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05-10-2008, 03:03 AM
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#1 (permalink)
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Join Date: Aug 2007
Location: Quebec
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Do we really need arty and mortar?
Looks like the biggest problem with the uncap and dome of death come from arty and mortar. Beside the two assault from sea to land maps, snake eyes and the other i dont recall the name, to me arty doesent bring much at all to gameplay. One guy sit there spam shell at the most populated flag he can find and thats it. Doesent enhance the gameplay , and its very rare its being use tactically. Often you see skilled players in the loosing team frustrated so they jump in the arty and spam untill map is over.
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05-10-2008, 11:02 AM
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#2 (permalink)
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Join Date: Aug 2005
Location: Crawling Under My Skin
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Re: Do we really need arty and mortar?
Quote:
Originally Posted by SAITCHO
Looks like the biggest problem with the uncap and dome of death come from arty and mortar. Beside the two assault from sea to land maps, snake eyes and the other i dont recall the name, to me arty doesent bring much at all to gameplay. One guy sit there spam shell at the most populated flag he can find and thats it. Doesent enhance the gameplay , and its very rare its being use tactically. Often you see skilled players in the loosing team frustrated so they jump in the arty and spam untill map is over.
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I agree completely, I was even saying last night that I prefer Vanilla's arty. If the old arty was put in it would give the commander more of a role than spot spamming and giving me headaches (Something that honestly should have been the first thing they removed from the CO role, how realistic is it that he can just spot every single thing on the battlefield magically? But that is for another disscussion). It gets really annoying defending a flag and having to just spend the entire round sitting in a building because someone is just spamming the area with arty every 10 seconds.
In vanilla it was used by the commander to help assaults and defend flags but in PoE it is just used by solo guys to camp asset spawns and flags, it doesn't help gameplay at all.
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05-10-2008, 12:20 PM
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#3 (permalink)
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Join Date: Jan 2007
Location: NYC
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Re: Do we really need arty and mortar?
I actually don't mind the arty- I've never really used it, because that's not how I enjoy playing the game, but I think it does add to the quality of the games, especially as the matches get more organized. It's true that in a chaotic, undisciplined game, the arty can be just as annoying as those snipers that camp without capping, but as a part of real team venture, it's both invaluable and counterable. Our last scrim was a perfect example of this.
(I did like the old spotting/TACOM system better, though.)
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05-10-2008, 12:25 PM
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#4 (permalink)
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Join Date: Apr 2008
Location: West Texas
Age: 46
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Re: Do we really need arty and mortar?
If we had the old vanilla style arty then we would need to make sure that the arty pieces where just outside the dome to allow the spec ops to eliminate it. And it would solve alot of the probs and we'd prob have a more active commander role. As for the mortars, I really don't have to much of a prob with those. Once they are place they are there and have to be re-armed. Plus they are limited to their side to side aiming and theres only a few maps that the mortar has an advantage to that. Plus the mortar does teach you to keep your head down.
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05-10-2008, 01:16 PM
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#5 (permalink)
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Join Date: Mar 2007
Location: Indianapolis, IN
Age: 33
Posts: 209
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Re: Do we really need arty and mortar?
Quote:
Originally Posted by SAITCHO
Looks like the biggest problem with the uncap and dome of death come from arty and mortar. Beside the two assault from sea to land maps, snake eyes and the other i dont recall the name, to me arty doesent bring much at all to gameplay. One guy sit there spam shell at the most populated flag he can find and thats it. Doesent enhance the gameplay , and its very rare its being use tactically. Often you see skilled players in the loosing team frustrated so they jump in the arty and spam untill map is over.
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So long as you are armor-whoring, yes we really need arty and mortar. Wanna get rid of the AT kit and Spec Ops kit too?
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05-10-2008, 01:24 PM
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#6 (permalink)
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Join Date: Nov 2006
Location: Norfolk, England
Age: 30
Posts: 1,151
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Re: Do we really need arty and mortar?
I'm afraid these 2 won't be removed..
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05-10-2008, 02:28 PM
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#7 (permalink)
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Join Date: Apr 2008
Location: Biloxi, Mississippi
Age: 19
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Re: Do we really need arty and mortar?
At least this arty you can hear coming and have sufficient time to get under cover. And if you're irritated that you're holed up in a building while people are capping your flag....well, that's kinda the point of arty. Keeping you bottled up.
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05-10-2008, 04:27 PM
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#8 (permalink)
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Join Date: Aug 2007
Location: Quebec
Posts: 166
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Re: Do we really need arty and mortar?
If being inside a building protected you 100% of the time then that wouldent be as bad but it isnt the case. Beside chopper and planes there isnt much you can do bout artillery if the other guy isnt good enough to keep it behind cover. To me artillery and grenade spamming is about the same but with less arm fatigue.
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05-10-2008, 06:34 PM
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#9 (permalink)
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Join Date: Apr 2008
Location: SoCal
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Re: Do we really need arty and mortar?
In FFTF the mortars and arty are great. It is sometimes a factor if the other team can't do anything like bomb it whatever, but coordination is usually pretty good so that it doesn't make too much of an impact.
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05-10-2008, 06:56 PM
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#10 (permalink)
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Join Date: Dec 2007
Location: South Florida
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Re: Do we really need arty and mortar?
You know, this has been the problem with this game and this mod from the beginning. As time went by and new patches came out, the game got more and more domesticated. Sure there were great improvements but Weapons got nerfed to satisfy people who complained about them being too powerful or too accurate.
Now you have people questioning whether we need arty and mortars. Well why stop there? Do we need c4? Or rockets on planes and helos? Let’s get rid of tanks that can shoot me out of a building when I try to hide. Let’s get rid of the tomahawks as well or better yet, lets really nerf the weapons up and make them soft and cuddly, You could start by Renaming some of the weapons after you cripple them such as, the Barbie doll barrett and the Mattel mortar or we can have the Hasbro hand grenades as well as Hanna Montana helicopters and how about the tell a tubby tomahawks that upon impact showers you with the pink BF2 teddy bears. Remember them? = )
what I think should be done is this. Leave the weapons we have and add some other types. Increase the accuracy of the weapon systems that were designed to be accurate. The sniper rifle in vanilla BF2 is a sick joke. My point is this, don’t take away from the game... add to it.
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05-10-2008, 08:07 PM
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#11 (permalink)
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Join Date: Sep 2006
Location: Prince Albert Sask Canada
Age: 31
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Re: Do we really need arty and mortar?
Just throwing an idea out there what if commander had to spot for arty.. so no commander no arty... would add to the commander role.. This said we would have to take out the commander spam chat all together and just have them come up as spots on the map in red.
not sure if the Dev's can do this or not just an idea.
Rockford
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05-10-2008, 11:23 PM
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#12 (permalink)
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Join Date: Aug 2005
Location: Columbia, SC
Age: 30
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Re: Do we really need arty and mortar?
We have enough trouble as it is to get COs to provide targets for air and arty.
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05-11-2008, 03:20 AM
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#13 (permalink)
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Join Date: Nov 2005
Location: Corvallis, OR
Age: 37
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Re: Do we really need arty and mortar?
Quote:
Originally Posted by Gahlas
If the old arty was put in it would give the commander more of a role than spot spamming and giving me headaches (Something that honestly should have been the first thing they removed from the CO role, how realistic is it that he can just spot every single thing on the battlefield magically? But that is for another disscussion).
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Yep, those magical satellites are quite something.
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05-12-2008, 05:14 AM
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#14 (permalink)
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Battlefield Officer
Join Date: Aug 2005
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Re: Do we really need arty and mortar?
Stating the obvious here but artillery is a major part of warfare and it makes sense for poe2 to showcase that. They can be used tactically too. I love knocking out bridges at start on Dnister Valley...you can immediately lock the enemy team out from moving to flags and then you nail the armor and engineers as they group up to repair/cross. On First Snow and Dnipro you can keep the flag associated attack chopper down all round with timely hits, just ask namebot!  The best use though is just as you would do on Snake Eyes but apply it to other maps. Shell in front of friendlies to clear the way. If its a flag zone then take out the aa emplacements and armor spawns. Once you get good enough you can do super close support with high success. Of course just being a spam machine is ok too...shelling areas of high enemy concentration is what they are designed to do.
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05-12-2008, 02:23 PM
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#15 (permalink)
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Join Date: Aug 2007
Posts: 850
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Re: Do we really need arty and mortar?
Yeah that was good stuff, one man arty killing squad. Every time I would get to you, I would tell them in teamchat. But of course by then they weren't interested in getting in the chopper.
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