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germanske_norge

Artillery Tutorial

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I'm having trouble finding a comprehensive guide online that goes over the different shell types used by the SPG's and what their importance is.

Can anyone provide one?

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http://killzonekid.com/arma-3-how-to-aim-mk6-mortar-in-first-person/

 

https://www.youtube.com/watch?v=SCCvXfwzeAU

 

https://www.youtube.com/watch?v=A4SPene9Yxw

 

Calc sheet.

 

Regards to firing from gunner position (avoiding Arty computer)

I have yet to find a way how to plug in the numbers into equation.

I don't know very well scientific calculator online, and mine is broken.

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3 shell types:

HE - High explosive

Flare - Ilumination (in gam reality it produces no light, it last few seconds and flares small)

Smoke - Smoke

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3 shell types:

HE - High explosive

Flare - Ilumination (in gam reality it produces no light, it last few seconds and flares small)

Smoke - Smoke

 

That's for mortars, however Artillery pieces have much more selection of shells:

All artillery ammo (SPG edition):

155mm HE shells - standard shell. Good against Infantry, and light vehicles. May disable heavy armor with close hit

155mm smoke shells - Used for concealment, no damage to anything

155mm guided - HE shells again, however I'm not sure how to guide these

155mm Laser Guided - Still HE, should be able to guide with laser, but have been unable to do so.

155mm mine cluster - throws a lot of anti-personnel mines on the ground in an area of effect

155mm AT mine cluster - same as above, but these mines will work on vehicles instead of infantry

155mm Cluster - Highly effective shell, excellent for large concentrations of enemies, but you only have 2 of them so use them sparingly

 

Then for the MRLS, you have the 230mm HE rockets. Extremely devastating.

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Sweet, I never dealt with MLRS/SPG

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having some trouble with mortars - wondering if anyone can help - when I try and design missions I sometimes add in mortars from either the NATO static or static (old) menus (from memory the mk252 and also mk60) and attach them to my squad - but strangely if I add in say 3 mortars attached to my squad within about 5 seconds of the scenario starting usually around 2 of the 3 mortars have self destructed - absolutely no idea why (they just blow up) - also sometimes if  I have a couple of mortars surviving 1 of the 2 will always refuse to fire (thought it was initially the wrong facing) but have tried to alter this still no luck - any ideas on what I could be doing wrong?

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