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| Battlefield 2 - General Discussion General discussion for Battlefield 2 |
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#1 (permalink) |
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Registered User
Join Date: Jun 2005
Location: Sydney, Australia
Age: 30
Posts: 4,294
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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:
This is supposed to be BF2, not Lemmings. Help a poor guy out ![]() |
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#2 (permalink) |
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Registered User
Join Date: Jul 2005
Age: 19
Posts: 3,355
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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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#3 (permalink) |
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Join Date: Jul 2005
Location: The Netherlands
Age: 20
Posts: 870
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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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![]() ![]() ![]() ![]() ![]() ![]() ![]() BF2 Name: Thez(NL) BF2142 Names: Thierry(NL) (Sniper) Dikkiedik(NL) (Assault) Kittekat(NL) (Engineer) Dimi(NL) (Support) |
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#4 (permalink) |
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Join Date: Jul 2005
Location: Sydney, Australia
Age: 17
Posts: 2,271
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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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![]() [conduct][volun][drill][sg-c1][tpf-c1] |TG-2nd|munchkin Nec aspera terrent. |
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#5 (permalink) |
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Join Date: Jul 2005
Posts: 52
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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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#6 (permalink) | |
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Registered User
Join Date: Jun 2005
Location: Sydney, Australia
Age: 30
Posts: 4,294
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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. Quote:
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#7 (permalink) |
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Join Date: Jul 2005
Location: Sydney, Australia
Age: 17
Posts: 2,271
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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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![]() [conduct][volun][drill][sg-c1][tpf-c1] |TG-2nd|munchkin Nec aspera terrent. |
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#8 (permalink) |
![]() Join Date: Jun 2005
Posts: 397
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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. Az
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#9 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,170
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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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Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) 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. |
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#10 (permalink) |
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Join Date: Jul 2005
Age: 29
Posts: 88
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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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#11 (permalink) |
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Join Date: Sep 2005
Location: Derbyshire, England
Age: 19
Posts: 141
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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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#12 (permalink) | ||
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,806
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Re: Artillery Magnetism
Quote:
Quote:
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#13 (permalink) |
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Join Date: Jun 2005
Posts: 2,460
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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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#15 (permalink) | |
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Join Date: May 2005
Location: Norwich, UK
Age: 29
Posts: 4,236
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Re: Artillery Magnetism
Quote:
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