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Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.11.29 04:04:00 -
[1] - Quote
Now I was just rolling this one around in my head and how it will affect dust in many different ways. Certain elements of warfare such as artillery are set up to be underrepresented in their importance once we start getting new stuff and I just like to address that here and now. Artillery is the king of warfare there can be no doubt of that socking up 70% of the kills during WW2 make its status preaty obvious.
A modern battlefield is made up of your toughest unit(armor) smashing into the enemy attempting to shatter the defense or attack, your most mobile units(infantry) positioning and repositioning to force your enemy to also reposition, so that your most powerful unit(artillery) can smash them to pieces. That is a simplified version of warfare that has proven to be effective since humans have started killing each other and will be effect well into the future for us mercenary's that future is now.
Artillery is king of the battlefield and I not referring to the weapon turret called artillery im referring to the use, so tanks sitting on hill tops doing tank "sniping" im referring to you. Artillery is a powerful deterrent, area denial weapon and killing tool but it lacks one thing mobility and protection, that is everyone else job get your enemy to move into your artillery killzone and protect the artillery.
The important bit
However some stats changes as well as new tools to better facilitate how modern battlefields work would be smart on CCP part of course you can't nerf artillery(the idea not the turret) someone will find away to do it a simple matter of fact so try and facilitate it within the mechanics and workings of the game would be far better and funner choice.
First make HAV more sturdy assault vehicles rather than jack of anything, for example increase their profile and decrease their targeting time for vehicles they shouldn't be trying to avoid fights they should be plowing into them cause of this give them a 10 or 15% to HP. Now the next thing increase the effects of stacking penalty on certain vehicles such as HAV and LAVs, this will slow people from creating a HAV so specialized its OP. Give all HAVs a 20% decrease in effective range for all long range weapons or simply make turrets function slightly different when fitted to HAVs for example different fire rates and benefits to have different types of turrets on 1 HAV(large rail, 2 blasters or missiles)
Now onto the artillery piece I hoping for some kind of lower large vehicle in between LAVs and HAVs were as HAV get bonus to lots of firepower and LAVs get bonus to mobility this MAV would get bonuses to specific types of weapons ergo increasing the range or effectiveness of its single large turret. This would give us a piece capable of being dedicate to the ever prevalent artillery role or what ever other role you can think of. |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.11.29 04:16:00 -
[2] - Quote
Tl:dr 1. increase tanks Hp, increase stacking penaltys effects and give bonus to have multiple types of turrets on one HAV.
2. Make a MAV or equivelent vehicle give it a single large turret and bonus to its one turret as well as normal or lessen stacking effects. |
Vermaak Doe
SVER True Blood Unclaimed.
385
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Posted - 2012.11.29 04:24:00 -
[3] - Quote
Medium vehicle = medium turret |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.11.29 04:24:00 -
[4] - Quote
Ops Fox wrote:give them a 10 or 15% to HP
I think I've seen you do this in several threads now. Where are you getting these numbers from?
On a related note, do you realize that 10% of 10,000 hp (more than most vehicles will ever have) is less than a single militia swarm launcher volley extra survivability? |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
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Posted - 2012.11.29 10:19:00 -
[5] - Quote
Artillery WAS the king of the battlefield. The modern battlefield is quite different to that of the 1940s. Air power has established itself as the true king. You also need to keep in mind the ineffectiveness of artillery in a game world such as ours. For artillery to be affective you need to have large numbers of guns bombarding fixed or semi-fixed positions with high enemy personnel and material concentrations. We don't really have that in Dust, the battles move too fast in the game modes we have. You also need to remember that all those casualties in historical conflicts include wounded personnel. We don't do wounded, you're either dead or still 100% combat affective in Dust.
Yet another thing to keep in mind is that manned artillery as you envision it needs to be manned, taking a precious frontline solider or tanker out of combat. Battles are small enough as it is without taking more players from the fray. The orbital strikes we have now serve the purpose of battlefield artillery quite well. IF at some point there is an ability to call in bombing runs etc that would be more accurate to current (and most likely future) conflict nature and also allow CCP to bring in new gameplay dynamics like deployable AA sites and man-portable AA.
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