With airstrike, it makes sense that "popping smoke" would work. I think calling in artillery should have a TAG-like laser associated with it, though: you have to hold it on target for it to hit.
2
Make Artillery Strike More Artillery Like.
Started by El Bandito, Apr 29 2014 10:38 AM
Balance Module
44 replies to this topic
#41
Posted 30 April 2014 - 09:10 AM
#42
Posted 30 April 2014 - 09:18 AM
I think it works fine the way It is now. U have what 4 to 5 seconds to move from the smoke. Now your team mates should let you know where an arty is. 4 to 5 seconds is enough time to move out of the way. granted your an assault or heavy mech that moves slow that's not the problem, you decided to have a slow mech that can't move quickly.
But I agree if you want to get rid of the smoke make it laser guided or remove the smoke.
Or most artillery makes a whistling sound. You can add a sound the artillery before it hits.
But I agree if you want to get rid of the smoke make it laser guided or remove the smoke.
Or most artillery makes a whistling sound. You can add a sound the artillery before it hits.
Edited by IIIuminaughty, 30 April 2014 - 09:20 AM.
#43
Posted 30 April 2014 - 09:28 AM
Whistle sound or some heads up: people are getting real good about dropping the smoke immediately behind your mech. The only clue you have that artillery (or airstrike) is inbound is when the world explodes around you. And if you're up against a team with a lot of them, there's zero chance for a fatty to get out of the area and even faster mechs need to be a little lucky.
#44
Posted 30 April 2014 - 01:37 PM
Arty could be fired from railguns, and thus have a much higher velocity than modern artillery.
#45
Posted 30 April 2014 - 01:42 PM
Mavairo, on 30 April 2014 - 01:37 PM, said:
Arty could be fired from railguns, and thus have a much higher velocity than modern artillery.
Those work best when launched from space.
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