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Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
15
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Posted - 2014.03.28 03:34:00 -
[1] - Quote
I like the overall concept but it seems a little overpowered to be just a sidearm weapon. This should be a Primary weapon. The 60mm could be light, the 80 could be medium, the 120mm could be heavy. It would be great for squad tactics and anti squad tactics. Make it available to every level but the heavier the suit, the more powerful the weapon. |
Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
15
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Posted - 2014.03.28 04:47:00 -
[2] - Quote
Yeah, I agree completely. There needs to be a restriction of some kind.
I don't think I explained myself very well because I was essentially saying the same thing as you. The 60mm can only be equipped on Light dropsuits, the 80mm can only be equipped on Medium dropsuits, and the 120mm can only be equipped on Heavy dropsuits.
That way the light dropsuits aren't rocking a 120 mm. If you want to make it so it can be equipped on the set suit and higher, (80 can be equipped to medium or light, 120 still just heavy, and the 60 to all) that would work as well. |
Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
15
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Posted - 2014.03.28 05:35:00 -
[3] - Quote
Yeah, I'm digging that. The entire concept just brings a new element to the game. We have infantry, tankers, Air Force, and SF, why not add Field Artillery to the mix? Could you imagine using this and dropping rounds onto a null cannon held by reds as your teammates are advancing? Make sure it has the whistle and the delayed impact just like a regular mortar to give players an opportunity to get out of the area. However, no impact designator to tell them where it's landing. A 200 meter shot with a 60 mm should take about 2-2 1/2 seconds from launch to impact., so over the course of 21 seconds, with no sight adjustment, you can paint an entire area with raining death.
Even with the 60mm, when it hits and blows, if people are clumped it can do enough damage to enough enemies to swing the engagement into your teams favor. And there is enough time in between shots so you can't lob 6 shells into an engagement area in 10 seconds. If you drop the mortar, fire it, and immediately go for the next mortar, we're still looking at 3 seconds in between impact. If people are standing around after the first one hits, they are morons and deserve to get blown up...
The more I'm thinking about it, the more I'm loving this idea. |
Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
20
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Posted - 2014.03.29 02:17:00 -
[4] - Quote
Air detonation would be a great feature. It would have to be set so if you are going to air detonate, you can't prep for the next shot until the trigger is pulled. If you pull a new mortar, you are not allowed to pre-detonate the one currently in flight.
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