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-   -   Mörser "Karl" Heavy German Mortar (http://forums.filefront.com/fh2-suggestions/141306-m-rser-karl-heavy-german-mortar.html)

Ronin Pedroshin August 15th, 2004 09:41 PM

Mörser "Karl" Heavy German Mortar
 
Hey,
I think it would be quite cool to see this heavy mortar in the game for an eastern front map. It doesn't need any rails to be driven as some thought. It is simply supported by caterpillars with eleven road wheels.

http://www.hpwt.de/Karl.jpg

A total of 6 were made and the Guns I-IV went to the Russian Front in July 1941 with the 628th schwere Artillerie Abteilung. They saw action at various sites, including Lemburg in that year. The best known action was against Sevastopol in 1942. Later, four guns were issued to the 833rd schwere Artillerie Abteilung (mot). These guns had the names Adam, Eve (1st Batt.) and Thor, Odin (2nd Batt.) The names for guns V and VI were Loki and Ziu.

Info on its history and specifications+blueprints here: http://www.geocities.com/ssvong/morser/karl_hist.htm

As it is it would be useful on new eastern front map based of a battle in which it has actually participated. The ones we can only know from the info are Lemburg and Sevastopol. And if we know an interesting battle where the 833rd schwere Artillerie Abteilung was involved after 1942 we could add it too...

[TRN]FedEx August 16th, 2004 12:18 AM

Re: Mörser "Karl" Heavy German Mortar
 
I think it would be a great idea! But the range of destruction should be huge for becoming realistic. I don't know if that's possible?

cheesemancrusader August 16th, 2004 12:28 AM

Re: Mörser "Karl" Heavy German Mortar
 
Kinda reminds of the whole dora rail cannon debate, only i kinda like this one. Maybe after we get our pzIII and hetzers, and a modeller, skinning and coding, and animation dev have nothing to do, then it might be kinda cool to see.

Dee-Jaý August 16th, 2004 01:48 AM

Re: Mörser "Karl" Heavy German Mortar
 
It might be cool for a Sevastopol map, once its finished. But untill then, nah...

tvih August 16th, 2004 02:34 AM

Re: Mörser "Karl" Heavy German Mortar
 
Some problems are: low priority, very slow to fire, huge target, would basically be out of place at such close range maps. But even so, I wouldn't mind having it :)

Big Lebowski August 16th, 2004 02:47 AM

Re: Mörser "Karl" Heavy German Mortar
 
it could just be a static object in a Sevastopol map...

D-Fens August 16th, 2004 03:02 AM

Re: Mörser "Karl" Heavy German Mortar
 
A Lemberg/Brest-Litovsk map would be a nice 1941 Barbarossa map

MelanchOli August 16th, 2004 07:03 AM

Re: Mörser "Karl" Heavy German Mortar
 
Quote:

Originally Posted by tvih
Some problems are: low priority, very slow to fire, huge target, would basically be out of place at such close range maps. But even so, I wouldn't mind having it :)

And don't forget its damage won't probably be that impressive... just think of the Brummbär's 15 cm gun which has next to no effect. And then there's the fact we can't destroy buildings...

But I must also admit I like this idea. :)

chauncey August 16th, 2004 11:01 AM

Re: Mörser "Karl" Heavy German Mortar
 
Does anybody know the calibre and weight of shell for that gun??
Just curious.......

Kingrudolf August 16th, 2004 12:20 PM

Re: Mörser "Karl" Heavy German Mortar
 
|What a stupid suggestion. It's similar to the Dora suggestion. Imagine, what kind of map would it have to be? It was a damned powerful thing, but it reloads really slow, and I wonder if anyone will actually spot a target. There would be a larger que for it than the KingTiger has. If the mortar is supposed to balance the map, I can hardly see the axis team win the map if theres some n00b in the mortar. I don't think the mortar will respawn very quickly once a n00b has driven it in a big ditch or the river. I don't think anyone would want to be on the Allied team either. This whole suggestion forum gets abused so badly. The good suggestions always get pushed to the bottom of the pages because idiotic suggestions like these spam up the whole forum.

patilla August 16th, 2004 12:29 PM

Re: Mörser "Karl" Heavy German Mortar
 
hey chauncey, i coulnt chech it so i opened BLITZKRIEG the game and check with the in-game mortar, hope its the same, almost the desing its the same as the photo of this post


it was a 60 cm



kingrudolf, this is not a noob weapon, all heavy tanks are potencially NooB weapons, cuz if a noob left a tiger and a good russian or american player get it.... may be its the end for germs
should we remove the tigers cuz a noob can left to the enemy????

Nagato August 16th, 2004 12:42 PM

Re: Mörser "Karl" Heavy German Mortar
 
there vas two version one with 54 cm and one with 60 cm...

Ronin Pedroshin August 16th, 2004 12:51 PM

Re: Mörser "Karl" Heavy German Mortar
 
It isn't THAT simillar to the Dora suggestion. There are clear differences between them.

Dora:
-Much bigger than the Karl.
-Takes like 15 minutes to reload.
-Can only be moved on rails and that's not just only 1 rail. It's a pair of rails.
-Since it can be moved on rails you wouldn't be able to just aim the gun in any direction.

Karl:
-Smaller than the Dora.
-Takes like 5-10 minutes to reload.
-Can be moved easily but slowly with the help of caterpillars.
-As it can move freely you are able to aim in any direction you wish.

USMA2010 August 16th, 2004 01:16 PM

Re: Mörser "Karl" Heavy German Mortar
 
600mm, weight, not sure

PanzerArm August 16th, 2004 01:37 PM

Re: Mörser "Karl" Heavy German Mortar
 
This idea is rediculous. Alright, so you guys want to have a Karl-Gerat mortar, well, I'm afraid it just isn't that simple. First off, the max firing rate of the Karls was 6 rph, or one round every 10 minutes. Secondly, these things had a top speed of 6 mph. So we have two characteristics that would infuriate the hell out of players, only being able to move at a snails pace, and only firing one round every 10 minutes. Also, each Karl-Gerat was accompanied by two munitionsschlepper Pz. IV, each carrying 4 rounds each. So lets say this were to be impemented into the game, and going along with the pattern of reducing crew size for vehicles, the Karl-Gerats minimum 5-6 crew can be reduced to 2-3. Now we have to have someone crew each of the munitionssleppers, so theres another two players occupied. In reality it would take around 20 people to run the opperation of one Karl-Gerat, but could be reduced to around 5 people if it were in FH. But that is going a little far to ever get someone to sacrifice their play time on a server feeding you ammunition with the mutionsschlepper, when he could be killing Ivan. ANd without the munitionschlepers the Karl is worthless. What I would think would happen if this ever got into the game would be a one in two chance of a nOOb jumping in it, firing it, wasting that Karls usefulness for the next ten minutes, and the same chance of it happening again after that. And in the case where an experienced player got in, with someone spotting for him, and a full crew for the Karl, well, they'd fire one round, kill 2 or 3 people, and then just get out and play as usual. The only way the Karl Gerat could ever be useful in FH would be as a static object that the Germans have to defend, and I doubt any devs will spend that much time on a Karl, only to have it be a static object. So I think leaving it out would be the best solution.


Kevin

PanzerArm August 16th, 2004 01:43 PM

Re: Mörser "Karl" Heavy German Mortar
 
The rounds for the 60cm Karls were 2.17 tons for the heavier s Be Granate round, and 1.70 tons for the le Be Granate round. The 54cm Karls' rounds weighed 1.58 tons and 1.25 tons respectively.


Kevin

Ronin Pedroshin August 16th, 2004 05:01 PM

Re: Mörser "Karl" Heavy German Mortar
 
Tanks in real war would need a crew of commander, gunner and driver but in FH we have just 1 soldier/player who is capable of driving and gunning a tank by himself and is able to resupply himself by just driving the tank to the nearest ammo box or base so bringing out about players sacrifice their play time on a server feeding the Karl ammunition with the mutionsschlepper makes no sense.
In fact, the way things work in FH would allow for the Karl to be manned by just 1 player considering each player in the game would equal 10 soldiers in RL. I think people already know that in this game everything (size, time, numbers) are in a smaller scale!
The reload time doesn't exactly need to be 10 minutes but 3 or 5.

PanzerArm August 16th, 2004 05:55 PM

Re: Mörser "Karl" Heavy German Mortar
 
I already accounted for crew reduction. Saying that regular arty(Preist Wespe) needs two people to operate(If you want to drive and shoot at the same time), it seems reasonable for the Karl to have to be crewed by 2-3 people (like I suggested) to work properly. Maybe one driver, one main-gun operator and one close in defense mg guy or something. And saying that the Karls' could only hold one round on them at a time, the munitinschleppers nearby are a must. And maybe to simplify the reloading process the m-s should have to be in a certain radius of the Karl to keep it reloaded. But still this idea seems impractical. And 3-5 minutes is still a long time to wait to fire a weapon that is not going to guarantee a kill. Any serious player would rather spend their time in a Wespe than mess with a Karl, I know I would. Also, it seems like unneccessary work for teh devs. They would have to make this beast, and the m-s,skin them, and come up with some new projectile physics and new blast readius for this huge round, which to my understanding is quite difficult to do. And it also seems unneccessary because after all this work it could only be used in one map because this is a realism mod,and Karl-Gerats werent all over the front. Just be happy with Wespes and give up this Karl-Gerat thing.


Kevin

Ronin Pedroshin August 16th, 2004 06:02 PM

Re: Mörser "Karl" Heavy German Mortar
 
I agree it would most likely be too much unnecessary hard work for the Devs and it's not even really necessary at the moment but it could be something nice and fun to add in a far and future release of a new version of the Mod when everything that is most important and necessary is already in it. :)

PanzerArm August 16th, 2004 06:07 PM

Re: Mörser "Karl" Heavy German Mortar
 
I think if a dev took the time to make one due to some inclination, that it would be a cool easter egg in some maps. But I won't be disappointed if it never materializes, its up to the devs if they want to make one.


Kevin

Kämpfer August 16th, 2004 07:26 PM

Re: Mörser "Karl" Heavy German Mortar
 
I just want a nice Sevastopol map :) Though realistically this weapon would be far behind friendly lines to fit into a map.


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