Harassers 2.0 (or "Doctrine: Flexibility") - PlanetSide Universe
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Old 2012-03-17, 11:59 PM   [Ignore Me] #1
Arcalane
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Post Harassers 2.0 (or "Doctrine: Flexibility")


The problem with Harassers, as I see it, is that they carry only two men, and are generally only useful for a single trip or extended maneuvers in unoccupied territory.

They have one main purpose; getting somewhere. PS2 seems to be trying to cut out a lot of redundancy and narrowly-specialized vehicles, so it's understandable that the Harassers and Deliverers would be first to go. So, here's my mad solution, which goes in entirely the opposite direction!

MFSV - MultiFunction Support Vehicle.

Potential names so far; Bouncer, Ranger

The MFSV is essentially a very flexible squad/combat support vehicle, with several possible configurations. Certain configurations have sub-options available as well. Was it developed off civilian colonization/frontier vehicles, or vice versa? Probably a fair degree of shared heritage going on with this thing.

The MFSV is a moderately-sized, open vehicle with a driver and three passenger seats, and an open back area or "payload space", basically a pickup. It is, simply put, sort of a hybrid of vehicles like the HMMWV and the original Planetside Harasser/Deliverer. The MFSV isn’t as good as it could be if it was purpose-built like the Lightning, but it still performs well enough to see use in actual combat situations.

Due to the open-air design, the other passengers could be able to fire lighter weapons like rifles and shotguns from their seats, but it’s probably too cramped for heavy/support weapons like rocket launchers, sniper rifles, chainguns, lashers, jackhammers, etc.

If not, the front-seat passenger should probably get a mounted MG, similar to the one on the original Harasser.

Now for the big bit - skipping over the possibilities for largely cosmetic configurations with closed tops/unused back area/etc. as unnecessary clutter, the five ‘original’ designs are suggested as follows;

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The default “Transporter” configuration fits seats for additional passengers in the payload space, or a sort of harness/platform for a MAX to ride on (and possibly fire from?). Most likely rear passenger config would be 2 semi-prone on the flatbed, able to fire backwards and to the sides. Don’t want to make the Sunderer redundant.

Fastest of the lot, but also lightest protection. MAX platform is a bit slower but better protected?.

Total capacity: 6, or 4 + 1 MAX

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The “Quartermaster” (aka QM) configuration installs a mobile armoury in the payload space, allowing allied players to switch weapons/loadouts and replenish ammunition when the vehicle is immobile/deployed. Slightly improved armour/shields.

The QM config might have a light turret that could fit a heavy machinegun or grenade launcher, possibly driver-operated?

Total capacity: 4

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The “Medevac” kit installs an automated medical suite in the payload space that allies can use to recover health when the vehicle is immobile or deployed. Two catches -it can’t revive fallen troops, nor can it act as a spawnpoint.

In short, it takes some of the pressure off medical personnel (letting them focus on reviving downed troops instead of patching up the wounded), but isn’t going to make a huge impact all by itself. Trades protection for speed. Medics can also replenish their own medical supplies here.

Like the QM, the Medevac might also have a light turret, mostly for suppressing enemy infantry.

Total capacity: 4

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The “Light Combat” platform installs a manually-operated turret in the payload space, with a standing gunner increasing total personnel capacity to five. The turret can employ various common and faction-specific weapons, and can rotate completely around the vehicle.

The Light Combat platform has no 'dedicated' anti-air options, as that is the domain of the next config, but all of its weapons (save the TR GMG) can be used against aircraft by a competent gunner.

Total capacity: 5

Light Combat platform weapons;
Heavy MG - For anti-inf and light anti-air duty.
40/50/60mm Cannon

NC:
Heavy Gauss - A single Gauss MG, a stronger and more accurate Heavy MG, but slower-firing.
Light Rail Cannon - Lighter version of the HC Rail Cannon below.

TR:
Gatling
Grenade MG

VS:
I have no ideas yet. Maybe amped-up versions of the Lasher and Lancer?

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The “Heavy Combat” platform installs a remotely-operated heavy turret. Like the LC platform, it has multiple weapon options, and most are faction-specific. Best armour/shields, but also slowest of the configs. Most turrets can rotate completely around, but arty configs might be limited to 90/180 degrees from forward. The turret would likely be operated by the front passenger. Might have to ditch both rear seats for balance?

Total capacity: 2, or 4

Heavy Combat platform common weapons;
AA1: Quad Cannon - Four 20mm guns rigged together, Flakvierling/38-style. Good anti-inf too.
AA2: Twin Flak - Alternating fire rather than synched. Good against all aircraft (and light armour?) and similar to the Skyguard.
AA3: Dual SAM - Avenger style. The strongest AA option, but slow reload/rate of fire, can't hit ground targets.

NC-Specific Weapons:
Twin Heavy Gauss - A pair of 20-30mm Gauss Autocannons, a good all-round option against infantry, light armour and aircraft.
Rail Cannon - A moderately powerful AT gun with minimal drop, but no blast radius.
Alternately; AVML - Anti-vehicle missile launcher, like the old Enforcer?
Rocket Artillery - Launches a barrage of rockets to hit quite hard over a wide area.

TR:
Twin Gatling - Perfect for gunning down enemy infantry and light aircraft/vehicles.
60mm Autocannon - The weakest ‘cannon’, but also the fastest-firing.
Suppression Mortar - A relatively rapid-fire mortar (rotary?) for suppressing infantry.

VS:
Twin Plasma Repeater - Rapid-fire energy weapon; very little recoil, very weak over long range.
Arc Cannon - Paint the target with a laser, then hit them a powerful electrical blast to fry shields and electronics.
Plasma Mortar - A slow shot that sets the target area on “fire” for a short time?

Last edited by Arcalane; 2012-03-18 at 12:02 AM.
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