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Split Arti And Air Strikes Up


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#1 Shifty McSwift

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Posted 04 July 2017 - 08:01 PM

Make airstrikes bound to a tag style laser weapon, or ballistic/missile style smoke weapon that has limited strike per match potential and a personal cooldown.

And make Artillery strikes the area control consumable, that has a big radius, gives a big warning and can even have bigger damage if it is a big fat obvious area control consumable.

Reasons;

The sneaky usage of these consumables, is actually quite skilful and fun in its own way, but currently, they aren't serving the real function of area control, which is to get people to move, a fired arti/air strike currently that succeeds at warning and getting people to move is considered a waste or a miss rather than successful at its task.

Or lore/logic wise it could go vice versa with arti as the weapon, air as the consumable, the main idea here is to give space for that sneaky, placement based area strike style, while giving a clearly defined area control consumable at the same time.

I think the problem is strikes are the only AOE weapon in the game, so people want to use them like that, which is entirely fair really.

#2 Battlemaster56

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Posted 04 July 2017 - 08:57 PM

You want to restrict arty and airstrikes to utility items like tag and narc that players in this game rarely pick up and use. This idea will truly just make the two consumables useless, especially airstrikes, Arty giving it the longtom treat won't do anything good in sq as for two reasons one) making it a huge nukezone will find a way to be absused easily, and two pugs barely move when lrms are fired at them what you think they'll move if a nuke warning I doubt they will.

#3 Shifty McSwift

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Posted 05 July 2017 - 03:22 AM

View PostBattlemaster56, on 04 July 2017 - 08:57 PM, said:

You want to restrict arty and airstrikes to utility items like tag and narc that players in this game rarely pick up and use.


What? No, I want to distinctly separate the idea of an AOE weapon from the idea of area control consumables, which gives space to have both in how they look and function, but make one version an actual AOE weapon rather than an AOE weapon with no slots/tonnage that costs 40k to reload, as consumables do.

One focuses on dealing damage through AOE, the other focuses on actual area control, which involves pretty clear warnings etc.





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