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Synbot
Expert Intervention Caldari State
18
|
Posted - 2013.08.22 03:10:00 -
[1] - Quote
In regards to this thread.
We will call this concept a 'Mortal Vehicle' or MV for short.
For a visual reference, Fire of Prometheus gave us one. (It's the Minmatar HAV)
The MV is an HAV, a slow moving heavily armored vehicle with a mortar on it. It is slower than a tank, and should probably be one of the slowest vehicles implemented in the game (if implemented). The slow speed is due to the weight of the armor of course, and as well as the heavy mortar and mortar rounds. The MV's health would be around 20% lower than a tank's. Direct damage from a mortar round should probably be around 1000-1600hp. Splash damage should be 600-1000hp. The Motor Vehicle shoots rounds that have a blast radius of about 12-16 meters. It can carry up to 6 mortar rounds at a time, but can shoot one every 5-10 seconds. It is highly preferred to having a tank or firing squad to protect the mortar, as it has no way of defending itself.
The mortar can fire from one end of the map to the next, and these mortars fire high in the air, causing a bit of a delay for them to reach their destination. Effectively using a mortar can be a challenge, and should be handled by highly skilled people. Once a mortar round has impacted, an impact signal will be found on the radar or the map, where you can view the last time where your mortar has hit. This can help you with your aiming, so you may adjust yourself. This impact icon/signal will only be seen by the mortar operator.
Mortars can be definitely useful in DUST. You can use it's power to fire at objectives, clearing them. You can fire at groups of infantry you can't normally take out yourself. You can fire upon vehicles, or snipers that you can't reach. A mortar's uses are boundless. |
Mossellia Delt
Militaires Sans Jeux
58
|
Posted - 2013.08.22 03:35:00 -
[2] - Quote
A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. |
Synbot
Expert Intervention Caldari State
21
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Posted - 2013.08.22 04:52:00 -
[3] - Quote
Mossellia Delt wrote:A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. Yes, but the whole thing may be OP because tanks can have multiple turrets. |
Alena Ventrallis
Osmon Surveillance Caldari State
98
|
Posted - 2013.08.22 05:34:00 -
[4] - 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.
Posting this from the other mortar vehicle thread, for exposure. |
Synbot
Expert Intervention Caldari State
22
|
Posted - 2013.08.22 15:49:00 -
[5] - Quote
Alena Ventrallis wrote: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.
Posting this from the other mortar vehicle thread, for exposure. Highly agree. +1 |
Crimson Judgment
ROGUE SPADES EoN.
87
|
Posted - 2013.08.22 16:57:00 -
[6] - Quote
i hate to be that guy that says this is what its like in this other game but here goes
in battlefield 3 you can in no way setup a mortar while in your own redline this is to prevent tham bombarding the enemy from a completely safe location if mortars of any kind are implemented i suggest CCP do the same or we will have something even worse then redline sniping/rail tanking because mortars can kill you whilst hiding in cover
so no mortars in your redline is a much needed feature if they where to implement this i would suggest that these MV's need to setup before firing rendering them immobile and after firing they must remain immobile until they have reloaded to prevent hit and runs rinse and repeat lol
but overall i like the idea +1 |
Terry Webber
Turalyon 514
326
|
Posted - 2013.08.22 17:03:00 -
[7] - Quote
Synbot wrote:Mossellia Delt wrote:A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. Yes, but the whole thing may be OP because tanks can have multiple turrets. I see your reasoning. Maybe as a balancing factor, the large mortar turret would require a lot of CPU and PG which would not leave any room for secondary weapons. |
Synbot
Expert Intervention Caldari State
24
|
Posted - 2013.08.22 17:03:00 -
[8] - Quote
Crimson Judgment wrote:i hate to be that guy that says this is what its like in this other game but here goes
in battlefield 3 you can in no way setup a mortar while in your own redline this is to prevent tham bombarding the enemy from a completely safe location if mortars of any kind are implemented i suggest CCP do the same or we will have something even worse then redline sniping/rail tanking because mortars can kill you whilst hiding in cover
so no mortars in your redline is a much needed feature if they where to implement this i would suggest that these MV's need to setup before firing rendering them immobile and after firing they must remain immobile until they have reloaded to prevent hit and runs rinse and repeat lol
but overall i like the idea +1
True. I wish CCP just made the redzone a no fight zone.
And I like the idea of having them immobile before firing. |
Synbot
Expert Intervention Caldari State
24
|
Posted - 2013.08.22 17:08:00 -
[9] - Quote
Terry Webber wrote:Synbot wrote:Mossellia Delt wrote:A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. Yes, but the whole thing may be OP because tanks can have multiple turrets. I see your reasoning. Maybe as a balancing factor, the large mortar turret would require a lot of CPU and PG which would not leave any room for secondary weapons.
Possibly, but having higher CPU and PG would not only not allow secondary weapons, but it could take away modules that would be very helpful in buffing such a defenseless thing. If it is a turret, and it does have a high CPU and PG, maybe there still can be a Mortar Vehicle, except the MV provides a greater system in handling this turret, thus giving a bonus by greatly reducing the CPU and PG of it when equipped. |
TunRa
Gravity Prone EoN.
59
|
Posted - 2013.08.22 17:41:00 -
[10] - Quote
Synbot wrote:Mossellia Delt wrote:A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. Yes, but the whole thing may be OP because tanks can have multiple turrets. No we can't. We have 1 large and 2 small. Making a new LARGE turrent does not me we can put it on our SMALL slot. |
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Terry Webber
Turalyon 514
326
|
Posted - 2013.08.22 18:58:00 -
[11] - Quote
Synbot wrote:Terry Webber wrote:Synbot wrote:Mossellia Delt wrote:A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. Yes, but the whole thing may be OP because tanks can have multiple turrets. I see your reasoning. Maybe as a balancing factor, the large mortar turret would require a lot of CPU and PG which would not leave any room for secondary weapons. Possibly, but having higher CPU and PG would not only not allow secondary weapons, but it could take away modules that would be very helpful in buffing such a defenseless thing. If it is a turret, and it does have a high CPU and PG, maybe there still can be a Mortar Vehicle, except the MV provides a greater system in handling this turret, thus giving a bonus by greatly reducing the CPU and PG of it when equipped. I think the MV would be unnecessary if the HAV can use the mortar turret. Just make the turret use CPU and PG that is low enough for modules but high enough to exclude small turrets. |
Crimson Judgment
ROGUE SPADES EoN.
89
|
Posted - 2013.08.22 19:22:00 -
[12] - Quote
Terry Webber wrote:Synbot wrote:Terry Webber wrote:Synbot wrote:Mossellia Delt wrote:A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. Yes, but the whole thing may be OP because tanks can have multiple turrets. I see your reasoning. Maybe as a balancing factor, the large mortar turret would require a lot of CPU and PG which would not leave any room for secondary weapons. Possibly, but having higher CPU and PG would not only not allow secondary weapons, but it could take away modules that would be very helpful in buffing such a defenseless thing. If it is a turret, and it does have a high CPU and PG, maybe there still can be a Mortar Vehicle, except the MV provides a greater system in handling this turret, thus giving a bonus by greatly reducing the CPU and PG of it when equipped. I think the MV would be unnecessary if the HAV can use the mortar turret. Just make the turret use CPU and PG that is low enough for modules but high enough to exclude small turrets. well the ideas of make it so you can't fit small turrets is kind of........ well pointless because it is a requirement to fill ALL turret slots or you can't even call in your vehicle sorry to rain on your parade though
i wish we didn't have to fill all the turret slots but CCP made it that way for some stupid reason. |
Ulysses Knapse
Bojo's School of the Trades
494
|
Posted - 2013.08.22 21:13:00 -
[13] - Quote
A specific vehicle specifically designed to use a specific turret? That's a great idea! /sarcasm
1. We already have HAVs designed for bombardment. They're called "Enforcers".
2. Minmatar Artillery turrets will most likely act something like this, at least some of them will. |
Terry Webber
Turalyon 514
326
|
Posted - 2013.08.23 01:44:00 -
[14] - Quote
Sorry, Crimson. I forgot that it is required to fill in all the weapon slots. My mistake. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
497
|
Posted - 2013.08.23 01:52:00 -
[15] - Quote
Terry Webber wrote:Synbot wrote:Terry Webber wrote:Synbot wrote:Mossellia Delt wrote:A simpler way of doing this is to allow current HAVs to have a new large turret called an Artillery piece. Yes, but the whole thing may be OP because tanks can have multiple turrets. I see your reasoning. Maybe as a balancing factor, the large mortar turret would require a lot of CPU and PG which would not leave any room for secondary weapons. Possibly, but having higher CPU and PG would not only not allow secondary weapons, but it could take away modules that would be very helpful in buffing such a defenseless thing. If it is a turret, and it does have a high CPU and PG, maybe there still can be a Mortar Vehicle, except the MV provides a greater system in handling this turret, thus giving a bonus by greatly reducing the CPU and PG of it when equipped. I think the MV would be unnecessary if the HAV can use the mortar turret. Just make the turret use CPU and PG that is low enough for modules but high enough to exclude small turrets.
You currently have to put small turrets on, so no. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
497
|
Posted - 2013.08.23 01:58:00 -
[16] - Quote
Ideas for arty turrets:
1: Map fire like the BF3 mortar sight
2: A variant that has a camera sight flying over, and if destroyed had to be restocked some way
3: manual fire that took LD's for specific spots.
I would like 1 and 3 combined actually. No spotting through yourself, but by squad, and could take specific spots and bombard it by a LD. |
Thurak1
Psygod9
63
|
Posted - 2013.08.23 02:03:00 -
[17] - Quote
Alena Ventrallis wrote: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.
Posting this from the other mortar vehicle thread, for exposure. I really like your idea because it is realistic to what mortar set up's are like and likely would remain the same. It would also give another role for scouts and snipers. It would be very concevable for a sniper to paint a target for the mortar crew.
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