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Artillery Cannons


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#1 RedDawnPhoenix

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Posted 05 September 2015 - 09:23 PM

I believe with the mech options available the time to talk about expanding weaponry and not battlemech options is important. In my opinion the time is right for mech mounted artillery to get implemented. It would especially fit well into CW and pug matches while providing a new element to gameplay. The Sniper Artillery Cannon and Thumper Artillery Cannon are both mech mountable and have less than 15 crit spots, thus they will not have to be crit split. Also they are lighter and do less damage than others like the Long Tom Artillery Cannon, so maybe damage values won't be game breaking. The hardest thing to come up with would be how to fire and aim these weapons physically in game. I also think they should be made available to both innersphere and the clans. Hopefully this gets some attention or at least gets some new weapon types talked about so that some elements of gameplay can be expanded.

#2 BlackHeroe

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Posted 06 September 2015 - 06:04 AM

Three different ways of aiming would be thinkable:
-Aim Target (if at the targets location)
-Aim at Crosshair (directed artillery fire, but still indirect shooting - like Arty strikes)
-Aim at Map (like command orders, but a little bit more detailed)

Ill always say that IS would also need a Long Tom - there is a need of IS only weapons ;)

#3 Miles McQuiston

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Posted 06 September 2015 - 06:25 AM

I would like to see it added as well.

#4 SpiralFace

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Posted 06 September 2015 - 06:34 AM

Meah...

Artillery isn't really that good in BT. Your looking at an overtonned cannon that fires a slow slug that's next to impossible to directly hit with that is more focused on splash damage.

Even air and artie strikes do their thing because they are shooting 10 slugs at a time in a single area. I can't imagine where you just shot one of those at a time every 10 seconds would ever be remotely good.

#5 Miles McQuiston

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Posted 06 September 2015 - 09:22 AM

They can be implemented to not make them an overtonned cannon. Easy implementation would be to keep the low damage area effect, but increase the number of rounds that could be fired or the firing rate along with # of rounds per ton. It would be nice to have some mountable indirect other than LRMs.

#6 RedDawnPhoenix

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Posted 06 September 2015 - 12:19 PM

View PostSpiralFace, on 06 September 2015 - 06:34 AM, said:

Meah...

Artillery isn't really that good in BT. Your looking at an overtonned cannon that fires a slow slug that's next to impossible to directly hit with that is more focused on splash damage.

Even air and artie strikes do their thing because they are shooting 10 slugs at a time in a single area. I can't imagine where you just shot one of those at a time every 10 seconds would ever be remotely good.


It could be more effective than artillery strikes because you could keep firing throughout a match as well as making people not hide behind cover as much and could also give a new role to slower assault mechs the keeps them engaged at long range.

#7 RedDawnPhoenix

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Posted 06 September 2015 - 01:25 PM

View PostBAHS, on 06 September 2015 - 09:22 AM, said:

They can be implemented to not make them an overtonned cannon. Easy implementation would be to keep the low damage area effect, but increase the number of rounds that could be fired or the firing rate along with # of rounds per ton. It would be nice to have some mountable indirect other than LRMs.


I agree with you. LRM's are the norm but there is so much more available. I think we have enough mech variants, how about some varied weapons? Also MML's would be great too.

#8 Bigg Fatt NooB

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Posted 06 September 2015 - 10:00 PM

Absolutely agree that it is time PGI started started to give us more weapon options. Effective artillery use was one of the ways the IS got around Clan tech. superiority and player controlled arty would, if implemented properly would really give the IS a unique battlefield tactic. I disagree that Clans should have them, due to the Clan code of honor, they are all about personal combat and glory.

Yes, please give us some MMLs, that would so awesome!

I would also like to see Plasma Rifles, an expanded list of Narc Pods, and specialized missile warheads. (incendiary, emp, etc)
Most of the things that balanced Clantech for the IS like overstretched Clan supply lines, overwhelming IS blitzkrieg attacks, Clan honor limitations on weapons and tactics, and the ability to salvage and use tech from defeated Clan mechs are not implementable in game. Thus you have the unstoppable conquering of the IS that is happening in CW.

That leaves artillery, EMP attacks and exploiting the one real weakness Clans have: heat control.

And for Pete's sake, gimme a Vibroblade or a hatchet or SOMETHING already. Why am I giving up a crit slot for a hand actuator if I can't DO anything with it???

This will absolutely NEVER happen, but a Mech Taser would be so cool.

Lastly, I would like to see heavy machineguns for no other real reason than I want to put them on my Urbie. ;)

#9 X T R E M E

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Posted 07 September 2015 - 02:50 AM

yes I agree !

#10 Kalimaster

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Posted 07 September 2015 - 10:36 AM

I must agree. I would enjoy having a few more weapon options. Thank you for posting this thread.

#11 wanderer

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Posted 07 September 2015 - 12:45 PM

So basically, people want to jump forward ANOTHER 20 years into the 3070's.

View PostBigg Fatt NooB, on 06 September 2015 - 10:00 PM, said:

This will absolutely NEVER happen, but a Mech Taser would be so cool.


They exist in the Jihad, and after that you get TSEMP cannons. But seriously, we haven't even managed to get all the CURRENT weapon systems working and in. There's 'Mech mortars and Arrow IV systems for indirect fire, for example. Mech rifles for lighter-weight ballistic hardpoint use. Rocket launchers. And so on.

I'd like to see current-timeline stuff get added before we jump ahead once again.

#12 Mother Natures Psychedelic Fury

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Posted 07 September 2015 - 02:24 PM

Yes, I would love to see this in game. The Long Tom AC would be nice though.

#13 Vellron2005

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Posted 08 September 2015 - 03:30 AM

Personally, I never liked the Long Tom in previous MW games, and I doubt that it could be well implemented here. Artillery fire takes prescision, and this game is too fast-paced for that to be effective.

Also, the maps are too small to actually requre artillery. Its not like we have 40 kilometers between us and the enemy..

Artillery strike consumeables are quite enough. They should make them work on buildings though.. the fact you cant damage ogens or omega with them is kinda absurd..

Maybe if artillery does get implemented, it could work exactly like the Artillery Strike, but with multiple uses.. though, that would probably be overpowering..

Edited by Vellron2005, 08 September 2015 - 03:31 AM.


#14 wanderer

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Posted 08 September 2015 - 05:08 AM

True artillery weapons in Battletech are considerably different from the cut-down "arty cannon"- things like the Arrow IV which have ranges that'd be considered immense by MWO standards. They would also be considered slow-shooters.

Imagine a missile with a 4000m range and AoE damage with LRM-ish velocity and no in-flight correction. Point at spot, missile goes to spot. Of course, it'd definitely need some adjustment to the UI for targeting, and so would arty cannons, as you'd need something that can accurately place an "arc" firing weapon vs. a linear shot. Either would still see use at shorter ranges- plenty of places with people ridgehumping that delivering an arcing shell or missile would clear out.





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