[Intel] Mortars
+5
ukVandal
MasterG
Fuggut
Orford
Snippers
9 posters
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[Intel] Mortars
Yesterday Vandal, Mick, Ivan and myself made some interesting discoveries about the mortars, here is what you need to know
Flight Time: 20 seconds Maximum
Precision: +- 30metres from centre point, this means if you fire a mortar on the exact same spot again, the round could potentially go as far as 60m in the opposite direction.
PRX/Airburst does not require height adjustment it will automatically detonate 10-20m above the ground.
Posting this before anyone forgets.
Flight Time: 20 seconds Maximum
Precision: +- 30metres from centre point, this means if you fire a mortar on the exact same spot again, the round could potentially go as far as 60m in the opposite direction.
PRX/Airburst does not require height adjustment it will automatically detonate 10-20m above the ground.
Posting this before anyone forgets.
Last edited by Sniperhid on Fri 5 Nov - 9:13:56; edited 1 time in total
Snippers- Registration date : 2009-09-13
Re: [Intel] Mortars
The PR forum states that the deviation is 25mm radius of the centre point. 60m would never be tolerated. Not accurate enough devs wouldnt of put it in.
Orford- Orford
- Registration date : 2008-10-29
Re: [Intel] Mortars
I'll be double checking this ingame. But the above is what Mick and I recorded yesterday.Orford wrote:The PR forum states that the deviation is 25mm radius of the centre point. 60m would never be tolerated. Not accurate enough devs wouldnt of put it in.
Snippers- Registration date : 2009-09-13
Re: [Intel] Mortars
Yeah I have to say what Orford put, I was surprised when I read 60m, thats very harsh maybe if the distance is very very very far away (like maximum) but not all the time me thinks
Fuggut- Registration date : 2010-09-08
Re: [Intel] Mortars
I can teach people(New and Old players) how to build and operate the mortars as I've experienced that people tend to turn to me when they have questions about the mortars.
[Area of Expertise] Building, operating and CMD/SL/FL/Grunt fire mission request.
I would gladly take that responsibility for that training on future training sessions and/or ingame on the server.
MasterG OuT!
Need Mortars? Call MasterG !
[Area of Expertise] Building, operating and CMD/SL/FL/Grunt fire mission request.
I would gladly take that responsibility for that training on future training sessions and/or ingame on the server.
MasterG OuT!
Need Mortars? Call MasterG !
MasterG- *NwA* Clan Member
- Registration date : 2010-10-29
Re: [Intel] Mortars
Orford wrote:The PR forum states that the deviation is 25mm radius of the centre point. 60m would never be tolerated. Not accurate enough devs wouldnt of put it in.
You miss read snips post.
Sniperhid wrote:Precision: +- 30metres from centre point, this means if you fire a mortar on the exact same spot again, the round could potentially go as far as 60m in the opposite direction.
If the deviation is 25 or 30 m then a rounds have the potential to land 50-60m apart.
eg.
25m west of aim point (centre of deviation radius) + 25m east of aimpoint (centre of deviation radius) = 50m dispersion
Simples...
Thanx for the offer master.
You are s**t hot with a mortar tube so we will deffinitely be calling upon ur expertise when the time comes.
ukVandal- Vandal
- Registration date : 2008-10-25
Re: [Intel] Mortars
As I stated 25 mtr from the first morta. Is a 25 mtr radius from the centre so yes potentially they could land east 25mtr from centre then the next 25 mtr from centre to the west. But AFAIK they are not coded to do that. They would not do one extream to the other.
Orford- Orford
- Registration date : 2008-10-29
Re: [Intel] Mortars
The first mortar would not be the centre of the dviation radius. The aimpoint is the centre of this radius. Potentialy the rounds could land anywhere within that 25m radius (50m circumference), for two rounds to land on opposite sides of this circle would not be beyond the realsm of possibility.
There is no fixed pattern to the mortar round dispersion they are coded to a random algorithim.
There is no fixed pattern to the mortar round dispersion they are coded to a random algorithim.
ukVandal- Vandal
- Registration date : 2008-10-25
Re: [Intel] Mortars
ukVandal wrote:The first mortar would not be the centre of the dviation radius. The aimpoint is the centre of this radius. Potentialy the rounds could land anywhere within that 25m radius (50m circumference), for two rounds to land on opposite sides of this circle would not be beyond the realsm of possibility.
There is no fixed pattern to the mortar round dispersion they are coded to a random algorithim.
Would it be worth anyone calling in an initial 3 rounds. You would then adjust from the average of these first splashes?
Bang2Rights- Registration date : 2009-06-10
Re: [Intel] Mortars
Would it be worth anyone calling in an initial 3 rounds. You would then adjust from the average of these first splashes?
I usually shoot 2 rounds first then fire 5 or more when adjustments have come in via troops near mortar splash down.
MasterG- *NwA* Clan Member
- Registration date : 2010-10-29
Re: [Intel] Mortars
Do you have to be good at maths for this topic bcoz i am LOST.
Jay Scott- Registration date : 2010-10-12
Re: [Intel] Mortars
nah it does it all on the mortar dial, when you get a training session in you'll see
even i could do it, first time, tho everytime after that it seems to of gone down hill
even i could do it, first time, tho everytime after that it seems to of gone down hill
Naytdawg- Nayt
- Registration date : 2010-01-05
Re: [Intel] Mortars
ukVandal wrote:Potentialy the rounds could land anywhere within that 25m radius (50m diameter), for two rounds to land on opposite sides of this circle would not be beyond the realsm of possibility.
Fixed that for you.
deadly22sniper- *NwA* Clan Member
- Registration date : 2008-11-30
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