Jump to content

Precision Air Strike


19 replies to this topic

#1 HellJumper

    Member

  • PipPipPipPipPipPipPipPip
  • 1,226 posts
  • LocationIslamabad, pakistan

Posted 08 February 2015 - 10:25 AM

Hello

ok this is a suggestion/ discussion thing

we already have

Artillery and airstrike in game but of them are a general area damage thing.

i am proposing an Precision air strike module

usage: once
Cost: 60-80K c-bills
Damage done: 10 maybe (i would like more :P)
Slots: 2

so it will work is a narc..you plant t over the enemy, plane arrives.. fires its guns (Ac2/Ac5) and does a 20 damage scattered over the mech part.

and because its a one time use and takes more slots its kind of a tactical thing to take.. a decision on the player part..as you can take UAV+arty/ airt strike or just spend all module slots on this single thing...

so thoughts??

#2 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 08 February 2015 - 10:30 AM

Well I hope they add "Orbital Strike" done by capital ships, that hits an entire grid on the map but with a good amount of warning. Betty could give a warning "Orbital Stike inbound". Players could look up and see the capital ship in low orbit or something. Maybe work this into the star map logistics or so.

Edited by Johnny Z, 08 February 2015 - 10:32 AM.


#3 HellJumper

    Member

  • PipPipPipPipPipPipPipPip
  • 1,226 posts
  • LocationIslamabad, pakistan

Posted 08 February 2015 - 09:54 PM

View PostJohnny Z, on 08 February 2015 - 10:30 AM, said:

Well I hope they add "Orbital Strike" done by capital ships, that hits an entire grid on the map but with a good amount of warning. Betty could give a warning "Orbital Stike inbound". Players could look up and see the capital ship in low orbit or something. Maybe work this into the star map logistics or so.

in a longer run yes this can come in when or if they bring out resource management into game as well.

but for now something like the precision air strike can be put in.. one time use but with more damage to a single target...

#4 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,990 posts
  • LocationUSA

Posted 08 February 2015 - 10:20 PM

I think an area denial weapon would be preferable, like a napalm drop, and EMP strike or even IR smoke, something to block off a rush or create local confusion with the sensors at a location for a short period of time.

A "no mans land" weapon to stop the nascar :)

#5 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 09 February 2015 - 12:17 AM

The first thing that came to mind were Arrow IVs

#6 HellJumper

    Member

  • PipPipPipPipPipPipPipPip
  • 1,226 posts
  • LocationIslamabad, pakistan

Posted 09 February 2015 - 02:57 AM

View PostMister D, on 08 February 2015 - 10:20 PM, said:

I think an area denial weapon would be preferable, like a napalm drop, and EMP strike or even IR smoke, something to block off a rush or create local confusion with the sensors at a location for a short period of time.

A "no mans land" weapon to stop the nascar :)


along with arty and air strike i am definitely in for these things..it adds more variety and make you decide tactically what kind of module you would take

View PostPraetor Knight, on 09 February 2015 - 12:17 AM, said:

The first thing that came to mind were Arrow IVs



but problem is that it can be used more than once.. 5 ammo per ton...what i was proposing is a single use consumable. Arrow IVs might not see into the game due to the high damage output they got and having the ability to fire it multiple times creates issues imo...(it will another FLD weapon)

#7 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 09 February 2015 - 03:48 AM

View PostHellJumper, on 09 February 2015 - 02:57 AM, said:


but problem is that it can be used more than once.. 5 ammo per ton...what i was proposing is a single use consumable. Arrow IVs might not see into the game due to the high damage output they got and having the ability to fire it multiple times creates issues imo...(it will another FLD weapon)


Possibly, but the consumable variant could be made as a one time use, just able to be pin point with TAG.

#8 HellJumper

    Member

  • PipPipPipPipPipPipPipPip
  • 1,226 posts
  • LocationIslamabad, pakistan

Posted 09 February 2015 - 06:58 AM

View Postsneeking, on 09 February 2015 - 03:30 AM, said:

There should be a difference between artillery and air, at the moment we have arty and air and the only difference is arty ( circular spread ) air ( linear spread ) they should be different.

Arty should be patch bombardment splash damage shells.

Air should be targeted ac saturation with less splash.


these changes can be made immediately i would say.. but we need more options like these so that some variety comes in.

View PostPraetor Knight, on 09 February 2015 - 03:48 AM, said:


Possibly, but the consumable variant could be made as a one time use, just able to be pin point with TAG.


ya that can similar stuff.. an off map Arrow IV comes in and hits the target

#9 BellatorMonk

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 617 posts
  • LocationWallet Closed PGI Knows Why

Posted 09 February 2015 - 07:53 AM

What was that gel stuff from the TT days..that caused a crap load of heat for a number of rounds? Would love to see that integrated into arty/airstrikes or NARC type weapon/ammo.

#10 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 09 February 2015 - 08:18 AM

Orbital bombardment? You want a consumable that obliterates every mech in a sizeable area?

How about NO.

View PostBellatorMonk, on 09 February 2015 - 07:53 AM, said:

What was that gel stuff from the TT days..that caused a crap load of heat for a number of rounds? Would love to see that integrated into arty/airstrikes or NARC type weapon/ammo.


Inferno munitions.

#11 HellJumper

    Member

  • PipPipPipPipPipPipPipPip
  • 1,226 posts
  • LocationIslamabad, pakistan

Posted 09 February 2015 - 09:14 AM

View PostAethon, on 09 February 2015 - 08:18 AM, said:

Orbital bombardment? You want a consumable that obliterates every mech in a sizeable area?

How about NO.



Inferno munitions.



maybe not kill everything..or maybe not bombardement..but lets say recon? or emp blast?

ya inferno rockets :D

#12 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 09 February 2015 - 10:40 AM

View PostHellJumper, on 09 February 2015 - 09:14 AM, said:



maybe not kill everything..or maybe not bombardement..but lets say recon? or emp blast?

ya inferno rockets :D


This game is set in the Battletech universe; let us stick to things there.

Inferno munitions? Sure. Some sort of overflight recon? Cool.

EMP blast? Nope.

#13 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 09 February 2015 - 10:50 AM

what we need is a Mass Driver artillery strike
http://www.sarna.net/wiki/Mass_Driver

#14 WrathOfDeadguy

    Member

  • PipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 1,951 posts

Posted 09 February 2015 - 11:13 AM

Just what we really need in this game, more items that deal damage for zero investment in tonnage and crits.

Until the day PGI places the firing units as physical objects on the game map that can be destroyed to prevent further strikes, or until modules require tonnage and crits, damage consumables (and, frankly, consumables in general) will remain a terrible idea. Cbill cost does not balance tonnage-free damage, and would not even if the price were 1mil a pop.

#15 HellJumper

    Member

  • PipPipPipPipPipPipPipPip
  • 1,226 posts
  • LocationIslamabad, pakistan

Posted 09 February 2015 - 08:44 PM

View PostAethon, on 09 February 2015 - 10:40 AM, said:


This game is set in the Battletech universe; let us stick to things there.

Inferno munitions? Sure. Some sort of overflight recon? Cool.

EMP blast? Nope.



the point is to have more options availalbe other than just your arty/ air strike... need to have some tactical element placed into the game. the more the better...

#16 GenghisJr

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 278 posts
  • LocationAustralia

Posted 09 February 2015 - 09:32 PM

View PostHellJumper, on 08 February 2015 - 10:25 AM, said:

Hello

ok this is a suggestion/ discussion thing

we already have

Artillery and airstrike in game but of them are a general area damage thing.

i am proposing an Precision air strike module

usage: once
Cost: 60-80K c-bills
Damage done: 10 maybe (i would like more :P)
Slots: 2

so it will work is a narc..you plant t over the enemy, plane arrives.. fires its guns (Ac2/Ac5) and does a 20 damage scattered over the mech part.

and because its a one time use and takes more slots its kind of a tactical thing to take.. a decision on the player part..as you can take UAV+arty/ airt strike or just spend all module slots on this single thing...

so thoughts??

There is an artillery/airstrike accuracy module if you care to fit it

#17 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 10 February 2015 - 10:47 AM

View PostHellJumper, on 09 February 2015 - 08:44 PM, said:



the point is to have more options availalbe other than just your arty/ air strike... need to have some tactical element placed into the game. the more the better...


As long as they actually belong in Battletech, sure.

#18 Christof Romulus

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 898 posts
  • LocationAS7-D(F), GRF-1N(P)

Posted 10 February 2015 - 06:56 PM

View PostPS WrathOfDeadguy, on 09 February 2015 - 11:13 AM, said:

Just what we really need in this game, more items that deal damage for zero investment in tonnage and crits.

Until the day PGI places the firing units as physical objects on the game map that can be destroyed to prevent further strikes, or until modules require tonnage and crits, damage consumables (and, frankly, consumables in general) will remain a terrible idea. Cbill cost does not balance tonnage-free damage, and would not even if the price were 1mil a pop.


Woah... wait a minute - did anyone read what this guy said?

Like seriously, so brilliant that I can't believe it never occurred to me - can we get this please? ACTUAL objectives in a match?

Destroy their satellite uplink relay building or something to stop the airstrikes, etc - can we get this? Anyone? Anyone thing this is a PHENOMENAL idea?

The last idea that I heard that was this phenomenal was having mech modules allow for reinforcement of infantry or tanks - lighter mechs having more infantry or tanks to heavier mechs...

#19 Silversynch

    Member

  • PipPipPip
  • The Infernal
  • The Infernal
  • 66 posts

Posted 10 February 2015 - 07:01 PM

Heeeey. Heeey Guys.

Minefields.

Mine Munitions.

Like, Thunder LRMs.

How-To Area Denial in a nutshell:

Get NARCs to have a "I'm not attached to a mech, I'm just stuck on the ground" mode. Get TAGs this too.

Use that. Scout mechs aim at spot right where we want mines. (Any one of the MOBA lanes, right in the path of enemies...)

Fire LRMs. Instant denial.

#20 HellJumper

    Member

  • PipPipPipPipPipPipPipPip
  • 1,226 posts
  • LocationIslamabad, pakistan

Posted 11 February 2015 - 09:47 PM

no need for lrms strom... a one time module with single damage..thats it.

View PostChristof Romulus, on 10 February 2015 - 06:56 PM, said:


Woah... wait a minute - did anyone read what this guy said?

Like seriously, so brilliant that I can't believe it never occurred to me - can we get this please? ACTUAL objectives in a match?

Destroy their satellite uplink relay building or something to stop the airstrikes, etc - can we get this? Anyone? Anyone thing this is a PHENOMENAL idea?

The last idea that I heard that was this phenomenal was having mech modules allow for reinforcement of infantry or tanks - lighter mechs having more infantry or tanks to heavier mechs...


if they can then why not...more objective based gameplay





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users