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2011-07-15, 02:38 PM | [Ignore Me] #1 | |||
First Sergeant
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Suppresive Fire v.1 | 15/07 Firstly, let me start by describing what it is and how it is used in real life. What is suppressive fire? I believe the quote below describes it sufficiently:
How is it used? Without going too much into details. Modern squad/sections are divided into two fire teams and when assaulting enemy positions: - one fireteam suppressing the enemy by firing an excessive amount of bullets at the target. People in real life don't re-spawn and will usually seek cover - second fireteam is flanking and assaulting the target (in the UK - with bayonets!) This is also known as 'fire and manoeuvre'. Why do we need it in PlanetSide2? It would greatly enhance gameplay by changing battle dynamic and providing greater benefits to players employing strategy, instead of mindlessly zerging forward. It should also come at - I believe - a low development cost. How to implement it to PlanetSide2? Below is a quantitative representation of what could be described as 'blurry vision'. Also, similar system is used by the only MilSim on the market - Arma2. It will also be implemented in BF3. It should be pretty simple to implement and not require any major development time as it's a simple de-buff.
It should also stack with other players up to a maximum of 20%-25%. (For example: one players can only cause 5% acc debuff, with 2 players 'suppressing' it goes up to 10% etc.) It's not a massive amount, but should be enough to suppress the enemy and degrade their performance. It could use special ammunition consisting of tracers only to give a visual cue to both friendly and enemy units. It's obviously possible to expand it to other weapons. However, then it could potentially end up being overpowered, as it would cause a 'who fires first - wins' effect and it is certainly not the intent. It could also be used by APC style vehicles, like Deliverer, to support the advance. *Best if it's a common pool weapon/vehicle. Hard to say at this stage what will be in game. Potential usage:
Counters:
Balancing factors:
---- Obviously, exact numbers are up for a debate if this is implemented, so I'd like you to focus on discussing the idea itself. Last edited by Volw; 2011-07-18 at 07:50 PM. |
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2011-07-15, 02:54 PM | [Ignore Me] #3 | ||
First Sergeant
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Pretty much, yeah.
The 'fun' aspect of it is that it makes firing at an enemy in cover a bit more usable, instead of waiting for him to expose himself. Also adds a bit of strategy to both defensive and offensive play, instead of blobbing the enemy. |
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2011-07-15, 02:56 PM | [Ignore Me] #4 | ||
Major
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I tend to use suppressive fire alot in Brink. Just shooting without a target. Just around the target that has taken cover. Works often. Just shoot and watch them stay under cover.
Squad Stances With squad Captains as a leadership class in-mind, squad leaders could change the stance of their squad.
Last edited by Tikuto; 2011-07-15 at 04:57 PM. |
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2011-07-15, 02:58 PM | [Ignore Me] #5 | ||
I don't see why we need an actual mechanic or function for this in the game. It can already be done with what exists.
Example: Yellow Squad has ten people. They encounter some dug-in infantry with heavy weapons. Even numbers manoeuvre, odd numbers remain in place and lay down enough fire that the bad guys either get shot, get down, or get gone. Meanwhile, even numbers are moving around to flank. |
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2011-07-15, 03:33 PM | [Ignore Me] #7 | |||
Contributor Major
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They respawn, after all. That's why people occasionally try to come up with weird systems (that they try to make intuitive, at least, with success or failure based on the individual solution) to create a specific mechanic for it, to compensate for the irrationality of the targets' "I'll just respawn in 15 seconds if this doesn't work" behavior. |
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2011-07-15, 03:48 PM | [Ignore Me] #8 | ||
Corporal
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I like the concept but that all seems overly complicated. I think it would be cool if when bullets are landing right next to you or whizzing just over your head (or actually hitting your for that matter) your accuracy would be decreased. This could be something you could counter-act to some degree with skills/upgrades/etc if you wanted to.
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2011-07-15, 03:51 PM | [Ignore Me] #9 | |||
Master Sergeant
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I know ARMA has a reduced accuracy effect, Battlefield 3 is going to use a similar effect with assistance points given for effective suppression, I'm fairly certain there's a system in place as well for the next installment of Ghost Recon. |
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2011-07-15, 03:51 PM | [Ignore Me] #10 | ||
First Sergeant
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Similar system is used in Arma2, which is a sim, after all.
(Sure, it's lacking in some areas but there's nothing better out there) I'd also say it's pretty intuitive. I doubt you'd be able to hold steady aim while being pounded by HMG/LMG and a hulk of armor MAXes are would certainly be slowed down. Currently, suppressing does not work against snipers at all, due to damage drop-off which allows to shoot -> crouch -> reload -> stand-up -> shoot -> repeat while you tickle him with MA. Going to be even more difficult with OSOK. Also, even if suppressing enemy behind cover, it doesn't exactly stop them from engaging the manoeuvring section, while maintaining the benefit of having hard cover. Unless you circle around them, which takes a while. Most of the time it ends up with either grenade spam or pure lolzerg, however. |
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2011-07-15, 03:53 PM | [Ignore Me] #11 | ||
Brigadier General
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This is just a artificial mechanic that is completly unnessesary. Just shoot at the enemy, its that simple. Using such a mechanic in a classic Point and click MMO with guns would make sense, but this is a FPS without "press button one to activate the skill".
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2011-07-15, 03:55 PM | [Ignore Me] #12 | |||
First Sergeant
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There needs to be accuracy decrease value and range it affects, it's all there ;-) |
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2011-07-15, 04:01 PM | [Ignore Me] #13 | |||
First Sergeant
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I'm proposing 5% to make it minor enough without any silly skillbars. Typically, if you shoot a lot of pointy led objects at someone it should have an effect on them besides purely MMO based damage value. You shouldn't sit behind cover and think - oh if I stick my head outside, I will get hit for 20HP, but I can hit the enemy for 80HP with my sniper rifle! |
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2011-07-15, 04:53 PM | [Ignore Me] #14 | ||
Lieutenant Colonel
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I really do not want to see debuffs/buffs in game at all.
Suppressing fire needs to be a simple thing; you get shot at; you keep in cover. Does it work in PS already? Yes, however mainly with vehicles against infantry as infantry cannot carry enough ammo to do it effectively. How will PS2 do it better? Decreased TTK will make players stick to cover a lot more, and head shots will make them keep their heads down. Also the lack of third person will make suppressive fire much more useful; they won't be able to see the fire team flanking them as they hide. One thing I do want to see in PS2 to make this in particular a more useful tactic is to add a proper machine gun, a deployable weapon which has a high rate of fire and damage, but not the most accurate weapon. This would leave the user stationary and vulnerable to fire until they pick up the weapon. |
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2011-07-15, 05:17 PM | [Ignore Me] #15 | |||
First Sergeant
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PS1 has plasma nades and implants.
Also, crouching is in fact a buff - +acc; -cof; What I provided is a feature with quantitative values attached to it. I could have just as well written 'when being shot by LMGs you vision's getting blurry!'. Same effect.
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