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View Full Version : Mosquito incentives


Zetre
2003-05-22, 11:27 PM
ok, i have seen like 400 reavers, and like 2 mosqs in servers.
I would like to hear ideas to make them better
one idea i had this morning is to give them chaffs. They would be less armored, and less powerfull still, but would serve as better escorts, because they could clear out anti aircraft people better. Make them waste ammo, and then take them out buy following the smoke trails back

MilitantB0B
2003-05-22, 11:37 PM
Hmmm, maybe a fast transport mode. Kinda like the MAXs run mode. No weapons, poor handeling, just pure unadolterated speed. :D Cross a continent before you can say "I wonder what this button does" :D

Zetre
2003-05-22, 11:39 PM
hmmmmm, interesting, but i see many drawbacks with that
i've noticed that mosqs have already becomre tribes esque taxis, and making them have an uber fast mode would just transform them into a big taxi.
I also think now that you mention it, that max run mode was a big mistake. Maybe making them lurk around everywhere at .2MPH would balance them a bit more, and make people not whore them as much

MilitantB0B
2003-05-22, 11:42 PM
I wouldn't mind them being a big taxi, if you want firepower look to the reaver, if you want some firepower, but mainly manuevability and speed, get a mosquitoe. Speed is the mosq. selling point. I would also like to see the things wings fold back as it rockets across Ishundar.

Zetre
2003-05-22, 11:48 PM
hmmmmm, i think that sounds cool, but you need to play tribes before you think that's a good sollution. All people use vehicles for is diving straight toward the base, shooting as they go, and then they bail out, using the vehicle as a big bomb. I already see it a lot in PS, but if they made the thing unhitable, then it would becomre anoying.

Scurvy
2003-05-22, 11:49 PM
The skeeter is THE best air superiority platform in the game. Reavers stand very little chance against it, either singly or in pair and using good co-operative tactics.

The sole issue I have with it is that I really would like to see them able to carry both AI and AP rounds, but really that's just being greedy and would probably proove unbalancing. It'd be nice to be able to take out some of the heavier armour with them though - you just can't do it even with a full ammo base.

You CAN however take out a Reaver and a Galaxy with a full ammo load, and that can be quite satisfying... especially when you follow up by ejecting over the base they were about to cap and then cap it yourself, hack the vehicle pad and get another skeeter, park it up top for convienience, go down put on a set of reinforced with an engineering loadout, lay a whole load of mines and Spitfires, and then jump in the parked skeeter and take off for the next base just as the cap completes.

Obviously there wasn't a great deal of resistance in this case, however it was a fun one-man-army experience!

Stregone
2003-05-22, 11:50 PM
The mosquito has a few advantages. It owns reavers, and it reveals infiltrators when its moving slow enough.

Scarab
2003-05-22, 11:50 PM
They're too slow. For such a light craft with no armor and a 12mm gun as its only weapon, it should fly more than 15 kph faster than a reaver. Reavers fly 105, mosquitos fly 120. If the gun was changed to a single 20mm gun, it would be a lot better.

The changes to the minimap have made the scanning feature less useful than they once were since it's slightly harder for friendlies to see the blips.

It's a good ship if you want to scan things or just kill reavers, but a reaver can kill other reavers too as well as own most ground targets.

ONE of the following changes would probably put the mosquito in a good position.

- Change the gun to a 20mm

- or give them a secondary gun that's a sort of flak cannon to make them a air to air fighter

- or increase their base speed to about 135 kph or 140 kph.

MilitantB0B
2003-05-22, 11:55 PM
Originally posted by Zetre
hmmmmm, i think that sounds cool, but you need to play tribes before you think that's a good sollution. All people use vehicles for is diving straight toward the base, shooting as they go, and then they bail out, using the vehicle as a big bomb. I already see it a lot in PS, but if they made the thing unhitable, then it would becomre anoying.
Not unhittable just faster. Like a constant afterburner. All the time they had this fast travel mode on, they couldn't fire. Maybe it would have a speed up and slowdown time like the MAX run speed to keep you from taping it on and off.

Stregone
2003-05-22, 11:55 PM
One thing that I always thought would be cool would be to give it a WW2 style machine gun + cannon. So one chaingun, and a 20mm cannon that fires at the same time.

AztecWarrior
2003-05-23, 12:12 AM
Give them one 20mm cannon to replace the 12mm chaingun and make it a bit faster.

1024
2003-05-23, 12:50 AM
Ya, all they need to do is beef up the gun and give it more speed.


The reaver is used more because peopel think its more versatile, but it's not really....they say its Anti Inf and Anti Arm but what peopel dont think of is it isnt very good at Anti AIr, which the mosq is.

Mosq= Anti Air and Anti Inf

Reaver= Anti Armor and Anti Inf

MrVulcan
2003-05-23, 01:10 AM
I love my mos, ill never give it up.

I down revers, and gals all day long, I find that if the piolits are even skill, 2 reavers vs 1 moss is an even fight right now.

However, if they go vs anything other than lightings, or non-rocket inf they get downed easy. If they had 20mm it would be much better IMO, but even as is, I still love them

(so great seeing a gal runing from a mos, just makes you laugh and wonder why they think they can outrun us :lol: Just land, and run, at least youll live, sometimes.... ;) )

�io
2003-05-23, 01:11 AM
Either beef up the gun a tiny bit or simply cut down the reaver's power.

There's a reason you see 400 reavers, it's called easy kills. :)

Knuckles
2003-05-23, 03:11 AM
Maybe this has been covered, but anyway:

One of the great benefits of the mosq is its nose radar. You can hover around the walls of a newly hacked base and scan the place for enemies. You can even spot infils this way.

FliggenMan
2003-05-23, 06:45 PM
mosquitos are for recon and hitting infantry, so scout with them, dont go attack tanks and reavers with them. duh.

Stregone
2003-05-23, 07:18 PM
Don't go attacking reavers?! You're on crack, they rock at that.

MrVulcan
2003-05-23, 07:48 PM
yep, they take reavers and gals better than anything else out there. There not bad vs inf, but their main job is AA.

They are the fighter in PS, the reaver is the AT aircraft, the bomber is on its way.

gonnagetyou
2003-05-23, 08:25 PM
I'd also like to see the mosquitos speed increased. The reaver isn't that much slower. And I think the 20mm cannon addition would be great, but not overall neccessary. Maybe the 20mm cannon could be an upgrade you could purchase at the cost of some speed reduction.

RUEN
2003-05-23, 08:29 PM
Wow, i like the upgrade idea... not specifically that upgrade but the idea of upgrading any vehicle you get... it won't add to the vehicle it will replace something on the vehicle... like sacrifice one thing for something else... and they'd cost 1 cert point for the upgrades... perhaps even change the look of your vehicle slightly... at least the left over cert point in a lot of templates could get used... *shrug*

gonnagetyou
2003-05-23, 08:47 PM
Wow, I actually had a good idea and didn't know it.:D

Actually I remember reading a post by someone else who suggested weapon upgrades. I liked the post and I think it would be a great addition to game play.

Small vehicle and weapon upgrades costing 1 Cert point that allow you to customize and actually use the odd Cert point occasionally.

You would need to put a limit on it, however. Say one upgrade only per weapon or vehicle. Anything more would have a greater chance of unbalancing things.