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Old March 7th, 2013, 05:51 PM

Mario_Fr Mario_Fr is offline
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Default Re: artillery delay for small mortars

Quote:
Originally Posted by Imp View Post
Firstly 0.4 would be blindingly quick for that time cause you can call in fire anywhere virtualy instantly.
So using the z fire sighting rounds & plotting fire for effect would be in my opinion far more realistic.

As I said test in the editor then make a custom OOB with adjusted mortars, not sure if it can still be embeded might have to do the mortar as an individual section.

For a campaign anyway if you keep them alive they will soon become better, if they start at 1.2 wont be long before they are doing 0.4
I raised base experience and art. command of both the mortar crew and the FO to 160 each and a 1.2 delay was the best I could get.
And as I said, playing with the Americans (base exp. 65) delay is 3.3, sometime 2.3 and gets down to 1.2 when they have approximately 80+ experience. To my mind less experience should affect accuracy but not so much the time they need to shot.
The z-fire discussion is four years old, isn`t it? Here`s the link: http://forum.shrapnelgames.com/showthread.php?t=44305

Of course z-fire can be used and for the human player it`s fine. But as stated in the old discussion it`s some kind of cheat, not known to the AI, I guess. When I play vs the AI I simply can overrun his mortars, cause they need so much time to shoot that everything is already over when they finally are ready (and the AI will never gain more experience, he is restricted to the base experience of the country and date).
And yes, in WAW delay for small mortars is less as Warmonger mentioned.

Mario
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