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View Poll Results: What should be max effective range? | |||
Short. You need to be close to the enemy to be effective | 3 | 5.56% | |
Long. The enemy needs to be within max view distance for you damage them | 23 | 42.59% | |
Ultra long. Example: flail. artillery can fire from multiple screen distances away and still kill | 16 | 29.63% | |
Longer, ballistic missiles launched from towers capable of hitting anywhere on the map | 12 | 22.22% | |
Voters: 54. You may not vote on this poll |
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2011-12-27, 07:19 PM | [Ignore Me] #4 | ||
It depends, very long range stuff like artillery should exist - it should be indirect - able to fire over fairly significant hills and things. Likely able to fire out of the draw distance but that depends on how long it is.
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2011-12-27, 07:34 PM | [Ignore Me] #5 | |||
Contributor General
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i~ndirect fire is too big a sector (sic) to be omitted entirely. |
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2011-12-27, 08:12 PM | [Ignore Me] #6 | |||
Sergeant Major
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2011-12-27, 09:05 PM | [Ignore Me] #8 | |||
Colonel
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I created a thread about laser artillery which allows direct fired artillery rather than boring indirect versions. Speaking of range and power though I think that firing a pistol should have a huge air friction and drop off to limit it to like 20-30 meters. So you can arc rounds at a further distance if you want outside its normal range.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-12-27, 09:13 PM | [Ignore Me] #9 | ||
First Lieutenant
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artillery is fine, if it absolutely cannot defend itself when attacked. Like, you know, actual artillery. And it needs a rather large minimum distance before the "shell" becomes live once fired. The guy sitting just up the hill and tossing shots down at those comin up is dumb and is a tank's job, not the job of artillery who can one shot most anything doin that. The last thing, fire rate must be low enough to allow you to not be camped indefinately. As in if they are hitting the front door, then you should have time between shots to get out and away, not a ton but appropriate and reasonable. This allows for the shots to be stupid strong and have a sizable aoe effect but not be a completely lame camping tool. I'm fine with artillery like this, its more realistic and still very effective but doesnt have all the lameness the flail had.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. Last edited by BorisBlade; 2011-12-27 at 09:15 PM. |
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2011-12-28, 06:51 AM | [Ignore Me] #12 | ||
Colonel
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Don't want disappearing bullets, rather a bullet drop and degraded damage at/after a certain range.
That said, MA weapons should still be capable of hitting single shots to 200-300 meters, although I find it OK that they don't really deal enough damage fast enough so that the person in question wouldn't be able to run to cover. As for artillery, I like the idea, but I have no idea how to implement it well so it won't be another f(l)ail fest.
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2011-12-28, 01:02 PM | [Ignore Me] #13 | |||
Sergeant Major
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2011-12-30, 02:31 AM | [Ignore Me] #15 | ||
Colonel
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I'd prefer projectiles to be defined by muzzle velocity and ammo drag. 750 meters seems unneeded. A 400 m/s muzzle velocity would be nice since using earth gravity you'd see bullet drop at 100 meters. If you've seen the new tribes game you'd see this kind of unrealistic bullet drop makes weapons feel more skillful. The nice thing about Auraxis is special air properties could explain away such effects.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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