RO2 Smoke Artillery Barrage

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Smoke Artillery Barrage


  • Total voters
    30

Lt. Heinz Becker

FNG / Fresh Meat
Sep 15, 2007
70
0
0
United States
A smoke artillery barrage would definitely be a useful option for the Team Leader to use. Yes, you will not get any kills using this, however for tactical applications this could be very useful. Enemies usually barricade themselves in building that can not be touched during a rocket or artillery strike. Artillery shells with smoke can create a larger smoke screen then a squad leader or team leader could with smoke grenades. This screen created infront of an objective can be extremely useful for infantryman trying to advance in an otherwise difficult position. Not sure how much of a strain this barrage would cause on computer systems with all the smoke, but useful. I would have 7 minutes between smoke barrages so it does not get spammed too often, and honestly probably wouldn't be used as much, because most players would want the kills with a regular arty strike. However, for the tactical gamer, it would definitely be useful and this addition would promote more teamwork.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I'd like to see it available once per round and only one salvo. Otherwise you'd have smoke shells landing for what? 45 seconds or so? Too much.
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Main potential problem with that much smoke is performance... but no reason why someone couldn't mod it in :)

Keep hearing the "performance" thing over and over. Well, the game already runs like s--- on lots of peoples computers so what's a few fewer FPS if it means a better and more "historically correct" game experience.
 

Jank

FNG / Fresh Meat
Jun 6, 2007
1,188
8
0
Redwood City, CA, USA
Sure they used smoke from artillery pieces. The Battle of Monte Cassino for instance, would not have gone the way it did without them.


2011.065.2043_1.590x590.marked.jpg



^^Not Monte Cassino ;)
 

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
Keep hearing the "performance" thing over and over. Well, the game already runs like s--- on lots of peoples computers so what's a few fewer FPS if it means a better and more "historically correct" game experience.
Nice logic there
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Consider this, Tits.

Let's look at two things as they relate to "performance" and how they influence gameplay and immersion.

1. Dead tanks that disappear a given period of time:
First off, what world do we live in where 40 ton hunks of metal simply disappear after 30 seconds? (Probably the same world where a magnetic anti-tank grenade doesn't actually need to be placed on the tank to destroy it. :rolleyes:)

Now put that in the context of the game. Your team has fought well and knocked out an enemy tank in a particularly important area of the map. This dead tank provides great cover for your MG'er and now he can lay down fire for your squad as they approach the final objective. Your entire squad is now taking cover behind the dead tank and preparing to make their last assault. Then it just disappears and your whole squad gets wasted by 1 guy with a pistol. Yeah, that happens every day in a real war.

2. Moving mouths and facial expressions:
Several years ago we all watched trailers for this game and were shown over and over again that the characters have actual facial movements that add greatly to the immersion and overall realistic feel of the game. Realistic touches such as this influence customers decisions as to whether or not to buy the game. So when a customer notices from the get-go that these features don't actually exist (because there is no disclaimer in the trailer that says the features are not actually in-game) they may feel like they have been deceived or worse, lied to. You know, because these extra animations "hurt performance". If these features "hurt performance" and weren't going to be included in the final product why in h&ll were they even shown in the first place? This is false advertizing.

So, there are just 2 examples of how the "performance" excuse (because that's what it is, an excuse) can hurt gameplay and the overall customer experience.

Now, back to my statement:
:...the game already runs like s--- on lots of peoples computers so what's a few fewer FPS if it means a better and more "historically correct" game experience?"

If my performance suffers a bit because the tank in example 1 doesn't disappear but then my team goes on to win the round, do you think I'm worrying about my frame rate dropping from 30 FPS to 25 FPS?

NO.

And If I can actually tell which squad leader is speaking or giving a noticeable visual cue that is warning me of danger or giving out instructions that help my team win the round, do you think I'm worried that hit to the frame rate for the 10 seconds the avatar is "speaking"

NO.

And is there any REAL difference in the game running at 25 FPS as opposed to 30 FPS?

NO.

And do I get odd changes in performance across ALL maps each time there is a game update anyway? Changes in performance that swing wildly in either direction?

YES.

And has anyone EVER come into this forum and complained about some existing "psychologically realistic' feature of the game that should be removed because it hurt their frame rate?

I can't swear to it but I don't think so.

So when I hear the excuse that adding or including a feature will "hurt performance" to the detriment of the player's experience, I'm calling BS.
 

Lt. Heinz Becker

FNG / Fresh Meat
Sep 15, 2007
70
0
0
United States
I agree this should be limited, and also probably restricted to the larger maps like Bridges, Barashka, Arad2 and possibly Spartanovka and Pavlov's. I'm not sure about WinterWald, there's already enough fog in the bottom of the map its hard enough to see, but it is definitely large enough. I wouldn't think it would be hard to implement, but I am no game designer or modder.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
It should be up to the mappers, but I think it would add strategic complexity because unlike hand thrown smoke, you could bring it in at a distance, which if it was available IRL, seems realistic to me. If you only got it once per round, when would you use it?

Bridges for example:

Russians could immediately call down smoke on the river, decreasing Axis view distance as they dash to cap A & B. Or use it for C? Or save it for the final cap?

Axis would have the same question? Use it to wall off the Allied spawn initially, so they run out of smoke and get mowed down? To slow the assault on C? Or the final cap?

You could also give tanks a couple of smoke shells, Commander/TL tanks have them on tank maps.
 

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
Catalavos, your logic is completely flawed. You're basically saying "My computer can't run this game well, so why should everyone else's be able to run it well?". God knows that if that added the smoke barrage you'd be having a whinge at how now even the game is even slower now on your rig :rolleyes:

Smoke and particle effects are typically very resource intensive on UE3 and contrary to your beliefs, the more you add to a game, the more resource intensive it becomes. Game development is a balance of how much you can add without completely bricking a game, and that's without even bringing in the financial viability of adding more features to a 'complete' game.

In regards to the tank and the animated facial features; It would be nice to see the tank stick around longer, but it's never proved itself an issue for me in my 1000 hours of playing this game because it's bad cover. The facial animations seem too far gone to be implemented now, and how do you know that they didn't hurt performance?

Anyway, I think you're a bit misguided as to how many people can't run the game well, because as far as I know, most people with semi-decent computers can run it well. For instance, I'm on a 7 year old rig and it runs pretty well (50fps) on high settings.
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Catalavos, your logic is completely flawed. EDIT

Look here, Buster. I have more than 2,500 hours in-game and what must be tens of thousands of hours invested in making maps with the SDK so don't try to school me on what affects performance.

And on the subject of your response, "Catalavos, your logic is completely flawed. You're basically saying "My computer can't run this game well, so why should everyone else's be able to run it well?". I have no idea how you reached that conclusion. You may want to go back and reread my entire post so you can understand what I was saying.
 

Scum82

FNG / Fresh Meat
Aug 29, 2013
294
0
0
The Pz-III has smoke launchers in theory on its sides. Could they ever be used, or would that be some spiraling programing hell?
 

Jank

FNG / Fresh Meat
Jun 6, 2007
1,188
8
0
Redwood City, CA, USA
Meh, how hard could it be? This coding s*** is like baking a pie, just slap it together and sprinkle it with sugar. I may not be a programmer, but I like video games, so I'm sure I'm right and there's no excuse for not doing it and it's very easy.


gpALGIH.gif
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Great idea. It's visible on RS-IwoJima, from time to time the beach approach gets covered by smoke artillery.

It spawned another idea in my head. How about you can decide for mortars and artillery if you want it loose or tight. A narrow passage between two impassable objects needs tight hit pattern not loose.
Defending Commissars front you might want a loose pattern as the entire front has enemies approaching.
Additionally you might want to decide how many salvos are fired.

Basically the smoke barrage and the hit pattern could be modded in like this: Right click on mortars, select smoke and hit pattern in the pop up menu and click on request.