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View Poll Results: Should a tail gunner be able to shoot down a missile? | |||
No | 28 | 16.47% | |
Yes | 82 | 48.24% | |
Yes, but only with an up/sidegrade | 60 | 35.29% | |
Voters: 170. You may not vote on this poll |
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2012-06-17, 11:47 PM | [Ignore Me] #5 | ||
Colonel
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We had a thread about this already. I think there's another one also, but I forgot what it was called. Basically the concept of missiles and other projectiles having health opens up for some fun skilled gameplay. (People mentioned shooting grenades in another thread )
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2012-06-17, 11:55 PM | [Ignore Me] #6 | ||
Master Sergeant
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That would be alot of fun, shooting one mans genade off his belt and take out an entire squad. But it looks like that wont be possible anyways. http://www.planetside-universe.com/s...ible+equipment
Last edited by lMABl; 2012-06-17 at 11:56 PM. |
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2012-06-18, 12:33 AM | [Ignore Me] #10 | ||
Sergeant Major
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No.
I can see flak or other AOE explosions taking down a missle...but the odds of a bullet hitting a missile? If you make it realistic (where the bullet ACTUALLY HAS TO HIT THE MISSILE) then sure. Don't make the hitbox on the missile larger then the missile. This is pointless anyway, as it won't be implemented. Too much for the server. |
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2012-06-18, 12:40 AM | [Ignore Me] #11 | ||
I'd actually be OK with this, with no specialty cert or mods of any kind. If you can get your defensive fire to intersect the geometry of an incoming projectile, by all means, you've earned your 5 seconds of respite. Vaya con dios.
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2012-06-18, 01:14 AM | [Ignore Me] #13 | |||
Major
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2012-06-18, 01:22 AM | [Ignore Me] #14 | ||
Colonel
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Before anyone starts going off wild assumptions about the performance cost of such a thing I'll mention, as I did in the previous thread, that they're using PhysX. It has methods for handling continuous collision detection between simple primitives like a bullet (sphere) colliding with a missile (an oriented bounding box). I wouldn't recommend anyone to argue against this idea solely based on a fear about the performance cost.
Also we haven't seen a lot of the guns nor their upper fire rates. It's possible we could see a tank's secondary AI cannon with the fire rate to shooting down a missile from an incoming fighter. Also regarding balance a lot of it would probably come down to how much armor to give a missile or other object.
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2012-06-18, 03:48 AM | [Ignore Me] #15 | ||
Second Lieutenant
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I'm not against it, but I do think a certain type of tailgun should be needed.... specificly one with an incredibly high ROF. It just seems very.... "over the top", to able to shot down missiles fired from hand held launchers with normal sights and a high caliber machinegun (I am guessing the tailgun will be something high caliber, if anyone have seen the actual kinds of guns they have there, please inform).
For instance... If you pick the tailgun with the very high ROF, you'll have the ability to effectively shoot down missiles if you can spot them, but you'll be little more than an annoyance to enemy air cav (test in beta :P). But if you go with the high caliber variant, your chances of shooting down missiles is.. well, say it's possible... but you've got to be one lucky bugger to actually destroy it. But you'll of course pick of enemy air cav with relative ease with it. Or you could possibly make it a more advanced sight with the ability to identify incoming missiles in real time for you, making it hella easy to to get some shots off at it, but none the less fantasticly hard to actually hit them. That is if you want any kind of mechanic for it, or just want the missiles to have a hitbox and hp/armor, and then it's up to the gunner to take them out before they hit... I think that's boring though, but that's just me.
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