View Full Version : Jammer Missiles
Hamma
2003-12-10, 05:27 PM
This was discussed on the community night last week, but I wanted to see what you folks think about it. The idea was brought up to have "Jammer Missles" kind of AV with Jammer properties, which would play havok with an aircraft. I personally think its a cool idea :p
Vis Armata
2003-12-10, 05:34 PM
Replace the Decimator with a common-pool rocket launcher that can be loaded with dumbfire EMP rockets, HE rockets (identical to the Decimator in damage, range, etc.) and whatever form of rocket the devs can come up with (maybe a plasma-type rocket, similar to the Vanu MAXes? Who knows).
The rockets themselves could be launched just like the Decimator - same fire modes and all, with the only real difference being that the launcher could be reloaded (3 rockets/box).
That would be my vote.
VashTheStamped
2003-12-10, 05:35 PM
sounds cool :brow:
ChewyLSB
2003-12-10, 05:39 PM
Well, if they were to put it in, in my opinion, it should go to AV. While we're on that subject, move Decimator to AV.
Firefly
2003-12-10, 05:44 PM
I would like to see greater variety among many weapons. First I'd like to scrap the flak bullshit for TR AA MAXes, and give them something that compares to Vanu and NC anti-air.
THEN, I'd like to see the Skyguard get more of a facelift. The US Army Avenger (http://147.71.210.21/adamag/brochures/avenger.jpg) features two sets of launch-tubes and a machine gun. I'd like to see the Skyguard flak cannon scrapped as well, and give it lock-on capability. One tube set for Jammer missiles perhaps, and one tube set for regular SAM (surface to air missiles).
Flak may be a nice idea for war movies like Memphis Belle, but this is supposed to be ten or eleven centuries in the future, and we stopped using gay-ass Flak about sixty years ago. It stands to reason that the Republic had some sort of clue and didn't spend ten centuries with its head up its ass.
More to the point, I'd like to see Jammer flares ON AIRCRAFT as a defensive measure against AA MAX units. Perhaps squeezing the "special feature" key on aircraft would drop a couple of Jammer flares out and either break a missile lock, or surround the craft with stealth shielding momentarily, enough to hamper AA MAX radar.
There needs to be an air superiority fighter. Currently the Mosquito is the best option for this, as the Reaver rockets are more suitable to close air support for ground troops. I'd like to see Empire-specific aircraft, and these can be interceptors with a rotary cannon (25mm, or two 12mm cannons) and air-to-air missiles with lock-on capacity (and dont give TR empire-specific aircraft some stupid-ass flak cannon).
Hamma
2003-12-10, 05:48 PM
I totally agree with the flare idea, right now its near impossible to outrun an AA max. Especially when the VS put 5 of them on the dome of a biolab.
Madcow
2003-12-10, 05:54 PM
The only real problem I have with this is that we should be encouraging tanks, etc. to be staying back from the action and shelling rather than mowing everything in sight. I think Jammer grenades work towards that end because of their limited range (even in the Thumper). By adding a jammer missile there is no advantage to staying back and shelling, there's just as good a chance of getting jammed back there so you may as well drive to the thick of the action and start mowing again.
I still like my Jammer mine idea.
Rbstr
2003-12-10, 06:07 PM
A Deci that you could reload would be far too powerfull.
I would do some kind of multi-round system for the empire specific weps
Have EMP rounds for them that short the wepons system and do a small bit of damage
Special AA rounds that detonate on proximity to air craft (with flack properties) that also travel faster.
And HE rounds that are the normal ones (and i say up the vehicular damage on all of them, but not the max damage)
I am having trouble posting on these forums, i keep getting this forum is not excepting new posts messages.
Vis Armata
2003-12-10, 06:51 PM
A reloadable Deci might be a little much (after I thought about it), but some sort of choice of rocket for the AV would be nice.
EarlyDawn
2003-12-10, 06:58 PM
This was discussed on the community night last week, but I wanted to see what you folks think about it. The idea was brought up to have "Jammer Missles" kind of AV with Jammer properties, which would play havok with an aircraft. I personally think its a cool idea :pOmfg, are you kidding? No way. This is an FPS. You don't add in new stuff, you blow shit up, what more do you want? :lol:
Sounds decent, but aircraft have a hard enough time as it is.
WritheNC
2003-12-10, 07:00 PM
They should just put a magrider beam cannon on the skyguard, but make it only damaging to aircraft. :)
Magrider is a better AA vehicle than the skyguard, imo.
I'm not being serious because I know it won't happen, but its kinda true.
JetRaiden
2003-12-10, 07:51 PM
I remember a jammer could originally make a aircraft (like a reaver or mosquito) go out of control if hit proberly. but that was back in beta. I liked it though, gave more use for them, I always have a couple of them in my inventory since jackhammer ammo and engi/medic gear dont fit so well together,
Rarzo
2003-12-10, 07:56 PM
:drools: Coooool :drools:
Deadlock
2003-12-10, 10:21 PM
Jamming itself could use an overhaul in the game. there needs to be more of a use for them than clearing mines or gettin past turrets.
The rockets sound cool but if its added the aircraft need to also have a defence added... i really liked the idea of the flairs.
The jammer mine idea also struck my interest, i could see alot of other neat things added to combat engineer aswell, like anti-vehicle explosives (like not that damn boomer where i gota find some way to lay like 5 of them on a movin mag to do some damage) perhaps a large strap on explosive that consumes the majority of ur inventory and can be attached with a timer on vehicles.
that ofcourse would have to be like an advanced...advanced engenieering cert :doh: or something
Sputty
2003-12-10, 10:26 PM
How about a large air to surface missile that has a big blast radius and is designed to only jam. It could be a one cert thing that is required and Reavers only get one. It's a noticeable external single fire weapon
Deadlock
2003-12-10, 10:29 PM
if by jam u ment make vehicles and turrets and door locks and generators (ok im pushin it) unoperatable for a certain period of time then hell yea i'd spend that cert... but if it could reak that much havock id say up the price... could u imagine a fleet of reavers droppin those things all over a cont.
Biohazzard56
2003-12-10, 11:13 PM
I just want patriot missles in planetside :) , player controlled of course
As for the jamming idea yea it would be great, and also make it to where they couldnt eject but at the same time AA Maxs couldnt get a lock in it. Just to make it balanced
TeraHertz
2003-12-11, 12:32 AM
I like the idea of a jammer rocket, but I disagree with the flare idea for reavers and mosquitos. If you're getting owned by 5 AA maxs, then the games working properly. They are DESIGNED to take you out.
Liberators, and possibly Lobsters, could use it though.
How would the emp rocket work? Would it be a seperate weapon, or an ammo type for AV? If its to be an ammo type, where does that leave the lancer...
Vis Armata
2003-12-11, 01:03 AM
Vanu = ion charges?
Jammers do work on tanks, it seems - my Vanguard got jammered yesterday, rendering the gun useless. I think the EMP blast works on aircraft, as well.
Chaaos
2003-12-11, 01:16 AM
It would be cool if a Jammer acted the same way as a small EMP... if it went off near an air type vehicle and it goes crashing to the ground because its instruments go all wonky.
Air to air type lock on missiles i wouldnt agree with though.. it would take all the full out of dog fights. You would just lock on and boom they are dead. Unlike now its a dance of death to see who can out maneuver each other with guns or who lands a good shot with missiles to see who wins.
Misquotes would be at a huge disadvantage VS reavers. Reaver would come up and lock on then boom no more misquotes instead of the manuverability advantage that the mosquotes possess.
BTW. if this makes no sense.. its because ive been drinking.
Flammey
2003-12-11, 06:57 AM
I remember a jammer could originally make a aircraft (like a reaver or mosquito) go out of control if hit proberly. but that was back in beta. I liked it though, gave more use for them, I always have a couple of them in my inventory since jackhammer ammo and engi/medic gear dont fit so well together,
Shit, I did that a few months back. Happened just once. Was the funniest shit I ever saw. I can see the headline, "Jammer Grenade takes out Reaver." News at 11.
TeraHertz
2003-12-11, 07:54 AM
Vanu = ion charges?
Jammers do work on tanks, it seems - my Vanguard got jammered yesterday, rendering the gun useless. I think the EMP blast works on aircraft, as well.
Yes, they do. I've only ever hit two aircraft with jammer grenades. All they did was kind of spin round for a bit. It was pretty disapointing considering I was hoping they'd crash.
Flammey
2003-12-11, 08:30 AM
Why not go one step more, allow Liberators to load up on EMP and Jammer bombs.
Duritz
2003-12-11, 08:57 AM
I think the revamping of jammer grenades is probably the best idea. I mean, right now they only have 2 good uses: clearing minefields and team-killing with boomers. If they were were able to say lock up the firing mechanisms or make the driver lose control of either where he/she is aiming or driving for a few seconds.
The only problem i see with disabling vehicles is that EVERYONE would carry a jammer grenade or two. Just so that they can freeze up a vehicle for a while. I guess if it had a random effect on the vehicle, it would probably be more interesting.
The flares are a good idea too, they would just have to make missles lose their lock if they're in the flares' range.
Madcow
2003-12-11, 10:19 AM
I think the revamping of jammer grenades is probably the best idea. I mean, right now they only have 2 good uses: clearing minefields and team-killing with boomers. If they were were able to say lock up the firing mechanisms or make the driver lose control of either where he/she is aiming or driving for a few seconds.
I don't know if you're not realizing that other people have already talked about this, but that's not the only use. It has been revamped and does temporarily knock out weapon's systems on vehicles now.
Now it drives me even more crazy to get shelled while I'm in my MAX when there are a bunch of friendly infantry right by me who aren't bothering to throw a stinking Jammer at the tank.
Gigabein
2003-12-11, 11:40 AM
Jammer Deci's is just adding more benefits and versatility to an already powerful weapon cert (SA). Reloadable deci's could be a bad idea. There's already a lot of deci users running around, so you'd have to keep their ammo supply equivalent to what it is... or you could just make pre-loaded 3-shot jammer deci's. However, I'm against adding more features to SA. Increase the Punisher's capacity (say 3-4), accuracy, and range for rocket-propelled grenades. That's a nice little buff for MA.
WritheNC
2003-12-11, 11:57 AM
I bet all the combat engineers are crying from all these ideas.
I'll wait until they actually hit the test server before getting upset.
TeraHertz
2003-12-11, 12:46 PM
People are loosing track. This idea appears to be aimed at AA from what Hamma suggested. (or is it?)
To do that it needs to lock on. A deci that locks on? Don't think so. Likewise for AV weapons. A lancer weapon that locks on will make it look totaly lame.
I'd like to see a new weapon for AV. Maybe a one or two shot lockon pulsar sized extendable tube weapon that delivers a weapons lock equivelant to that which is acheived using a jammer nade.
Gigabein
2003-12-11, 12:54 PM
People are loosing track. This idea appears to be aimed at AA from what Hamma suggested. (or is it?)
To do that it needs to lock on. A deci that locks on? Don't think so. Likewise for AV weapons. A lancer weapon that locks on will make it look totaly lame.
I'd like to see a new weapon for AV. Maybe a one or two shot lockon pulsar sized extendable tube weapon that delivers a weapons lock equivelant to that which is acheived using a jammer nade.
Well then, what do you think about adding Jammer ammo type (jammer mode for Lancer) to empire-specific AV?
Heckler01
2003-12-11, 01:17 PM
Well then, what do you think about adding Jammer ammo type (jammer mode for Lancer) to empire-specific AV?
I think that would be best, it also helps out the AV cert which ive heard quite a few people complain about.
TeraHertz
2003-12-11, 01:18 PM
Well then, what do you think about adding Jammer ammo type (jammer mode for Lancer) to empire-specific AV?
The Lancer is fairly rapid fire. You could theoreticaly jam 6 vehciles for as long as your ammo lasts.
The vanu insta-switch ammo by right clicking. First hit, jam, second hit damger, third hit jam, fourth hit damage.
They'd just end up nerfing the lancer's damage, and I don't want that to happen.
InfiniteStorm
2003-12-11, 01:57 PM
Jamming itself could use an overhaul in the game. there needs to be more of a use for them than clearing mines or gettin past turrets.
They also halt weapons systems on vehicles and disable implants of people. Lately I've been seeing a lot of people use jammers to disable my mags guns. It is very annoying and I end up having to retreat because my gunner and I cannot fire. Jammers could work well against surgiles too. No one uses it because it takes to long to either switch weapons to a jammer nade or switch ammo on a thumper to jammers. By that time, a surgile JH will have killed you. Jammers have their uses, especially in a battle with a ton of vehicles.
Gigabein
2003-12-11, 04:22 PM
The Lancer is fairly rapid fire. You could theoreticaly jam 6 vehciles for as long as your ammo lasts.
The vanu insta-switch ammo by right clicking. First hit, jam, second hit damger, third hit jam, fourth hit damage.
They'd just end up nerfing the lancer's damage, and I don't want that to happen.
Throw an animation in between ammo mode switching for the lancer. This would maintain the single ammo type advantage of Vanu, while preventing multiple ammo type spamming.
Vis Armata
2003-12-11, 05:18 PM
Increase the Punisher's capacity (say 3-4), accuracy, and range for rocket-propelled grenades. That's a nice little buff for MA.
I like the Punisher idea. A longer grenade range (less arc, more power) would be good for low-battle ranks that don't yet have heavy certs, or those that can't fit SA into their configuration. I'm not so sure that the capacity needs increased. Maybe a slightly faster reload time?
I actually wouldn't mind seeing a slight buff to the Punisher's main weapon, but that's another topic.
TeraHertz
2003-12-11, 05:34 PM
Throw an animation in between ammo mode switching for the lancer. This would maintain the single ammo type advantage of Vanu, while preventing multiple ammo type spamming.
It wouldn't maintain ammo mode switching. if you throw in that reload animantion, you're making it like your changing ammo when your not. Thats just...lazy.
A "negatize polarisation" animation would be better. An animation of your character recalibrating the energy settings.
That still doesn't fix the fact that this whole thing is meant to freeze air..
apachepilotpat
2003-12-11, 06:11 PM
Leave the deci the way it is. Mabey some better empire specific AV weapons would be better though.
SandTrout
2003-12-12, 12:59 AM
Switch the Deci to AV(where it should be) and you we get a LOT more people certed in AV.
But also note that haveing played all 3 empires' AV weapons, I know that if you increase the power of one of them, you have to increase the power of the other 2 proptionaly. Why? Because AV is probably the best balanced set of weapons when compareing each empire's to the others'. Yes, people bitch about their weapons being weaker than the other empire's, but I realy do not think the whiners have played those weapons extensively.
I think that in combonation with switching the Deci to AV, (The rocklet recieveing a buff of some sort to balance SA and the rocklet) the AV weapons should receave one/some of the following buffs:
A) Ammunition box shrink to the size of the all the other ammunition boxes.
B) Slight damage increase. Ex: Striker from 125/shot to 150, phoenix from 250 to 300, and a proportional raise for the Lancer(not sure on the exact current damage, but in battlefield conditions, it's too low,)
C) Exta effects of ammunition via either streight buff to existing ammunition or creation of more ammunition types. Ex: Lancer nullifies the Zoom option, Phoenix jamms Radar, and Striker discharges Afterburner fuel.
Upon hindsight, the changes listed in C) would augment each weapon's current specialties. The Stiker is already the best AV vs. AIR, the Phoenix user gets some more protection from being found, and the Lancer keeps it's range advantage after the first shot.
Flammey
2003-12-12, 02:11 AM
I don't think Jammers should work on vehicles with any bit of a shield. The shield should effectively stop a jammer grenade's effect, in effect, dispursing the effect across the shield, and not being able to penetrate.
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