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Discussion: Battlefield 2 / Battlefield 2 - Point of Existence Discussion - SnakeEyes - Artillery Guide - I spent no more than 3 minutes on a local game, and after I figured
  1. #1

    WhiskeySix's Avatar

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    SnakeEyes - Artillery Guide

    I spent no more than 3 minutes on a local game, and after I figured out how to aim (see below), I could put my first shot within 10m of a marked target anywhere on the map... well.. anywhere out to 600m or so Once gunners get dialed in like this and in-synch with the CO, it should make for a pretty deadly pairing. With even a little coordination, the deck guns should be able to sweep the beach pretty handily.







    Also - I'm not sure how much overhead it'd be for the CO, but having a separate attack-marker (squad) for the tomahawk would probably be usefull too. Use the arty to sweep the beach of infantry, and have the TLAM locked and loaded for armor targets.
    Last edited by WhiskeySix; 12-09-2007 at 05:01 AM.

    |TG-12th|WhiskeySix

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    |30+|SirShotalot's Avatar

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    Re: SnakeEyes - Artillery Guide

    Sweet calibration graphic. Thanks!
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    Melee's Avatar

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    Re: SnakeEyes - Artillery Guide

    Nice Whiskey. I'll give this a try.
    |TG|Melee
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    Re: SnakeEyes - Artillery Guide

    Remember that the front deck gun is bugged and does not have crosshairs.
    -F-

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    Re: SnakeEyes - Artillery Guide

    Nice work!

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    Re: SnakeEyes - Artillery Guide

    Excellent guide. Maybe I'm reading it wrong but aren't the meters in blue on the left reversed? Shouldn't the longer range amount to a higher elevation?
    -33rd- BaneII
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    Magonushi's Avatar

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    Re: SnakeEyes - Artillery Guide

    Quote Originally Posted by BaneII View Post
    Excellent guide. Maybe I'm reading it wrong but aren't the meters in blue on the left reversed? Shouldn't the longer range amount to a higher elevation?
    No they are marking where the horizon is on your screen. As the gun goes up the horizon goes down. I remember being in the Arty squad where Whiskey was directing us and we did pretty well against inf but I couldn't hit any armor for the life of me.

    Oh and does anyone else think it is silly that the UKR wander out to the destroyer with APCs and blast them with TOW missiles? I really don't think the UKR need that capability especially when the USMC can't do anything about it (deck guns don't aim low enough and tomahawk usually can twirl around to them before the fuel runs out.)
    "Divide and rule, a sound motto. Unite and lead, a better one." -Goethe

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    Re: SnakeEyes - Artillery Guide

    If your firing from a UCB then your fair game. That's true for artillery, tomahawks, snipers, deck guns or whatever else you can think of. After the target is down though, those APC's really should be tooling back to the beach.

    Lucky Shot

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    Magonushi's Avatar

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    Re: SnakeEyes - Artillery Guide

    Oh I fully agree with the UCB rule. It's just that on other maps an APC can't just strut up unopposed to the UCB, take a few shots, and then sit there until the Arty respawns and then launch another tow as soon as the Arty fires its first shot. The US already has a hard time getting on the beach, I can't see why the UKR need this boost unless able to do it by using their own arty. The only real defense the US has against this attack is sacrificing their only TOW equip APC to hunt down the offending APC.

    Sure the UCB is fair game if being fired out of, but this map flaw is incredibly unbalancing considering how important the arty is for the USMC and how little defense the deck guns have against this kind of attack.
    "Divide and rule, a sound motto. Unite and lead, a better one." -Goethe

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    Re: SnakeEyes - Artillery Guide

    Put a TOW on the destroyer deck?

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    Re: SnakeEyes - Artillery Guide

    Great guide Whiskey, but you left out a key detail: Getting your squad into the guns and not having a couple n00bs take them and start farming kills at max range, screwing your assault. Tell me how to do that, and make the team work together, and I'll kiss your feet.


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    Re: SnakeEyes - Artillery Guide

    Quote Originally Posted by IMI-50AE View Post
    Great guide Whiskey, but you left out a key detail: Getting your squad into the guns and not having a couple n00bs take them and start farming kills at max range, screwing your assault. Tell me how to do that, and make the team work together, and I'll kiss your feet.

    *Note that the kissing of the feet will only happen if your tactic of teamwork and keeping n00bs out of assets works 100%.
    Easy. Have the commander give them a direct order. If they fire somewhere far off that target warn them for not following orders. After enough squeaking and admin should warn then kick them off the guns.
    "Divide and rule, a sound motto. Unite and lead, a better one." -Goethe

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  25. #13

    WhiskeySix's Avatar

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    Re: SnakeEyes - Artillery Guide

    We were discussing this in the admin forums. For the sake of game play, we're going to be prohibiting ALL attacks on the destroyer - INCLUDING firing on the deck guns. They're a critical part of the map balance and having them camped by UKR armor and/or TOW missiles makes for a 450-0 round.


    You're right Mag - if UKR armor is moving, it's really hard to hit with the artillery. That's why I was thinking it might make sense to have a separate squad for the Tomahawk - so you can give a different attack marker for the TLAM operator. That thing can kill quite accurately... and the CO can always highlight both squads and give them the same target if he needs to.

    |TG-12th|WhiskeySix

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    Re: SnakeEyes - Artillery Guide

    The US has a pinpoint weapon already that can take out APC's in the water. The CO must spot them and give the tomahawk operator the marker. Once that's done all that's left is the crying. APC's are VERY slow and vulnerable in the water.

    Video of the tomahawk in action: http://files.filefront.com/Tomahawkm.../fileinfo.html

    If I can hit the DDX guns, I can hit a blinking red APC on my minimap. This is again a coordination issue, but lets not forget that the US also has 2 APC's.

    Lucky Shot

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    Re: SnakeEyes - Artillery Guide

    Quote Originally Posted by WhiskeySix View Post
    You're right Mag - if UKR armor is moving, it's really hard to hit with the artillery. That's why I was thinking it might make sense to have a separate squad for the Tomahawk - so you can give a different attack marker for the TLAM operator. That thing can kill quite accurately... and the CO can always highlight both squads and give them the same target if he needs to.
    Hitting moving ground targets with artillery shells isn't hard. Gunners just need to understand they need to aim for where the target will be when the shell arrives. The longer the shot, the greater the lead. All it takes is practice. I hope no one thinks that when I was blowing USMC vehicles out of the water with the Ukrainian artillery that it was luck. Most targets don't understand that when a shell lands near them, then they need to make a course correction immediately. Because the first round was a guide round, the next round will be a kill round if they keep their current course.
    -33rd- BaneII
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