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Old 08-30-2006, 10:57 AM   #31 (permalink)
 
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Re: mobile arty use

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Originally Posted by Lucky Shot View Post
I received a couple arty assist kills on some timely spots. Some dude was tearing up the inbound tanks from all the way acrossed the map.

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I was in that squad spotting for him for most of the map. Most fun I have had sniping since BF1942. The other team realized that the spotting sniper was a serious threat to them, and there were many instances where I was playing "hide and seek" with the other team in order to stay alive.

I forget his name, but the operator of the arty was insane with it. Hitting mobile tanks and jeeps.. just spot them out and he would hit them.

That was the same round Santa was alluding to above with the UCB killing him. To be fair the Arty man was outside of the UCB for most of the map. But those are the instances when you tell your CO to get the airmen to blow the arty up. Either that or get the CO to coordinate an olde fashioned "artillery duel".

After 2 rounds in an arty squad, I completely agree with a 2-3 man locked squad for arty. Nothing good about an arty squad with 5 snipers/spec ops in it sitting back when they can be assaulting/defending CPs with other kits.

Also the CO's will have to learn that an arty squad is an asset, and the arty squad should be used for indirect fire at the CO's request. I would suggest the arty man would be the SL, and he/she would direct the spotters when/where they need a spot to accomplish the mission the CO gives them.
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Old 08-30-2006, 11:16 AM   #32 (permalink)

 
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Re: mobile arty use

I've spotted for arty a few times but have not gone the whole way and adjusted for effect. The idea of a dedicated arty squad with the SL as the gunner makes good sense. CO tells the arty team where they need fire...the linch pin is getting the SL's to request ARTY assistance. This will come with time, especially here, with the TG teamwork ethic.

I tried firing the arty too but couldn't make heads or tails of it. I'll have to spend more time doing it and if I see Kilrogg on my team I'll join up and ask for help.

When I switched to satellite view I had no idea what I was looking at. thinking about it now I should've had the spotter describe the target. I fired but had no idea if I was even coming close to the target, no idea if the inclination was right and no idea if I was being effective. This is a tool that is hard to master and I'd love to get a small team of people together on server 2 or an unoccupied server to really give it a good practice session. PM me if you are interested.
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Old 08-30-2006, 12:22 PM   #33 (permalink)
 
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Re: mobile arty use

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Originally Posted by Mayfield View Post
I would suggest the arty man would be the SL, and he/she would direct the spotters when/where they need a spot to accomplish the mission the CO gives them.
I would suggest quite the opposite: let the spotter be the SL. He can then set an attack marker on the target location, which will give the gunner instant and accurate information about shot direction and range. Combined with the range-to-angle screenshots from post #10, the gunner should be able to hit the target in less than 3 shots, using the satellite view only for visual confirmation.
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Old 08-30-2006, 12:38 PM   #34 (permalink)
 
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Re: mobile arty use

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Originally Posted by Lekdevil.NL View Post
I would suggest quite the opposite: let the spotter be the SL. He can then set an attack marker on the target location, which will give the gunner instant and accurate information about shot direction and range. Combined with the range-to-angle screenshots from post #10, the gunner should be able to hit the target in less than 3 shots, using the satellite view only for visual confirmation.
With a 2-man squad that would work.. but if you have a 3 man with 2 spotters it would be more advantageous to have the arty man be the SL, and the spotters on opposite sides of the map ready to get a spot wherever the commander wants it.
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Old 08-30-2006, 12:40 PM   #35 (permalink)
 
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Re: mobile arty use

I almost think the player limit needs to be raised by about 10. Everything is requiring so many people to use it effectively.
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Old 08-30-2006, 12:44 PM   #36 (permalink)
 
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Re: mobile arty use

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Originally Posted by Mayfield View Post
With a 2-man squad that would work.. but if you have a 3 man with 2 spotters it would be more advantageous to have the arty man be the SL, and the spotters on opposite sides of the map ready to get a spot wherever the commander wants it.
Ahhh, I get ya. If the commander sets the attack marker, the SL only has to acknowledge that to get it on the map. Yes, that would work, too.
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Old 08-30-2006, 02:01 PM   #37 (permalink)
 
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Re: mobile arty use

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Originally Posted by Santa View Post
In one of the maps my CP that i was defending was getting shelled with artillery constantly. I decided itd be a smart idea to go into the UCB and C4 the lil bastard. As soon as i get in Icky warns me that im going to slowly die for being in a UCB, and sure enough i did.

I gathered that its a server option (right?) to have the health penalty for going into a UCB. Either we need to get rid of that server option, or disallow artillery in the UCB.
Yeah, I can see you point there. Some ideas have been thrown around, but generally disallowing the arti from firing inside the UCB should be enough. If the other team is caught firing inside the UCB, then it shall be bombed along with whatever thats around it.

No sure if that will ever be "official" but it is one way of balancing it. Personally I like the "dome of doom" idea, as it was the similar thing I suggested in many forums about how DICE can fix the UCB camping problem in BF2.
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Old 08-31-2006, 03:25 PM   #38 (permalink)
 
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Re: mobile arty use

I think i finally got it.... regarding CO and single squad communicating.
I switched my B and V keys so that it would be easier to chat with squad members.
This guide is in control default mode.

Below explains things well. Utilizing the single squad communication is critical when talking with your Arty team. Helping them zero their shots requires some communication. The rest of the Squad leaders will need a clear radio to communicate with their squad.

This also is important with chopper and jet squads.




Voice over IP

Battlefield 2 has a built in communication via microphone system in which commanders can communicate with squad leaders, and squad leader can communicate with his squad. Lonewolfs cannot use this feature.

As a commander, communication is crucial as you have a clear bird's eye view of the map. Therefore, relaying real-time messages is a great aid to your squad and team.

Icons that indicate your mic is "live"

http://img47.imageshack.us/img47/274...dleader8se.jpg
Squad Leader to Squad member or vice versa

http://img219.imageshack.us/img219/5...dervoip7vm.jpg
Commander to Squad Leader or vice versa

To talk to a certain or individual squad(s), the CO should highlight the concerned squads then press the "B" key to communicate. Using the "B" key allows for voice comm *only* to the highlighted squads. Using the "V" key by default sends the CO's comm to *all* squads.

To talk to a specific squad, press the squad's number on the keyboard*, then press B to talk to only that squad. CTRL+numbers* followed by B will talk to those selected squads. V talks to all squads and works outside of the commander window. B does not.

*The number keys are what many call "hotkeys" or "bind keys." For these number keys, you select the squad that corresponds with the number you pressed (Key 3 = Squad 3).

The communication line is: Commander <-> Squad Leader <-> Squad Members
There is no method to communicate via voice to squad members directly from the commander.

Source: http://www.totalbf2.com/forums/archi...hp/t-6553.html
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Old 08-31-2006, 04:26 PM   #39 (permalink)
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Re: mobile arty use

I also feel incompetent for not understanding the arty system. Maybe it'll take me nine months to learn, like flying helicopters did.
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Old 09-02-2006, 09:11 PM   #40 (permalink)
 
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Re: mobile arty use

We need some tips on CO and arty guy dialing in arty.

Would be ideal that the arty guy recieves a fiar amount of coordinates from the three kits that have the function, but sometimes they will not.

I am thinking that it is really simple.

First, CO gives attack or demo icon for the arty to get a x plane coordiante.
The arty lines their shot up and passed upon the distance in meters, takes their first shot.
The CO being in the zoom on the icon, waits for the shot to hit home. Ofcource the arty guy just said shot over, to let the CO know that one is inbound.
Second. The CO gets a good feel for the wear the round hit. Amazingly the CO can hear action on the ground, this will allow him/her to hear the rounds hit outside the zoom view.
If the round hit home, the CO says Bulls eye and tells them to keep firing or hold fire until my command.
If the round is off, the CO lets the arty guy know how much off.
CO: "Did not hear a thing, your way off."
Arty guy: "second round, shot over"
arty hits closer
CO: I heard that one, do what ever u did before again.
The arty does so.
Arty guy: "Third round, shot over"
Arty hits closer
CO: I see it, your 45 meters short. I need u to go 20 meters north and 20 meters west.
Arty makes correctoins
Arty guy: "fourth round, shot over"
arty hits home.
CO: "outsanding, keep these coordinates, until i give the order. "
or the CO could say, "Fire until u melt the barrel!!!"

When the arty guy is waiting to fire, he/she can help the CO coordiante the battle buy also watching the HUD.

It is bad form to have the arty guy seat there for some time and us them for your secret weapon.
During a scrim this may be cool.


Taking from what i have read from this thread i'll make a first draft arty primer to be filed in the TG libary.
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Old 09-02-2006, 10:20 PM   #41 (permalink)
 
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Re: mobile arty use

Mobile Arty Primer for PoE2

The ? marks mean I am not sure of what to put down. Need advice here.

Ukraine M1974
German PZH2000

1 .COs are not to use the arty
2. As always, UCBs should never be hit by arty.
3. ? Arty can or cannot be used inside the UCB?
4. The three kits that have the ability to spot for the arty are Assault/ Sniper/ and Spec Ops.
5. The arty squad should be made up of one person. There are plenty of infantry to spot for the arty. If two players want to use the arty, The CO should delegate use. Half the round, the first person to make the squad uses it, the other half the second person uses it. Etc. It is bad form for the same person who has a rocket computer to take the arty every map.
6. When arty is being fired from within the UCB, it is fair game to destroy.
7. ?Camping a neutral flag on initial deployment is allowed, or is not allowed?
8. ? Rapeing a CBs that your team is not trying to take is bad form? However, if the player does not want to get wasted perhaps they should spawn at a UCB.



Radio communications between the CO and the Arty Squad Leader.

First, CO gives attack or demo icon for the arty to get a x plane coordinate.
The arty lines their shot up and based upon the distance in meters, takes their first shot. Not the degree of elevation is a guess.
The CO being in the zoom on the icon, waits for the shot to hit home. Of course, the arty guy just said shot over, to let the CO know that one is inbound. The CO can also request the infantry squad to spot at such and such coordinate.
Second. The CO gets a good feel for the wear the round hit. Amazingly the CO can hear action on the ground, this will allow him/her to hear the rounds hit outside the zoom view.
If the round hit home, the CO says Bulls eye and tells them to keep firing or hold fire until their command.
If the round is off, the CO lets the arty guy know how much off.
CO: "Did not hear a thing, your way off."
Arty guy: "second round, shot over"
arty hits closer
CO: I heard that one, make your first correction again.
The arty does so.
Arty guy: "Third round, shot over"
Arty hits closer
CO: I see it, your 45 meters short. I need u to go 20 meters north and 20 meters west.
Arty makes corrections
Arty guy: "fourth round, shot over"
arty hits home.
CO: "outstanding, keep these coordinates, until i give the order. "
or the CO could say, "Fire until u melt the barrel!!!"

When the arty guy is waiting to fire, he/she can help the CO coordinate the battle by also watching the HUD.

It is bad form to have the arty guy sit there for some time and us them for your secret weapon.
During a scrim this may be cool.


General range of the arty.
900 meters. If the arty is put on a knoll of some sort, the range can be increased.

Physics.
There are clear physics to the art of arty.
If u need to add twice the distance on your shots, add twice the degree of elevation.

Maps that mobile arty found in. All maps except the following: Fallen; Carpathian Mountain; Orel

Tips on spotting:

Access your binoculars, left click to take picture.
Access your controller, left click to send message to arty. Note: the arty personnel must be in the seat to download the satellite view.

Tips in the arty seat:

U have your own commo rose. U can spam messages to your Platoon that arty is available. Go easy on this because it is annoying. Let your CO know u need some shots, He/Her will take care of it.


Tips
COs, use the arty for your best defensive measure. This will allow u to have more teammates on the offense when u are bleeding.

COs, make sure u drop your guy a supply crate.

Arty guy, try to set up camp in a place with an AA near by. This may keep the enemy air at bay. In fact, the CO could be your AA guy in the UCB. Just let them know when u need back up.

Arty guy, keep an eye on the HUD. When first firing on a location error on the side of missing your teammates, and work the rounds in from the opposite direction they are coming from.

Arty guy, if given the green light to fire at will, Use the Hud to protect the flanks of your teammates. Thanks to the arcade like game, u know if u get a kill, so report to the Commander when getting random kills, they in turn will tell the proper SL/s to inform them of enemy movement.

CO, the arty can be used to destroy wooden bridges, so exploit this.

Here is intell from the PoE2 field manual for further details.
http://www.pointofexistence.com/Down...oE2_Manual.pdf
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Old 09-07-2006, 10:26 AM   #42 (permalink)
 
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Re: mobile arty use

After hearing mantis's idea, the sniper squad should add the arty operator to their squad. There is plenty of room, they are close to the CB to give good spots and walk the rounds in to the target.

This in turn will allow grunts to focus on the flag cap instead of doing random spotting that is still too far away.

This will allow the CO to focus more on the battle instead of communicating to the arty guy on the corections to the arty rounds.

A sniper should be the SL so that they can give the attack this coordinate to the arty guy so they can line their x plane coordinates up and know the distance so they can guess on the elevation they need.

man, i hate myself for not thinking about that. I guess not being a sniper, i do not have the right frame of mind.

good stuff mantis.
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Old 09-07-2006, 10:40 AM   #43 (permalink)



 
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Re: mobile arty use

actually, the "attack-here" is critical because it (and the line between you and the waypoint) appears in the overhead view. So as you watch your round sail throught the air, you can see if follows the line or if it's too far left or too far right; and you can also see if you've shot past the waypoint or short of it.

Without this, it's really hard to tell how far off you are unless you've got the map's terrain memorized.
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Old 09-07-2006, 11:09 AM   #44 (permalink)
 
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Re: mobile arty use

Intersting Dude. Perhaps the arty guy should be the SL.
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Old 09-07-2006, 11:14 AM   #45 (permalink)



 
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Re: mobile arty use

well I was thinking that too, but realized you really need the SL out front - as he can find targets for you... plus if another forward sniper goes down, they dont' have to run a mile to get back in position.
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