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If features like this are going to be mandatory it will mean players being taken from the front line for logistical duties.

They won't be:

The old "orbital artillery batteries" are still available, and we have no intention to eliminate them. For 90% of the scenarios they will probably be the better choice, discounting the coolness factor of the new toys. It's a painless and proven instrument that will neither distract much from the rest of the scenario nor require extensive scripting.
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If features like this are going to be mandatory it will mean players being taken from the front line for logistical duties. Apart from the fact that pure logistics are unattractive for the majority of players, how many VUs have sufficient players? The goal of more 'realism' is admirable, but how many times have we seen it detract from the core aspects of the game rather than add to it. Think CloD and DCS A10 for a start...

If you are talking purely about a comprehensive military training simulator, that's a different matter. But Pro PE isn't is it?

As the "old system" is still there, you can avoid the issue during VU missions or training.

But I think they are a MUST HAVE for bigger events or campains!!!

It is the first time that you can limit the amount of arty-rounds the players have at hand. And I really hope that this will lead to a better use of the artillery.(Sometimes players where just careless and dropped shells on any spotted or imagined enemy)

IRL you can be happy if your company FO has 100 rounds at his disposal...which equals maybe 4-5 fire missions.

I realy looking forward to COOP scenarios with something like 2 companys+CSS+fire support. If it runs like the LNoT we could have 12-15 players for the line units...1 doing the CSS and 3 doing the fire support (as FOs and "battery CO" )

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As the "old system" is still there, you can avoid the issue during VU missions or training.

But I think they are a MUST HAVE for bigger events or campains!!!

It is the first time that you can limit the amount of arty-rounds the players have at hand. And I really hope that this will lead to a better use of the artillery.(Sometimes players where just careless and dropped shells on any spotted or imagined enemy)

IRL you can be happy if your company FO has 100 rounds at his disposal...which equals maybe 4-5 fire missions.

I realy looking forward to COOP scenarios with something like 2 companys+CSS+fire support. If it runs like the LNoT we could have 12-15 players for the line units...1 doing the CSS and 3 doing the fire support (as FOs and "battery CO" )

Yes i am also looking forward to this addition

But also the colorful language as every body thinks there arty call should be a priority

And with limited strikes available it should be fun. LoL

And i wonder what the reload times will be like.

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IRL you can be happy if your company FO has 100 rounds at his disposal...which equals maybe 4-5 fire missions.

To simulate that, you could choose to have NO SUPPLY trucks in your mission, so the artillery will have their initial load, and that's it. If you need more, spawn new howitzers once that the old guns have run out of ammo.

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Yes i am also looking forward to this addition

But also the colorful language as every body thinks there arty call should be a priority

And with limited strikes available it should be fun. LoL

And i wonder what the reload times will be like.

Well if you back the truck up to the gun, not long at all :)

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Have the size of the artillery calls been reworked? Would it be possible to saturate a grid square with Grad fire from one battery or are the strikes still limited to 450 by 400? Which rockets will be available for the Grad? Can a scenario designer designate if a fire mission is from a specific type of unit, or will it still be generic?

Until the M109s or AH-64 are dispatched to deal with it. :)

The 109s don't worry me :)

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Have the size of the artillery calls been reworked? Would it be possible to saturate a grid square with Grad fire from one battery or are the strikes still limited to 450 by 400? Which rockets will be available for the Grad? Can a scenario designer designate if a fire mission is from a specific type of unit, or will it still be generic?

Rocket strikes can be full grid squares IIRC (or at least they allow a larger maximum size anyway). I am just trying to save Ssnake some typing here. ;)

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Yes i am also looking forward to this addition

But also the colorful language as every body thinks there arty call should be a priority

And with limited strikes available it should be fun. LoL

And i wonder what the reload times will be like.

Yes, DPICM rounds are relatively limited in real life, so the best part about it is that gone are the days where you can just continuously call ICM (unless you still have off map artillery). You will have to pick and choose when and where to use it. :shocked:

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We didn't make any changes there. I could imagine that one day we'll do, but not in 3.0

ok, just to clarify:

1. For now, (in 3.0) each shell fired by all artillery pieces have same destructive potential regardless of machine or caliber. i.e. a barrage by a mortar battery is essentially same in effect as a barrage by 155mm battery

2. that said, only difference between mortar, medium tube, and heavy tube is range. Rocket artillery is further distinguished by increased volume of fire per volley.

I was thinking of a cavalry mission that forces the player to rely on organic mortar platoon while saving limited 155mm missions for armored/fortified targets but I guess that'll have to wait.

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In fact it is. That average Joe can use it is a good thing. But the primary purpose is to give the hability to train at home without a dedicated classroom version and instructors

Good point; I stand corrected. I had forgotten that the PE version of the software is not primarily intended for 'entertainment', and anyone who uses it for that purpose can't really complain about excessive complexity.

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Sorry about the 20 questions, but the on map arty is just a really exciting development. It really does open up some mission ideas and new ways of being a horrible bastard as a mission maker.

But mission makers must surely bear in mind that the average VU doesn't have enough people attending on a regular basis to deal with the new features that require players to become dedicated specialists?

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But mission makers must surely bear in mind that the average VU doesn't have enough people attending on a regular basis to deal with the new features that require players to become dedicated specialists?

Or members of a VU will have to practice becoming multi-taskers. :biggrin:

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But mission makers must surely bear in mind that the average VU doesn't have enough people attending on a regular basis to deal with the new features that require players to become dedicated specialists?

Oh yes, I agree. But there may be ways to get around that a little, or perhaps a mission would have only a limited amount of artillery available. I'm just thinking about missions made for fun as opposed to training.

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The artillery additions will be absolutely amazing. I do have a question with respect to the Russian FO vehicle shown...is it crewable?

If it was, I would have shown crew positions. Well, okay, I failed to do so with the new Technicals, I have to admit.

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If at all, the off-map artillery is too fast I'd say.

I was just wondering if the possible shorter (if you place the on map units close to the target) flight time of the shells has any effect.

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