Mortars in ET Final version.. still bugged?


(sphinx175) #1

The FAQ for the ET test stated that mortar round targeting in conjunction with Field Ops calling Airstrikes via binos would be fixed. In the test, it gave you the correct horizontal azimuth but vertical was not fixed.

I think this has not been fixed though as it seems the target reticle when a FO calls a strike is lined up correctly on X-axis but I don’t think Y-axis still works.

thanks
Sphinx
|R| 65.247.172.55:27999
ET Stopwatch running


(sphinx175) #2

Manual says this:
You can then aim for the reticle, in the knowledge that your Mortar rounds will be falling on the correct bearing, although you may still have to adjust elevation.

Coulda swore they said this would be fixed in the final version to correct for both elevation and direction though


(FstFngrz) #3

They Work Great
The yellow markers on the screen you see are from fieldops calling airstrikes. It gives you a “general direction”.

use this (thanks WOLF4DUMMIES):

//Command map toggle script
//keeps map out until put away. used mostly when spotting artillery/mortar fire
set mapout “+mapexpand; +mapexpand; set nextmap vstr mapin”
set mapin “-mapexpand; -mapexpand; set nextmap vstr mapout”
set nextmap “vstr mapout”
bind n “vstr nextmap”
bind g “vstr nextmap”

and while your there:
//You have the ability to display a yellow shield icon above the heads of your fireteam members.
//Fireteam script - toggles buddy team yellow shield icon above their heads
set showteam “selectbuddy -2; set nextteamtoggle vstr hideteam; echo ^5Team ^5Markers ^1ON!!!”
set hideteam “selectbuddy -1; set nextteamtoggle vstr showteam; echo ^5Team ^5Markers ^2OFF!!!”
set nextteamtoggle “vstr showteam”
bind F4 “vstr nextteamtoggle”

the above stuff is from http://www.rtcwonline.com/dummies/


(sphinx175) #4

yes I understand that. However, my point is in the docs for the beta it stated that the field op markers would show up on the mortar targeting sites and show correction for both horizontal and vertical aiming. Not just a “general direction”


(digibob) #5

This was a mistake in the documentation.


(sphinx175) #6

Ok… so… it ain’t going to happen? I think if it could be added/fixed it’d be a good thing


(FstFngrz) #7

Imo there is no need for the horizontal, go play with it for a bit, it is very accurate. (having a covert will reveal to u on command map where the enemy is :slight_smile: almost like seeing through walls, okok:| )

Mortars Kick butt.

Go into an empty server, pull out and set up the morter(preferably on level clear ground, next to a command post for ammo), use your map toggle so the map stays out, look at your icon on the map (you are in a fireteam so it has a white circle, right), the icon has a arrow also when u fire thats what direction the round will go.
i.e. point the arrow on your head from the command map in the direction ya want it to go.
This is your HORIZONTAL adjustment
(you maybe lucky enough to have a covert disclosing the enemy’s location on the map or a fieldop throwing/calling airstikes so you will be able to see where to the fieldop called the strike)

For VERTICAL , you will have to experiment, it is very accurate.
open map, set the arrow on your map/compass head to a target direction. On the Vertical scale set it to 90 and fire. repeat above steps but set to 88. repeat above steps but set to 85, notice location on map and your feet where it landed, set to 80, 70, 60, 50,40, checking map after/during each round lands. In a while you will be able to judge from a few shots to the “exact” location u want.


(sphinx175) #8

I know. I’ve been doing that even by finding a spot and noting x-y co-ordinates on a piece of paper.

The docs in the test stated that vertical correction would be shown as well but now it’s not. IMO, since Wolf is very fast paced, it will severely limit or hinder it’s effectiveness or usefulness. That’s just my opinion. I get the odd kill here or there but Panzers still strike me as more effective area effect weapons.

If it was a typo in the beta manual (beta game, beta docs… heh) then fine, mistakes happen and ET is still a great game. I just am of the opinion that a vertical adjustment indicator would help increase the usefulness of the weapon a bit. Walking the rounds, especially given such a slow recharge time makes the weapon impractical on the maps.

As it stands, the mortar is just useful for hitting primary points of interest rather than hitting targets of opportunity.


(BoltyBoy) #9

I kind of see your point here. It’d be nice to have vertical and horiz aiming, but then would it be too easy? Where’s the fun in simply lining up a marker and pressing fire? Having to aim vertically can be very satisfying when you get it right and I guess with practice you could become a useful asset to the team.

I was able to hold the tank off in Fuel Dump for a few extra minutes by dispersing mortars on to the back of the tank. Prevented any engineers from fixing it :slight_smile: Also I found when you check your map to see where the mortar round lands you can see live-coverage of the tank and hence see exactly where your round lands - I’m not talking about the command map, the actual 3D view.

It was great fun - except you run out of ammo too fast and there’s never a field ops around to give out ammo :frowning:


(sphinx175) #10

I’ve just been using /kill to solve this problem.

Any rate, I don’t think the vertical would make it too easy. Considering the pace at which people move on this map the mark is still a “general area” and so the mortar carrier still has to move the rounds a bit.

If someone is sitting still … well, that’s their own fault :smiley: