Precision Air Strike
#1
Posted 08 February 2015 - 10:25 AM
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 )
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
Posted 08 February 2015 - 10:30 AM
Edited by Johnny Z, 08 February 2015 - 10:32 AM.
#3
Posted 08 February 2015 - 09:54 PM
Johnny Z, on 08 February 2015 - 10:30 AM, said:
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
Posted 08 February 2015 - 10:20 PM
A "no mans land" weapon to stop the nascar
#6
Posted 09 February 2015 - 02:57 AM
Mister D, on 08 February 2015 - 10:20 PM, said:
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
Praetor Knight, on 09 February 2015 - 12:17 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)
#7
Posted 09 February 2015 - 03:48 AM
HellJumper, 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
Posted 09 February 2015 - 06:58 AM
sneeking, on 09 February 2015 - 03:30 AM, said:
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.
Praetor 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
Posted 09 February 2015 - 07:53 AM
#10
Posted 09 February 2015 - 08:18 AM
How about NO.
BellatorMonk, on 09 February 2015 - 07:53 AM, said:
Inferno munitions.
#11
Posted 09 February 2015 - 09:14 AM
Aethon, on 09 February 2015 - 08:18 AM, said:
How about NO.
Inferno munitions.
maybe not kill everything..or maybe not bombardement..but lets say recon? or emp blast?
ya inferno rockets
#12
Posted 09 February 2015 - 10:40 AM
HellJumper, 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
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
Posted 09 February 2015 - 10:50 AM
#14
Posted 09 February 2015 - 11:13 AM
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
Posted 09 February 2015 - 08:44 PM
Aethon, 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
Posted 09 February 2015 - 09:32 PM
HellJumper, on 08 February 2015 - 10:25 AM, said:
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 )
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
Posted 10 February 2015 - 10:47 AM
HellJumper, 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
Posted 10 February 2015 - 06:56 PM
PS WrathOfDeadguy, on 09 February 2015 - 11:13 AM, said:
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
Posted 10 February 2015 - 07:01 PM
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
Posted 11 February 2015 - 09:47 PM
Christof 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
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