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2012-04-26, 11:47 PM | [Ignore Me] #19 | ||
Major
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I think artillery is a cool idea but having it automatically attack what you laze is a bit pointless, maybe if it was like a vehicle where someone had to control it and someone designated targets for you, then that could open up a new cert tree for artillery users and add a new realm of gameplay, get 2-3 artillery batteries shelling a base right before a big attack.
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2012-04-26, 11:50 PM | [Ignore Me] #20 | |||
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2012-04-27, 12:28 AM | [Ignore Me] #22 | |||
Colonel
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People want to sterilize any kill from the game that isn't made face to face with a chance to outshoot your opponent. That is not the way to do things. Flails had 30 meter blast radius, that was the problem. Cut it to 5 and the complaints that are left are people seeking, as I say, to sterilize all but face to face kills. And if we're going to do that, then mines have to go, those are free kills if artillery is, aircraft has to go, those are often free kills, it never ends. |
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2012-04-27, 01:03 AM | [Ignore Me] #23 | ||
Lieutenant Colonel
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I would also reduce the accuracy and have it fire in bursts of a dozen shells or such. Make it an area bombardment/suppresion weapon rather than a fist of god thing. Combined with some of the remote control ideas that would make it work sort of like the artillery calldown in your run of the mill shooter, except it actually exists out there somewhere and can be hunted down by your enemy.
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2012-04-27, 02:05 AM | [Ignore Me] #24 | |||
Colonel
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That with the ability to shoot it out of the sky with AV (or allow lock-on AA rockets from fighters) you have a balanced piece. Star already mentioned how it opens up fun sabotage gameplay for C4 holding infiltrators. That and I never mentioned much about sidegrades since this thread is very old. It could have a sidegrade for different barrels and ammo. Faster fire rate with lower accuracy for instance. Would allow people to really fine tune things for how they want to play. |
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2012-04-27, 02:31 AM | [Ignore Me] #25 | ||
Major
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"You should be trying to kill me with your rifle" is the mentality from a lot of people, but as Stardouser pointed out, it is sterilizing the game play to run-shoot-hide repeat.
Use some tactics. I spent lots of good PS1 time hunting flails and spotters. Hope to do something similar with PS2 arty. |
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2012-04-27, 11:57 AM | [Ignore Me] #27 | |||
Colonel
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On a more complex note since I can't find the thread allowing any weapon to damage a shell would also help to mitigate this. Others have mentioned wanting to use lock-on rockets to shoot a shell out of the air which I think is a wonderful idea. |
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2012-04-27, 05:59 PM | [Ignore Me] #28 | |||
Lieutenant Colonel
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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, 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. 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. It's not something I'd be opposed to trying in beta, I just have doubts about the resulting gameplay. |
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