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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 |
Re: Artillery response times
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Cheers Andy |
Re: Artillery response times
Four to six minutes should be an appropriate time, don't you think?
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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
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Re: Artillery response times
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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 |
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. |
Re: Artillery response times
Greasy,
Didn't the new IFSAS system cut that time in half? Or are the times you quote from IFSAS? |
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. |
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....
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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. .
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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. |
Re: Artillery response times
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--- 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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