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| Battlefield 2 Project Reality Tactics Discussion Discussion forum for BF2 project reality specific strategy, tactics, and mission discussions. |
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#1 (permalink) |
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Join Date: Mar 2007
Posts: 58
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Artillery Sqd Idea
Gentlemen,
A few of us were messing around with this idea the other day but I would like to try it again tonight (April 13th) in more of a serious sense. Basically its a Sqd full of 203ers and riflemen who set up outside a flag area and bombard the area with 203s. An imprivised artillery if you will. If anyone is interested let me know. Ill be on around 6:00 or 7:00 pm EST tonight so let me know if anyone is up for it. |
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#2 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,750
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Re: Artillery Sqd Idea
Interesting idea. Combinded with a squad to make the assault it could be pretty fun.
__________________
| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#4 (permalink) |
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Registered User
Join Date: Feb 2007
Location: Illinois
Age: 23
Posts: 213
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Re: Artillery Sqd Idea
I was a squad yesterday on Helmand, I think Al was SL, and this is all we did. Also, when we thought the flag was going to be overrun no matter what we did, we'd all spawn Insurgent, throw C4 on the buildings and cover spots near the flag and then run back about 50-100 meters while one guy in the squad stayed closer and would give the order to blow the charges. Very effective, lots of fun.
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#6 (permalink) |
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Join Date: Oct 2006
Location: Killtopia
Posts: 873
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Re: Artillery Sqd Idea
count me in, im up for a little arty on bunnyhopping noobs anyday
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|TG-Irr|Ikill4aliving Irregular Intelligence Officer "My stripper name is Bandit LeGrande." - Axis of Eevil ![]() ![]() ![]()
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#7 (permalink) |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,870
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Re: Artillery Sqd Idea
Squirrel,
Flying body parts anyone...I was still laughing atleast an hour afterwards...
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"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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#10 (permalink) |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: Artillery Sqd Idea
I can't use TS if I'm using in-game.
![]() Still, I'm sure we can work it out via text and common sense. No run at flag while nade-type things are landing on it.
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BFCL TF2 league admin
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#11 (permalink) |
![]() ![]() Join Date: Mar 2007
Location: Fermanagh, Northern Ireland
Age: 22
Posts: 722
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Re: Artillery Sqd Idea
ok,im in, i done the c4 thing with al last night, and the 203's with crombo, all fun, i be on in a bit!!
Also like to note that at one stage i stole an enemy sniper kit and spotted target for the 'arty' squad with me, very effective i thought?!
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|TG-22nd|Jeepo Dum spiramus tuebimur - While we breathe, we shall defend Sam Hoy - A good LZ is like a good woman, flat, no hostile posts and not too much shrubbery Last edited by Jeepo_SAS; 04-13-2007 at 06:58 PM. |
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#12 (permalink) |
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Join Date: Nov 2006
Location: WV
Age: 36
Posts: 709
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Re: Artillery Sqd Idea
I too thought of that one night while playing to over take a flag but the SL thought it was a lame idea. Said that even if we destroyed all the enemy it would cause to many friendly casulties cause other team mates would be stupin and run in thinking all was safe.
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#13 (permalink) |
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Registered User
Join Date: Jul 2005
Age: 18
Posts: 3,355
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Re: Artillery Sqd Idea
Just keep in mind that GLs arent very effective in mostly flat terrain. They are most effective when the target is near a wall, that way the splash damage kills them. Otherwise you have to get the thing to land directly where they are, and thats difficult.
In helmand, it works if the enemy is in one of the buildings. But if you are fighting between irrigation ditches, take out your gun. |
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#14 (permalink) |
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Join Date: Jul 2005
Location: Indianapolis, Indiana
Age: 34
Posts: 2,359
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Re: Artillery Sqd Idea
Wow, this whole idea is a blast from the past!!!
I actually mentioned doing this in vanilla BF2 waaaaaaaaaaaay back during my first PW night in September, 2005 (hehe), though the idea also seemed to be received with the sound of chirping crickets. I thought the whole AAR is pretty funny, so you'll have to scroll down to find my post. I also mention my sadness when kicked by a supporting member, which is also amusing in retrospect. I'll join up in this squad if you see me around, Crombo! |
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#15 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Artillery Sqd Idea
Be advised, I have read good intel from the PR forums that the GL kit will be limited to two/squad in .6.
See this thread: http://realitymod.com/forum/showthre...ighlight=light Note: The GL and light AT will not be limited to 2/team but 2/squad. No worries. You guys can use the .5 set-up to practice with the combo of a long distance arty explosive squad, supporting an assault squad, and come up with some sound SOPs for when we get the mortors in a future release.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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