Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Burst fire as an area-of-effect attack
Burst fire as an area-of-effect attack[message #100982]
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Mon, 29 March 2004 09:05
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Ninth Hour |
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Messages:33
Registered:January 2004 |
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Burst fire, at present, isn't very good at hitting multiple targets in a crowd. This is especially true if the person firing is a good marksman, with auto-weapons expertise. Most of the shots will be closely grouped and will hit the same target multiple times, rather than several targets.
One tactical option that would be nice is the ability to disperse fire over a number of tiles, instead of just one. This feature would be epecially useful in giving light machine guns their proper squad support role.
Of course, I wonder how feasible it would be and how it might be best accomplished. Either
1) a separate mode/button could be created to specify a cone-shaped spread of fire, with multiple target tiles, (which would require too many changes to current game interface and mechanics) or
2) burst could be kept centered on a single tile, as it is now, but the cost to "sweep" the burst to tiles directly adjacent to the original target could be very low (e.g. 1 AP to burst 1 tile adjacent, 2 AP to burst 2 tiles adjacent, 3 AP to burst 3 tiles adjacent). The firing arc may be limited to a reasonable number of adjacent tiles, e.g. three. Any burst that has to be adjusted to a new target more than three tiles away from the first will incur the usual burst cost.
Don't know how this may fit in with the new full autofire scheme, but it may be worth considering, if it's not too complex to implement. With full autofire now a possibility, it seems like the next logical step to be able to sweep a long, continuous burst across closely grouped targets. This ability would have to be properly balanced though.
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Private 1st Class
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Re: Burst fire as an area-of-effect attack[message #100989]
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Tue, 30 March 2004 07:33
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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Actually, I flat-out HATED Fallout's burst "cone" implementation which tended to hit everything except what you were aiming for. If an AK-47 has a fifteen or twenty-foot wide burst "cone" on a five-shot burst it would have no significant target saturation; that is, the ratio of lead against the volume of the area being covered, the "cone", would be tiny. Chances of hitting any thing within that cone should have been almost nil, yet for some reason targets other than the point of aim got blasted. Ridiculous.
Now if you told me that the "cone" should have gotten smaller as the shooter became more proficient, I'd agree. A five shot burst from a good shooter should be able to put at least three in a torso-sized target at combat range. The other two should probably not be seven or eight feet away, however. They should be near-misses.
Overall, I like the JA2 implementation of burst penalty. It is fairly realistic, comprehensible, fun, and predictable.
Now there's probably a problem with the area-fire implementation in JA2. It would be better to have "target" selection by Shift-Clicking several nearby targets to burst at them all. Still, I don't think Fallout is anywhere nearly as good as JA2.
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Corporal 1st Class
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Re: Burst fire as an area-of-effect attack[message #100995]
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Mon, 12 April 2004 22:32
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Kurt |
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Messages:420
Registered:March 2004 |
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Quote:Originally posted by PegasusJF:
How does a player move against a fortified position with one or more machine guns nests? IMHO just like in real life: Bomb them out with mortars, or if it's a bunkerlike fortification with limited field of view, try to get around it and throw a couple grenades inside. Or use some well-placed satchel charges to reduce it to rubble.
Frontal assault, with truckloads of casualties, is a Bad Idea.
AFAIK all officers have learnt the lesson since WWI. It's far too bad for troop (and civil) morale, not to mention you'll really need *a lot* of sacrificial lambs to get the machinegunners to spend all their ammo reserve...
IMHO, if you do this with your militia, you won't be able anymore to train militia afterwards. They are not crazy, they don't want to die because of some boneheaded officer lacking basic tactical skills. Same thing about mercs, and even worse: They are there to make a living, not to sacrifice themselves...
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Master Sergeant
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Re: Burst fire as an area-of-effect attack[message #100996]
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Tue, 13 April 2004 01:48
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xcorps |
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Messages:11
Registered:April 2004 |
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Quote:Originally posted by PegasusJF:
How does a player move against a fortified position with one or more machine guns nests?
The advantage would definitely be with the defender and it would be nearly impossible to
approach a well defended position without mercs getting shot/killed.
PegasusJF That's the point of having a well defended position.
Fortifications deny a specific area to the enemy, but sacrifice initiave, mobility, and awareness.
A good base of fire obtaining and maintaing fire supreriority, and using smoke to obscure the objectives LOS while an enveloping team approaches the "back" entrance to the fortification outside the LOF are the key. Tossing satchel charges and grenades at the firing slots is really difficult. (try it sometime, tossing a tennis ball from 20-30 feet from cover, prone, and while your wife is shooting at you, into a car window rolled about halfway down).
Well trained/disciplined troops in a fortified position are going to be pretty much unaffected by a few small mortars, unless those mortars are firing impact fuse white phosphorous very accurately. HE won't do much, except maybe some concussion, and that would be little.
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Private
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Re: Burst fire as an area-of-effect attack[message #100997]
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Tue, 13 April 2004 02:43
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Ninth Hour |
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Messages:33
Registered:January 2004 |
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Quote:Originally posted by PegasusJF:
The only way to fix this is to many include player controlled milita and pretty much use them as sacraficial lambs so the mercs can close in or take out the gunners... Cannon fodder tactics are an archaic idea and incongruous with the guerilla tactics normally associated with JA2. If you throw away so many lives in a heedless head-on assault, you'll soon lose popular support.
I'm no tactician, but I believe there's no such thing as an impregnable defense. Fixed fortifications may be formidable, but they give up mobility. On the other hand, your advantage, as a small, irregular force IS mobility. If you want proper balance, maps should be designed with this idea in mind. Your squad should be able to evade the machine gun nests, perhaps find a circuitous route around the defenses to a less well-defended area...perhaps even find a "backdoor" to the nests.
This type of evasion should be easier in an open field, as the guns would have to cover a wide area, and the chance of finding gaps in the defense would theoretically be more likely. Approach from the sides, moving from cover to cover. Machinegun defenses would be more difficult to avoid if you're trying to infiltrate a base, as there would then be fewer points of access to your objective, and the guns could be placed at all the important chokepoints.
Even then, there are alternatives to suicidal frontal attacks. Mortars, as mentioned, could soften hardpoints. Maybe TOW-II missiles could be used against bunkers. And perhaps you could even call in airstrikes if you managed to capture an airbase and found pilots willing to assist you.
If all this is too much, then simply don't include machine gun nests/bunkers per se. The strongest infantry fortification in JA2 was a sandbag barrier. It was tough to crack head-on, but was very vulnerable to mortar-fire. No real need to change this.
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Private 1st Class
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Re: Burst fire as an area-of-effect attack[message #100998]
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Tue, 13 April 2004 03:38
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PegasusJF |
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Messages:19
Registered:March 2004 Location: Northern IL |
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That all is true, thanks for the replies.
One thing in Wildfire that I find amusing that there is typically one way to get in. One way that happens not to be illuminated, the "back door." All that is needed are wirecutters and viola you're in the base, ready to take everyone out.
Personally, this strikes me as kind of unrealistic, if I was that base commander, I would have tons of lights all over the place.
Let's assume that the source code project produces bases with such well-thought out defenses with a sizable garrison, how to 6, 12, 18 mercs get through that?
Well, having a larger screen resolution certainly allows for more room to put names, so hightening the merc hire limit is possible.
But as others have mentioned, perhaps we can have the option hire less "colorful" mercs and soldiers ala X-COM. Basic voice effects, not much personality. They probably would typically have average stats, with a few gems here and there. They wouldn't be worthless, they don't have to be cannon fodder (treating them as such should have conseqences). But they would be a good way to distract enemies from your stealth insertion squad (it's always Squad 1 for me) to go throw a back door and cause havoc.
My 2 cents
PegasusJF
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Private
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Re: Burst fire as an area-of-effect attack[message #101002]
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Wed, 14 April 2004 01:10
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xcorps |
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Messages:11
Registered:April 2004 |
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I agree with Kurt about squad sizes. It would be nice to have a 12 man squad.
As far as mortars go, IRL it already takes 3 men to transport a USMC 60mm mortar (without ammo). Tube, baseplate, aiming stakes, and I think the support arms are carried differernt, but I was a rifleman, not a mortarman so I may recall incorrectly. 81MM mortars (heavy mortars) are the same team size, IIRC. In combat, the ammo load is distributed amongst and entire company, and it's stacked when the company sets up for the evening. I carried a radio (ANPRC77) in Iraq, so I only (!) had to carry 1 mortar round. Everyone else had to carry 2, expect SAW gunners.
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Private
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Re: Burst fire as an area-of-effect attack[message #101009]
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Tue, 20 April 2004 21:47
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Kurt |
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Messages:420
Registered:March 2004 |
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Quote:Originally posted by Khor1255:
The fact first shots are typically bullseyes is unrealistic both phisically and tactically. Unless you consider the ranges in JA, and the fact that you're in visual range of your target... But you're right, and mortar handling should be a specialist's job. Personally I just know how to throw a shell in, and even if I'm a good shot and know the principles of ballistics, using a mortar I would be unable to hit a football field.
Tuccy,
yes, of course. It would give a larger progression in weapons, and let you modulate difficulty.
It would give you some place to spend your money too: Spare gearbox for that tank (heck, nobody knows how to drive that thing)... Several crates of 40mm grenades for that MK-19, and defensive smoke pots for those APCs (to make smoke screens if attacked)...
Of course it would need larger maps, but if the resolution is improved, that shouldn't be a problem.
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Master Sergeant
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Re: Burst fire as an area-of-effect attack[message #101013]
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Tue, 04 May 2004 17:17
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ADG Wraith |
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Messages:22
Registered:September 2000 Location: Canberra, ACT, Australia |
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@ Xcorps
Mortars would have a hell of a lot more effect than you're making out, by matter of sheer concussion. But then, that depends on the construction of the bunkers (wood, metal, concrete, sandbags). WP isn't really effective unless there's no lid on it or if it's wood. BTW... AN/PRC 77? what the hell? that's about as old as I am!
The best way to hit a fortified position is simple fire-and-move. Use the offesive support you have (be that an LMG all the way up to close air support, armour and artillery), move from cover to cover until you are close enough to enter and clear the bunker(s) with bayonet and grenade. You're not trying to throw from 20-30m away, you're popping one in during fight-through.
In JA2 (at the section level), you'll likely have LMGs, M72A4s (LAWs to the uneducated), 40mm grenades, standard grenades, and of course rifles. If suppression fire was modelled effectively in JA2, it would be very do-able. Your average F89 or MAG 58 would be able to suppress a small sandbag bunker whilst others moved in for the kill.
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Private 1st Class
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Re: Burst fire as an area-of-effect attack[message #101021]
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Mon, 10 May 2004 19:06
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Kurt |
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Messages:420
Registered:March 2004 |
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That's a good idea. You'll have to limit their turret's movement, but it could work. Replace the gun by a HMG, and you get nice little machine gun nests.
Of course it would be cool if you'd be able to gas/snipe the servants and keep the thing intact, but that would need much more work.
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Master Sergeant
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