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Synbot
Expert Intervention Caldari State
17
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Posted - 2013.08.22 01:44:00 -
[31] - Quote
A mortar carrier. Now we need one thousands of years more advanced and then implemented into DUST. |
Arc-08
Horizons' Edge Orion Empire
40
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Posted - 2013.08.22 01:45:00 -
[32] - Quote
tanks would work too but first it would have it's own long reload time, and it can overheat with 2 shot's placed to rapidly. same difficulty to aim, except you can't move while your aiming, making you a sitting target. and you can't move for 2 seconds before and after firing. also the mortar is slower to travel since it is so much larger than the infantry varient. and can be a few meters off target, so it might hit a nearby roof, making it harder to kill massive amounts of infantry in a short time. also takes alot of pg/cpu
but massive amounts of damage.
2,000 shield/armor direct 1,000 splash for armor/shield 40 seconds between reload cooldown, and ability to move again (that's 40 seconds that it can't move) |
Thurak1
Psygod9
60
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Posted - 2013.08.22 01:45:00 -
[33] - Quote
Arc-08 wrote:they could have mini mortars for heavies and then tank ones. the way i think it should be is:
10 second reload time, 2 second charge time, this would be very long range so it would have a scope that enables you to hit a target that you choose. however, it would take a certain amount of time to travel to the location, and there would be a small (2 meter diameter 3-d sphere) marking where it will land making placing it in a nonvisible place key.
for standard 700 shield 700 armor splash damage (within 6 meters) 400 shield 400 armor (from 7-12 meters) 12 meter radius good against vehicles and infantry (if you can hit the infantry) direct damage 1,200 armor/shield (direct hit is anywhere within the 2 meter 3-d sphere) and a 6 meter lockon of a vehicle, so if you miss a vehicle that is trying to run away by a few meters you can still get direct hit
drawbacks: it is slow to travel, long reload time, small amount of ammo, really really hard to aim and hit anything, can't kill dropships, hard to kill lav's
bonuses, great against tanks and clearing out a large area of people instakill if you can hit anything, even if you don't hit anything you can clear people out of a large area and destroy their blockade, anti redline, anti sniper.
Heavies with a scope?! As a heavy i am telling you now you dont want us to have that kind of lethal precision with any of our weapons :) I am all for that idea. I also agree when it comes to redline snipers and redline tanks that has to either go or we need a nice effective way of taking them out. Personally i would prefer changes to the game that greatly discourage people shooting from behind the redline for prolonged periods of time. But a man portable mortar. I dont care how long it takes me to fire off a round if i have an accurate scope and a decent blast radius i am going to wreck havoc on the BF. |
Synbot
Expert Intervention Caldari State
17
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Posted - 2013.08.22 01:53:00 -
[34] - Quote
I'm gonna organize our ideas and compromise on a mortar vehicle soon. |
Alena Ventrallis
Osmon Surveillance Caldari State
98
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Posted - 2013.08.22 05:33:00 -
[35] - Quote
How real mortars work:
First, a Call For Fire order is submitted by a unit, usually a squad (which is usually 13, not 4-6) at which point a mortar section sets up. Usually anywhere between 3-5 guns make up a section, depending on how well equipped the unit is. Once they have set up, usually a minute, they get comm with the unit calling in the strike (Unit ABC) Usually the format is "This is Unit ABC, we are at grid coordinates (whatever) enemy about (whatever distance) to my (whatever direction, given in degrees or mils) Example. "This is Unit ABC, I am at grid coordinates 1234 5678, I have enemy contact 500 meters to my west, 270 degrees." Based on this information, using maps and a compass, the Forward Observer (FO) does some math magic, and gives a firing solution to the guns, which then dial the solution into the mortar guns, and then the strike is sent off. This takes about 5 min from start to finish, assuming something doesn't go wrong (it usually does)
To this end, I would suggest making the vehicle mentioned be unable to fire without a firing solution. Have it load multiple rounds, or have multiple tubes, and require someone else to have a piece of equipment that lases a target. Once a target area is lazed, The mortar(s) fire at the target. To balance this out, have a long time-to-target, say around 20 seconds or so (Modern mortars are anywhere from 15-30 seconds, depending on how many charges are on the round when its dropped in the tube) and have the vehicle need a recalibration and loading delay, perhaps requiring the vehicle user to get out and manually load the tube or tubes, but in some way require that he cannot immediately fire another salvo. Maybe a 1-2 minute delay. HAve the mortars deal 600 splash damage, no direct damage, in a 20m radius (modern mortars have a kill radius of 35m, so this is lower than normal) Give it a max range of 1.5km. (modern 60mm mortars can reach out beyond 3km, almost to 4km)
This would make a great asset to coordinate teams, with squads getting support beyond an OB, and the enemy can use an OB/Railtank/Whatever to destroy this asset. I would add these in after the maps have opened up and we have larger fights, 32v32 and such. |
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