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Sinboto Simmons
SVER True Blood Public Disorder.
3668
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Posted - 2014.01.05 11:29:00 -
[1] - Quote
What do you think they will be like?
Thinking the AC will be a big ass HMG ( I'd be extremely happy with that)
Artty: big MD with a better arc?
Sinboto - The True Blood Minja
Forum Warrior level 3
STB-Infantry (Demolition)
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Charlotte O'Dell
Fatal Absolution
1445
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Posted - 2014.01.05 12:21:00 -
[2] - Quote
I will be Matari tank! All I care about on my tanks is being fast and hitting hard! Matari style. I imagine the top speed of a Maddy and the acceleration of a Gunny. Then a turret that is...just an enormous HMG designed for wrecking madrugars at close range, able to spit out 400 rounds without overheating!... but having the dispersion and range of a large shotgun Hahaha. See, speed tanking is still a thing with tanks because we have 2 kinds of weapons: short range beam weapons and long range low velocity weapons. Yup. Matari tanks may not take more than 1 hit, but they will likely be the most powerful tanks that only the best pilots use. Madrugars = Noobdrugars. Gunlogis = UnFunLogis.
I'm hoping the Artillery turret has a VERY SLOW fire rate (2.2s/1R), but with a 300m range and a slight arc, with even higher alpha than a rail and a 16m splash with 120 splash damage. Slow projectile velocity makes it easy to avoid and would function as a suppressive weapon with spotters guiding the tanker.
Charlotte O'Dell is the highest level unicorn!
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demonkiller 12
G.L.O.R.Y Public Disorder.
303
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Posted - 2014.01.05 13:06:00 -
[3] - Quote
obviously any sort of matari close/medium range turret will be a twin linked Gatling cannon with explosive rounds http://4.bp.blogspot.com/-p8psVsVlOsM/Ts6GEP58LEI/AAAAAAAAB4A/2VamtUQfLF4/s1600/2011.08.15.00.31.34.png
im also expecting their heavy hitter long range turret to be like the basilisk from WAR40K http://farm5.staticflickr.com/4018/4534695578_449bcdfc33_o.jpg
or maybe even a baneblade? :D http://animationspaz.files.wordpress.com/2013/04/bb-1.png http://outskirtsbattledome.wikispaces.com/file/view/Bane_Blade.jpg/125149481/Bane_Blade.jpg http://img90.imageshack.us/img90/2712/1291929029336.jpg |
Broonfondle Majikthies
Dogs of War Gaming Zero-Day
665
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Posted - 2014.01.05 13:15:00 -
[4] - Quote
I'm guessing a choice of close range anti-infantry in the form of Gatling cannons or mid range anti vehicle in the form of of an autocannon
Actually an autocannon would make a nice Heavy weapon as well to fill out their AV
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Mac Dac
Wraith Shadow Guards D.E.F.I.A.N.C.E
409
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Posted - 2014.01.05 13:55:00 -
[5] - Quote
in closed beta there used to be 6 turret types...
Blaster Railgun Missile Autocannon Laser Artilery
however we never saw the last three turrets in action.
after doing some EVE research i found that Autocannons are minmatar and are like machine guns. However that was closed beta and things may have changed from then.
"We should take care not to make intellect our god; it has, of course, strong muscles, but no personality" Albert Einste
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Arx Ardashir
Imperium Aeternum
333
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Posted - 2014.01.05 14:50:00 -
[6] - Quote
I think it only makes sense that the anti-infantry turret (like the blaster) will be an autocannon, basically a vehicle grade HMG. The anti-vehicle turret will be an artillery cannon, which should be slowest RoF and highest alpha, if they stick to the EVE traditions.
I imagine the small artillery turrets will be slightly-buffed MDs attached to vehicles.
Amarr HAV Speculation
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Arx Ardashir
Imperium Aeternum
333
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Posted - 2014.01.05 14:50:00 -
[7] - Quote
Mac Dac wrote:in closed beta there used to be 6 turret types... Blaster Railgun Missile Autocannon Laser Artilery
however we never saw the last three turrets in action. after doing some EVE research i found that Autocannons are minmatar and are like machine guns. However that was closed beta and things may have changed from then. Do you mean that they were listed on the market, but none were available for purchase?
Amarr HAV Speculation
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Vermaak 'Fatal' Kuvakei
Storm Wind Strikeforce Caldari State
173
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Posted - 2014.01.05 15:27:00 -
[8] - Quote
Ac small turret should just be a bigger hmg, large a high rof single barreled gun. For artillery, small turrets could be a rapid fire light mortar, with the large being a big howitzer. |
Harpyja
DUST University Ivy League
1014
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Posted - 2014.01.05 15:32:00 -
[9] - Quote
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.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Vermaak 'Fatal' Kuvakei
Storm Wind Strikeforce Caldari State
173
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Posted - 2014.01.05 15:36:00 -
[10] - Quote
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. It could be limited at a vertical angle, which forces it to avoid getting to close or risk shooting past it's target. |
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
665
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Posted - 2014.01.05 15:38:00 -
[11] - Quote
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?
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
503
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Posted - 2014.01.05 15:38:00 -
[12] - Quote
I want a damned Flak Cannon.
I am part shovel, part man, full scout, and a little bit special.
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Harpyja
DUST University Ivy League
1014
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Posted - 2014.01.05 15:40:00 -
[13] - Quote
@Vermaak and Broonfondle
Yes, I like the idea of having a minimum angle of elevation
@Broonfondle
I don't think having a fixed angle of elevation would be a good idea, but having a minimum angle of elevation would be better.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
667
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Posted - 2014.01.05 18:11:00 -
[14] - Quote
Harpyja wrote:@Vermaak and Broonfondle
Yes, I like the idea of having a minimum angle of elevation
@Broonfondle
I don't think having a fixed angle of elevation would be a good idea, but having a minimum angle of elevation would be better. oops yeah I meant that
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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TechMechMeds
Swamp Marines Kleenex Inc.
1939
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Posted - 2014.01.05 18:21:00 -
[15] - Quote
Big hmg I like that ALOT!.
A howitzer?
A massive 25mm automatic cannon?
Cannons resembling a Russian shilka (absolute beast)
Dual buffed hmgs, mega buffed and bigger?
A HUGE roll of duct tape?
Let's go full on matari here, a massive cardboard box, reinforced with chipboards and duct tape, no gun, it would just carry a load of knife wielding matari ready to go berzerk lol.
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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Monkey MAC
Lost Millennium
1452
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Posted - 2014.01.05 18:32:00 -
[16] - 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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Scheneighnay McBob
Bojo's School of the Trades
3395
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Posted - 2014.01.05 18:34:00 -
[17] - Quote
Pretty much the OP, only artillery will deal more damage per-shot than railguns, with low RoF
We used to have a time machine
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TechMechMeds
Swamp Marines Kleenex Inc.
1939
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Posted - 2014.01.05 18:37:00 -
[18] - Quote
Vermaak 'Fatal' Kuvakei 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. It could be limited at a vertical angle, which forces it to avoid getting to close or risk shooting past it's target.
This, it should be unusable in cqc or only be able to shoot as short a range as 50 metres ish and have to reload after every shot but not a long one.
This shouldn't be a problem for anyone who wants to use artillery as intended.
Also should be low CPU and pg requirements so decent small turrets can be fitted for defense.
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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TechMechMeds
Swamp Marines Kleenex Inc.
1940
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Posted - 2014.01.05 18:42:00 -
[19] - Quote
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.
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
606
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Posted - 2014.01.05 18:49:00 -
[20] - Quote
Auto cannons should be fun. I'm guessing small auto cannons will be 20-40mm arranged in a 2-4 barrel setup. Would look putty on a dropship... |
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TechMechMeds
Swamp Marines Kleenex Inc.
1940
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Posted - 2014.01.05 18:53:00 -
[21] - Quote
Pvt Numnutz wrote:Auto cannons should be fun. I'm guessing small auto cannons will be 20-40mm arranged in a 2-4 barrel setup. Would look putty on a dropship...
Please quickly Google a shilka tank if you've never seen one. Theres different variants but the one I'm on about has 4 massive automatic cannons.
Actually it was in the original mercenaries game but its supposed to be anti air whereas in that it was anti ground mostly.
But anyway what you just said is pretty much what you'll see on that tank.
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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Operative 1171 Aajli
Bragian Order Amarr Empire
993
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Posted - 2014.01.05 18:54:00 -
[22] - Quote
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.
Do your part. Join the revolution. Sabotage FW. Help this game burn!
BURN DUST 2014
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Monkey MAC
Lost Millennium
1454
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Posted - 2014.01.05 18:58:00 -
[23] - 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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The dark cloud
The Rainbow Effect
2031
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Posted - 2014.01.05 19:00:00 -
[24] - Quote
Sinboto Simmons wrote:What do you think they will be like?
Thinking the AC will be a big ass HMG ( I'd be extremely happy with that)
Artty: big MD with a better arc? What i think about em? Never beeing implemented into the game. Your current choice of turrets is good enough.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Monkey MAC
Lost Millennium
1454
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Posted - 2014.01.05 19:03:00 -
[25] - 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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Krom Ganesh
Holdfast Syndicate Amarr Empire
1021
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Posted - 2014.01.05 19:08:00 -
[26] - Quote
People are probably going to throw things at me for saying this, but I'd like to see the Autocannon being more geared towards being an Anti-aircraft weapon. For example, 4 barrels, fairly high ROF, good range, and able to aim much higher than the other turrets but cannot aim as low. On a flat surface, should still be able to hit another tank on the same level though.
!
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Lynn Beck
Granite Mercenary Division Top Men.
486
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Posted - 2014.01.05 19:25:00 -
[27] - Quote
If artillery is going to be the dedicated 'no cqc' weapon, then rails are no exception. Also we would need a matari cannon, like old style tanks.
I love how the only tank with drawbacks would be a matari artytank. Rail tanks function at Cqc, blaster tanks can kill tanks, rail tanks can hit infantry, blaster tanks can kill tanks.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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TechMechMeds
Swamp Marines Kleenex Inc.
1941
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Posted - 2014.01.05 19:31:00 -
[28] - Quote
Lynn Beck wrote:If artillery is going to be the dedicated 'no cqc' weapon, then rails are no exception. Also we would need a matari cannon, like old style tanks.
I love how the only tank with drawbacks would be a matari artytank. Rail tanks function at Cqc, blaster tanks can kill tanks, rail tanks can hit infantry, blaster tanks can kill tanks.
The artillery wouldn't have a drawback unless you was attempting to use it for unintended or laughable situations.
Rail needs a bigger spool up time, its not that much of a hype really and the minmatar tank would have considerably quicker acceleration I believe.
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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TechMechMeds
Swamp Marines Kleenex Inc.
1941
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Posted - 2014.01.05 19:32:00 -
[29] - Quote
Krom Ganesh wrote:People are probably going to throw things at me for saying this, but I'd like to see the Autocannon implemented to mainly be an Anti-aircraft weapon. For example, 4 barrels, fairly high ROF, good range, and able to aim much higher than the other turrets but cannot aim as low. On a flat surface, should still be able to hit another tank on the same level though.
Only cyber turds mate, its all good
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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Vulpes Dolosus
SVER True Blood Public Disorder.
572
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Posted - 2014.01.05 20:09:00 -
[30] - Quote
Autocannons: Blasters with longer effective range, tighter spread, slightly less damage, stronger to armor, high RoF (both large and small)
Artillery: on the fence about honestly. I can't see how it's useful/immune to redline abuse in our current maps (way to small even for current rails if you ask me).
Laser: Most likely beam (long range, high alpha, low RoF etc) to fill in strong shield weapon in that class. Probably charge with long burst and overheat, low tracking speed.
Bomber dropships/Fighter Bombers: able to fit bomb launcher that fires one of four torpedoes (EM, explosive, plasma, "tank buster" (for lack of a better term)), max 1 torpedo carried at a time, 1-2min reload/ delay (starts when vehicle is called in and piloted to reduce recall abuse). LOS launched, no propulsion.
EM: large area "flux" damage (only shields/equipment, good for clearing large areas)
Explosive: tight area explosion, what you'd expect from a bomb, strong to armor
Plasma: Same as explosive, strong to shield
[*] "Tank Buster": Very tight radius, best used against large stationary targets (*cough*redlinerailtanks*cough*), high damage
Dropship Specialist
Kills- Incubus: 4; Pythons: 1; Other DS: 28 Gêå1; Tanks: 27 Gêå2
1/1
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