I belive you can make a charge weaker like in the game ARMA 3 this could work tbh without changing in game mechanics of the shell it self
Even then, most of the Artillery we have in game will miss the map at minimum charge and minumum distance:
Damn not good :/
I love the idea of the indirect artilery thingy we have here would actually make the art in the game usefull instead of free kills and pointless to research in tech trees :/
They could still implement a sort of artillery spawn area 3-4km away from the main play area, that way you have both effective artillery and counter battery opportunities as well as being targets for CAS.
I mean yeah would be good but the cas option would be just even more free kills for it
Is there any new Info about an indirect fire feature since PZH 2000 made its way into the game? PZH is the most capable Artillery in the world to date. Finding out that it is set to BR 7.7, missing most of its armament and still no indirect fire mode in the game made me sad. Would be nice to utilize Indirect Fire on chunk points, player requests and light vehicle visual observation or by drone. there is a competitor game on the net that utilizes indirect fire pretty well.
Since this game is lacking authenticity and modern era tanks drive amongst ww2 bricks we need some new additions in the game. And at least indirect fire for now that ignores minimum Fire distance. Since Warthunder release nothing really new has been added. World War mode has gone missing and was never fully developed to its full potential. We need somehting new. Something that makes additional fun and is more authentic with maps that are worth Tank and ground attack plane/chopper gameplay:
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A new game mode that utilizes best of both worlds from RB and SB. 3rd person with SB optics (no more aiming through gun visior hiding behind glewed on bushes)
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Imagine a map 4x the size of Karelia, multiple objectives, time limit of 30/60 Minutes. Where you can buy in for silver lions similar to SB. Where you can decide to spawn with your tank or back at the airport / heliport.
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Anti Air with fixed armament statistics and settings utilizing its full potential and adding the SAM sites you can spawn as and build where you please. Imagine spawning as a Patiot Truck(US) or SA-5 (Russia) driving up a hill and setting up SAM camp to protect allies pushing for first objective in your location. Laser guided weapons get a new meaning and not to mention laser guided artillery munitions and cluster rounds.
Regards.
P.S.: PZH2000 Facts:
The maximum range of the gun with standard issue DM92 propellant charges is 30 km with the standard DM121 boattail round, 40 km with base bleed rounds, and 54 km with M2005 V-LAP rocket-assisted projectile. With Rheinmetall’s ERC (Extender Range Charge, previously known as the Top Charge) high pressure unitary charge, the range is 36 km with DM121 BT round, 47 km with M0121 BB round and 67 km with the M2005 V-LAP RAP. The gun can also fire the SMArt 155 artillery round used by Germany and Greece.
BB Rounds (Base Bleed): Base bleed or base burn is a system used on some artillery shells to increase range, typically by about 20%–35%. It expels gas into the low-pressure area behind the shell to reduce base drag (but does not produce thrust, unlike rocket-assisted projectiles. Being percentage-based, the range extension is more useful on longer-range artillery where an increase of approximately 5–15 kilometres (3.1–9.3 mi) can be achieved, and it also was found that the reduced turbulence gave the projectiles a more consistent trajectory, resulting in tighter grouping, and efficient shelling more than 40 kilometres (25 mi) away.
M2005 V-LAP Rounds: A rocket-assisted projectile (RAP ) is a cannon howitzer, mortar, or recoilless rifle round incorporating a rocket motor for independent propulsion. This gives the projectile greater speed and range than a non-assisted ballistic shell, which is propelled only by the gun’s exploding charge. Some forms of rocket-assisted projectiles can be outfitted with a laser guide for greater accuracy.
SMArt 155 Rounds: The SMArt 155 is a German 155 mm guided artillery round designed for a long-range, indirect fire top-attack role against armoured vehicles. The projectile was developed in 1989 by Diehl BGT Defence in Überlingen, Germany, with Rheinmetall and started full-rate production for the German Army in 1998. It consists of a 47-kilogram (104 lb) heavy artillery projectile containing two autonomous, sensor-fused, “fire-and-forget” submunitions. Due to the submunitions, it has been considered by some to be a cluster munition. As of 2008, representatives of the German defense ministry have referred to it as not being classified as submunition weapons, which were prohibited by the 2008 Convention on Cluster Munitions
PZH2000 Firing Capability:
Magazine: 60 Rounds autoloaded. It can fire one round every 3-5 Seconds.
Burst Fire: It can fire 3 rounds in 8 seconds with a max of 10 rounds in 1 minute. 20 rounds in 2 minutes or 8 shots per minute for a duration of 3 minutes. The PZH 2000 is Limited to 3 shots pre minute due to thermal limitations of the barrel to keep highest precision.
It is also capable of doing the MRSI-Procedure (Multiple Rounds Simultaneous Impact).
Additional due to its digital battlespace capabilities with its fellow howitzers (wingmans), 3 or more PZH 2000 can simultaeneous engange enemy target position with laser guided or indirect precision including the options of MRSI-Procedure.
The Minimum attack range of indirect fire is considered to be between 5-10km (3.1-6.2mi).
The PZH 2000 is also capable to defend its self by direct fire but it can not compete with regular tanks due to its inability to fire while moving.
I’m afraid that this will be a very bad addition to the game because of a few reasons
1st, it requires teamwork and war thunder players do not work together. If anything, it promotes squadrons to form killsquads which make gameplay less enjoyable for casual players.
2nd, it promotes a passive playstyle. The most effective way to play this new type of indirect fire arty would be to hide in spawn and not advance, this would lead to fewer players being able to contest important areas of the map and put the team with the arty at a significant disadvantage.
3rd, it would be an extremely toxic class, because you are firing from a great distance and arcing projectiles over terrain, tanks cannot return fire against you meaning that the only counter to this mechanic is counter battery or CAS. If you want proof that this is toxic, look up “world of tanks arty compilation” and see that indirect fire classes are just as bad as CAS.
Anyway, if you want to make arty more playable in war thunder the easiest way is to just reduce the BR of arty vehicles by .3 or .7 (e.g: AuF1 7.0 → 6.7) but please, for the love of god, do not add indirect fire.
I home I’m not reviving an old topic but, instead of changing the current SPHs we have in game, maybe we can add vehicles with huge Mortars.
In order not to disrrupt the game or create the same chaos WoT has because of Arty, those vehicles could be premiums, aiming would be done by clicking on the minimap and letting your gunner perform a lengthy aiming process as it is IRL or manually setting the range and praying like we already have with some of the BMP-2’s in game.
I think it is a good game system.
However, we need to add some elements to make it playable as a game.
Counter-battery game system
We definitely need some sort of counter-battery game system to make artillery duels possible. Shells with high trajectory will be detected and the firing position will be shown to opposing SPGs. This will force SPGs to shoot and scoot as in real life, and can prevent SPGs from camping.
Provide SPGs with targeting information
As Joymenta mentions, we need to add a coordinate-giving feature to provide SPGs with targeting information since they can’t find it themselves. I think the current artillery support feature could also be replaced with this too.
Means to fit SPG’s long firing range into ground mode map
We need adjustable charges to shorten the SPG’s firing range. But it does not seem to be enough, so I think there should be areas behind the current land map for SPGs to fight indirect fire combat, which may be connected to the current land map area, so that SPGs can join direct fire combat when needed.
Add fragmentation effects for large calibre HE shells.
HE shells fired from SPHs should have fragmentation effects similar to those in real life to accommodate low precision, or they will never be able to destroy enemy vehicles.
Artillery duels have been a major aspect of land warfare since WW1. Implementing indirect fire related features will bring a new level of reality to War Thunder. It would also open the door for new vehicles with mortars to join the game too.
Your forgetting time to impact though it would be rare to get a hit with such high angle of fire
I say this is not a good proposal because we can already indirectly fire by setting our gun sights my longest m109g shot was 2600 meters and i couldn’t see him
I suggest that you change that to say “up to almost 90 degrees” since no gun is designed to angle 90 degrees (with aa guns as an exception due to them targeting aircraft), just a suggestion though
There is a similar, if not better, suggestion on the consideration list right now. This would work, but cold war and above maps should be bigger. AA would have more reason to take out those pesky drones and SPGs can finally go to higher BRs so they can stop bothering ww2 and early cold war tiers.
There was a large variant of one map, but I haven’t seen it in ages now…
I dont know if Gaijin will add this, but i know that the majority of the players will love the idea. And even if i cant use the realistic aspect as an argument for this (Gaijin said that War Thunder is an Arcade game with realistic features first, and not a realistic game with arcade features ;)), its still an interesting addition that add realism, and another basic mechanic could give to the game a 2nd breath :)