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#151 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Point of Existence Updates
Just like it should, IMO. The mobile arty is tube-launched (and rocket-launched?) artillery on a tracked chassis. You can drive it around much like you would a tank, but it's not going to have the speed and handling of a tank. Instead, what you'll want to do is park a mobile arty piece in a protected place, preferably far from the area of engagement. Then, you'll need to have a SpecOps player use his binoculars to provide you with a spot. Upon receiving a spot, your targeting screen will go active (while you're inside your mobile arty piece), and you'll be able to observe your rounds from an overhead satellite view as you fire them. Using this view, you'll be able to adjust your fire and "walk" it onto targets. Or, you'll be able to manually pre-zero your targets so that you're ready to hit them the minute enemies arrive.
This arty system is completely user operated, and it takes some skill, coordination, and practice to use. However, it is also very flexible, allowing the user to direct his fire as he chooses. Dunno. We'll find out in a few days! Last edited by Strag; 08-24-2006 at 12:05 PM. |
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#152 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: Point of Existence Updates
I wonder how long it'll take before the crazy skilled players of TG will be shooting arty "from the hip" with deadly accuracy.
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#153 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Point of Existence Updates
Quote:
I think it'll be interesting to see how arty will work on our server logistically. Will we have a dedicated arty squad(s), much like we have dedicated air and chopper squads, whose only job will be to offer arty support when called on by infantry squads? If so, I can see the importance of the SpecOps player in infantry squads increasing, possibly to the point that each infantry squad has one nearly all the time. We'll have to see how things pan out..... |
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#154 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: In the cell next to Icky.
Age: 54
Posts: 5,839
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Re: Point of Existence Updates
An arty squad sounds good. Put them under the direction of the CO and it could be deadly. Something like a specialty squad.
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Admin Graw 2-- Call of Duty ![]() ![]() ![]() TG_Mateo: "Forget freedom, democracy, the blues, New York Pizza: our lasting contribution to human society is Bourbon." Sloppy Joe: "Don't play this game like you are on your own, because if you do... it might become a reality." kin3: "I'll try but I have the grandchildren all day today and if I'm not wiped out I'll play." |
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#155 (permalink) |
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Join Date: Feb 2006
Location: United Kingdom
Age: 18
Posts: 2,036
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Re: Point of Existence Updates
So would it be like, 1 engi controlling the arty, and the rest as spec ops around the map spotting?
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#156 (permalink) |
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Join Date: Jul 2005
Location: Scotland
Age: 20
Posts: 2,064
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Re: Point of Existence Updates
More likley that the arty squad will be a small squad of a engineers. All the other bigger squads will go around thier objectives as usual but if a squad needs artillery then thier spec ops guy will call it in.
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#157 (permalink) | |
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Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Point of Existence Updates
Quote:
The nice thing about this system is that it puts the controls into the hands of the players, so that squads can call arty in directly if needed, or the CO can delegate the arty as needed. Also, folks who get good with the arty can have a little pride in their "job." Heck, maybe we could have a special arty ribbon added to the list of available BF2 awards(?), for those who really excel at using it. |
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#158 (permalink) | |
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Join Date: May 2006
Location: NY, USA
Posts: 1,119
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Re: Point of Existence Updates
Quote:
I see the SL becomes and even more so of a "director" of their squad than BF2.
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#159 (permalink) |
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Join Date: Aug 2005
Location: Orlando, FL
Age: 26
Posts: 1,636
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Re: Point of Existence Updates
I don't see whats to stop someone from finding a known spot on the map and memorizing the required trajectory to hit high value targets without needing a spotter. Well, pretty much what Icky said.
I mean if you have more than one arty piece couldn't you just spam one spot constantly so its uncappable? Oh well I'm talking out my butt! Might as well wait to find out.
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#160 (permalink) | |
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Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Point of Existence Updates
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#161 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: Point of Existence Updates
I'm sure there's a long arty reload and stuff like that.
The maps I've checked so far (2 or 3) have 2 arty pieces, one of which must be owned by each team, but it wouldn't surprise me if both could fall into the hands of one team.
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#163 (permalink) |
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Join Date: Aug 2006
Location: Ontario, Canada
Age: 19
Posts: 18
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Re: Point of Existence Updates
How would protection of the Arty pieces go from the tactical perspective? Also, will the Snipers have the same ability to Call for Arty strikes seeing as they're far out and have a greater range of view than most Ground Infantry?
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|Tactical Gamer| IRREGULARS "I like to hide, so I can spot the enemy and let the team do the work..." |
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#164 (permalink) | |
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Join Date: Jun 2005
Age: 37
Posts: 4,074
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Re: Point of Existence Updates
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#165 (permalink) |
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Join Date: Aug 2005
Posts: 3,750
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Re: Point of Existence Updates
Can't wait for team operated artillery. Planetside added this feature with it's first expansion, and it was amazing. The way it worked was this: the spotter spots the target with binoculars and any linked artillery piece (user operated) would see a target on their HUD. Line up the arty's crosshairs with the target and you have a good shot.
I teamed up with buddies a few times and absolutely rained death - from about 20km away! Two of these things could turn the tide of a siege. I, too, am excited to see how it's implemented in POE.
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