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Showing results for tags 'mortars'.
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I played my first real night of squad since the 9.4 update released. Throughout the many rounds I played, I got to experience the mortars a good bit. I saw enemy points be barraged by our mortars, as well as enemy mortars barrage me. The effects and sounds are of course incredible, but I couldn't help noticing that they didn't really seem to be terribly effective. At one point a mortar shell landed just a couple meters in front of me, and I walked off just fine. It seemed like mortaring a point barely did anything at all to the enemy, and maybe even helped them with the time our team backed off of it to watch the salvo. Does anyone else think they might be a little too sucky?
I'd like to see some sort of 'mortar pit' emplacement like in the attached pic. Currently the crescent sandbags are a little too small to be able to make a decent mortar pit out of and it's a pain stacking a bunch of the straight ones on top of eachother/around a mortar. Either have two versions of mortars (one protected by sandbags which costs more resources and the current unprotected ones) or have the 'mortar pit' as a separate emplacement. What d'you guys think?
Here is a more indepth video guide of what I cover below - https://www.youtube.com/watch?v=cz0wuJp2C68&feature=youtu.be The Mortar has finally been brought to us in update 9.4. In this video I'll be giving you a tutorial on how to effectively operate the mortar. The mortar comes in 81/82 mm variants depending on which faction you're in and is available to ALL factions in Squad. The mortar can only be used within a FOB and must be emplaced by the squad leader costing 300 construction points. There is a maximum of two mortars per FOB - every mortar comes preloaded with a "magazine" of 3 rounds and each magazine from there costs 90 ammo points. This means logistics support is crucial for FOBS to keep mortars firing throughout the game. You can fire approximately 33 rounds from a FOB before needing resupply. In regards to aiming, your squadleader must place an observe/move marker on the map to give you an accurate range and direction. Man the mortar using "F" and right click to aim down sights. Use the chart on the left to set the mils and use the mark on your compass wheel from your squad leads marker to align yourself with the target. Keep in mind you will need to adjust for your elevation, or the elevation of the target to get accurate rounds right away. Firing one round at a time works best for me so far - that way your spotter can give you accurate corrections, there is still a significant cone of fire to the mortar, but it's nothing like the rocket technical, not even close. Once you get on target, you'll often hear the command "fire for effect" which means keep dumping rounds until the threat is eliminated. I really feel the mortar opens up the game SO much. It allows teams to severely punish FOBS that are put on flags, or put on hard to breach positions. I'll be doing some more advanced guides in the future once I figure out some effective strategies to use consistently such as FOB placement, etc.
Alot of SQUAD players are requesting to SQUAD Developers a new map, and since everybody likes the lastest map AL-Basrah from PR - Project Reality , we are requesting a NEW IRAQUI URBAN MAP , this map is also very played in PR Project Reality called " Ramiel " , its a REPLICA of the Area in Somalia on the movie " Black Hawk Down ". And we as players would like to Developers at least think about it , the possibility to Re-Create Ramiel Map , now for SQUAD game. In PR Project Reality we also had a " COMMANDER " operating from a UAV , to call coordenates for SQUADS for each team, to improve Teamwork and to Guide the SquadLeaders to a Higher Performance In-Game. We really miss the " Commander " from Project Reality with his several funcions, such as Artilhary Strikes and Command each Individual SquadLeader. We also request on " Mortars - Emplecements " , to the SquadLeaders of U.S Team and Russian Team on the F.O.B area so they can be Deployed 2 Mortars in total. They can be built 2 at the same F.O.B or 1 Mortar at different F.O.B location across the map, so there is on Mortar for each F.O.B with maximum capacity of 2 of 2 Mortars per Map, since the Artilhary Vehicle is Mobile. I played 8 Years Project Reality. My Complements to all SQUAD Staff , you are doing a 10 Star Job, signed by Tupac Pereira.
I've seen quite a few suggestion and question threads regarding when mortars will be introduced to the game, but what I'm more interested to know is how people are expecting these indirect fire weapons to affect gameplay, and also how in-depth people want the mortar system to be. The reason I've created this discussion is because I've seen a lot of excitement from some people for the eventual arrival of mortars, but I've also seen a lot of complaints (especially in-game) about grenadier and LAT explosive 'spam'. So if people are getting annoyed by small explosives like what's present, then mortars will give them an unpleasant surprise. I personally don't get irritated by the current amount of explosives going off in any given skirmish, and expect mortars to be a nice addition to the game. In terms of depth I'm not interested in a mortar system that requires me to get out a calculator, but want something a little more complicated than a system like Arma. Also, keep in mind that land vehicles will be out well before mortars arrive, which means responding to them will be quite a bit easier than if they were released today.
Hello I suggest a small 4 man squad per team to either have the 81mm mortar or the 105 mm artillery. Not only will this add a level of difficulty such as flight time and AOE (Area of Effects) but I believe that it will greatly expand the amount of teamwork in those teams.
How about once 3 squads are reasonably full, a weapons squad can be created that includes one or two medium MG slots (M240/PKM) along with assistant gunner slots, a heavier AT slot (Carl Gustav/SMAW/RPG-29) and a light mortar slot with assistant mortarman. This is also where you could stick the ATGM and AA teams when vehicles get into the game. The assistant MG classes can carry a tripod for the MG, making the MG more accurate at longer ranges and allowing for target registration via the T&E mech. The assistant mortarman can carry the baseplate/bipod, and when assembled, the mortar's range and accuracy can be extended (as opposed to when in the handheld role). On top of that, have a system by which the mortar team can target indirectly using the map. Instead of going full-bore ArmA/ACE style realism, you have a simpler version where the mortar team has map tool with which they can measure the bearing and distance from their location to the desired target (like a protractor overlay on their map), and then some range tables they can use to determine the necessary elevation. You already have the compass at the bottom of the screen you can use to aim the mortar along a bearing.
it would be super awesome for conventional forces to have the MLRS. with UE4 and the devs' amazing skills--thats nirvana, lol jk but u know. for balance/gameplay i imagine it being something like the first one spawns 20 min into game, only 1 in play at a time, respawn time is 20 min, is very slow, takes a good time to "set up" and fire, is defenseless within 1000 meters, 1000 meter minimum and 2000 meter max range, if MLRS then no mortars, cost the team a lot of tickets when killed, requires commander order (?), takes a lot or supply points to re-arm (...), but is fucking beast! tactically MLRS would need to be escorted into combat by armored support with IFVs and such i imagine. gunships, mortars, area atttack ("metaweapons") counter MLRS. supply trucks might follow for for armament and repair. would require its own squad(?) Russian US
Being a former 11c which is indirect fire infantryman, known as mortars, would love to see the implementation of this class into the game. Whether it is just the 60mm in hand held mode or all the way up to having the 120mm at th bases. The squad could carry the rounds for the 60mm as well as have a ammo bearer class. If your dev team have any questions I could answer for them, have over 10 yrs experience in that field with multiple deployments to the games region.
It would be great to put ranks in Squad. They shouldn't be so sofisticated like in Battlefield or COD. Just ranks like 1st, 2nd sergeant, captain, officer etc. With level one you could use all weapons but you couldnt be a squad leader or commader (if you create this role,it would be legendary). So that we dont have noobs in high roles. And maybe orientations like army and one for armored vehicles etc. You could swich branches when ever you want but you could "specialize" in only one so that evryone can see it. You really shouldnt put air vehicles because it would be really overcrowded. And if you put vechiles , you need to adept maps so that vechiles can drive normaly. And it would be also great to put mines and mortars in game. And I almost forgot, you should make more types of squads, like support, reacon, fire-team, and normal one. And it could be of course more than one of one type in the team. Wouldnt be great if we are going to have Squad like this. What you, Players and Developers, think about this. I know that you have at least year or two to even start working on anything from this list but if you could put anything from this in the game I would really appriciate it. Sorry for bad language. :)
I would love to see the effects of arty and mortar fire in the dirt, it could also provide a little cover in an otherwise hard approach. Sure, it's not a gaping chasm, but if you lay your sweet little ass down in it you might just avoid collecting a bullet with your face. Is it easy to implement? is it taxing on our wee little cpu's? is it possible? was it planned anyway?
Stupid, plain, simple. Where there is night and there are mortars - I want illumination rounds! And the devs must say, "Let there be light," and there was light. Source: hickleyblog.dailymail.co.uk Benefits: Source: globalsecurity.org