John Kettler Posted November 5, 2008 Share Posted November 5, 2008 Deleted post 0 Quote Link to comment Share on other sites More sharing options...
Flanker15 Posted November 9, 2008 Share Posted November 9, 2008 The little green dots appear to be the units tubes. As they fire they turn red until they reload and turn green. Although some of the smaller arty will only fire the first few tubes and the rest will stay green (probably because they don't exist). 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted November 11, 2008 Author Share Posted November 11, 2008 Interesting idea, Flanker15. Except for Marine 60mm mortars, artillery assets only have 2 tubes. You, of course, get to select 1 or 2 to be used (or, with 60mm mortars, up to 3). I'll test and see if that is what is going on. If I select 1 tube and only one green dot turns red, that would support your assumption. If it holds true for 2 and 3 tubes, then you may've cracked the code. Thanks, Ken 0 Quote Link to comment Share on other sites More sharing options...
TheVulture Posted November 14, 2008 Share Posted November 14, 2008 The little green dots appear to be the units tubes. As they fire they turn red until they reload and turn green. Although some of the smaller arty will only fire the first few tubes and the rest will stay green (probably because they don't exist). Paid enough attention (for once) to notice that this doesn't hold true in my current PBEM. Arty with 2 tubes currently has 5 out of 6 dots red at the end of a turn. I'm sticking with my previous understanding of it showing how much extra delay is added on top (in addition to intrinsic firing unit / FO / communication net delays) for the next mission. 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted November 14, 2008 Share Posted November 14, 2008 According to manual: "Responsiveness - green/red dots showing how quickly the current unit can call in support from that Asset" As to why they change during fire mission, I think this is due to the artillery crew simulation. Keeping up a high rate of fire can tire the crew, so they will be less responsive afterwards. This is my guess, however. 0 Quote Link to comment Share on other sites More sharing options...
costard Posted November 14, 2008 Share Posted November 14, 2008 I figured it was an ammo measure. The things you learn... By the way - do we have one of those? 0 Quote Link to comment Share on other sites More sharing options...
jenrick Posted November 15, 2008 Share Posted November 15, 2008 Actually costard most of the discussion about the UI as far as artillery is concerned is the lack of a decent way to figure out how much ammo is left. -Jenrick 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted November 17, 2008 Author Share Posted November 17, 2008 Yes, how much ammo is left, how many fire missions can be supported with that ammo, and how long will they last. Ken 0 Quote Link to comment Share on other sites More sharing options...
Apocal Posted November 22, 2008 Share Posted November 22, 2008 Honestly, now that I've gotten a bit more in tune with CFF procedures, I think it would be best if we could request a specific number of rounds per mission instead of just "light/heavy" with a numerical count of how many rounds per tube remain. Interface wise, you could simply replace the "light/heavy" with something like +1, +5, -1, and continuous. 0 Quote Link to comment Share on other sites More sharing options...
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