Pop smoke!
#21
Posted 10 December 2011 - 02:40 PM
http://www.sarna.net...renade_Launcher
http://www.sarna.net/wiki/Smoke_Shell
http://www.sarna.net...i/Smoke_Warhead
http://www.sarna.net...ibiting_Warhead
#22
Posted 10 December 2011 - 03:14 PM
Why do we also assume that the smoke compound in the universe will react like ours?
Thusly, I see no reason to not have smoke (of any variety) that could be expansive enough to cover a heavy mech. Or thermal optics being a upgrade option only for people willing to pay for it.
At the very least, increased defensive weapons (smoke or otherwise) would help to emphasise the strategic/tactical nature of the game, different to the previous incarnations.
#23
Posted 10 December 2011 - 03:57 PM
And hopefully we will have more than just Thermal imaging, but also Seismic and Magnetics which would even more defeat the purpose and effectiveness of smoke/other obstructions
#24
Posted 10 December 2011 - 04:13 PM
That way the cloud follows the enemy Mech around for its duration so the best they can do is fight via Instruments or take Cover (if they can find any) and wait for it to run its course.
Edited by MaddMaxx, 10 December 2011 - 04:15 PM.
#25
Posted 10 December 2011 - 04:47 PM
also as it's been pointed out, its not difficult to make IR obscurant smoke. Not all smoke is IR obscurant, but when it is, it does its job.
#26
Posted 10 December 2011 - 05:10 PM
Furthermore, white phosphorus (WP) smoke is very hot, chemically reactive, and causes vicious burns to skin on contact, making it a brutal anti-infantry weapon, and a WP smoke round can create more than enough smoke to obscure a heavy 'Mech in a couple of seconds.
Smokescreens would be nice to have, but I'd really like to be able to drop colored smoke markers too.
#27
Posted 10 December 2011 - 05:16 PM
Damocles, on 10 December 2011 - 03:57 PM, said:
And hopefully we will have more than just Thermal imaging, but also Seismic and Magnetics which would even more defeat the purpose and effectiveness of smoke/other obstructions
http://www.youtube.c...1&v=owQI9NDR2ro
As you can see, WP smoke rounds can create huge clouds of smoke, hundreds of feet high, almost instantly, plenty big enough to hide a 'Mech.
#28
Posted 10 December 2011 - 05:23 PM
#29
Posted 11 December 2011 - 01:49 PM
This is a re-imaging of the universe. Let's not squander the opportunity to do this right,
#30
Posted 11 December 2011 - 03:20 PM
My seismic sensors will pick you up regardless.
#31
Posted 11 December 2011 - 05:17 PM
#32
Posted 11 December 2011 - 05:39 PM
seismic also picks up explosions as noise
#33
Posted 11 December 2011 - 05:45 PM
Seismic, Magnetic, IR, and standard visual.
#34
Posted 11 December 2011 - 06:06 PM
seismic i can see being some kinda pale color low contrast view mode where loud noises appear as smears of bright color spreading along the ground. vision range increases the slower you go. useless at a full run.
Magnetic could be something like the above, but the smears of color would belong to anything metal. such as buildings, certain geographic features, and mechs. Chaff could blind this.
IR could be obligatory FLIR cam, mechs that are running hot, or cooling off after having just been running hot would glow like crazy. also fires and weapon fx. IR obscurant smoke could block this.
don't foget basic night vision. Nothing fancy, but no obvious counters either.
Edited by VYCanis, 11 December 2011 - 06:06 PM.
#35
Posted 12 December 2011 - 12:16 AM
#36
Posted 12 December 2011 - 06:07 AM
Geist Null, on 10 December 2011 - 05:23 PM, said:
This is exactly what Smoke Thumpers are for in MekPak 3.1
Can't believe no one's brought these things up. Light tonnage, but they take up a cussload of space, so really only useful for ballistic support units.
EDIT: Also, if we're going for multiple vision modes, then I'd say that each of them can be countered with various items
Fighting at night and the enemy's got Light Amplification? Stick a Flare on his cockpit (LOVED doing this in MechWarrior 4. Always got the enemy riled up when the screen went totally white.)
Fighting someone with Thermal Imaging? Light a fire in front of him, whether with flamers or some Inferno ammunition.
Need to cover a retreat or a forward push? Lob a few smoke shots! It won't hide you perfectly but it'll at least distract the enemy.
Edited by Mattiator, 12 December 2011 - 06:11 AM.
#37
Posted 12 December 2011 - 08:14 AM
Quote
Unless, ofcourse, the opponent doesn't use Light Amplification.
Anyway, available options for smoke in 3049 are:
LRM, SRM, 'Mech Mortar, Arrow IV, Thumper, Sniper.
Quote
They're worse on Tabletop for that. 15 tons for the artillery piece and another ton for 20 smoke shells.
In cases like those, you're really going to ask yourself what you'd rather have, that Thumper, or a Gauss Rifle.
#38
Posted 12 December 2011 - 08:31 AM
also there's nothing preventing anyone from taking a half ton of ammo for stuff they won't use a lot of, and having a proportionally higher ammo load of the direct damage stuff.
#39
Posted 12 December 2011 - 08:39 AM
VYCanis, on 12 December 2011 - 08:31 AM, said:
Nothing except the rules, that is
#40
Posted 12 December 2011 - 08:42 AM
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