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-   -   Artillery response times (http://forum.shrapnelgames.com/showthread.php?t=24744)

Alby July 8th, 2005 06:17 PM

Artillery response times
 
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me http://forum.shrapnelgames.com/images/smilies/happy.gif
especially for USA

Mobhack July 8th, 2005 07:47 PM

Re: Artillery response times
 
Quote:

Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me http://forum.shrapnelgames.com/images/smilies/happy.gif
especially for USA

Plot your gold spots carefully, and you have 0.5 or less delay, or adjust off them for 1.0 or so. Do a terrain analysis of the battlefield, and predict the spots you think will need a fast response before the game starts. Or - predict that you will say hold on the outskirts of village X, and plan a helpful arty QRP on the approaches.

Cheers
Andy

SCAJolly July 8th, 2005 07:49 PM

Re: Artillery response times
 
Four to six minutes should be an appropriate time, don't you think?

Alby July 9th, 2005 01:35 PM

Re: Artillery response times
 
If I have some mortars 1000 yards behind me and I call for support and it takes 4 to 6 minutes, then I am shooting that crew!! http://forum.shrapnelgames.com/images/smilies/happy.gif

Alby July 9th, 2005 01:37 PM

Re: Artillery response times
 
Quote:

Mobhack said:
Quote:

Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me http://forum.shrapnelgames.com/images/smilies/happy.gif
especially for USA

Plot your gold spots carefully, and you have 0.5 or less delay, or adjust off them for 1.0 or so. Do a terrain analysis of the battlefield, and predict the spots you think will need a fast response before the game starts. Or - predict that you will say hold on the outskirts of village X, and plan a helpful arty QRP on the approaches.

Cheers
Andy

Yes, been playing SP since SP1
but not a mobhack expert.
just wondering if in Mobhack there was something I could adjust
Experience, or Class...etc etc...
Thanks for reply http://forum.shrapnelgames.com/images/smilies/smile.gif

greasy_old_tanker July 11th, 2005 01:36 PM

Re: Artillery response times
 
Real world response time for a BN level mortar sec is 3-5 minutes. Bear in mind that a real fire mission goes from the individual calling for the mission (in degrees) to the FISTer that converts it to mils, then to the guns who may or may not be mobile atm.

Add 2-4 minutes for allocated FA Bn guns (105mm and above).

So...say your Tank BN has a Battery of M109A6 Paladins allocated for support. You call for fire to the FIST, he converts your mission to Gun Bunny speak (mils) and then calls the BN FDO who verifies friendly locations (yes they do that) and relays the mission to the guns. Those guns may be mobile and a "shoot and scoot" mission can be fired in less than a minute. Add that all up and 5-8 minutes is a very good response time for a fire mission.

kevin July 11th, 2005 11:07 PM

Re: Artillery response times
 
Greasy,

Didn't the new IFSAS system cut that time in half? Or are the times you quote from IFSAS?

PlasmaKrab July 12th, 2005 03:44 AM

Re: Artillery response times
 
Kevin, do you really think the game can handle reducing response times due to advanced technology? I guess the atrymen's experience and morale play a big role, but apart from that, I don't see what you could use to feature this.

Automated targetting/calling is in service all over the world since several years, so that would be quite encompassing.

JaM July 12th, 2005 05:58 AM

Re: Artillery response times
 
I think that arty system is ok. Maybe mortars should be quicker than guns, but nothing that experienced player cant handle.It is simple, you move, arty falls behind you.You stop, you are dead meat....

Arralen July 12th, 2005 06:39 AM

Re: Artillery response times
 
Ok, 6-8 Minutes for BN level arty are ok, but what about the response times for organic mortars? 1.5 turns (5..6 minuntes) for some grunts to turn around the 50mm mortar barrel while I'm (virtually) standing next to and shouting at them? If I really would be the platoon leader, I would have the guys volunteer for the next scouting mission. Mortar included, o.c. .

kevin July 12th, 2005 07:56 AM

Re: Artillery response times
 
@ Plasma:

I think the game does arty just fine. JaM said it, a little experience overcomes some simple difficulties. I was just curious about response times IRL.

narwan July 12th, 2005 09:20 AM

Re: Artillery response times
 
Quote:

Alby said:
Anyway other than the code to speed these up?
2 turns (in some cases)for a modern mortar using an FO seems a little loooong to me http://forum.shrapnelgames.com/images/smilies/happy.gif
especially for USA

Yes there is. Same thing came up a month ago or so on the spww2 mailing list. Here's the trick (should work in WinSPMBT too even if the ranges are longer, just needs better preparation and unit placement):

--- In SPWW2@yahoogroups.com, "chuck151151" <chuck151151@y...> wrote:
> Hello
> Im currently trying to push in the dunkirk perimeter and I have a
> company propped in preperation to occupy a little wooded copse. I
> think maybe I should drop a few rounds in first from my handy little
> 5cm mortar. But then I decided not to, because even with my artillery
> OP in attendance I need to wait a minimum of two turns before the
> rounds will land!

There's a simple solution which you can use in most instances. Fire a
single round using area fire into a hex as close as possible to the
out-of-sight hex you actually want to target. Now go to the artillery
screen, select the mortar in question and it'll show the hex where the
round landed as it's last target. Now click the 'bombard' button.
It'll zero in on the hex with a delay of 0.0 or 0.1 (not sure right
now which one). Now shift the target hex once or twice (at 2 hexes
each time)towards the out-of-sight hex you want to target. This will
add from 0.1 to 0.4 (depending on whether you use a FO or not) to the
delay.
Since it's a light mortar with limited range (10 hexes) two shifts at
2 hexes should be able to make the desired hex the target hex with a
delay of less than 1.0
The problem is that you can't use this 'trick' if your mortar is
in 'full cover' ie has only a LOS of 1. So don't hide it behind
buildings or dense woods. Keep it out of LOS but keep hexes close to
the enemy (preferably right next to them) in LOS.

Narwan


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