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2003-03-02, 05:49 PM | [Ignore Me] #1 | ||
Private
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I was just rereading the transcript of the AGN interview and recalling some of the discussion on the board in the past about indirect fire or the possibility of using guided weaponry in PS (not likely at release beyond what is already in the game, I know)... anyway, this is what was said at the interview-
Q: Will tanks be able to fire in arcs? A: Ah, indirect fire. Absolutely, we do it all the time. ********** With that in mind, while I still think that dedicated artillery units would probably be overpowered and boring in general, the idea of guys in infiltrator suits and laser designators painting targets for Reavers etc. just gives me chills. I figure that since vehicles use inventory for their ammo capacity anyway, a good way to balance this would to just make the guided (vs dumbfire) rounds take up more space in the vehicle's 'trunk'. Multi-man mortars (or artillery MAX units) are another possibility (guided or unguided), but see above for balance concerns... still more avenues for cool things to develop for the future! Yeah, nay? Am I alone here?
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Always always remember... More is more. Less is less. More is better. Twice as much is good too... and too much is never enough, except when it's just about right. -The Tick |
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2003-03-02, 06:31 PM | [Ignore Me] #3 | ||
Private
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instead of a tank firing a shell and it going in a directly straight path. The bullet will arc towards the ground, thus if you were on one side of a building and you know there is someone else on the other side. You could shooot up and with enough practice have the bullet come down on the other side.
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Improvise, Adapt, Overcome |
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2003-03-02, 06:42 PM | [Ignore Me] #4 | ||
Private
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what echo said...
but I really think that guided (or non-guided) high-trajectory artillery would be significantly less cool than laser-guided (via folks in your squad or others on the ground) munitions from air units guided by forward spotters. And not nearly as fun!
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Always always remember... More is more. Less is less. More is better. Twice as much is good too... and too much is never enough, except when it's just about right. -The Tick |
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2003-03-03, 10:26 AM | [Ignore Me] #13 | ||
Sergeant Major
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Terran Elite Airborne Regiment
Come on guys, stop with random stupid shit and answer the question if you want, if not just go off to another thread, its just that simple. Really, do you want the admins to put a leash on us or ban some of us. It really wont be a community if people are getting kicked out all the time for having temper probs. -Dark- CO [TEAR]
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[ Admin removed by 9mm ] The only true thug left, i merc ni**as cuz they all seem like skirts, while i flirt, with danger ur at home, living comfortably, in the beggining couldnt afford a computer, but now im living like im a millionair, buyin' things, that u only have in ur dreams, maybe its cuz i made it out alive, im outy alright, and this is for u, the real PSU, i still love u, but what happened, u guys got a bunch of asses, in ur ranks, now ur forums are full of Sh*t |
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2003-03-03, 02:09 PM | [Ignore Me] #15 | ||
Staff Sergeant
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Indirect fire is actually one of my favorite features of Battlefield 1942.
In that game, one can man an artillery piece or ships guns, and lob the shells in an arc. A scout can use binocs to call for artillery, and this basically places a "camera" in place for a limited time (90 seconds or so). The arty can left click to get the view of the scout, along with some special interface elements that show the arty's rotation in relation to the target, and it's current elevation (the angle that the guns are pointing). The camera can get refreshed by the scout, but goes away the instant the scout is killed. It works well to get the "feel" of a artillery observer directing fire. It can work quite well when a scout and arty are willing to work together as a team. Alas, in pub servers, it's a pretty rare event. But it is one of my favorite aspects of that game, so I'd love to see it in Planetside - assuming it can be play balanced in. |
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