Fenris Posted May 17, 2013 Share Posted May 17, 2013 This excellent idea was originally posted by someone else, apologies but I don't know who it was, kudos should go to them. I'd be really nice to have the artillery targeting options when assigning area fire for direct fire weapons. Being able to issue point, area and line targeting orders to MG's and large calibre weapons when doing area fire would be really really useful. I can't recall what came of the original posting of this idea so I wanted to raise it again for visibility. Thanks -F 0 Quote Link to comment Share on other sites More sharing options...
Wodin Posted May 17, 2013 Share Posted May 17, 2013 +1 a superb idea.. I like the sound of doing the same arty area fire mechanic for normal weapons..as the system is already in game...I'd imagine it might be possible to do. 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted May 17, 2013 Share Posted May 17, 2013 For Wego mode, I'd rather have multiple Fire Briefly commands available in a single turn. That way you could pin point several key positions that are separated, which is more often the case than a bunch of units lined up in a continuous line. I doubt this will be implemented though. 0 Quote Link to comment Share on other sites More sharing options...
Endymion Posted May 17, 2013 Share Posted May 17, 2013 For Wego mode, I'd rather have multiple Fire Briefly commands available in a single turn. That way you could pin point several key positions that are separated, which is more often the case than a bunch of units lined up in a continuous line. Agreed, that would be a very useful feature. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted May 17, 2013 Share Posted May 17, 2013 For Wego mode, I'd rather have multiple Fire Briefly commands available in a single turn. That way you could pin point several key positions that are separated, which is more often the case than a bunch of units lined up in a continuous line. I doubt this will be implemented though. Someone already mentioned a way that that can be done with the available mechanics. It is a bit kludgy and inelegant, but it can be made to work in most instances. And that is to give your unit a series of waypoints (they only need to be in adjacent ASs) and assign each one a different Fire Briefly command with a pause. Michael 0 Quote Link to comment Share on other sites More sharing options...
costard Posted May 17, 2013 Share Posted May 17, 2013 Or you could just give real time a go. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted May 17, 2013 Share Posted May 17, 2013 Or you could just give real time a go. AAAAAAIIIIIIEEEEEEEEEEEEEEEE!!! Never! :eek: Michael 0 Quote Link to comment Share on other sites More sharing options...
costard Posted May 17, 2013 Share Posted May 17, 2013 Come to think about it, it'd be a neat feature for real time too - "traverse fire along that ridge line/through that line of houses, etc. while I set up the assault". We could have a paint pen feature to decribe the duration and intensity of the directed fire - multiple heavy scribbles over a particular area = concentrated fire, wafting grazes for harrassment. The art of war... 0 Quote Link to comment Share on other sites More sharing options...
Endymion Posted May 17, 2013 Share Posted May 17, 2013 Or you could just give real time a go. And try to command a battalion worth of infantry + 8-10 tanks against a live opponent commanding similar forces? No thank you. 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted May 17, 2013 Share Posted May 17, 2013 Or you could just give real time a go. I've given it a go and WEGO is much better. I can only stomach real time if the battle size is under a company, otherwise you have to pause too often and it really breaks the flow of the game. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted May 17, 2013 Share Posted May 17, 2013 For Wego mode, I'd rather have multiple Fire Briefly commands available in a single turn. That way you could pin point several key positions that are separated, which is more often the case than a bunch of units lined up in a continuous line. I doubt this will be implemented though. I would like this also. Stacking multiple commands on single way point could be tricky (reorder, select a specific one) but I would be happy enough with put multiple target briefly commands and they get executed in the order you paced them - no reordering. Clear target clears them all. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted May 17, 2013 Share Posted May 17, 2013 And that is to give your unit a series of waypoints (they only need to be in adjacent ASs) and assign each one a different Fire Briefly command with a pause. And you can replace the target briefly command totally by doing this. Before that command existed I did it often. But I like the new command because it makes things easier. I still have to do the whole jiggery pokery thing when I need more than one brief target or when putting down a small smoke screen with a tank. 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted May 17, 2013 Share Posted May 17, 2013 or when putting down a small smoke screen with a tank. This especially. Because some tanks only carry a few smoke rounds I often only want them to shoot one. Now that I think about it, my request for area fire improvements would be the ability to use target briefly when firing smoke rounds, or alternatively to specify the exact number of rounds fired. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted May 18, 2013 Share Posted May 18, 2013 ...or alternatively to specify the exact number of rounds fired. +1. Michael 0 Quote Link to comment Share on other sites More sharing options...
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