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Talos Vagheitan
Ancient Exiles.
829
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Posted - 2015.01.28 22:30:00 -
[1] - Quote
I admit, far from a top priority at the moment, but something to consider.
Why are the anti-MCC Cannons all missile launchers? The most likely reason is so that line-of-sight is never an issue between cannons and MCC's in a game where the maps vary.
But I think it would be more interesting if there were different types, IE: Anti- MCC Rail Cannons and Laser Cannons.
The rail cannon would shoot at the same frequency as Null Cannon Missiles Launch, hacking would simply aim the turret at the opposing MCC.
The laser Cannon would function the same. It would fire once per minute or so, and then needle a one minute cooldown period.
Mainly, I think this would be visually cool, imagine a very large rail cannon, slowly turning to aim at the enemy MCC, once it is aimed, you hear a loud charge and powerful shot blasting the side of the MCC.
Although I think this would be mainly a visual idea, it could have cool gameplay mechanics
If there were a variety of cannons, which did different damage to shields and armor, then it would make certain objectives more or less of a priority over the course of the battle.
Something to consider
Who cares what some sniper has to say
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
163
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Posted - 2015.01.28 23:59:00 -
[2] - Quote
+1
48th Special Operations Force.
"As a team or alone, I dominate the battlefield."
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TritusX
PH4NT0M5
168
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Posted - 2015.01.29 00:18:00 -
[3] - Quote
Lightning35 Delta514 wrote:+1 Lol said 1+ yet there are no likes
Neat idea. But with a hack, will it freeze? Keep going? Turn the other way? Counter hack??
Believe in RUST
Don't hate the DUST
lol
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Talos Vagheitan
Ancient Exiles.
850
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Posted - 2015.01.29 18:23:00 -
[4] - Quote
TritusX wrote:Lightning35 Delta514 wrote:+1 Lol said 1+ yet there are no likes Neat idea. But with a hack, will it freeze? Keep going? Turn the other way? Counter hack??
Hacking simply aims the turret at the other MCC. Of course they would turn very slowly, and have a long charge up period to emphasize how powerful the shot is.
Imagine hacking the turret as it is in the middle of charging to fire at your MCC, you only have a few ticks left on your MCC, this shot will likely finish it off. The loud hum of the charge getting louder and louder as you are nearly complete your hack. Suddenly, moments before the cannon is about to fire, you finish your hack, causing the gun to power down, and change targets to the enemy MCC.
You bravely stand your ground and hold off an attack from a full squad of enemies, defending the cannon. When the cannon is locked to the enemy MCC you start to hear the cannon charging up, you only have to hold out a few more seconds... BOOM! The Rail Cannon blasts it's powerful shot right into the side of the enemy MCC, blasting it to smithereens. You've just won the PC match, crushing the enemy Corp once and for all at the pivotal final battle with your mortal enemy.
That's basically how it would work
Who cares what some sniper has to say
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Derpty Derp
Dead Man's Game
688
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Posted - 2015.01.29 18:32:00 -
[5] - Quote
Other than visually, it would be interesting tactically forcing people to switch their target objectives through the match. Everyone wants the laser cannon at first to pew-pew the shields, then missiles and rails for the armour.
Just holding 3 turrets doesn't mean you win anymore, if everyone's lost their shields and one team has the 2 missiles, while the other has 2 lasers and a rail... Well, you've got a tight battle on your hands.
Would put less emphasis on - Sprint in and lock down the city, PC matches. |
Buwaro Draemon
WarRavens Capital Punishment.
892
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Posted - 2015.01.29 18:34:00 -
[6] - Quote
The Null Cannons used to function that way back in closed beta. Right afyer they were replaced with the ones with have now.
The only reason I can see different Anti-MCC turrets in this game is when CCP decides to add damage profiles to Null Cannons and add the 2 missing MCCs and give Corps the ability to choose their attacking and defending MCC in PC.
Changes to Damage mods!
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1952
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Posted - 2015.01.29 18:42:00 -
[7] - Quote
A different visual would be nice. |
Joel II X
Bacon with a bottle of Quafe
5840
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Posted - 2015.01.29 19:55:00 -
[8] - Quote
Amarr and Minmatar MCC now pl0x |
Talos Vagheitan
Ancient Exiles.
852
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Posted - 2015.01.29 20:47:00 -
[9] - Quote
Joel II X wrote:Amarr and Minmatar MCC now pl0x
There are actually a lot of tactical applications that could be had here.
1.) When all MCC types are in the game are they going to function differently? IE: the Caldari MCC has more shields, etc. If so then this opens up more options, different cannons would be more or less of a priority in different situations.
2.) Would different cannon types be mixed on the same map? How would we justify Cal and Amarr infrastructure in the same map, or would it be better to have Caldari maps feature all rail cannons and Amarr to feature all laser cannons for example. - This would make it so choosing which type of MCC to use in an attack would be important. IE: gallente MCC to attack an Amarr district.
3.) Right now the Null Cannons and MCC function very simply and effectively, and there's enough to worry about balance-wise besides this for now, but something to consider for the future.
I'd atleast like to see this implemented for visual reasons before it affects gameplay
Who cares what some sniper has to say
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