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Fix Airstrikes By Turning Them Into Napalm.


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Poll: I love the smell of napalm in the morning! (32 member(s) have cast votes)

Should air strikes become napalm strikes?

  1. Yes! (27 votes [84.38%])

    Percentage of vote: 84.38%

  2. No! (5 votes [15.62%])

    Percentage of vote: 15.62%

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#1 Clit Beastwood

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Posted 12 April 2013 - 03:40 PM

I don't know how to move my thread from general to here, so I'll link it.

Original thread - another poster recommended moving it to suggestions.

http://mwomercs.com/...make-it-napalm/

Edited by Egomane, 14 April 2013 - 01:53 AM.
Only "Yes", "No" or "Abstain" for answers in first question allowed


#2 Clit Beastwood

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Posted 12 April 2013 - 03:50 PM

Basically, the following is my suggestion.

Airstrike/napalm could be used as a time limited area denial weapon, laying down a long/narrow band of fire that would create the following:
1. Immense, time limited heat, resulting in:
1.1 Anyone directly struck by the initial blast would gain X% of heat, meaning a hot mech might shut down and a cooler mech might have to take some tiem to cool down. Since they were hit by the initial blast, the heat could stick with them for a certain duration.
1.2 Anyone walking through the wall of fire would pick up a heat penalty until they left the "hot zone"

2. Visible light in regular view mode; vision obscuring heat wall in thermal mode, bright spot in nightvision.

I was thinking, to prevent it from becoming a super weapon, it'd need to be targeted like TAG, or perhaps a canister physically dropped in the target location (meaning a light would have to cruise in and drop it). I don't envision it as being a killer, more of a crippler.

I think this would address several common complaints
1. People boating PPC's.
2. People with overpowered alphas.
3. The current airstrike is.. less desirable; the c-bill version and MC versions could have varying heat levels, varying delays, varying durations, etc.

I think obscured vision would be necessary to avoid making it too easy to pick off shut down mechs in the firewall, so it'll obscure vision in both directions. You could drop a "firewall" in front of a cave entrance, for example, or drop it lengthwise down a canyon to heat up everyone currently located there.

For triggering, you could use something like TAG to "paint a line" to be bombed, or a canister than either has a time delay, or "detonate on demand" - then you could use it as an ambush tool.

#3 Neolisk

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Posted 12 April 2013 - 04:11 PM

Gotta say No simply because I am against any type of single use consumables.

#4 One Medic Army

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Posted 12 April 2013 - 04:23 PM

I like the concept, and the fact that it's a single-use item means that it can be balanced without worrying about perma-stun through overheat.

#5 Juree Riggd

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Posted 12 April 2013 - 10:20 PM

PGI PLZ

#6 Sam Slade

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Posted 12 April 2013 - 11:00 PM

This is WAY better then the current airstrike.

It would also make arty the definitive damage dealer... you now have a reason to take arty AND an airstrike which means this makes sense economically as well

#7 ManDaisy

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Posted 13 April 2013 - 03:07 PM

YES. PERIOD.

#8 Gladewolf

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Posted 13 April 2013 - 03:39 PM

Give both Airstrike and Artillery Napalm abilities!

#9 Khanublikhan

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Posted 24 April 2013 - 12:07 PM

The idea of Napalm Air Strikes is a good one.

I would like to make a suggestion for your poll?

"Do both"? Keep current airstrike AND have Napalm too...?

#10 Carrion Hound

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Posted 24 April 2013 - 12:09 PM

As a frequent user of these items. I can kinda see this.

#11 Sephlock

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Posted 24 April 2013 - 12:09 PM

Expanding upon this concept, maybe rather than increasing artillery damage, they could make the shells cause a large shockwave, rocking the view of anyone caught inside the radius.

Of course they'd need to make the bombardments last longer in that case- but they wouldn't have to touch the pitiful damage.

#12 MustrumRidcully

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Posted 24 April 2013 - 12:12 PM

Air Strikes and Artilelry Strikes really need a better differentiation.

I like the idea of Napalm strikes that produce some ambient heat and some damage. And I like the idea of air strikes as prolonged area denial - give the fire a duration of 30 seconds or so, with the potential maybe to deal up to 4 times as much damage as it can now - if someone is dumb enough to stand in the middle of it for 30 seconds.

#13 Clit Beastwood

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Posted 24 April 2013 - 01:44 PM

View PostSephlock, on 24 April 2013 - 12:09 PM, said:

Expanding upon this concept, maybe rather than increasing artillery damage, they could make the shells cause a large shockwave, rocking the view of anyone caught inside the radius.

Of course they'd need to make the bombardments last longer in that case- but they wouldn't have to touch the pitiful damage.


How about, when knockdowns return, it's possible to get "knocked down" by artillery?

#14 KMCA

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Posted 09 May 2013 - 03:08 AM

As against consumables as I am I have to admit this is an interesting idea that I approve of. As it stands Arti and AS are pretty much the same things.

#15 Belorion

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Posted 09 May 2013 - 04:04 AM

Napalm can be a different consumable (good idea) but as far as the current air strike, its just needs a serious damage buff. It is kind of hard to hit with, so it should count for something when it does. They could even do something like a straight percent damage to the armor of the mech. Say 30% near the epicenter, 20% a little further out, 10%... 5%.

If they are worried about denial of capture points make the consumable unusable on the capture point (following the logic that you are capturing it because its a valuable resource and the JOC (or whatever the MechWarrior equivalent is) wont allow strikes on that location.

Edit: Have they put the aerospace flyover in yet?

Edited by Belorion, 09 May 2013 - 04:04 AM.






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