No, the mortar guys can be on the other side of the tunnel, completely safe from everything except a very very lucky allied mortar.
Artillery support & mortars make bad gameplay?
I guess that quite effective, but you should try playing against 3 lvl 3 field ops on fueldump as well, you can’t even reach the tunnel grate…
A lev3 field ops can call a consistant spread of arty on a location, but you still have a good 3 to 4 seconds to get by when one barrage ends the second begins. If you count the shells and time it right, you can get by this without too much trouble.
RK
Ive played many hours and only died rarely from a mortar so not a real issue IMO and the times ive killed people firing mortars easily makes up for it.
As for artillary 90% of the time you know its happening its just a matter of waiting till there done,even when the smokes cleared you can hear and see the area its happening in ,obviously ur gonna get splattered sometimes no matter how alert you are but to me its no different from getting splattered by a panzer or a nade launcher who are in hidden positions,infact at least with artillary there are warning signs, with a panzer or nade launcher theres none.
I think on the big servers though it can get irratating with so many field ops about but I only tend to stick to 20 player servers and find its not an issue with that amount.
I don’t actually think artillery strikes are as much of a problem as airstrikes. Two or three high level ops can spam an area consistently with air strikes and there’s no going past them. At least with artillery, there’s a small gap between explosions which you can run through if you time it well.
[quote=“SCDS_reyalP”]
No, the mortar guys can be on the other side of the tunnel, completely safe from everything except a very very lucky allied mortar.[/quote]
So you have 3 mortar guys and maybe 1 or 2 field ops at the other side of the map? And nearly no resistance at the tunnel entrance/bridge? That sound easy.
You know, I was never aware that the artillery strike had any warning signals. Is the smoke similar to the covops’ smoke grenade?
Mortars/airstrikes/artistrikes are fired by players, players can be killed. :drink:
You know, I was never aware that the artillery strike had any warning signals. Is the smoke similar to the covops’ smoke grenade?
Similar but not the same. The artillery strike smoke is one eruption at the start (about 3-5 seconds before the first strike). But it dissipates quickly, whereas the aitrstrike smoke keeps pouring out until the strike occurs. I personally would rather see more smoke for artillery to give a better warning. I hardly ever get caught by airstrikes, but artillery gets me all the time.
Axis spamming the bridge on Fueldump? Two words: Flak Jacket
I stood right in the middle of an arty strike at the construction crates as a level 4 engie and still managed to get the bridge built. You get knocked around a bit as the explosions push you all over the place. But each shell only takes about 1/3 of your life. Even if one does kill you, you probably won’t be gibbed so a medic can get you on your feet and back to work.
RK
Ok, for those of you not considering arty’s as a problem, which servers do you play on, and under which nick(s)?
Nick: Damocles
fave server: [BoD] Public - ETPRo 195.149.21.23:27960
Although when that’s full or empty I frequent any UK sevrer that gives me a good ping. And occasionally european serves if the ping is good.
Artillery is not a problem. Airstrikes are the threat because they appear so quickly. It’s like 4 seconds from the cannister hitting the floor to the massive spread of explosions. Unless you happen to see the cannister falling you don’t have much time to avoid it.
So come along and make my life an artillery based living hell if you can
In my opinion, on the contrary air support become
easy a noob tool when it is used against a player only instead of to use the gun! Yet I always see that air support is usually called to do spawnkill by axis or allies in goldrush for example. Mortars is very difficult to use because
you have 16 rochets and you can’t see the enemy
and how he is moving on the map if there is not a
cover ops to help you. You know the coord of
the spawnpoint,of course, but you have always
ono and only one rochet to fire at the correct time
while you are an easy target for the enemy cover ops.
Just play an Heavy Weapon restricted servers. This limits the amount of arty and air-strikes in a set period of time.
Or go find another game and stop being whiny little bitches.
Arty isn’t that big a problem at the bridge, a good offense across the footbridge and blowing of the command post takes away some of the effectiveness. As for mortar from the other side of tunnel…hmm…let’s think.
In all the WW2 movies, you are under mortar fire, what do you do? You call in your own mortars!
get a couple of allied mortars set up behind the spawn or (even better) next to the supply cabin and commence counter-battery fire - watch for incoming shells and estimate a launch point. The axis can either fire back, giving the engies time on the tank or ignore and get killed often.
The number of times I’ve seen Sun Tzu come true in this game…
“Don’t just react to your opponent - make him react to YOU”
Artillery strikes can be a pain when spammed, but when in the hands of someone that can use it they can turn around a game quickly. Seawall Battery can be an arse to play if there is 6 FdOps Spamming Arty/AirStrikes at the spawn, but as on most map you can change ya spawn point in limbo.
If your brave enuff, and quick enuf you can stop an Air strike by covering it, crouched.
As for the mortars, well the usually get taken out fairly quickly.
For a bit of fun their are a couple of maps where you can set up a motar on a steep slope, and fire these puppies horizontal.
The extened artillery strike may be too good. Fortunately I don’t see too many people who know how to use it. You can use airstrikes and artillery strikes to go for massive kills (and thus usually dropping them by spawns.) I find artillery best used to deny the other team travel through an area and with lvl 3 FO and a command post I am able to keep a location constantly bombarded and still hand out ammo from time to time. Airstrikes clear a path while artillery stikes block a path and are absolutely brutal when used well. However I have never seen a team use their FOs to lockdown an area well yet. If you look there is almost always a way through. You can run through artillery strikes too, just wait until a shell hits and then run like heck through.
There is nothing you can do to avoid the mortar except start moving if you see one hit in your general area. Since the vertical doesn’t work it is extremely hard to hit in the right area first shot, in fact it is extremely hard in the first 2-3 shots to hit where you want.
Why do you people reply to crap. Who cares if he hates arties and mortors.
I’m sure the game is not going to change because of his or hers crying.
c-ya
All i see are a bunch of whiny posts, IMO none of this is a problem for a Good Offence / defence
It’s the difference between a clan match and pubber play. Clans can communbicate more readily and often have pre-determined strategies for each map. On a public server, if one side can manage a modicum of coordination, especially so if that coordination involves excessive arty/air strike usage, then the other side is most likely going to get massacred.