanks and APC's
4th round is basically a target indicator so that squad leaders can see where the artillery will hit before the effective shells will fall.
Reload time on the forth shell should be quicker and the indicator should be something similar to the "orders" smoke grenade that lies on the ground. (Visible range is higher than normal "orders" indicator as well)
The target indicator should only be visible to the friendly team but can be either way.
NOTE: There may be some use for a fifth round!!! Read the bottom part of this post!!!
- Squad leaders issue artillery orders directly to the artillery installations instead of through the commander but the commander can still see diffrent targets issued by the number X squad.
- The commander can issue targets just as normal. It's then up to the artillery gunner to fire.
- The commander share * the radar scan with the artillery installations so that the gunners can trust that the commander is giving a "non TK order".
- When the commander issues a arty strike he will gain 1 teampoint for each enemy kill within 10 seconds but no negatives.
- When the squad leader issues a arty strike he will gain 1 teampoint for each enemy kill withing 10 seconds and he will suffer half the negative points for team kill within the designated area. (He will also be punished togeather with the arty gunner if the teamkilled person wish to punish)
- When an artillery request is issued the gunner will either accept or decline and if he accepts an "inaccurate" range will be displayed on the sights of the arty gun and he may choose to fire for effect or fire a marker and request an "adjustment of fire" to the squad leader. (The arty gunner may very well make good use of his remebered co-ordinates if the target is a flag for example)
- Each gunner share the same radio channel as the squad leaders and commander so they can communicate "dynamically".
* By sharing the radar i'm not suggesting that the artillery will be able to issue a radar scan. They will only see the same dots on the map as the commander does.
- Commanders gain 1 teampoint for every kill over 10 seconds when he issues a arty request, no punishments.
- Squad leaders gain 1 teampoint for every kill over 10 seconds when he issues a arty request, the teamkill negatives are divided equally with the arty gunner and punishment for TK is issued to both the squad leader and gunner.
- The commander is given more points for commanding squads to balance the loss of direct artillery control.
- 1 team point is awarded for demolishing a artillery installation. (Each soldier kill inside the arty installation is the same as before, 2 points.)
- Each arty installation is considered a flag defence area. Each kill within the area is awarded with a "defended flag" point. (This will make the artillery worth defending by people that just hang around to defend.)
- Engineers should not be able to repair destroyed assets (Arty, Radar and UAV) for 20 seconds after they have been demolished.
Give the engineer class a choice for either a wrench or a mortar.
This way every person has a choice of a mini-artillery that can be effective when three or more engineers team up.
The mortar will have just slightly more damage than the m203 and is aimed in a direction and angle fashion and cannot be "requested".
Shots fired must be adjusted by a squad member or via team chat.
Mortars are limited to fire between 35 and 80 degrees and has a effective range between 50 and 250 meters. (There should be range markings on the sight)
Each mortar has something like 6 - 8 rounds and can be supplied by the support class (The support class should not gain an excessive ammount of points for this)
Scoring remains the same!
Accuracy is not perfect, at 50 meters the spread should be around 1 meter and at 250 meters the spread should be around 25 meters.
Only one type of round can be fired. (Grenade type with 1 meter splash damage perhaps?)
Let me know what you guys think!!!This way every person has a choice of a mini-artillery that can be effective when three or more engineers team up.
The mortar will have just slightly more damage than the m203 and is aimed in a direction and angle fashion and cannot be "requested".
Shots fired must be adjusted by a squad member or via team chat.
Mortars are limited to fire between 35 and 80 degrees and has a effective range between 50 and 250 meters. (There should be range markings on the sight)
Each mortar has something like 6 - 8 rounds and can be supplied by the support class (The support class should not gain an excessive ammount of points for this)
Scoring remains the same!
Accuracy is not perfect, at 50 meters the spread should be around 1 meter and at 250 meters the spread should be around 25 meters.
Only one type of round can be fired. (Grenade type with 1 meter splash damage perhaps?)
//CADDE
PS. I noted above about a fifth artillery round with i love!
If a enemy tank or APC is trying to rush a artillery installation the gunner should be ablde to DUMP the gun to the horisontal plane and fire a "ARTILLERY SHOTGUN" shell.
This shell is packed with .50 caliber pellets that will seriously damage the tank and litterally vaporize infantry.
Turning ratio is VERY slow and reloading is the same as the TOW.
Also if the arty gun has been dropped an engineer will be needed to restore it to it's normal state.
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