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PSU: Less profitable than a SOE MMO
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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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2011-12-29, 02:18 AM | [Ignore Me] #19 | ||
Sergeant Major
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While multi-crew artillery would help balance it, it simply isn't realistic. We have automated artillery (put location in computer, pow pow. Loads itself and everything) available now, I think that in the future one person would be more than enough.
I'd say to make it slower-firing than the flail. Not too much, just a little. Then, have different ammo types. This would REALLY help balance it. The way it is now, the flail shots are devastating to both infantry and vehicles. Make it like the liberator in a way. Have armor piercing art rounds and some HE/Cluster shells. Maybe even EMP shells? It would appear that non-capital bases are shielded now, so that helps protect from getting door camped. By the time they get the shield down, they already have the CY. Last edited by Bravix; 2011-12-29 at 02:19 AM. |
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