Author Topic: Artillery  (Read 2098 times)

Offline Tilt

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Re: Artillery
« Reply #15 on: May 02, 2013, 05:23:40 PM »
We already have "land mode" firing capability.........  a formation (line astern) of M3's (or even the option to add an M16 to provide AA)each towing a 155mm deployable under camo netting (under netting there will be no Icons or dots {at all ever} only the actual rendering of the camo net when in proper range) deployed in a standard field pattern. Set with respect to the position and the direction the driver was pointing when deploying (by opening the bomb bay doors) allowing the player to jump between the driver, field gun range finder (with land mode option), an observer (see below) and M16 AA gun position.

The number in a formation to be decided by HTC

An observer can be deployed and set to run from a spawn point (of the origin base) as one may set the course of a fleet, the player may take direct control of the observer as he/she may control a bailed chute on the ground.

If the player wishes to make a "barrage" then he/she can use land mode without the observer. If he/she wishes to use only the observer then there is a period of delay whilst the observer gets into position. (much like a player has to wait to get his/her level bomber to alt over a target) once the observor is in position then the player can jump back and forth between the range finder and observer positions.

Observers to not flash bases by their proximity....they are considered covert, they do not have icons or dots but would be rendered at the appropriate range.

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Offline Arlo

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Re: Artillery
« Reply #16 on: May 02, 2013, 05:24:06 PM »
RE: infantry - I'd be happy with squads being dropped like supplies and holding perimeter for 30 mins.

Offline Clone155

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Re: Artillery
« Reply #17 on: May 02, 2013, 06:37:26 PM »
RE: infantry - I'd be happy with squads being dropped like supplies and holding perimeter for 30 mins.
+1

Offline masterjock

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Re: Artillery
« Reply #18 on: May 02, 2013, 07:16:27 PM »
Guess what? You already have the best artillery you could ask for. It's called the M4A3-75. It has a higher muzzle velocity than the 105mm M101 Howitzer (likely to be the artillery piece added if any) and fires about the same range (11k+). A squadron of M4A3-75 could reduce a field or town to closed status in just a few minutes. The M4A3-75 fires so far the base will not even flash.

See? Hitech anticipated your wish and granted it for you ahead of time!
Agree with you on some points but as far as the gun goes cant kill tanks very well usually takes multiple rounds I know been there done that. Great for use in towns and bases.

Offline Chalenge

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Re: Artillery
« Reply #19 on: May 03, 2013, 01:03:33 AM »
This biggest problem I have with using any existing GV in a long-range artillery role is that the gun does not remain trained out at the same az and el; every time you fire, the barrel ends up moved.  There used to be a little cheat you could use to quickly return to where you were pointed before you pulled the trigger, but it seems to be no longer be available. So, even with a spotter, there's no way to fire accurately from beyond line-of-sight.  Even with LOS, it's difficult at long range.

At any range up to 6k I can put round after round within fifty feet of any target from an M4A3-75. At 10k range I can do the same thing with a little elevation advantage. I do not need a spotter in the majority of situations. The longest range vulch of an aircraft I have ever killed was 9.9k.

Inside of 400 yds the M4A3-75 can kill a TigerI in one shot even with HE. It's all about knowing how, or putting a little thought into it to figure it out.

You can ask Tyfoo about that because he was witness to the closing of his field for a six hour period last week. When Rooks started to put pressure on our base I killed the barracks on V88 (OZKansas) without ever leaving V103, and I did it with less than fifteen shots.

Gamer (the OP in this thread) has been witness to my doing this in the earlier war arenas. He has not figured it out yet, which is why he wants artillery. You already have the best artillery you can have and you don't know how to use it!

Just think of it this way. If you get a howitzer, then it will be killed the same way field guns are now. Keep your M4s handy.
« Last Edit: May 03, 2013, 01:06:45 AM by Chalenge »
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Offline hammer

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Re: Artillery
« Reply #20 on: May 03, 2013, 07:33:04 AM »
This biggest problem I have with using any existing GV in a long-range artillery role is that the gun does not remain trained out at the same az and el; every time you fire, the barrel ends up moved.....

This would be the case with artillery, too. The key is in the aiming method. You have to be able to bring the gun onto the proper azimuth, set to the desired range, and have a way to reset quickly after each shot. The main challenge with with using the tanks is ranging for indirect fire. If the referenced Sherman has a sight set up to do that, then you have everything you need.

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Offline Eric19

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Re: Artillery
« Reply #21 on: May 03, 2013, 04:45:46 PM »
At any range up to 6k I can put round after round within fifty feet of any target from an M4A3-75. At 10k range I can do the same thing with a little elevation advantage. I do not need a spotter in the majority of situations. The longest range vulch of an aircraft I have ever killed was 9.9k.

Inside of 400 yds the M4A3-75 can kill a TigerI in one shot even with HE. It's all about knowing how, or putting a little thought into it to figure it out.

You can ask Tyfoo about that because he was witness to the closing of his field for a six hour period last week. When Rooks started to put pressure on our base I killed the barracks on V88 (OZKansas) without ever leaving V103, and I did it with less than fifteen shots.

Gamer (the OP in this thread) has been witness to my doing this in the earlier war arenas. He has not figured it out yet, which is why he wants artillery. You already have the best artillery you can have and you don't know how to use it!

Just think of it this way. If you get a howitzer, then it will be killed the same way field guns are now. Keep your M4s handy.
challenge I have no problem with using the M4 as an artillery peice but I think an M7 perist or an M12 or Hummel might do a better job they after all were designed and built for IDF capablities just think of this way how many rounds from an M4 75 with HE does it take to destroy a hangar roughly 15-20 rounds you cut that number in half by just using a 105 or 155 the M7 has a 105 but an awsome rate of fire for an SPG the Hummel at most would do about 2.88 rounds a min with the german 150 I say we just add the m7 and hummel or grille and be done with it a grille will also out range an M4 just saying
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Offline Chalenge

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Re: Artillery
« Reply #22 on: May 03, 2013, 06:15:12 PM »
The reason I am arguing against so heavily is because it would mean HTC would have to spend time and resources developing a vehicle that will not be able to do anything we cannot already do in the game. Also, the problem with any one of these vehicles is that they are artillery only, by which I mean they are not tanks. You can set them up as an artillery piece and you can shell a field the same way that an M4 does (which will still do it faster), but you can also be killed with one or two .50 caliber bullets because your crew is exposed.

The only thing the 155mm Howitzer would do is allow 23k (23.5k) shots. That would require more changes in the game than you realize, because of the limitations on reporting who is in range of who (10k limitation I believe), and so on. That would effectively break the game for anyone that does not have a super computer. I know a lot of people have not seen what happens when sixty players on each side are battling in the same area. For those that have, just imagine if the range was increased and your system was suddenly reporting five to six times the area (1.7 million square yards versus 314k square yards).

No thank you.
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Offline Eric19

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Re: Artillery
« Reply #23 on: May 03, 2013, 09:23:41 PM »
The reason I am arguing against so heavily is because it would mean HTC would have to spend time and resources developing a vehicle that will not be able to do anything we cannot already do in the game. Also, the problem with any one of these vehicles is that they are artillery only, by which I mean they are not tanks. You can set them up as an artillery piece and you can shell a field the same way that an M4 does (which will still do it faster), but you can also be killed with one or two .50 caliber bullets because your crew is exposed.

The only thing the 155mm Howitzer would do is allow 23k (23.5k) shots. That would require more changes in the game than you realize, because of the limitations on reporting who is in range of who (10k limitation I believe), and so on. That would effectively break the game for anyone that does not have a super computer. I know a lot of people have not seen what happens when sixty players on each side are battling in the same area. For those that have, just imagine if the range was increased and your system was suddenly reporting five to six times the area (1.7 million square yards versus 314k square yards).

No thank you.
I guess I don't understand and it wouldn't take much to model the M7 as far as that goes and what do you mean someone has to have a super computer tell me how many square miles can you see from the air when you have full vis enabled I'm pretty sure thats well over 314,000 yds^2 you could plug in the corridinates just like a real artillery peice you wouldn't have to have an over head view or whatever your talking about with the reporting five to six times or whatever my god it can't be any harder than being in a triple 8in and shelling from 32k yards
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Offline MK-84

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Re: Artillery
« Reply #24 on: May 03, 2013, 09:26:36 PM »
We have artillery in the form of the M4 calliope.  How many asking for artillery can/or do actually use this effectively to begin with?

Offline Chalenge

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Re: Artillery
« Reply #25 on: May 03, 2013, 09:37:28 PM »
I guess I don't understand and it wouldn't take much to model the M7 as far as that goes and what do you mean someone has to have a super computer tell me how many square miles can you see from the air when you have full vis enabled I'm pretty sure thats well over 314,000 yds^2 you could plug in the corridinates just like a real artillery peice you wouldn't have to have an over head view or whatever your talking about with the reporting five to six times or whatever my god it can't be any harder than being in a triple 8in and shelling from 32k yards

Turn your film on and record a sortie. Fly toward a busy enemy base and then review the film to see the furthest distance at which you can actually see an enemy. Right now it's 10k and not 314,000 yds. My calculation was the area of a circle at 10k, and then 23.5k. Right now if you are beyond 6k range the enemy will not even see your shots coming in. At 10k you cannot see the enemy on the field you are shelling, but you can see hangars if your view is not blocked by terrain features.
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Offline Zacherof

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Re: Artillery
« Reply #26 on: May 03, 2013, 09:50:17 PM »
I've killed many a storch with these....and slaughter them poor GI's on occasion
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Offline RotBaron

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Re: Artillery
« Reply #27 on: May 05, 2013, 04:31:43 PM »
SPG's

Historically they weren't designed for taking down towns, but really none of what we have was really either, was it?

http://www.youtube.com/watch?v=9dXn8ThfV_o

http://www.youtube.com/watch?v=9dXn8ThfV_o

http://www.youtube.com/watch?v=kSPgQ7I4t4Y
« Last Edit: May 05, 2013, 04:43:21 PM by RotBaron »
They're casting their bait over there, see?

Offline Mitsu

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Re: Artillery
« Reply #28 on: May 07, 2013, 11:45:24 PM »
I'd like to see the Artillery with Fi-152 targeting system...


Offline hammer

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Re: Artillery
« Reply #29 on: May 08, 2013, 07:12:31 AM »
I'd like to see the Artillery with Fi-152 targeting system...

Not a bad idea at all. Some way for a Storch to designate a target (realizing it's not realistic for WW2, but a concession to gameplay) for an artillery piece or battery. Could even make it all a one-player operation by having the plane as part of the artillery battery, say 4 guns, which the player moves into position via a prime mover. Once set, the storch becomes available and the player flies around, picks a target, and fires from the storch. Lots of concessions there, but an idea none the less.

Regards,

Hammer
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