Hoax Posted May 22, 2013 Share Posted May 22, 2013 You could do what I do when I'm mortar gunner, and absolutely surround the firebase with APERS mines. Hehe. Now that gentlemen is the right way to things. Can never have too few mines Link to comment Share on other sites More sharing options...
noms Posted May 22, 2013 Share Posted May 22, 2013 I think a respawning mine-field (with a 1-minute respawn if destroyed) that leaves one clear path to the firebase is one way to prevent the newbies/trouble makers from running up to it and messing around with it. Problem is we cant have the same kind of spawn protection we have in the base because that means they won't be able to fire at all. The best way forward is to just re-spawn the mortars if they're disassembled/destroyed. Link to comment Share on other sites More sharing options...
Cain Posted May 22, 2013 Share Posted May 22, 2013 I think a respawning mine-field (with a 1-minute respawn if destroyed) that leaves one clear path to the firebase is one way to prevent the newbies/trouble makers from running up to it and messing around with it. Problem is we cant have the same kind of spawn protection we have in the base because that means they won't be able to fire at all. The best way forward is to just re-spawn the mortars if they're disassembled/destroyed. I think it should be up to the gunner, they don't really have much to do when an AO is being cleared of its last few enemies, and can just easily put a lot of APERS/Claymores around the firebase, since there's an ammo box helpfully placed downstairs in the building. Also, I accidentally blew up the firebase once by detonating over 30 claymores and a bunch of satchels at the same time, and yet five minutes later when I switched to a pilot, the mortars seemed fine. The base had been flattened, but it seems the mortars survived, and had reloaded after they were out of ammo. Also, some feedback, besides the weird buggy super-long reload time thing that's going on atm, it seems that using a mortar and destroying an enemy vehicle, say an Ifrit, doesn't give you a vehicle kill on the scoreboard. I don't know if its just me, but its happened a lot. Link to comment Share on other sites More sharing options...
wok Posted May 22, 2013 Share Posted May 22, 2013 I think it should be up to the gunner, they don't really have much to do when an AO is being cleared of its last few enemies, and can just easily put a lot of APERS/Claymores around the firebase, since there's an ammo box helpfully placed downstairs in the building.Also, I accidentally blew up the firebase once by detonating over 30 claymores and a bunch of satchels at the same time, and yet five minutes later when I switched to a pilot, the mortars seemed fine. The base had been flattened, but it seems the mortars survived, and had reloaded after they were out of ammo. Also, some feedback, besides the weird buggy super-long reload time thing that's going on atm, it seems that using a mortar and destroying an enemy vehicle, say an Ifrit, doesn't give you a vehicle kill on the scoreboard. I don't know if its just me, but its happened a lot. I know when you are playing by just looking at the map, the firebase looks like a cluster of red dots Regarding the vehicle "kills" score, I noticed a few times when I destroyed ifrits (and also ka60s on the side mission) with AT, that I didn't get the score. I suspect this may happen when you shoot the vehicle and it explodes a few seconds later, not sure tho. Link to comment Share on other sites More sharing options...
edward Posted May 22, 2013 Share Posted May 22, 2013 The position is great. Leaves just enough trouble to keep you on your toes. Biggest problem is ive yet to see the HE Mortar reload its ammo Link to comment Share on other sites More sharing options...
danne Posted May 23, 2013 Share Posted May 23, 2013 It finally did, but it took like 3-4 hours. kamaradski 1 Link to comment Share on other sites More sharing options...
razgriz33 Posted May 23, 2013 Author Share Posted May 23, 2013 Tried every way i know how to detect whether the mortar has been disassembled, from event handlers to !alive checks, to triggers... not a sausage. As for the reloading timer this should be fixed next version, should display every 5 minutes the status of your reload, if you are in a mortar for more than 5 minutes with no message in vehicle chat, it's broken Link to comment Share on other sites More sharing options...
FATS*** Posted May 24, 2013 Share Posted May 24, 2013 Yea the supply chain idea and defending the firebase from attacks would liven up the role of the gunner and integrate the team a bit more with the firebase perhaps side mission that spawns an enemy attack on the Firebase to give the gunner a heads up to defend himself and teammates to come to his aid nicely implemented just needs tweaking to make the role a tad more interesting and less lonely Link to comment Share on other sites More sharing options...
Jester Posted May 25, 2013 Share Posted May 25, 2013 here is something that I noticed as well. It isnt always just people NOT slotted as a mortar gunner. But ALSO "new" mortar gunners as well. they see the option to fold them up and bammmm, all is screwed. I think the only real option here is to be able to remove the option to be able to pack them up altogether as mentioned before, that is if it is possible at all. Link to comment Share on other sites More sharing options...
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