The Next Consumables I Would Like To See - Infantry And Armor
#41
Posted 07 March 2013 - 03:05 PM
#43
Posted 07 March 2013 - 03:09 PM
#44
Posted 07 March 2013 - 03:10 PM
Terror Teddy, on 07 March 2013 - 02:46 PM, said:
hmm...power armored jump infantry are...infantry...
so MG's are of enough caliber to punch through power armour...
20 to 40mm vehicle mounted machine gun arrays then - or twin 20mm ww2 style anti-air guns
Values can obviously change. It is only a concept after all.
I used Google to come up with the foot infantry's speed:
http://wiki.answers....eed_of_an_human
Answer:
Short distance sprint: about 12-15 MPH
15 mph = @24 kph
Weapon damage values come from TT, but instead of tripling the rate of fire like MWO I only doubled it for them:
#45
Posted 07 March 2013 - 03:11 PM
General Taskeen, on 07 March 2013 - 01:58 PM, said:
Sweep the MG's across the enemy for 2 to 12 Damage Bonus.
Destroy Infantry Battallion with 1 MG Achievement achieved.
Or use a Medium Laser an do the same thing, and be able to hurt mechs, and have a longer range... Remember that our current lasers have a click-and-drag mechanic to them, making MGs and Flamers still garbage if infantry were added.
Edited by FupDup, 07 March 2013 - 03:11 PM.
#46
Posted 07 March 2013 - 03:11 PM
Noth, on 07 March 2013 - 03:08 PM, said:
The next map is supposed to be bigger than Alpine.
ughhhhhhhhhhhhhhhhhh
UGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHH
*collapse*
Why would they do that?
None of the game modes give a reason for having such large maps... it's just ridiculous.
I could understand if we have special objectives that need both attacking and defending but we don't why put a 4 - 6 minute gap between match start and actual combat which is the meat of the game.. it's just mind boggling.
#47
Posted 07 March 2013 - 03:13 PM
Sifright, on 07 March 2013 - 03:11 PM, said:
ughhhhhhhhhhhhhhhhhh
UGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHH
*collapse*
Why would they do that?
None of the game modes give a reason for having such large maps... it's just ridiculous.
I could understand if we have special objectives that need both attacking and defending but we don't why put a 4 - 6 minute gap between match start and actual combat which is the meat of the game.. it's just mind boggling.
They did it because so many people complained and wanted maps you had to spend half the match just to find enemies.
#48
Posted 07 March 2013 - 03:17 PM
Great idea, gj guys.
#49
Posted 07 March 2013 - 03:21 PM
Edited by VladoG, 07 March 2013 - 03:22 PM.
#50
Posted 07 March 2013 - 03:27 PM
Zyllos, on 07 March 2013 - 02:54 PM, said:
Did I just hear a perfect example of a Push mission type?
Two bases which spawn some type of infantry, fast attack armor, and heavy armor. They will push to the other team's side. Once a base is taken out, the game is over. Four bases will exist, the HQ, barracks, and two different vehicle depots. Destroy one of those bases and they will no longer spawn.
Interestingly, I have never seen a Push style map with permanent deaths.
I think the term you're looking for is Convoy/Ambush map. Where a mech lance escorts a semi-armed convoy against an attacking Mech Lance. Passive radar would make it even more fun. Or where you escort the giant Orbital Guns from an assault lance.
Edited by Timuroslav, 07 March 2013 - 03:28 PM.
#51
Posted 07 March 2013 - 03:29 PM
Timuroslav, on 07 March 2013 - 03:27 PM, said:
I think the term you're looking for is Convoy/Ambush map. Where a mech lance escorts a semi-armed convoy against an attacking Mech Lance. Passive radar would make it even more fun. Or where you escort the giant Orbital Guns from an assault lance.
That is different than what he is talking about. What he is talking about is similar to how MOBAs work.
#52
Posted 07 March 2013 - 03:30 PM
Edited by Timuroslav, 07 March 2013 - 03:31 PM.
#53
Posted 07 March 2013 - 03:32 PM
Road map is already laid out.
#54
Posted 07 March 2013 - 03:36 PM
Asakara, on 07 March 2013 - 01:48 PM, said:
Sorry I had to stop right here to reply; I am NOT versed in the BT 'verse, just what I know from the PC games and the SNES games (lulz) but do infantry even wear any enhancing equipment (minus Battle Armors)? I'm thinking MW3 intro. If not... man I'm slow...
Edited by darkfall13, 07 March 2013 - 03:37 PM.
#55
Posted 07 March 2013 - 03:36 PM
Vassago Rain, on 07 March 2013 - 02:46 PM, said:
You ever heard of battledroids? Of course you haven't.
Stop linking to sarna. Sarna's like wikipedia links. You lose instantly if you link there.
Even the goons know this, and by pretending that machineguns are 'anti-infantry,' you've proven that you have absolutely no idea how the game works, no matter if you own actual books or not.
I have a copy of Battledroids. Did you know on page 31 they have rules for infantry?
On page 39 under WEAPONS it states:
"Some droids are also equipped with rapid-fire autocannons or machine guns for use against infantry, aircraft, and other battledroids."
But whatever.
#56
Posted 07 March 2013 - 03:37 PM
FupDup, on 07 March 2013 - 03:11 PM, said:
I was trollin', but I think you noes.
#57
Posted 07 March 2013 - 03:45 PM
I would rather see something a bit more flexible and permanent. My idea would be to have, as a prerequisite to equip the necessary modules, a Command Console installed in the cockpit. Again (as with consumables such as Airstrikes and Artillery,) I see the Command Console component as a viable and effective way to limit the number of players in PUGs who actually equip such powerful items, and in 4-mans and 8-mans, greatly necessitate effective planning and coordination of roles within the group to avoid spamming and abuse of such modules. Her'es my idea:
*Use of all Consumable Deployment Modules (Artillery/Airstrikes/Infantry/Armor) will require a Command Console to be installed in the cockpit of any 'mech using said modules.
-Any 'mech with Infantry/Armor modules installed will drop onto the map with a small group of Infantry/Armor deployed in formation behind them. Via a system similar to the 'Commander' system (a-la the Take Command button on the Tactical Grid), the player in control of such units can give movement, attack, and defend orders to the corresponding units.
-The actual makeup and behavior of such units could consist of something similar to what's introduced in the OP.
I feel the requirement of a the Command Console for any player which wishes to use the modules will go a long ways to prevent abuse and spamming of these features (including Airstrikes and Artillery), and will further increase the vital roles players can choose to pursue.
#58
Posted 07 March 2013 - 03:51 PM
darkfall13, on 07 March 2013 - 03:36 PM, said:
Sorry I had to stop right here to reply; I am NOT versed in the BT 'verse, just what I know from the PC games and the SNES games (lulz) but do infantry even wear any enhancing equipment (minus Battle Armors)? I'm thinking MW3 intro. If not... man I'm slow...
Please refer to post 44 if you want to know how I came up with that value.
#59
Posted 07 March 2013 - 03:57 PM
Maybe a redux Assault mode which contains a small spawned unit of infantry, light, and heavy armor. That small unit of AI moves toward the other's base.
If a player controls a Command Console, they can issue commands to those troops.
Eh?
#60
Posted 07 March 2013 - 04:14 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users