RO2 Smoke Artillery Barrage

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Smoke Artillery Barrage


  • Total voters
    30

1conu59

FNG / Fresh Meat
Nov 28, 2011
921
4
0
Lille
gfa.xooit.fr
Don't you think smoke nade + artillery smoke would be too much ??

Imagine certains maps of ro2 with both of them at the same time...

I do understand the concept but also think there is no place for this in Ro2, because it's already the job of squad leaders which need engagement to be done not simply press a key accross the map and it's good like that.
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Don't you think smoke nade + artillery smoke would be too much ??

Imagine certains maps of ro2 with both of them at the same time...

I do understand the concept but also think there is no place for this in Ro2, because it's already the job of squad leaders which need engagement to be done not simply press a key accross the map and it's good like that.

It (artillery smoke) would surely be a bit much on any of the smaller maps but for any of the large combined arms maps I think it would be appropriate.
 

Cwivey

Grizzled Veteran
Sep 14, 2011
2,963
118
63
In the hills! (of England)
I'd like it (if it were implemented), for it to be a directional oval-ish shape (made up of separate smoke parts (like spawning a line of smoke nades)) aprox 70 metres long and 40 metres deep, 1:40 cool-down and lasting about twice as long as the regular smoke nades do already. Only one salvo per barrage of course though.
 

[TW]Wilsonam

VP, Tripwire Int.
Oct 17, 2005
4,060
2,618
113
63
Roswell, GA
www.tripwireinteractive.com
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.

Actually, most of this was in the original design docs for RO2. But, the more we looked at it, the more we realized that there are few enough people who understand (well) how to use artillery already. Adding in all the extras would just confuse people. Hell, go look up the real way artillery operated - long-winded call procedures, spotting rounds, corrections, blah blah.
 

Jpz38 Hetzer

FNG / Fresh Meat
Feb 21, 2013
1,713
4
0
I would like to see standard tanks with smoke rounds(not just command tanks), I think that would have a better effect in game then smoke arty(due to players being able to actually use it effectively) and be easier to implent from a development standpoint.
 

Jank

FNG / Fresh Meat
Jun 6, 2007
1,188
8
0
Redwood City, CA, USA
Actually, most of this was in the original design docs for RO2. But, the more we looked at it, the more we realized that there are few enough people who understand (well) how to use artillery already. Adding in all the extras would just confuse people. Hell, go look up the real way artillery operated - long-winded call procedures, spotting rounds, corrections, blah blah.

My advice is to follow your vision. Your game isn't for simpletons, they're already not here. We will figure it out. Just make an easy way with complex options, perhaps even a matter of leveling the Commander class. I know that I love figuring out what works well in what situation, refining my internal game theory of RO2.


I know you have this internal drive anyway, as grognards, but I want to remind you it's out here too.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Yeah, I'd agree, increased complexity is good for the most part. For example: Make it easy to simply call arty as it is now, so anyone can quickly learn to do it, but when selecting a type have an option to right click and then select a pattern and shell type/smoke for those who want to refine it.