

Artillary bombardment?
#1
Posted 24 January 2012 - 08:06 AM
#2
Posted 24 January 2012 - 08:20 AM
Edited by LakeDaemon, 24 January 2012 - 08:20 AM.
#3
Posted 24 January 2012 - 08:26 AM
#4
Posted 24 January 2012 - 08:26 AM
#5
Posted 24 January 2012 - 08:27 AM
#6
Posted 24 January 2012 - 09:07 AM
#7
Posted 24 January 2012 - 09:52 AM
Of course, Mr. Dumb dumb who sits put is just ripe for getting spotted and shelled with artillery, but you have to be mindful of danger-close situations where teammates in the area may take friendly fire from such a powerful ability. Not to mention there needs to be a very decent recharge and initial cost to the Mech to even support the ability.
#8
Posted 24 January 2012 - 10:18 AM
Aegis Kleais™, on 24 January 2012 - 09:52 AM, said:
Of course, Mr. Dumb dumb who sits put is just ripe for getting spotted and shelled with artillery, but you have to be mindful of danger-close situations where teammates in the area may take friendly fire from such a powerful ability. Not to mention there needs to be a very decent recharge and initial cost to the Mech to even support the ability.
i agree it shouldnt be able to track individual targets just an area of effect but if you are caught in that AOE it should be devistating or at least disorienting........and a mine field drop pod would just be awsome nothing like droppin a bunch of mines in front or around an enemy lance to slow them down
#9
Posted 24 January 2012 - 10:50 AM
Second, even with Arrow IV systems we're not talking about a real artillery strike in the classical sense. Time between realying data to artillery and actual impact of shells/application of damage is still a bit short there. Accuracy rather high. Etc. Entailing the risk of the game becoming "AMO - Artillery Mechs Online". Artillery should be more like "the unit commander's personal shotgun". to bring some nasty surprise to an enemy that thinks he can sit out most of the game in a nicely covered spot. Aka not moving for minutes, even when discovered, aka hardcore "camper girl".
#10
Posted 24 January 2012 - 11:15 AM
Aegis Kleais™, on 24 January 2012 - 10:57 AM, said:
Yeah, there's ample options to disable the off-board artillery as well, if you want to. Let's look at a hypothetical "level design" for this...
There's a rather "rugged" map, hilly/mountaineous terrain with loads of LoS cover. So off-board artillery will be a major asset, even if you have only a limited number of artillery strikes. The overall secondary objective requires you to take out Base A, which makes you very vulnerable to arty strikes on the approach.
So in order to succeed, you'd want to take out the enemy's artillery assets (off-board still), before going for the big push. Giving you a tertiary objective. In order to accomplish it, you'll have to take out three comm relay beacons/trucks/whatever dispersed over the map. (Prolly 3 for each side.) So you'd sent out your faster/lighter units first to tackle that tertiary, while the slower component of your team starts lumbering towards the secondary objective. Once you took out those comm facilities, either enemy arty is disabled or at least severely gimped (aka 2 minutes before firing order is actually processed). Then you can go on about secondary and primary objective.
Don't think that is too complicated a mechanism (worked for me when "designing" a tabletop battle setup) in my example. And surely is easier to develop/implement than in-battle artillery as extra destroyable structures and loads of extra graphics (arty firing, arty moving, arty blowing up, arty reloading and what not). Additional benefit would obviously be to make info warfare even more an important factor and also buff the role of light/medium Mechs.

Edited by Dlardrageth, 24 January 2012 - 12:02 PM.
#11
Posted 24 January 2012 - 11:41 AM
It would add alot to move around and see a huge bombardment come down just 50 yards away knowing your whole Lance was just standing in the exact center of that mess just a moment ago discussing tactics for the final push.

Edited by MaddMaxx, 24 January 2012 - 11:42 AM.
#12
Posted 24 January 2012 - 11:59 AM
#13
Posted 24 January 2012 - 12:09 PM
Plant some on the feet of a Daishi and they don't know what hit them.
Tried TAG in multiplayer MW3... but online people tend to move so didn;t so well.
#14
Posted 25 January 2012 - 06:36 AM
#15
Posted 25 January 2012 - 09:41 AM
okay..... over complicating things again I guess
#16
Posted 25 January 2012 - 10:24 PM
#17
Posted 25 January 2012 - 10:28 PM
#18
Posted 26 January 2012 - 04:37 AM
#19
Posted 26 January 2012 - 06:43 AM
Edited by Ranger207, 26 January 2012 - 06:43 AM.
#20
Posted 26 January 2012 - 06:44 AM
It's not that they couldn't dumbfire their artillery, but the travel time on those shots should, IMO, be long enough that "direct fire" options are simply not plausible.
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