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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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2011-12-30, 08:43 PM | [Ignore Me] #31 | ||
Corporal
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Many people play Planetside for its realistic battlefield experience. Taking away artillery will just be fucking your own game since its sole purpose is being a battlefield simulator. (Artillery is a vital part of every battlefield, and most of histories recent battles..)
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2011-12-31, 05:36 PM | [Ignore Me] #32 | ||
Lieutenant Colonel
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I think that artillery would be largely fixed just by introducing a margin of error in the accuracy of it. You could apply that regardless of whether it's being manned by a crew or is deployed and fired remotely by an SL with a laze pointer. Maybe give it a magazine with a handful of shots as well, so that it effectively fires in bursts.
The troops using the arty get artillery support. The troops being attacked with arty get that epic "shells falling all around" feel without necessarily dying instantly. |
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2011-12-31, 07:29 PM | [Ignore Me] #33 | ||
First Sergeant
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You could have capturable artillery towers that function much like an OS does, except the cooldown is 10 minutes per tower, and can only be ordered in by the highest commanders on the field (preferably by vote, but i dont know how feasible that is.)
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