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PSU: /me cracks the whip
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2012-04-27, 09:16 PM | [Ignore Me] #31 | ||
Brigadier General
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Just give the artillery high damage and a tiny splash radius, but make it very inaccurate, unable to hit within 10m of the same spot consistently
It would end up being like real artillery barrages, where it helps you deny an area and send the enemy for cover, while rarely actually hitting that many people. The flip side would be that a target that is currently being lazed could be hit with pinpoint accuracy. This would allow the artillery to home in on a vehicle pad or doorway, or a specific enemy unit, but still be balanced due to the fact that everyone will be able to see that it's being lazed and snipers would be able to target the spotter and end the threat. 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. Maybe artillery could just be a variant for the new Lightning. A big gun that's more powerful like an MBT gun, but unable to fire at low angle trajectories and having a slower rate of fire than MBT's, preventing it from using the powerful artillery piece as a close range tank brawling weapon. |
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2012-04-27, 09:28 PM | [Ignore Me] #32 | |||||||
Colonel
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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.
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. Last edited by Sirisian; 2012-04-27 at 09:35 PM. |
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2012-04-27, 10:34 PM | [Ignore Me] #33 | ||
Colonel
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There are people in Battlefield who want to cleanse the entire game of anything but face to face kills. Claymores, mines, mortars, these people want to get rid of it all. Servers are even disallowing you to get on rooftops. Planetside isn't special in that regard. The key is that you can't let these people decide the game or else you may as well just have a gunfight simulator that spawns you and your opponent at 20 paces on the street of a dusty old West town, and you have to outdraw and fire.
Last edited by Stardouser; 2012-04-27 at 10:36 PM. |
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2012-04-27, 11:48 PM | [Ignore Me] #36 | ||
Major
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I will like this idea if its a vehicle someone has to be using to work, and they can shoot where they want but they won't see any enemies on the map overlay unless someone designates (with a proper target designator) either an enemy or the ground, thats probably the only good way of doing it.
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2012-04-28, 12:27 AM | [Ignore Me] #37 | |||
Colonel
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The fix for this indirectness, that a lot of people have mentioned in previous threads, is requiring some kind of line of sight. That's where positional lazing comes into play. Another complaint was the lack of a sacrifice. Having to pull and setup a vehicle to then use without the option to pull another vehicle while it is deployed somewhat fulfills this. Another was that it can't be used to easily camp doorways and allowing the rounds to be destroyed somewhat fulfills that. Another complaint was that it should promote teamwork, and allowing it to be shared within a squad (since ideally it won't be used continuously by one person, except maybe an infiltrator) opens up the ability to have teamwork with it, while still rewarding the person that owns the vehicle. (This is akin to an engineer deploying a ton of field turrets for people to use and getting experience). A big complaint was the ability for the weapon to be exploited as a spam weapon against infantry, and the visible tail and low (compared to the Flail) blast range mitigates this chance except for unsuspecting targets which are precisely chosen (like a sniper). The last complaint I read and already mentioned previously was that with unlimited range it would be exploited worse than the Flail. That is you're within line of sight but so far away you might as well be indirectly attacking. The limit of 50 meters almost completely removes this worry. Most of this is in the original post, but lacked an explanation as to why I was making maybe seemingly random suggestions. I hope what I just wrote clears up a lot of the confusion regarding my decisions. They were made after reading all of the complaints and categorizing them in the artillery threads. (If anyone knows about the summaries I've done in previous threads you'd notice I like to order complaints to understand core problems with an idea and fully understand criticisms). |
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2012-04-28, 09:59 PM | [Ignore Me] #40 | ||
Colonel
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Here's a rough concept of what I was imagining for the NS vehicle. Kind of looks boring. I'm not really an artist, but I had in my mind a 6 wheeled vehicle that could deploy an artillery piece. (Right click view image).
// edit I forgot to say I based it on this image they gave us, but didn't say what it was. Last edited by Sirisian; 2012-04-29 at 12:39 AM. |
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2012-04-28, 10:41 PM | [Ignore Me] #41 | |||
Staff Sergeant
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Edit: Reading up a bit, i see some reasons.. but to be honest.. I still don't understand why simply having to be closer to the battle while in your artillary vehicle is a bad thing and against team tactics. This idea to me seems alot like Call of Duty style Kill Streak rewards options. Instead of making it so that you are safe in a base miles away, you are making it so that you really aren't at risk at the location of the artillary at all. Just because a player has to get close doesn't necessarily put them at risk unless they have to be increadibly close to the target which defeats the point altogether. So I guess the basic break down of what i'm saying is.. I don't get how not being in the vehicle is better than being in the vehicle that is far away but able to be traced back to it's shots. Last edited by Kilmoran; 2012-04-28 at 10:48 PM. |
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2012-04-28, 10:54 PM | [Ignore Me] #42 | |||
Colonel
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2012-04-28, 11:27 PM | [Ignore Me] #43 | ||
Major
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Would we beable to agree on a short range artillery (200-500metres or lower if people think its over powered) vehicle that needs to be driven to where you want then lock it down and someone has to be inside it for it to operate then it takes a long time to reload and has a slow projectile so you have time to dodge it if warned about it?
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2012-04-28, 11:38 PM | [Ignore Me] #44 | |||
Colonel
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1. At least 500m range, prefer 750, maybe 1km depending. Long enough range to set up strategically, not long enough to hide in your own base and shell the whole continent. Short enough that you must be out in the open in order to attack. This would not preclude the use of artillery defensively, however, by setting up in your base(and remember it will be short enough you can't reach enemy bases from your own base), but since attackers don't sit still, and I would propose that the artillery cannot hit anything closer than 150m, this should not be a problem. 2. 5m blast radius, not 30m like the flail 3. Must deploy to fire, takes at least 10 seconds to undeploy(so you can't escape from being C4ed if someone comes after you) 4. Can be fired with laser designation for accurate fire(and thus, the guy lasing is at risk directly), and can be fired without designation but if it is, there would be a 10-30 meter random shot deviation. Since the blast radius would only be 5 meters, this means you cannot simply memorize setup locations and elevation to fire at for specific spots. 5. Slow travel time And there we are, perfectly balanced. Last edited by Stardouser; 2012-04-28 at 11:41 PM. |
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2012-04-29, 12:08 AM | [Ignore Me] #45 | |||
Major
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