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Old 09-25-2005, 03:21 AM   #1 (permalink)
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Artillery Magnetism

First I'd just like to apologise for being a little gruff last night (Sat password 25th Sep), but I was experiencing something as CO that I have never seen on TG servers to this level before:

Artillery Magnetism

This is a general call to everyone (especially Squad Leaders) to give their CO a bit of a break when it comes to friendly artillery.

Now I am not a new CO by any means and I am very selective with my arty strikes. I never drop them on top of friendlies and I verbalise every arty strike. This gives Squad Leaders at least 15 seconds to either STAY STILL or FALL BACK. Your men should be doing the same.

That big throbbing red icon MEANS DEATH!!! Please resist the urge to run directly into the strike radius. I have been Team Killed by artillery a total of 3 times EVER on TG servers. This is because it is REALLY OBVIOUS when artillery is falling nearby.

On a number of occasions, I would see friendlies run / drive directly under the center of my strikes. Please guys, we are better than this. It made otherwise convincing victories a bit sour for me. Especially Karkand, where we won 200-0 and I ended up with a -60 team score. That is truly appalling. My team was making it look like I was killing them on purpose.

So, to save your CO a lot of sanity, please please please:
  • Listen for verbal indications.
  • Look at your minimap.
  • Stay put or fall back.

This is supposed to be BF2, not Lemmings. Help a poor guy out
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Old 09-25-2005, 03:55 AM   #2 (permalink)
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Re: Artillery Magnetism

Whenever i squad lead and see that big red sign i tell my guys about it. Only times you should EVER be hit by friendly arty is if you just cant get out of the area because of too many enemys, or if you thought you were safe but were mistaken (crap happens). It really kills me when i get more then 4 arty kills but i tack on at least 2 teamkills because a jeep decided itd be fun to run into arty.
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Old 09-25-2005, 04:53 AM   #3 (permalink)
 
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Re: Artillery Magnetism

I always look on the minimap, and the soubd "Artillery, your area!" makes me look on the map every time, though I can see why someone might be to occupied shooting someone to notice
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Old 09-25-2005, 07:34 AM   #4 (permalink)
 
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Re: Artillery Magnetism

Yeah, keeping a look at the minimap is the best idea.
In regard to those who use arty as cover/distraction to run in wildly, my message is don't do it, or if you do, learn to time the arty so you run in only as it ends.
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Old 09-25-2005, 08:01 AM   #5 (permalink)
 
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Re: Artillery Magnetism

Well, on the other hand, most often when there are a large clump of enemies that attract the artillery fire, and you are close enough to be within artillery range, you find yourself in an intense firefight/hide'n'seek game. I know I've been tk'd a few times by arty because I've been too busy to check for it or to even listen to shouted commands. It all tends to blend a little (while blaying bf42 these days it just seems quite... Because there is no noise over the comm). I always remember not to punish for this. Were you punished excessively, bommando?

Strike is that sort of map for hectic firefights, unless it was civil war - in which case, you can not be blamed for expecting to have no blue on blue with the artillery.

Oh, yeah, happy about the swans?
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Old 09-25-2005, 08:53 AM   #6 (permalink)
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Re: Artillery Magnetism

Punish is turned off for artillery or I would have been auto-banned from the server many times tonight.

My gripe is more about the fact that people aren't paying attention and are losing tickets for their team unnecessarily. They could even be costing themselves valuable objectives as a result. A -60 score indicates at least 15 teamkills. That is quite a number of avoidable deaths. If people are expected to look out for friendly mines, then artillery doubly so. It's there to give you an advantage and comes with plenty of warning. Occasional teamkills I can cope with, but when people just charge into the middle of it incessantly, it makes me a little reluctant to drop it at all.

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I'm not much of an AFL follower, but I'm glad to see Sydney win a long-awaited premiership
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Old 09-25-2005, 09:05 AM   #7 (permalink)
 
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Re: Artillery Magnetism

Heh, 72 years without the premiership, but now we've got it! Samoth, are you from Sydney as well?
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Old 09-25-2005, 09:50 AM   #8 (permalink)
 
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Re: Artillery Magnetism

You mean COs don't got for theTK score for the win?!

The worst I have had is quite a while ago, squad X is assaulting a heavily defending location, I ask the SL if he wants arty and he screams yes so I drop it, 2 of his men do not pull back and fall.

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Old 09-25-2005, 11:32 AM   #9 (permalink)


 
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Re: Artillery Magnetism

I know I strayed a little too close a couple of times. I thought I was out of range, but apparently not.

Sorry about that Bommando, I know you were having a hard time with all of those.
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Old 09-25-2005, 12:41 PM   #10 (permalink)
 
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Re: Artillery Magnetism

i think the usmc was a little too eager to take advantage of mec's lack of CO and end that karkand match just a few minutes after it started. or at least take away any semblance of competition by securing all the armor for one side.
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Old 09-25-2005, 01:34 PM   #11 (permalink)
 
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Re: Artillery Magnetism

Artillery can be annoying when your a commander you have to make the decision do you airstike an area full of ememeis but where a squad member is as well its a tough desicion. I think sqaud members should be more vigilant for artillery because on certain maps you cant help but fire artillery at an area where they might be you have to hope for the best and tell the squad to get out better still the squad should do that on their own.
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Old 09-25-2005, 01:42 PM   #12 (permalink)


 
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Re: Artillery Magnetism

Quote:
Originally Posted by munchkin
In regard to those who use arty as cover/distraction to run in wildly, my message is don't do it, or if you do, learn to time the arty so you run in only as it ends.
Yeah, I time it so that I can go try and revive teammates after the explosive rain stops. I occasionally am a bit too quick...


Quote:
Originally Posted by StupidAwesome
i think the usmc was a little too eager to take advantage of mec's lack of CO and end that karkand match just a few minutes after it started. or at least take away any semblance of competition by securing all the armor for one side.
Yes, that was the worst round of BF2 I've ever played. Not very much fun at all. I joined the game after the US had already taken all of the eastern bases and MEC was just getting raped in the middle. I don't know that the USMC should've done anything different, but it sure wasn't a good game.
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Old 09-25-2005, 06:11 PM   #13 (permalink)
 
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Re: Artillery Magnetism

Well, if there's an artillery strike at a point I'm assaulting, I tend to send my squad into the radius once the arty is about halfway done. There is still some risk of TK, but not as much, and you can take advantage of the enemy's disorientation.

But that wasn't a factor Saturday, as I haven't been playing much lately. Don't worry, you're still a top-notch CO, even if you're bad at lying about why your arty killed Tempus (I know you have it in for him).
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Old 09-25-2005, 06:16 PM   #14 (permalink)
 
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Re: Artillery Magnetism

I like standing still when artillery starts falling around me and missing me. It gives me a sort of god complex.


Now back to your regular scheduled programming
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Old 09-25-2005, 09:21 PM   #15 (permalink)
 
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Re: Artillery Magnetism

Quote:
Well, if there's an artillery strike at a point I'm assaulting, I tend to send my squad into the radius once the arty is about halfway done. There is still some risk of TK, but not as much, and you can take advantage of the enemy's disorientation.
This timing is key - leave it too late and you might as well not have had the arty at all in terms of taking the flag, as the enemy will be back up and running again before you are upon them.
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