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Monkey MAC
Lost Millennium
1452
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Posted - 2014.01.05 18:32:00 -
[1] - Quote
Broonfondle Majikthies wrote:Harpyja wrote:Artillery would need drawbacks to prevent its use in CQC and replacing the railgun as the new iWin button.
Turret rotation speed doesn't really balance it out. Traditionally artillery have fixed minimum arks so cant target anything at close range. Sound like a good balance?
Add in having to disable the drive train to fire and you are on for a winner.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1454
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Posted - 2014.01.05 18:58:00 -
[2] - Quote
TechMechMeds wrote:For the artillery I believe you should be able to go to the map to mark where you want the shot to land and also a squad leader 'bombardment' marker would be nice. It'd be a marker you look at and click fire to calibrate your targeting or something so spotting would be far better than going into the map and would encourage support/team play more.
Just brainstorming.
Hpw abojt a piece of equipment, a laser designator.
Aim Brings up an option wheel. Bombardment - Ground Artillery Request - Creates large circle with aim at centre Prescision Stike - Aerial Bomber Request - Shows designated target in orange, as if scanned. Ground Transport - Ground MAV Request - Creates small column that extends upwards to infinity Aerial Transport - Aerial MAV Request - Same as Above Close Air Support - Aerial HAV Request - Creates small column that extends to infinty around user Close Ground Support - Ground HAV Request - Same as Above
Firing the laser designator creates the above effect on the HUD of anyone driving the relevant vehicle. Once the commando role is brought in, the requests first goes to him, where he decides who can see the request.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1454
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Posted - 2014.01.05 19:03:00 -
[3] - Quote
Operative 1171 Aajli wrote:Yep, I'm hoping for autocannon as short optimal that will tear you up but usually have to fight in falloff (effective) range with partial damage like EVE turrets.
The artillery would be a powerful long range (but not as long as a rail) with arched trajectory that if you hit something it will go boom quick, only if you can hit it without aiming directly at it and with travel time.
The minny tank should be fast and versatile for armor/shields. Since Amarr would be armor though then more shields for minny.
No I believe the Artillery should have the longest range, period. Forcing an Arty tank to stop moving to fire would help create balance. Adding a Slow Projectile speed plus high arc will decrease its usability for hit and run.
Add that to the fact that you don't see what you are firing at half the time and friendly fire becomes a big possibility.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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