I suggest adding a smoke bomb/screen feature.
This will definitely add to the tactical element of the game.
It could be a consumable module or a permanent one (with cooldown), or take a weapon slot and require ammo.
Smoke could be deployed at a targeted point (like arty smoke), or perhaps generated by the mech (like modern tanks smoke screen).
Smoke can be used to conceal forces in a push, or confuse the opponent in a brawl.
Even if you could see through it with night/heat vision, it could still be a decisive tool in an engagement.
"Smoke is the thinking man's weapon" they say, and as such it should definitely be included in a tactical game such as this one.
I for one would carry a smoke module instead of an artillery module or AMS. at least one per drop group.
Thoughts?


Smoke Screen
Started by Nihil 75, Mar 15 2015 02:54 AM
8 replies to this topic
#1
Posted 15 March 2015 - 02:54 AM
#2
Posted 15 March 2015 - 06:44 AM
Very good idea and one was mulling around with Unit recently.
Smoke screen consumable, same as arty or air strike with same upgrades, that can block LOS and other tactical uses.
Yes please and to be honest, surprised we don't actually have it...
Smoke screen consumable, same as arty or air strike with same upgrades, that can block LOS and other tactical uses.
Yes please and to be honest, surprised we don't actually have it...
#3
Posted 15 March 2015 - 06:56 AM
No. Also speaking of consumables arty/air need removed. Also the performance hit it would cost to most of the peasants that play this game would be abysmal. How bout they fix thermal/NV and then they can think about MAYBE adding a feature as useless as this.
#4
Posted 16 March 2015 - 02:08 AM
The impact on performance is a valid argument.
Saying nobody would use it isn't, as I surely would.
Even if you could use thermal/NV to see through it-
In the heat of battle, mid brawl, this could give a med brawler a chance to escape the timber that just turned the corner.
Saying nobody would use it isn't, as I surely would.
Even if you could use thermal/NV to see through it-
In the heat of battle, mid brawl, this could give a med brawler a chance to escape the timber that just turned the corner.
#5
Posted 16 March 2015 - 07:02 AM
Nihil 75, on 16 March 2015 - 02:08 AM, said:
The impact on performance is a valid argument.
Saying nobody would use it isn't, as I surely would.
Even if you could use thermal/NV to see through it-
In the heat of battle, mid brawl, this could give a med brawler a chance to escape the timber that just turned the corner.
Saying nobody would use it isn't, as I surely would.
Even if you could use thermal/NV to see through it-
In the heat of battle, mid brawl, this could give a med brawler a chance to escape the timber that just turned the corner.
I must disagree.
"Oh hey, suddenly a cloud of smoke where some guy used to be brawling. He's probably damaged. I think I'll go finish off his open components."
#6
Posted 16 March 2015 - 07:38 AM
I vote Yes for smoke. A smoke pack, contains 4 charges or smoke bombs which drop from the Mech. No weight, but takes up one critical slot.
#7
Posted 19 March 2015 - 03:05 AM
I'd like a smoke screen very much, and i like the idea of having 4 or so charges. You can deploy them either to cover up a ball of death or to act as a diversion.
#8
Posted 19 March 2015 - 05:11 AM
Greetings all,
As some have mentioned, the current method of displaying smoke is CPU intensive.
- But, CryEngine does have the ability to 'handoff' this draw feature to the GPU.
allowing the GPU to take the load of numerous 'particles' and effects we see in the game.
This requires coding the art elements as well as the library to have the 'handoff' GPU ability. It's a bit of a pain initially but once completed, all future elements can gain this benefit. (as a note here Star Citizen has just completed this transition)
- The end gain for the player and the server greatly increase the graphics quality with no loss of FPS.
- Many have commented that MWO is a hog in it's CPU use for nearly everything, here's PGI's method to bring this game into the speed and graphics era of 2015 and beyond. (looking at Dx12 on the horizon and fully allowing the Dx11 features to be used.)
Just some info,
9erRed
As some have mentioned, the current method of displaying smoke is CPU intensive.
- But, CryEngine does have the ability to 'handoff' this draw feature to the GPU.
allowing the GPU to take the load of numerous 'particles' and effects we see in the game.
This requires coding the art elements as well as the library to have the 'handoff' GPU ability. It's a bit of a pain initially but once completed, all future elements can gain this benefit. (as a note here Star Citizen has just completed this transition)
- The end gain for the player and the server greatly increase the graphics quality with no loss of FPS.
- Many have commented that MWO is a hog in it's CPU use for nearly everything, here's PGI's method to bring this game into the speed and graphics era of 2015 and beyond. (looking at Dx12 on the horizon and fully allowing the Dx11 features to be used.)
Just some info,
9erRed
Edited by 9erRed, 19 March 2015 - 05:13 AM.
#9
Posted 19 March 2015 - 08:35 AM
HELL YEA!!!! that would be awsome!!!
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