davidssfx wrote (View Post): |
I think the best of both worlds would be to have historical photos for the Battle Group screen ... and TLD style icons for in game. The small black silhouette icons work well for identifying Teams in game (F5). |
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Cathartes wrote (View Post): |
a gander at mortar behavior:
Link and another round: Link |
Priapus wrote (View Post): |
Is the flight time decreasing the longer the mortar is firing on a single target? |
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Flight time of the shell was realistically between 10 and 20 seconds. |
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Dima's mortar data is GT2.0 works very well in my opinion ... please give it a try for comparison. It's effect on Infantry, ATG, HT, AC, and Tanks seems very reasonable.
As for min range ... 200 yards for Medium Mortars and 100 yards for Light Mortars seems to work well too. Mortars also provide smoke cover, so that needs to be considered. An attacking BG sometimes has a very small deployment zone, which limits the ability to deploy mortars far enough back to provide suppression fire and smoke cover for an attack. In my opinion ... if you can limit the accuracy and damage of Mortars at min firing range or 200 yards for Medium and 100 yards for Light ... then that is the best solution. This way further distances will be less accurate, but smoke and suppression are still capable at 200 (med) and 100 yards (Light). Also limiting mortar selection quantities is important. I've put together a selection rules overlay based on Platoon formation. You are welcome to use it as an extra option for players to use. |
Cathartes wrote (View Post): |
My criteria for finding a solution to the "mortar problem" have been the following:
1. preserve the impressive power they could deliver against infantry. 2. eliminate their ability to consistently, quickly, and accurately destroy open-topped AFVs and ATGs 3. make their effective employment cost something. 4. limit universal convenience without eliminating threat. |
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