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Field Artillery / Combat Support Guns

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While we were graciously given Combat Support Tanks, wielding large Low velocity guns (75mm-105mm) they're great for indirect fire support. 

 

Taking some existing ATGs and modifying them to give us a field Artillery weapon platform could be pretty amazing too.

 

-Modified 50mm Motar= 80mm + Mortar units

-Modified M5 ATG =105mm

-Modified Pak 40 =10.5 LEFH

-Modified QF 17lbr = QF 25Pounder

 

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Field artillery would be a great add on to the game. It would help a lot with attacks and defense of towns

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Big problem with these things- we have fixed spawnpoints.  So every AB and FB can come under constant bombardment.

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can do that now and have been able to put your atg on opposite side of a burm or hillside and fire HE even more effective is to have a spotter works great as well with CS tanks can always be out of sight to the enemy takes a good spotter and gunner and of course a mortar does the same as well.

S!

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well from a Rat Point of view Self propelled guns would be easier to model as they only have to do half the work since a large number of the base  vehicle exist in game.

 

for example the M7 Priest is built on a M4 Sherman frame,  the British Sexton is also based on a M4 chassis.  For the Axis the Wespe is on a PZII chassis. It possible and great to have in game  but not an immediate priority. 

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11 hours ago, Kilemall said:

Big problem with these things- we have fixed spawnpoints.  So every AB and FB can come under constant bombardment.

It's the circle of life. 

Every vehicle has a sound radius, just increase the SPG/Artillery to have a 4.5km Heavy Bass audio when fired. Since 6km is the maximum distance any projectile can travel.  Someone is willing to squeeze out and follow the sounds, or leave it to CAS to eliminate. 

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We had this discussion with the old CRS crew, I believe the issue wasnt with the vehicle models, it was with making the rounds server tracked objects. As it is right now indirect fire wouldn't work because your PC doesn't render units past set ranges.  This is the same reason that negates high altitude level bombing of towns.

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Were not asking for round to fly past 6km.

I have tested Indirect fire with the Destroyer , it works perfectly fine. Anything past 6km will cause the round to Ghost through terrain. I've even gone as far as using the 76.2MMS HE rounds of ranges up to 2.5km... sadly the game doesnt render infantry units past 700m with ATGs. 

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The ultimate reason for inaction was not the mechanics. Those could be modified to make everything work.

The reason, game-historically per old-CRS explanations over the years, was that the game is designed around a conceptual linkage between being able to kill and being able to be killed. The kill potential of a player must be proportional to the risk of being killed.

Both long range artillery and high altitude bombing were judged likely to provide some players with a large kill potential and a small risk of being killed. So, old-CRS never prioritized them, because resources instead could be used for other game development actions that it was felt would affect gameplay in a more consistent way.

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Comps are much better today, 2.5 km has been the range forever, could the range be pushed out to 3 or 3.5 clicks, viz and kill, see how it goes?

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I remember it being mentioned a while ago that artillery is basically a non starter as players don't want to keep dying from unseen shells sent from miles away . (basically what Jwilly said)

I know DD's do it but that is limited in place and you usually know what is firing.

I could be wrong though :)

Edited by tr6al

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9 minutes ago, blggles said:

Comps are much better today, 2.5 km has been the range forever, could the range be pushed out to 3 or 3.5 clicks, viz and kill, see how it goes?

The problem isn't that there wouldn't be enough computing power. It's that the interaction circle is directly related to how many objects the client and server can manage in the database that runs the game, and that database and all of the code related to it would have to be rewritten to handle more objects. That's the deepest layer of both the client and the servers.

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Was wondering about exactly that, as that's part of computing power. It may be that it would need new coding, yet it may be that the server tracks and sends info and so forth based on inputted numbers, and the numbers are where they are because that's what the servers and clients could handle back in the day. Maybe now, the numbers could be pushed out a bit to see. Ideally, of course, coding is very modular, and can be designed to remain functional as tech advances. 

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Typically if you spend a great deal of time bombarding an ab with a mortar you may get a kill or two.  Can’t see field artillery being more effective.

Mortars lost their value when they removed the concussion effect.  Impairing the ability of defenders to act was always more important then any random kill.

 

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One benefit of arty would be introducing Matilda's nemesis, the 105mm, for the Germans. Its weight from what I've read is closer to the pak40s than the 88s, so maybe it could be pushed around at a reasonable clip.

And if they're adding loadouts to bombers, maybe different propellant charge numbers could be added for arty. The more arc at short range the better.

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On 1/16/2020 at 0:37 PM, blakeh said:

Typically if you spend a great deal of time bombarding an ab with a mortar you may get a kill or two.  Can’t see field artillery being more effective.

 

That's because we have several orders lower density then a real battlefield, a round that's more of a gussied up grenade with our light mortars, and just ten rounds per mortarman.  FA is a different beastie.

This is the kill ratio of infantry in the open from a typical WWII UK 25-lber HE shell.  A lot of variables that could increase or decrease this, but it gives you an idea of how suppressing this could be with fixed spawn positions.

25preffecrarea.gif

Of course air bombs do this too, but big difference between a few planes dropping and a constant barrage against a fixed position with readily adjustable artillery.

During the early years, an aircamp could have 20+ planes cycling in and doing something like a barrage.  It was hell, especially since early on you could only spawn at the AB.

Let's get a little more open spawning before we go there, hmmm?

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It was hell, but if you managed to skirt an aa gun out to a safe position, it was heaven.

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I have some to add for the game in 1943 and is very acurate and historic correct 

1  Rubber boats

2  Submarines

3  Rocket launcher 

4  Sea mines

5  500 kg bombs

6  Waves and wind on sea

This is my suggestions to develop the game to and new face

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