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Old 09-05-2006, 10:38 PM   #1 (permalink)


 
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Changes are coming for the artillery

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First, i´ll get the commander-position. Next i take the arty and position it at the (uncaptureable) mainbase.

Now i use the commander-satview to check the flags or spotted tank-targets or where i want to. I practiced some hours and now i´m able to hit anything, anytime and neary anywhere in a second on the map with the use of commander-view and arty and totally without "original" spotted targets.
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This is not how we intended the artillery to be used and we will take steps to stop this in the next version.
http://www.pointofexistence.com/foru...showtopic=9666
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Old 09-05-2006, 11:12 PM   #2 (permalink)
 
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Re: Changes are coming for the artillery

And the reply from the admins of the Forum:


"This is not how we intended the artillery to be used and we will take steps to stop this in the next version."
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Old 09-05-2006, 11:12 PM   #3 (permalink)
 
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Re: Changes are coming for the artillery

I'm glad they are going to fix this. It'll keep the CO seat open for those who want to CO.

I'm glad we don't have to put up with stuff like what is below in the TG forums.

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Sometimes PoE makes me laugh, the artillery is finaly useful, but now you're going to revert it back to its primitive state, its just rofl. On the plus side, at least there will never be anyone in the arty.
ROFL
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Old 09-05-2006, 11:31 PM   #4 (permalink)
 
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Re: Changes are coming for the artillery

As Kilrogg said some time ago, The arty will be sick deadly with time.

I am interested in 86ing the zoom function of the commander.

This will allow the CO to focus more on the battle instead of looking over the battlefield view satelitte with an overcast from clouds and such. lol. Plus, u can hear what is going around. lol.

greatly reducing the reload times and amo of the mobile arty is enough for me.

Right now the thing can shoot out rounds like every three seconds ( my guess).
PLus it carries 30 rounds max!

/Hoping for the best
Have a good'n.
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Old 09-05-2006, 11:59 PM   #5 (permalink)
 
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Re: Changes are coming for the artillery

It is bascially a very simple fix imo, just disable the the SAT whenever the CO is in the arti.
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Old 09-06-2006, 12:54 AM   #6 (permalink)
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Re: Changes are coming for the artillery

Good that theyre doing that. The thing id like to see less of is some guy using the artillery at 50 meters on purpose. I can understand if people come onto you at close range unexpectedly (happened to me tonight) but the artillery should be looking for long range targets, not close range ones.
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Old 09-06-2006, 08:28 AM   #7 (permalink)
 
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Re: Changes are coming for the artillery

I have to say I do not like the new arty system at all. Sure it's fun to try at the start, and I laughed when I got a first kill. Now all it seems to be for it spamming a base that no one is attacking. Seems utterly useless to me and does really nothing to promote teamplay and fun (except for the person harvesting kills). I say axe it as in tacmod.
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Old 09-06-2006, 08:32 AM   #8 (permalink)



 
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Re: Changes are coming for the artillery

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Originally Posted by BigGaayAl View Post
I have to say I do not like the new arty system at all. Sure it's fun to try at the start, and I laughed when I got a first kill. Now all it seems to be for it spamming a base that no one is attacking. Seems utterly useless to me and does really nothing to promote teamplay and fun (except for the person harvesting kills).
This is something we do want to deter. Constant arty on a CP to soften it up for an assault is one thing, but if there is not going to be an assault it is teetering on spawn camping. Do notify an admin if/when this takes place.
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Old 09-06-2006, 10:10 AM   #9 (permalink)

 
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Re: Changes are coming for the artillery

Right now the Arty is buggy and problematic. It does not work well due to bugs in placing markers and I believe it adds a significant amount of lag when the shell travels trough the map(unconfirmed as far as I know).

The marker bug is the biggest problem of getting the arty to work as intended. Not much use in it if you take your time to spot a flag / area and the marker ends up at a completely different position. When they iron out those errors I think it will be easier to test out different strategies of how to use this properly. If all this was working I see nothing wrong with having a dedicated squad in charge of the artillery (perhaps a gunner and a driver - although the driver would have a rather boring job....). Spotters should not be needed in this dedicated squad I would think as they could be better utilized otherwere.
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Old 09-06-2006, 10:11 AM   #10 (permalink)



 
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Re: Changes are coming for the artillery

fwiw, artillery tactics discussion here: http://www.tacticalgamer.com/battlef...tml#post559688

edit.. uh something dumb is going on with the link, but it's here:
http://www.tacticalgamer.com/battlefield-2-point-existence-discussion/78709-artillary-squad.html#post559688
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Old 09-06-2006, 10:18 AM   #11 (permalink)
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Re: Changes are coming for the artillery

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Originally Posted by BigGaayAl View Post
I have to say I do not like the new arty system at all. Sure it's fun to try at the start, and I laughed when I got a first kill. Now all it seems to be for it spamming a base that no one is attacking. Seems utterly useless to me and does really nothing to promote teamplay and fun (except for the person harvesting kills). I say axe it as in tacmod.
That might be true if the arty is firing at the most unlikely to be attacked CP, but ya cant arty a CP thats under assault anyway because youll just teamkill everybody. What arty does when it constantly fires on a CP is forces the defenders to either defend from the outer perimeter, or to keep defending like normal and keep dying. Either way, it makes the upcoming assault easier on the friendlys. But as soon as friendlys are close, arty stops because teamkills are bad.

Personally, if i dont have a CO then i just arty the CP thats closest to a friendly one, or i arty a road inbetween.
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Old 09-06-2006, 12:18 PM   #12 (permalink)
 
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Re: Changes are coming for the artillery

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Originally Posted by BigGaayAl View Post
I have to say I do not like the new arty system at all. Sure it's fun to try at the start, and I laughed when I got a first kill. Now all it seems to be for it spamming a base that no one is attacking. Seems utterly useless to me and does really nothing to promote teamplay and fun (except for the person harvesting kills). I say axe it as in tacmod.
Personally I think this promotes some tactical realism and gameplay. I think static defenses on a CP in that CP is a bygone tactic in modern combat. The defenders should be spreading out to the perimeter and establishing ambushes along likely routes of attack. Especially as this is the only chance of effectiveness the AT kits have against aromor by taking rear shots. And even then maneuver doctrine would have them advancing still if those ambushes don't get any business.

The common tactic of setting up camp on the CP for a long time often unattacked is a terrible waste of finite resources. From a military history standpoint such static defenses unwilling to advance to meet the enemy and then form a defense in depth fell out of fashion at the end of WWI and certainly after Blitzkreig tactics put the final nails in their coffin in WWII.

If arty bombarding a CP long before any reasonable assualt could be made forces our defenders to modernize their tactical mindset into the 21st century I see that as a good thing.

The spawnkilling effect that doesn't let them leave their spawns at all is a problem(which I have rarely seen as gunners often cease fire unnecessarily between arty spots or just move on to juicier targets). For that I wish the MBT's had a targetting radar that calculated the trajectory of incoming projectiles and thus was able to calculate where on the map they were coming from and accurately return fire over the horizon. This technology has been in existence at least since Vietnam and it is the counter modern units have I think. Be cool as a secondary tracking radar firemode for the gunner #2 position in tanks similar to the toggle radar in the AA units. If you poiint the search radar in vaguely the right direction, and an arty round or even perhaps a tank round enters your view, then perhaps a hud icon could appear showing you precisely when the main gun should point to hit the location those projectiles were fired from.
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Old 09-06-2006, 01:01 PM   #13 (permalink)
 
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Re: Changes are coming for the artillery

I have a difficult time believing that players defending an uncontested CP are unable to run clear of the spawn zones. The time honored anti-artillery tactics of dispersing and finding cover would make things much more difficult for an arty gunner. In all likelihood the arty gunner would lose interest and look for better targets.
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Old 09-06-2006, 01:40 PM   #14 (permalink)
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Re: Changes are coming for the artillery

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Originally Posted by xTYBALTx View Post
I have a difficult time believing that players defending an uncontested CP are unable to run clear of the spawn zones. The time honored anti-artillery tactics of dispersing and finding cover would make things much more difficult for an arty gunner. In all likelihood the arty gunner would lose interest and look for better targets.
Bingo.
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Old 09-06-2006, 06:35 PM   #15 (permalink)
 
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Re: Changes are coming for the artillery

I haven't seen it mentioned anywhere, is there a major fault w/ having something like a 2-3 second spawn protection?


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