Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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seraphim Oct 28, 2018 @ 6:50pm
ARVN artillery too weak.
It covers almost no range has no splash damage it's just overall pretty useless. i guess its good for very close fire on objectives to avoid friendly fire like in RO2 but theres almost no situation for that. too many times I call it to defend a point but it seems that 9 out of 10 times the enemy can just walk through like its nothing. I get that they're mortars and aren't as heavy as 155mm canons but maybe add shrapnel fragment kills as area of effect?
Last edited by seraphim; Oct 28, 2018 @ 6:55pm
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Showing 1-12 of 12 comments
Rei Oct 28, 2018 @ 7:43pm 
I still insist it should be done RO2 and RS1 style. It'll come in 9 quick salvos, in a smaller radius than regular artillery, but have a shorter cooldown.
seraphim Oct 28, 2018 @ 9:01pm 
Originally posted by Rootin Tootin Putin:
I still insist it should be done RO2 and RS1 style. It'll come in 9 quick salvos, in a smaller radius than regular artillery, but have a shorter cooldown.
yeah i agree should have a shorter cool down if anything
FlashBurn Oct 28, 2018 @ 9:04pm 
Honestly the entire arty thing in this game is fanciful trash. Being a mortar does not mean less powerful. A freaking 107mm mortar bomb is not less "powerful" than a 105mm howitzer. It IS shorter ranged, but makes boom around the same size. All arty in game is woefully inaccuratly modeled. It basiclly is either gross ignorance of legit arty or game balance. But if it were game balance you could just model light 60mm mortars and such and do more of a legit arty type deal. Always has seemed odd to me to try and give a semi legit go of small arms and totally model arty fake.
Last edited by FlashBurn; Oct 28, 2018 @ 9:05pm
seraphim Oct 28, 2018 @ 9:09pm 
Originally posted by FlashBurn:
Honestly the entire arty thing in this game is fanciful trash. Being a mortar does not mean less powerful. A freaking 107mm mortar bomb is not less "powerful" than a 105mm howitzer. It IS shorter ranged, but makes boom around the same size. All arty in game is woefully inaccuratly modeled. It basiclly is either gross ignorance of legit arty or game balance. But if it where game balance you could just model light 60mm mortars and such and do more of a legit arty type deal. Always has seemed odd to me to try and give a semi legit go of small arms and totally model arty fake.

definetly cuz of game balance. the north's fire support is very powerful it covers a huge area and if the commander is using it at the right place and moment he can get as many if not more kills than the american commander using all his abilities correctly.
Trygger Oct 29, 2018 @ 10:57am 
Originally posted by FlashBurn:
Honestly the entire arty thing in this game is fanciful trash. Being a mortar does not mean less powerful. A freaking 107mm mortar bomb is not less "powerful" than a 105mm howitzer. It IS shorter ranged, but makes boom around the same size. All arty in game is woefully inaccuratly modeled. It basiclly is either gross ignorance of legit arty or game balance. But if it were game balance you could just model light 60mm mortars and such and do more of a legit arty type deal. Always has seemed odd to me to try and give a semi legit go of small arms and totally model arty fake.

I was under the impression it was supposed to be those tiny mortars, like 40 to 60mm.
Boko Disraeli Oct 29, 2018 @ 11:22am 
Generally, mortars fire shells have a greater percentage of shell weight in explosive filler due to lower firing pressure, allowing for thinner shell walls. US 105mm howitzer and 81mm mortar shells have very similar quantities of filler.
Trygger Oct 29, 2018 @ 11:23am 
There's technically several arty types the game has in the code, (download the SDK and check the dev src file folder) and the game assigns the shells to each faction. I have no idea if the shell type affects how fast the barrage is or accuracy. (I think PAVN had an extra gun added to their arty so maybe it's on a per-faction basis and not hardcoded for each shell type)

This is why when NLF arty goes off, you hear the bloorrrpppp of ARVN mortars. They're firing the same exact weapons code-wise which is pretty cool. Like it's an actual simulated barrage and not just some scripted thing. Each sound you hear is different weapons being fired.

Shell types:

Normal Arty

Airburst Arty (Shell hits the ground code-wise but damage and effects is done up high. Can get people behind cover or in trenches but can't normal arty get them too?)

Mortars (Blows up in a black cloud.)

WP Mortars (Blows up in a white firework, sets guys on fire, no idea if it can do extra damage behind cover but I've died from within buildings from arty a few times. I also don't really remember if it has poison smoke like a WP grenade, not that it matters because you'd be running through arty anyway.)

Rockets (Tail of flame visible before impact, sadly the rocket itself is not, blows up in a big red fireball.)


Faction arty:

US ARMY and USMC: Normal arty and airburst arty

Aussie Army: Normal Arty

ARVN: Normal mortars

NLF: Normal Arty, rockets, mortars (Normal and WP)

PAVN: Normal Arty (Again I think they added another gun. No idea if it's now the same, or more than aussie arty in shells per salvo.)

I do not know if shell type effects rate of fire or again if it's a faction thing. I know both NLF barrage and ARVN mortars hit very fast, a constant barrage unlike other factions but I do not remember if the normal arty component in the NLF barrage fires in salvos or constantly.
Last edited by Trygger; Oct 29, 2018 @ 11:24am
seraphim Oct 29, 2018 @ 6:08pm 
Originally posted by Toybasher:
There's technically several arty types the game has in the code, (download the SDK and check the dev src file folder) and the game assigns the shells to each faction. I have no idea if the shell type affects how fast the barrage is or accuracy. (I think PAVN had an extra gun added to their arty so maybe it's on a per-faction basis and not hardcoded for each shell type)

This is why when NLF arty goes off, you hear the bloorrrpppp of ARVN mortars. They're firing the same exact weapons code-wise which is pretty cool. Like it's an actual simulated barrage and not just some scripted thing. Each sound you hear is different weapons being fired.

Shell types:

Normal Arty

Airburst Arty (Shell hits the ground code-wise but damage and effects is done up high. Can get people behind cover or in trenches but can't normal arty get them too?)

Mortars (Blows up in a black cloud.)

WP Mortars (Blows up in a white firework, sets guys on fire, no idea if it can do extra damage behind cover but I've died from within buildings from arty a few times. I also don't really remember if it has poison smoke like a WP grenade, not that it matters because you'd be running through arty anyway.)

Rockets (Tail of flame visible before impact, sadly the rocket itself is not, blows up in a big red fireball.)


Faction arty:

US ARMY and USMC: Normal arty and airburst arty

Aussie Army: Normal Arty

ARVN: Normal mortars

NLF: Normal Arty, rockets, mortars (Normal and WP)

PAVN: Normal Arty (Again I think they added another gun. No idea if it's now the same, or more than aussie arty in shells per salvo.)

I do not know if shell type effects rate of fire or again if it's a faction thing. I know both NLF barrage and ARVN mortars hit very fast, a constant barrage unlike other factions but I do not remember if the normal arty component in the NLF barrage fires in salvos or constantly.
interesting but in terms of game balance the arvn arty is still bit too weak in terms of spread n spalsh damage
=(e)= Lemonater47 Oct 29, 2018 @ 6:56pm 
Originally posted by Rootin Tootin Putin:
I still insist it should be done RO2 and RS1 style. It'll come in 9 quick salvos, in a smaller radius than regular artillery, but have a shorter cooldown.

I mean.

That's literally how it already is lol.
Rei Oct 29, 2018 @ 9:41pm 
Originally posted by =(e)= Lemonater47:
Originally posted by Rootin Tootin Putin:
I still insist it should be done RO2 and RS1 style. It'll come in 9 quick salvos, in a smaller radius than regular artillery, but have a shorter cooldown.

I mean.

That's literally how it already is lol.
I mean.

That's not how it is. It has a pretty large radius, and is about 2-4 seconds between salvos. Compare that to RO2 and RS1, mortars are weaker due to being more spread out and the area of effect doesn't help, it just makes it more random. As it stands, you can run right through the mortars and be fine if the game doesn't decide to send a mortar round near you. Again, compare this to RO2 and RS1 where the mortars were more grouped up. Good luck getting through that.
=(e)= Lemonater47 Oct 29, 2018 @ 9:59pm 
Originally posted by Rootin Tootin Putin:
Originally posted by =(e)= Lemonater47:

I mean.

That's literally how it already is lol.
I mean.

That's not how it is. It has a pretty large radius, and is about 2-4 seconds between salvos. Compare that to RO2 and RS1, mortars are weaker due to being more spread out and the area of effect doesn't help, it just makes it more random. As it stands, you can run right through the mortars and be fine if the game doesn't decide to send a mortar round near you. Again, compare this to RO2 and RS1 where the mortars were more grouped up. Good luck getting through that.

It's got the fastest salvo's and the smallest radius though.
@theweedfather Oct 30, 2018 @ 1:05am 
IMO it's supposed to be more precise which means more precise arty marks are needed. You can put it closer to your team and in more important parts of the objective with slightly less risk of splash.
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Date Posted: Oct 28, 2018 @ 6:50pm
Posts: 12