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Old 2013-05-03, 05:07 PM   [Ignore Me] #1
Staticelf
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Indirect Artillery Vehicle


Hey guys I want to post up an idea for an indirect artillery vehicle and get some (constructive!) criticism on it...

It would be Sundy sized, have to deploy to fire (like AMS)and work closely with squad infiltrators who use a "Binocular Tool" to spot targets for them.

Im sure it wouldnt be to impossible to make an infiltrator "Tool" that was Binoculars like and helped with spotting. It would give the infil xp for Artillery kills if they were killed while being spotted with the tool.

Spotting a target (sundy,max, infantry, etc) with them could let the artillery tank see where their rounds were hitting on the mini map by showing little blasts (kind of like the pings of the infiltrator recon sensor). Also the enemy that was spotted by the infil would show up on the map too so you could adjust fire onto them.

So in action it would go like this...infiltrator on the hilltop sees the enemy sundy they are spawning and attacking from. He cant take it out with his weaponry so he whips out his binos and spots it so that his squad/platoon's artillery can see the enemy sundy on their mini map and starts shooting. Because the infil is still spotting the sundy they can see that their first shots hit just north of it so they adjust fire and start hitting it until it explodes gloriously...giving them xp and the infil who spotted it xp.

And discuss...
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Old 2013-05-03, 05:24 PM   [Ignore Me] #2
Sledgecrushr
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Re: Indirect Artillery Vehicle


Im not a big fan of indirect fire vehicles. I dont think our poor spawn areas can take anymore high explosive farming. So my vote is a big NO.
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Old 2013-05-03, 05:28 PM   [Ignore Me] #3
ringring
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Re: Indirect Artillery Vehicle


Originally Posted by Staticelf View Post
Hey guys I want to post up an idea for an indirect artillery vehicle and get some (constructive!) criticism on it...

It would be Sundy sized, have to deploy to fire (like AMS)and work closely with squad infiltrators who use a "Binocular Tool" to spot targets for them.

Im sure it wouldnt be to impossible to make an infiltrator "Tool" that was Binoculars like and helped with spotting. It would give the infil xp for Artillery kills if they were killed while being spotted with the tool.

Spotting a target (sundy,max, infantry, etc) with them could let the artillery tank see where their rounds were hitting on the mini map by showing little blasts (kind of like the pings of the infiltrator recon sensor). Also the enemy that was spotted by the infil would show up on the map too so you could adjust fire onto them.

So in action it would go like this...infiltrator on the hilltop sees the enemy sundy they are spawning and attacking from. He cant take it out with his weaponry so he whips out his binos and spots it so that his squad/platoon's artillery can see the enemy sundy on their mini map and starts shooting. Because the infil is still spotting the sundy they can see that their first shots hit just north of it so they adjust fire and start hitting it until it explodes gloriously...giving them xp and the infil who spotted it xp.

And discuss...
There was a weapon almost exactly like this in PS1 called the flail. It could be fired without a 'spotter' but obviously this was pretty inaccurate.

The trouble was that a lot of people hated it (although I didn't mind it personally). People felt that as far as they were concerned it was simply a random death, ie they'd be running across the CY and bang, spawn tubes.

The other thing is that in this game as opposed to PS1 bases are much more open and well directed barrages would hurt more.

However, I'd like to see an indirect weapon if possible and hit recognition tech permitting.

ps many times I saw awesome barrages in ps1....
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Old 2013-05-03, 10:41 PM   [Ignore Me] #4
Whiteagle
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Re: Indirect Artillery Vehicle


Originally Posted by ringring View Post
There was a weapon almost exactly like this in PS1 called the flail. It could be fired without a 'spotter' but obviously this was pretty inaccurate.

The trouble was that a lot of people hated it (although I didn't mind it personally). People felt that as far as they were concerned it was simply a random death, ie they'd be running across the CY and bang, spawn tubes.

The other thing is that in this game as opposed to PS1 bases are much more open and well directed barrages would hurt more.

However, I'd like to see an indirect weapon if possible and hit recognition tech permitting.

ps many times I saw awesome barrages in ps1....
Indeed, I was just discussing Artillery in a thread on the Sony Forums, and my thoughts on the matter was that it would either have paper armor or use an open Cockpit like the Flash so that the Operator could be sniped.
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Old 2013-05-03, 05:36 PM   [Ignore Me] #5
ShadoViper
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Originally Posted by Sledgecrushr View Post
Im not a big fan of indirect fire vehicles. I dont think our poor spawn areas can take anymore high explosive farming. So my vote is a big NO.
I agree with this at the moment. There needs to be a base design change before I'd consider artillery.
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Old 2013-05-03, 06:00 PM   [Ignore Me] #6
SgtMAD
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Re: Indirect Artillery Vehicle


we have seen what happens with Flails and it never really added anything to the game and was used to camp doors frequently,and we had a spotter's tool so you could camp the v-pad from the next base over.
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Old 2013-05-03, 06:00 PM   [Ignore Me] #7
Staticelf
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Re: Indirect Artillery Vehicle


Do you guys not rock the flak armor? (Whole new bundle of issues with that. Lol)
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Old 2013-05-03, 06:40 PM   [Ignore Me] #8
Figment
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Re: Indirect Artillery Vehicle


You mean this?





And then actually being forced to use this instead of letting the spam flow?




People would just use it to spam choke points like spawnrooms endlessly, just like they use the prowler deployed mode now. :/

Last edited by Figment; 2013-05-03 at 06:43 PM.
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Old 2013-05-03, 06:43 PM   [Ignore Me] #9
Baneblade
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Re: Indirect Artillery Vehicle


There is no role for artillery to fill in PS2.
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Old 2013-05-03, 06:45 PM   [Ignore Me] #10
Shogun
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Re: Indirect Artillery Vehicle


it may start being forced to use a spotter, but the bf3 crowd will complain until it is changed into just another spammer. so please NO!
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Old 2013-05-03, 07:33 PM   [Ignore Me] #11
Bags
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Re: Indirect Artillery Vehicle


ps2 needs this but amplified, I agree:

https://www.youtube.com/watch?v=oieiRE5QtEs
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Last edited by Bags; 2013-05-03 at 07:34 PM.
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Old 2013-05-03, 07:44 PM   [Ignore Me] #12
Shogun
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Re: Indirect Artillery Vehicle


Originally Posted by Bags View Post
ps2 needs this but amplified, I agree:

https://www.youtube.com/watch?v=oieiRE5QtEs
exactly. but this video clearly needs another soundtrack...this is appropriate:
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Old 2013-05-03, 11:32 PM   [Ignore Me] #13
moosepoop
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Re: Indirect Artillery Vehicle


artillery cannon is in the game files.
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Old 2013-05-04, 05:10 AM   [Ignore Me] #14
Canaris
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Re: Indirect Artillery Vehicle


I'm with the anti-arty camp on this one, like OS from the original I wasn't a fan of artillery, I just found it didn't require any kind of jeopardy to play as/use. They'd sit back and shell across the map pretty indiscriminately at times but what I guess I disliked the most and it must be a biased reason but you wanted it is you couldn't do a damn thing to stop it and the render distance in PS2 being what it is, I can see it replacing the lib & lolpodders from my nightmares

Not to mention the openness of PS2 bases and facilities, at least in PS1 there were windows and doors.
Though the Flail could still kill you through 10 foot of steel and concrete due to poor coding.
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Last edited by Canaris; 2013-05-04 at 05:14 AM.
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Old 2013-05-04, 05:24 AM   [Ignore Me] #15
ringring
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Re: Indirect Artillery Vehicle


I would quite like to see it.

I never used the flail myself (well not quite never but very rarely, does anyone remember that time for Halloween the flail fires translucent skulls?)

I disagree that it didn't add anything to the game. Artillery is part of warfare and indirect fire too from at least 1914. Having it adds to the impression that you're in a battle that is larger than your immediate area - ie a war.

But, I also agree that it would be more difficult if not impossible to incorporate it into this iteration of Planetside with the outpost and base designs that we have.
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