Originally Posted by Talek Krell
1. It seems more annoying than engaging. Manual interception sounds more like a chore than anything. You've got people having to sit in the AA turret just to shoot down occasional fire from cloakers hiding behind rocks half a klick away,
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Star asked me why this thread listed a 50 m range for lazing in the original post. It's to solve this problem. Infiltrators using the LOS weapon or a sniper using it from a range isn't directly possible. In this design you might aim down from a bridge or say you're hiding on a bridge and jump out for a second to tag a tank sitting and launching shells.
Originally Posted by Talek Krell
and you're essentially bombarding people with "press X to not die" events or just instagibbing them because they weren't looking in the right direction depending on what warning they get. I'm presuming a hit from this thing would be at least near fatal. They don't use the phrase "rods from god" to suggest the gentle caress of our loving savior. Automatic interception on the other hand makes me concerned about mandatory optional modules and whether there would be a chilling effect on field warfare, which I want there to be more of.
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This is definitely where squad communication comes into play. You have a level of being able to use say voice macros in Planetside 1. "Incoming artillery" to warn soldiers and vehicles around you. That is if vehicles don't have a warning system for it that tells them. (Could be a module or something that detects such threats along with air etc). This adds some complexity in teamwork and gets people to talk.
The damage actually would be balanceable. It could be low depending on the amount people pull. If you had a squad of 10 people and 3 of them specialized in artillery. You might have a person with a laze use all 3 rounds at a time on one target. Depending on the location you might see 3 rounds hitting in the same exact spot. How this is balanced would need testing. I'm not imaging a one-shot or even two-shot weapon. Probably closer to the damage of a tank shell. It would be expected to one hit a soldier if they are within the small blast radius.
Sidegrades could also determine the damage and firerate and projectile speed. Maybe someone likes a slower projectile that hits harder? That would give you the hard hitting artillery shell. Lot of balancing options available. Could also have sidegrades that minimize the tail length for stealthier less lethal hits.
Originally Posted by Talek Krell
2. Aesthetically the idea of an artillery shell that moves slowly enough to be shot down manually just feels weird. That's easy enough though. Just have it be a cruise missile or something. It does also bring up the subject of whether there would be warning, who would get the warning, and how much information would be given.
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I'm talking AA like flak and leading it. Or lock-on where a jet is traveling fast and gets a lock in mid-air and launches a rocket into it. I'd expect aircraft to detect the rounds on their radar seeing the general direction. Basically because it's an air hazard also. The planes in the gameplay videos seem to travel relatively fast so this should work. You wouldn't have planes shooting down every round, but if they're in the right position they might take the shot. If that makes sense. AA is already looking at the sky aiming at planes. They might see the shell and lead it and fire off some flak damaging it if they see it in time.
Originally Posted by Pollo Jack
Artillery doesn't work in a game like Planet Side.
You never played so we can't expect you to understand.
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I've played the game since it was in beta on and off seeing all the changes to the game. You have a very naive picture of how gameplay can work if you believe artillery can't be modeled as a useful and fun tool. Also be specific about your complaints. A lot of them might have been covered if you read the thread. Again this should feel different than the Flail in Planetside 1 if you've read the current posts. (I hated the flail and always wanted the laze to fire the round. So many times I was cloaking around a base and saw a cool looking target. The blast radius really bothered me and the inability to stop such a strong round. This is all reflected in the changes and motives in this design to negate any feeling of "oh it's some newb specializing in a spam weapon for random kills").
Originally Posted by Xyntech
Proper use of precision lazing would turn into a high team work affair, with the spotter wanting to laz the target for as short as possible to avoid retaliation.
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I'd prefer this to be used by anyone during battle. You're running and quickly switch to the laze and tag a tank and pull out your weapon again. The long reload on the artillery piece ensures that uses are more thought out. Wasting a round on a tank that's moving for instance unless you know where it will stop would be wasted and your squadmates would hate you for using it when another person might have a nice shot. It's ideally a huge tradeoff. You could have pulled a tank but you chose to pull artillery and remain an infantry unit. Really gives soldiers their own vehicle weapon without forcing them in the driver seat all the time.
Also if this isn't obvious you could have an implant that if you're near where artillery or a heavy projectile is about to land it gives you warning separate from any vehicle module. This would allow a single person in a squad to detect such a threat and communicate it to their friendlies.