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Useful Air And Artillery Strikes


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#21 LeKrisser

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Posted 13 September 2013 - 04:16 AM

Please make it work only with the Commando Unit/Module.

#22 Koniving

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Posted 21 September 2013 - 07:00 AM

View PostThomas Dziegielewski, on 11 September 2013 - 07:42 AM, said:

This is now on the table. I'm starting to prototype some strategic strikes like Carpet bombing by multiple aircraft etc.

Designs only concern is if the planes fly that low and maybe slower, players will think they are shootable and complain because they will not be at this time.

Other stuff like EMP Strikes and Napalm Bombs I'll also try out.

Nothing is concrete design will still have to approve, but the system is already in place and flexible enough to allow a whole slew of different types of strategic strikes.


I would really like this. Though I agree, people will think they are shootable and it is my hope that PGI will eventually make that possible. Especially if given enough power to be a genuine threat, a player should have the ability to react and try to stop the strike. I look forward to hearing about any developments in a command post. ;)

#23 Taemien

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Posted 21 September 2013 - 01:33 PM

I'd like to see Airstrikes and Artillery work like they do in MechCommander:



Bridge is hit by enemy airstrikes, the MadCat is hit by two artillery strikes (and oddly enough, got a head shot and was salvaged).

#24 Redda

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Posted 29 September 2013 - 03:53 PM

I'm not sure where I remember this from, but, as I recall in one of the games you could use the coolant flush multiple times per match but each time you "lost coolant" and your mech would heat up faster and shed heat slower. I know it's not the damage type module mentioned above, but, food for thought on a different cool down mechanic.

#25 A Man In A Can

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Posted 29 September 2013 - 06:20 PM

Actual pyrotechnic effects please oh and additional splash damage to match. B)

#26 Kahoumono

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Posted 29 September 2013 - 09:47 PM

I don't mind that it does little to no damage. What it really needs to do is sow a bit of chaos, smoke, shake, visual distractions, affect a bigger area and longer duration. This should make the mechs in the affected area have a hard time seeing and aiming and hopefully force them to move.

Calling in the strike also needs to be better thought out. Map activated strikes would be ideal or else a looping arc to get the beacon over obstacles.

#27 Lupin

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Posted 30 September 2013 - 07:04 AM

Seem to remember that Airstrikes and Artillery was supposed to be working with map option and not line of sight (BTW you can target current Airstrikes and Artillery with 3PV).

What we should be talking about orbital bombardment this is 3050 not World War 1.
I REALLY wonder if any of the DEV have seen a copy of the Battle Tech books or bother to read them.

Edited by Lupin, 30 September 2013 - 07:05 AM.


#28 Mudhutwarrior

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Posted 30 September 2013 - 07:08 AM

When it was introduced I watched to see how it worked. Never bought or used it since. Pointless. I just want to know whose idea was the smoke? In 3050 smoke still was state of the art?

#29 Hellen Wheels

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Posted 30 September 2013 - 08:01 AM

View PostLupin, on 30 September 2013 - 07:04 AM, said:

orbital bombardment


I seem to recall that a long time ago, orbital bombardment was supposed to be in the works.

That concept evaporated along with dropships.

#30 Almond Brown

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Posted 30 September 2013 - 08:19 AM

View PostMudhutwarrior, on 30 September 2013 - 07:08 AM, said:

When it was introduced I watched to see how it worked. Never bought or used it since. Pointless. I just want to know whose idea was the smoke? In 3050 smoke still was state of the art?


So you would prefer a Strike that "obliterates" your Mech, as you would surely have it do to your enemies Mechs when you use it and be OK with the fact that you never heard nor saw it coming?

What is good for the Goose, is also good for the Gander right?

#31 CaveMan

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Posted 30 September 2013 - 08:20 AM

View PostLupin, on 30 September 2013 - 07:04 AM, said:

Seem to remember that Airstrikes and Artillery was supposed to be working with map option and not line of sight (BTW you can target current Airstrikes and Artillery with 3PV).

What we should be talking about orbital bombardment this is 3050 not World War 1.
I REALLY wonder if any of the DEV have seen a copy of the Battle Tech books or bother to read them.


You can't have orbital bombardment without WarShips, and there are none in the Inner Sphere at this time. If you'd read the Battletech books, you'd know that.

*Personally* I'd like to see artillery and airstrikes done as a pool that the entire team gets to draw from. IE, the entire team gets a combined, say, 12 artillery or air strikes, and any player can call one at any time, with a 2-minute cooldown for each person after they trigger a strike to prevent one person using up all the team's shots right away (having a command console or special artillery module on your mech would shorten the cooldown for you, and the team commander would have a shorter cooldown for the duration of command as well). The artillery/airstrike consumable itself would still exist, and it would give you an extra strike that could only be called by you, on top of the communal pool of strikes (a team could thus have up to 24 uses of airstrike or artillery if everyone equipped the consumable).

That'd help make up for the weakness of the fire support somewhat, since what's the purpose of a one-shot module that barely does anything? (and Airstrikes should definitely be aimed at the nearest enemy unit to the strike's marker, within a certain radius)

Another thing is, Artillery should create much more and longer lasting smoke to make it more useful on the battlefield, as a way to create concealment.

#32 Mudhutwarrior

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Posted 30 September 2013 - 08:25 AM

View PostAlmond Brown, on 30 September 2013 - 08:19 AM, said:


So you would prefer a Strike that "obliterates" your Mech, as you would surely have it do to your enemies Mechs when you use it and be OK with the fact that you never heard nor saw it coming?

What is good for the Goose, is also good for the Gander right?


Exactly. Been there in the real world. You only hear it when its on top of you. Thats how it works

#33 Darius Deadeye

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Posted 30 September 2013 - 08:32 AM

I want this: instead of the red smoke just appearing out of nowhere, you fire a "grenade" which emits red smoke upon detonation - air/artillery strikes then zero in on the red smoke.

I also want the strikes to look like actual (explosive) strikes and not just someone throwing sticks from the sky.

Twice as many bombs/shells should be dropped - but over a longer a period of time perhaps. Area denial.

Make it happen!

#34 Roadkill

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Posted 30 September 2013 - 08:33 AM

I'd like the see the Artillery Strike turned into an area denial module. It can have the current radius and damage per hit, but the shells should continue for something like 30 seconds. If you're dumb enough to stand there while it's raining artillery shells... then yes, you could be destroyed. Darwin at work, in that case.

#35 Almond Brown

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Posted 30 September 2013 - 11:29 AM

View PostRoadkill, on 30 September 2013 - 08:33 AM, said:

I'd like the see the Artillery Strike turned into an area denial module. It can have the current radius and damage per hit, but the shells should continue for something like 30 seconds. If you're dumb enough to stand there while it's raining artillery shells... then yes, you could be destroyed. Darwin at work, in that case.


That is pretty much the way LRM's work and look how folks take offense to those. LOL! No one likes Darwin around here. He leaves them no excuse but to look like a Bad. (or blame someone else) :)

Edited by Almond Brown, 30 September 2013 - 11:30 AM.


#36 Jester McCloud

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Posted 18 November 2013 - 09:20 PM

I would love to see "mines". I can imagine that not only can you call in an air strike with different payloads, but one of those payloads would be a couple hundred mines dropped over an area. Would make a mess of the spiders, though.

Edited by Jester McCloud, 18 November 2013 - 09:21 PM.


#37 Corvus Antaka

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Posted 18 November 2013 - 10:36 PM

a smaller air/arty strike radiuos would be significantly better. right now hitting tight clusters of mechs is actually hurt by the already generous arty strike spread. putting those shells closer together would give much greater chances of severy damaging more mechs.

I like the idea to change the module to do something like drop an extra 50% shells, or to double the bombardment time to supress an area more effectively and force the enemy to move.

Mines would be awesome. BUT...they;d have to be fairly visible and more of something to catch careless pilots. undetectable mines would most likely lead to all sorts of crying around here.

#38 William Mountbank

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Posted 19 November 2013 - 12:03 AM

I had a match the other day that involved the first truly useful deployment of artillery strikes I've ever seen - three enemy assaults were camped on our base, and someone dropped the designator right on the base. The enemy pilots had to choose to stay and take the heat or decamp and lose their combined firepower. It worked a treat!

#39 Troutmonkey

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Posted 19 November 2013 - 01:07 AM

View PostMudhutwarrior, on 30 September 2013 - 08:25 AM, said:


Exactly. Been there in the real world. You only hear it when its on top of you. Thats how it works

Just let me equip my beacon that calls in a tactical nuke and whipes out the whole map. It's realistic so it must be balanced right?

#40 MustrumRidcully

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Posted 19 November 2013 - 01:40 AM

View PostLefty Lucy, on 12 September 2013 - 08:13 AM, said:

How about we don't make zero-tonnage-zero-slot items totally game changing?

How about we do? Then we can give Mediums extra modules and make the competitive even though other mechs are either almost as fast and more heavily armed and armored and other mechs are much faster and only slightly less armed.
That would mimic why Mediums are considered "work horses" in the lore - because they always bring the utility to the battlefield.

The only problem is them being consumables, because that would mean medium mechs are expensive to run and only viable if you have premium and hero/founder bonuses. It could even lead to P2W problems (if you can only afford game changing modules if you have money bonuses and otherwise are forced to sit on sucky non-consumable modules).

Since module slots are part of a mechs design and not independent of it, they are basically part of your "mech design budget". Think of it as "virtual tonnage" that you can only use for one class of equipment.

Edited by MustrumRidcully, 19 November 2013 - 01:42 AM.






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