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  • ED Team
Posted

Hi all

 

I would like to see unlimited ammo for ground units.

 

The reason is from a mission editing point of view. When you are trying to create scenario's with ground units that fire at targets they only do so until there ammo runs out.

 

This is great as it is real life

 

but it leaves the mission designer in a position where he is spawning new targets just to create the effect of firing.

 

An example:

 

I wanted artillery to fire at a point continuous, however they would fire for 5 mins and then nothing, I then found myself having to create triggers for activating and deactivating units just to create the effect.

 

this makes missions larger than they need to be in file size and also puts more workload on a server.

 

By giving ground units unlimited ammo, in my opinion would have great benefits for the game.

 

Just wanted to get that off my chest after, spending hours on a load of triggers for my latest mission :smilewink:

  • Like 1

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Posted

+1

 

By the way: The artillery needs up to 3min after activation to fire at point.

This is a very long time from the creators point of view.

Also the rearming of 60min is horrible for a mission.

  • ED Team
Posted
+1

 

By the way: The artillery needs up to 3min after activation to fire at point.

This is a very long time from the creators point of view.

Also the rearming of 60min is horrible for a mission.

 

I did not even realise they reloaded after 1hour lol

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  • ED Team
Posted (edited)

I have been using sph 2s9 nona's

 

I spawn a new set after 300 sec's ( time since flag 300, then 600, 900, 1200 )and this seems enough time for the targeting, and firing.

 

once i get to my forth set I de-active the second set spawn the fifth and de-activate the third and so on.

 

Using my first set of sph 2s9 nona as a trigger ( if destroyed no more activate )

Edited by BIGNEWY

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Posted

One could hope that the "resource management" of FC3 will include ammunition for artillery and other ground units. Perhaps a specific vehicle could facilitate re-arming the group faster. Or have the functionality for a simulated artillery barrage via trigger zone so you don't have to rely on AI to achieve basic results.

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Posted

It would be ideal to be able to have some control over this. Check box to enable unlimited ammo or a entry box to be able to set the reload time.

 

I don't want uncontrollable unlimited ammo either.

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Posted
It would be ideal to be able to have some control over this. Check box to enable unlimited ammo or a entry box to be able to set the reload time.

 

I don't want uncontrollable unlimited ammo either.

 

:thumbup:

Posted

Hauling artillery ammo from ammo truck to gun is going to take some time and then you have to also prepare the ammo for firing. I think the reload times for artillery are what it would be if there was a ammo truck already there. Then there's also barrel heating. Sustained rate of fire for a artillery piece is something like 0.5-1 rounds per minute depending on the type. You can fire about 6-12 rounds in rapid succession but then you need to wait 10-20 minutes before next similar salvo.

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  • ED Team
Posted
Hauling artillery ammo from ammo truck to gun is going to take some time and then you have to also prepare the ammo for firing. I think the reload times for artillery are what it would be if there was a ammo truck already there. Then there's also barrel heating. Sustained rate of fire for a artillery piece is something like 0.5-1 rounds per minute depending on the type. You can fire about 6-12 rounds in rapid succession but then you need to wait 10-20 minutes before next similar salvo.

 

an hour to reload ! I have some artillery friends who would hold there head in shame :smilewink:

 

of-course you would have to ask them by SHOUTING!!!! there hearing is terrible lol

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Posted

Another option is to have a more realistic artillery operations - ie. artillery is called for by a unit or units on a specific place, and deliver a number of rounds on target, then ceases.

 

Continuous bombardment is probably not very realistic in terms of logistics, plus it behooves the artillery to move if there's any sort of opposition (counter-battery, CAS/Airstrike assets, etc).

  • Like 1

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  • 2 weeks later...
Posted

another more realistic option that would allow for some control, would be to have unlimited ammo as long as there are enough friendlies or enough friendly trucks in the area,

Posted (edited)
Another option is to have a more realistic artillery operations - ie. artillery is called for by a unit or units on a specific place, and deliver a number of rounds on target, then ceases.

 

Continuous bombardment is probably not very realistic in terms of logistics, plus it behooves the artillery to move if there's any sort of opposition (counter-battery, CAS/Airstrike assets, etc).

 

We already have this feature- simply place a stop condition on the fire at point task. The problem is, most folks are using the fire at point task on a waypoint action. If people would just use the fire at point task on a TRIGGERED ACTION then they could call and recall the triggered action as many times as they want, and get a series of discrete, periodic bombardments over a period of hours. Problem is, most people don't know about triggered actions. I'm going to go through more of an effort to educate folks:

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Edited by Speed

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