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July 8th, 2005, 06:17 PM
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Corporal
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Join Date: Jun 2005
Location: Indiana
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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
especially for USA
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836
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July 8th, 2005, 07:47 PM
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National Security Advisor
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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
especially for USA
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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
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July 8th, 2005, 07:49 PM
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Corporal
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Re: Artillery response times
Four to six minutes should be an appropriate time, don't you think?
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What would Cliff Richard do?
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July 9th, 2005, 01:35 PM
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Corporal
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Location: Indiana
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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!!
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836
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July 9th, 2005, 01:37 PM
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Corporal
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Join Date: Jun 2005
Location: Indiana
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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
especially for USA
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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
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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
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836
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July 11th, 2005, 01:36 PM
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Private
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Join Date: Jul 2005
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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.
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July 11th, 2005, 11:07 PM
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Corporal
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Join Date: Jun 2005
Location: Cleveland, OH (Yeah I know, you don\'t need to say anything)
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Re: Artillery response times
Greasy,
Didn't the new IFSAS system cut that time in half? Or are the times you quote from IFSAS?
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July 12th, 2005, 03:44 AM
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Captain
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Join Date: Jun 2005
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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.
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July 12th, 2005, 05:58 AM
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Sergeant
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Location: Slovakia
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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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July 12th, 2005, 06:39 AM
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Major General
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Join Date: Nov 2000
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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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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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